RULES Armament & Armories Creation Template

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Armament & Armories Creation Template



REFERENCE - BALANCING CHART
Weapon TypeCost (Eddies)Damage PotentialEffective RangeSpecial FeaturesLimitations
Handgun500 - 5,000MediumShortCompact, concealableLimited stopping power
Revolver1,000 - 6,000HighShort to MediumHigh damage per shotLow ammo capacity, slower reloads
Shotgun1,000 - 6,000HighShort to MediumHigh impact, spread shotPoor accuracy at long range
Double-Barrel Shotgun1,500 - 8,000Very HighShortDevastating at close rangeOnly two shots before reloading
Sniper Rifle5,000 - 15,000Very HighLongExtreme precisionBulky, slow rate of fire
Assault Rifle3,000 - 10,000HighMedium to LongFull-auto or burst-fire modesExpensive ammo, recoil management
Carbine4,000 - 9,000Medium to HighMediumLightweight and versatileLimited magazine size
Submachine Gun2,000 - 8,000MediumShort to MediumHigh rate of firePoor accuracy beyond close range
Light Machine Gun8,000 - 20,000HighMedium to LongSuppressive fire capabilitiesHeavy and hard to conceal
Heavy Machine Gun20,000+Very HighMedium to LongExtreme firepowerImmobile without mounting, slow reloads
Blade (Sword, Katana)500 - 10,000Medium to HighCloseHigh precision, versatileRequires skill, limited reach
Combat Knife200 - 1,500Low to MediumCloseLightweight, easy to concealLimited damage compared to larger weapons
Blunt Weapon (Bat)200 - 3,000MediumCloseSturdy, simple to useIneffective against heavy armor
Warhammer2,000 - 6,000HighCloseDevastating against armorSlow swing speed, requires strength
Explosives (Grenades)1,000 - 5,000 perVery HighVariableArea damage, variety of typesRisk of collateral damage
Vibroblade3,000 - 12,000HighCloseEnhanced cutting powerRequires energy, loud operation
Energy Weapon10,000+VariableMedium to LongBurns through armorExpensive, hard to maintain
Plasma Rifle12,000+Very HighMedium to LongSuperheated plasma damageOverheats easily, limited ammo capacity
EMP Grenade3,000 - 8,000Non-lethalMediumDisables electronicsIneffective against organics
Taser or Stun Weapon500 - 3,000Non-lethalCloseIncapacitates targetsRequires proximity, limited damage
Throwing Knife200 - 1,500Low to MediumShortSilent, reusableLimited range and damage potential
Bow1,000 - 4,000MediumMedium to LongSilent, reusable ammoRequires skill, slow rate of fire
Crossbow2,500 - 7,000HighMediumSilent, high damage per shotSlow reload, bulky
Rocket Launcher15,000+ExtremeLongAnti-vehicle, massive damageBulky, single-shot capacity
Flamethrower10,000 - 25,000HighShort to MediumArea denial, continuous fireFuel-dependent, dangerous to user
Railgun25,000+ExtremeVery LongArmor-piercing kinetic damageRequires power source, slow reload
Molotov Cocktail100 - 500 perMediumShortCheap, incendiary area damageDangerous to carry, imprecise
Tactical Shield3,000 - 10,000N/A (Defense)N/AAbsorbs bullets, melee protectionLimits mobility, vulnerable to flanking
Chainsword7,000 - 15,000HighCloseRipping damage against armorHeavy, high maintenance
Explosive AmmunitionVariable per typeVery HighDependent on weaponEnhances base weapon damageHigh cost, collateral damage risk
Cyberweapon (Arm)8,000+Medium to HighCloseConcealed, enhanced strengthRequires cyberarm / cyberware compatibility


GENERAL OOC INFORMATION

  • Image Source: (Provide a link to any images used, with credit to the creator or original source if possible.)


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WEAPON INFORMATION

  • Name: (What is the name of the weapon?)
  • Type: (What category does it fall under? Example: Handgun, Blade, Rifle, Explosive, etc.)
  • Manufacturer: (Who created this weapon? A fictional company, player-created entity, or legacy brand?)
  • Cost (Eddies): (How much does it cost in the game world?)
  • Availability: (Is this weapon easily accessible, a rare item, or something custom-built?)
  • Material Composition: (What materials is the weapon made from? Example: Polycarbonate, tungsten alloy, carbon fiber, etc.)
  • Classification: (Is it standard issue, high-tech, experimental, or black market exclusive?)


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DESIGN & FUNCTIONALITY

  • Appearance: (What does the weapon look like? Include colors, shapes, and aesthetic details.)
  • Mechanics: (Detail how the weapon operates. Example: Semi-automatic, fully automatic, pump-action, vibroblade.)
  • Damage Potential: (What kind of damage does it deal? Example: Piercing, slashing, concussive, incendiary.)
  • Range & Accuracy: (Effective range and accuracy level for ranged weapons. For melee, note reach and precision.)
  • Durability: (How robust is the weapon? Does it require frequent maintenance or upgrades?)


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SPECIAL FEATURES

  • Integrated Tech (Optional): (Does it include built-in technology? Example: Smart targeting, EMP resistance, or auto-reloading mechanisms.)
  • Customization Options: (Can the weapon be modified? Example: Attachments, extended magazines, or aesthetic upgrades.)
  • Ammunition Type (For Ranged Weapons): (What kind of ammo does it use? Example: Standard rounds, explosive, armor-piercing.)
  • Special Traits (Optional): (Does it have unique features, like cloaking capabilities or enhanced cutting power?)


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RATIONALE AND USAGE

  • In-World Context: (How does this weapon fit into the Cyberpunk world? Is it widely used, illegal, or a prototype?)
  • Character Interaction: (How does owning or using this weapon affect the character's roleplay? Example: Enhanced combat abilities, reputation changes, or legal repercussions.)


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