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Armament & Armories Creation Template
REFERENCE - BALANCING CHART
Weapon Type | Cost (Eddies) | Damage Potential | Effective Range | Special Features | Limitations |
---|---|---|---|---|---|
Handgun | 500 - 5,000 | Medium | Short | Compact, concealable | Limited stopping power |
Revolver | 1,000 - 6,000 | High | Short to Medium | High damage per shot | Low ammo capacity, slower reloads |
Shotgun | 1,000 - 6,000 | High | Short to Medium | High impact, spread shot | Poor accuracy at long range |
Double-Barrel Shotgun | 1,500 - 8,000 | Very High | Short | Devastating at close range | Only two shots before reloading |
Sniper Rifle | 5,000 - 15,000 | Very High | Long | Extreme precision | Bulky, slow rate of fire |
Assault Rifle | 3,000 - 10,000 | High | Medium to Long | Full-auto or burst-fire modes | Expensive ammo, recoil management |
Carbine | 4,000 - 9,000 | Medium to High | Medium | Lightweight and versatile | Limited magazine size |
Submachine Gun | 2,000 - 8,000 | Medium | Short to Medium | High rate of fire | Poor accuracy beyond close range |
Light Machine Gun | 8,000 - 20,000 | High | Medium to Long | Suppressive fire capabilities | Heavy and hard to conceal |
Heavy Machine Gun | 20,000+ | Very High | Medium to Long | Extreme firepower | Immobile without mounting, slow reloads |
Blade (Sword, Katana) | 500 - 10,000 | Medium to High | Close | High precision, versatile | Requires skill, limited reach |
Combat Knife | 200 - 1,500 | Low to Medium | Close | Lightweight, easy to conceal | Limited damage compared to larger weapons |
Blunt Weapon (Bat) | 200 - 3,000 | Medium | Close | Sturdy, simple to use | Ineffective against heavy armor |
Warhammer | 2,000 - 6,000 | High | Close | Devastating against armor | Slow swing speed, requires strength |
Explosives (Grenades) | 1,000 - 5,000 per | Very High | Variable | Area damage, variety of types | Risk of collateral damage |
Vibroblade | 3,000 - 12,000 | High | Close | Enhanced cutting power | Requires energy, loud operation |
Energy Weapon | 10,000+ | Variable | Medium to Long | Burns through armor | Expensive, hard to maintain |
Plasma Rifle | 12,000+ | Very High | Medium to Long | Superheated plasma damage | Overheats easily, limited ammo capacity |
EMP Grenade | 3,000 - 8,000 | Non-lethal | Medium | Disables electronics | Ineffective against organics |
Taser or Stun Weapon | 500 - 3,000 | Non-lethal | Close | Incapacitates targets | Requires proximity, limited damage |
Throwing Knife | 200 - 1,500 | Low to Medium | Short | Silent, reusable | Limited range and damage potential |
Bow | 1,000 - 4,000 | Medium | Medium to Long | Silent, reusable ammo | Requires skill, slow rate of fire |
Crossbow | 2,500 - 7,000 | High | Medium | Silent, high damage per shot | Slow reload, bulky |
Rocket Launcher | 15,000+ | Extreme | Long | Anti-vehicle, massive damage | Bulky, single-shot capacity |
Flamethrower | 10,000 - 25,000 | High | Short to Medium | Area denial, continuous fire | Fuel-dependent, dangerous to user |
Railgun | 25,000+ | Extreme | Very Long | Armor-piercing kinetic damage | Requires power source, slow reload |
Molotov Cocktail | 100 - 500 per | Medium | Short | Cheap, incendiary area damage | Dangerous to carry, imprecise |
Tactical Shield | 3,000 - 10,000 | N/A (Defense) | N/A | Absorbs bullets, melee protection | Limits mobility, vulnerable to flanking |
Chainsword | 7,000 - 15,000 | High | Close | Ripping damage against armor | Heavy, high maintenance |
Explosive Ammunition | Variable per type | Very High | Dependent on weapon | Enhances base weapon damage | High cost, collateral damage risk |
Cyberweapon (Arm) | 8,000+ | Medium to High | Close | Concealed, enhanced strength | Requires 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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