How to make your Mooks scary with Autofire (use at your own peril)

How to make your Mooks scary with Autofire (use at your own peril)

This gives me an idea.

Hardened Security Operatives are Mooks with Autofire 14. Modify their armor at your discretion. Hell, give them a PQ SMG with Cyclic Internals instead for CQC carnage

Add a touch of Synthcoke to each of them for an extra +1

Tracer Ammo for some extra kick

For extra carnage, one of these guys has Tactics 13...

to use with Tactical Overwatch in the Segotari Power DLC to buff the squad's Autofire Attacks.

If you don't get it, Hardened Security Operatives have Base 14 with Autofire. Synthcoke gives em a +1 to REF so they're hitting with a +15. And Tracer Ammo adds a +1 so they now hit with a +16. And this isn't unfounded. A GM can spawn a special Hardened Mook that has a Base 16 in Autofire.

What this does is give Hardened Mooks a way to better hit the max multiplier and even be able to better hit bullet dodgers attempting to evade their Attack. And if you're worried about players looting bodies, they won't be scavenging a Neural Link, Smartgun Link, or even an Excellent Quality gun. Best they got is a Poor Quality SMG/Assault Rifle and some Tracer Ammo left over from the fight. Plus, these guys are still Mooks. The Hardened Security Operative has 30 HP and poor Evasion & Brawling. They'll die quick, especially if you give them lower SP such as Kevlar. Very definition of glass cannon.

The con of this method? This really ratchets up lethality. In no Evasion games, these guys can hit a x4 multiplier with a 60% chance. And this is even worse if you decide to use the Tactical Overwatch rule. So long as the special Mook passes that DV15 (which is 80% of the time btw), they can consistently give an extra +1 to the Mooks. So now they got a +17 which means getting a x4 multiplier 70% of the time.

So yeah, scary way to make accurate Autofire Mooks while keeping their budget low. Just...mind the lethality. This makes fights a meatgrinder.

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u/Infernox-Ratchet — 12 hours ago

The Chocobo Gold Cup ending was satisfying

So, I'm just now getting through Rebirth and made it back to the Gold Saucer. Early on, I heard that Chocobo Sam was responsible for Billy's parents dying so I was expecting to throw the middle finger at Sam...till I made it to the Chocobo Sage who said that he and Billy's dad were close and expressed doubt that Sam did it.

And then I win the Gold Cup and Sam basically confirmed it: it was Corneo who took his parents away and Sam decided to take the blame and keep tabs on Corneo so Billy wouldn't go after Shinra or Corneo. And then Billy declared he'd make Sam and his parents proud on his own terms which earned approval from Sam as he left.

It really does make me look at the Trio as a whole in a whole new light in Remake: NONE of them liked Corneo, they probably didn't wanna even send any girls to Corneo but were forced to so their business stayed afloat (after all, Corneo called the shots in Wall Market). Then along came Tifa, Cloud, and Aerith who could've done something about it. It really makes me look forward to Corneo getting his long-awaited karma.

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u/Infernox-Ratchet — 11 days ago

All Autofire Weapons and their Purpose Pt. 2 - SMGs, ARs, MGs, & Uniques

Greetings chooms, heavy armor lizard here. This is part 2 of my Autofire weapons post, now covering SMGs, Assault Rifles, Machine Guns, and the unique Combo weapons in Black Chrome.

##Autofire Starter

Before we cover the weapons, let's break it down once more:

  1. Remember, Autofire requires high bases in order to get the max multiplier. Currently, one can hit a Base 17 at chargen by having REF 8, Autofire 6, an Excellent Quality gun, a Smartgun Link, and Tracer rounds from Solo of Fortune 2045. You can go higher with Synthcoke, Precision Attack, and practicing the skill with a HQ Training Area to get a Base 20. Even with Base 17, one can hit a 4x multiplier at DV17 with a 70% success rate.
  2. This post will give the best possible odds you can get assuming you're Base 14 (REF 8 and Autofire 6). Objective is seeing if we can hit at least a +16 at chargen.
  3. Any weapon that deals no damage I won't cover. Similarly, weapons that are more 'generic' will not be listed. And if a weapon has less rounds required and can't take magazine attachments to increase the ammo count...why cover it (6 shot pistol for example)? And no disposable gun like Faisal's Convenience
  4. NO CEMK Weapons
  5. Strictly RAW here. No Invented Upgrades
  6. Gonna include total cost to 'set-up' if you will. For simplistic sakes, any time I put Smartgun Link or Smartlink, put down 1100eb since that's Neural Link, Smartgun Link, and Subdermal Grip. Sometimes, I'll deviate as some weapons require Interface Plugs instead. And for Ammunition Compatibility Internals (ACI) and SMG Cyclic Internals (SCI), put 100eb each

##SMGs

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ SMG PQ weapon with ROF 1 2d6. Default, it has enough for 3 Autofire bursts. Extended Mag allows for 4 bursts and a Drum Mag allows for 5 bursts. It is also conceable with the default magazine. Cheap SMG that can autofire with a 3x multiplier or a 4x with the Cyclic Internals attachment Since its PQ, you need a Smartgun Link and Tracer Rounds to get +16 50eb + Smartlink = 1150eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + SCI
SMG Same as above except Standard Quality The same as above except just Standard Quality and no worries of jamming on a critical failure. If you upgrade it to EQ, you can get +17 if you also get a Smartgun Link and Tracer Rounds 100eb + Smartlink = 1200eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + SCI + 100eb Upgrade mats
EQ SMG Excellent Quality weapon Same as above except now Excellent Quality Since its EQ by default, just get a Smartgun Link and Tracer Rounds to achieve a +17 500eb + Smartlink = 1600eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + SCI
Big Dreem (Black Chrome+) Exotic SMG that fires proprietary 30 round ammo bricks, which are sold for 20eb each. Unless aimed, the SMG has a mind of its own and fires with an Autofire base of 10. Cannot be concealed. Cheap SMG with cheap magazines but is risky if not constantly aimed. With Cyclic Internals, you get one of the cheapest Autofire 4 weapons in the game. If upgraded to EQ, you can get +15. Since the weapon uses proprietary ammo, you may need to use Synthcoke and/or Precision Attack to get +16-17 10eb + 10eb Upgrade mats = 20eb + 20eb/ammo brick + SCI
Mustang Arms Rodeo (Toggle's Temple) Poor Quality SMG that does 3d6 damage but when the user does Autofire, the user must pass a DV15 Handgun check as well. If the user fails, the multiplier is decreased to x2. SMG with higher single fire damage but you must also have skill in Handgun to prevent Autofire damage from decreasing. see Poor Quality SMG see Poor Quality SMG
Pepper Shaker (Black Chrome) SMG that can only Autofire and uses 6 rounds instead of 10 and can also load Non-Basic Ammo. Equivalent to having a Drum Mag on your SMG and it stays conceable. If upgraded to EQ and is loaded with Tracer Ammo, you can get +16 500eb + 500 Upgrade mats + ACI = 1100eb + 40eb/10 Tracer Rounds + SCI
Teen Dreem (12 Days of Gunmas) Poor Quality Exotic SMG with 10 rounds that can Autofire or Suppressive Fire with at least 2 bullets. When the weapon is used to do Autofire or Suppressive Fire, it is destroyed beyond repair. Cheap SMG that you buy in bulk where you discard after every use. While you could put Ammo Compatibility on plenty of Teen Dreems, it would be a waste. Thus, use Synthcoke and/or Precision Attack to reach +15-16 20eb per Teen Dreem

##Heavy SMGs

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ Heavy SMG PQ weapon with ROF 1 3d6. Default, it has enough for 4 Autofire bursts. Extended Mag allows for 5 bursts and a Drum Mag allows for 6 bursts. Cheap SMG that can autofire with a 3x multiplier or a 4x with the Cyclic Internals attachment Since its PQ, you need a Smartgun Link and Tracer Rounds to get +16 50eb + Smartlink = 1150eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + SCI
Heavy SMG Same as above except Standard Quality The same as above except just Standard Quality and no worries of jamming on a critical failure. If you upgrade it to EQ, you can get +17 if you also get a Smartgun Link and Tracer Rounds 100eb + Smartlink = 1200eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + SCI + 100eb Upgrade mats
EQ Heavy SMG Excellent Quality weapon Same as above except now Excellent Quality Since its EQ by default, just get a Smartgun Link and Tracer Rounds to achieve a +17 500eb + Smartlink = 1600eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + SCI
Arasaka Takanami SMG (Solo of Fortune 2045) EQ Heavy SMG that comes with an extended Magazine and does Autofire 4 by default. EQ Heavy SMG that already does Autofire 4, saving you 100eb that you would've spent on Cyclic Internals see EQ Heavy SMG 600eb + Smartlink = 1700eb + 40eb/10 Tracer Rounds + 500eb Magazine attachment + SCI (only if you wanna change the Autofire Range to Machine Pistol)
Malorian Sub-Flechette Gun (12 Days of Gunmas) EQ Exotic HSMG with 25 shots, a Smartgun Link, and Autofire 4. Fires unique AP ammo that ablates armor by 4. High end Autofire weapon that shreds armor. While it already does Autofire 4, the Cyclic Internals can change the weapon's firing range. Because the weapon must fire its unique ammo, it cannot use Tracer Rounds. However, since its EQ and has a Smartlink, you can get +16 immediately. 5000eb + Smartlink = 6100eb + 100eb/10 Sub-Flechette Rounds + SCI (only if you wanna change the Autofire Range to Machine Pistol)
Mustang Arms ARS-5 SMG (12 Days of Gunmas) Exotic HSMG with a Smartgun Link, Infrared Nightvision Scope, and Sniping Scope Comes with 1100eb worth of attachments, saving you 200eb from putting it on a typical SMG. Other than that, it's a typical HSMG with no slots Because it has a Smartgun Link, you can already get +15. If it takes Tracer Rounds, you can do +16. Then you need to upgrade to EQ to get +17 1000eb + ACI + Smartlink = 2200eb + 40eb/10 Tracer Rounds + 1000eb Upgrade mats + SCI
Sanroo Hello Cutie Hidden Cougar (Toggle's Temple) HSMG with 11 rounds that's conceable but can't accept magazine attachments. It's something. Sure, its conceable but the inability to use higher magazine attachments means you only get one Autofire burst. see EQ Heavy SMG 500eb + Smartlink = 1600eb + 40eb/10 Tracer Rounds + SCI

##Assault Rifles

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ Assault Rifle PQ weapon with ROF 1 5d6. Default, it has enough for 2 Autofire bursts. Extended Mag allows for 3 bursts and a Drum Mag allows for 4 bursts. Cheap AR that can autofire with a 4x multiplier Since its PQ, you need a Smartgun Link and Tracer Rounds in Adapter Casings to get +16 100eb + Smartlink = 1200eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment
Assault Rifle Same as above except Standard Quality The same as above except just Standard Quality and no worries of jamming on a critical failure. If you upgrade it to EQ, you can get +17 if you also get a Smartgun Link and Tracer Rounds 500eb + Smartlink = 1600eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 500eb Upgrade mats
EQ Assault Rifle Excellent Quality weapon Same as above except now Excellent Quality Since its EQ by default, just get a Smartgun Link and Tracer Rounds to achieve a +17 1000eb + Smartlink = 2100eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 500eb Upgrade mats
Arasaka Prototype Variable Assault Rifle (Black Chrome) EQ Assault Rifle that has an alternate railgun mode that ignores armor entirely under SP7. Requires 2 5000eb parts to access the railgun mode. Quest item given the prototype status. Other than the railgun mode, it's essentially an EQ Assault Rifle albeit more expensive. see Assault Rifle 15000eb + Smartlink = 16100eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 15000eb Upgrade mats
Arasaka WAA Bullpup (12 Days of Gunmas) Exotic Assault Rifle with 30 shots and a Smartgun Link and can fire Non-Basic Ammo. Weapon that allows the user to fire 3 Autofire bursts without needing an Extended Magazine. Plus being able to fire Non-Basic Ammo means Ammunition Compatibility Internals is unnecessary Because the weapon already has a Smartgun Link and can fire Tracer Ammo, the user can get a +16 immediately. If the weapon is upgraded to EQ, you can get +17 1000eb + Neural Link & Subdermal Grip = 1600eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 1000eb Upgrade mats
Hello Cutie Gun-Gun Friend-Friend (12 Days of Cutiemas) Assault Rifle that allows one to put a one-handed ranged weapon inside the frame. A weapon that can also use a one-handed weapon akin to an underbarrel attachment, giving the user a way to engage in different ranges. see Assault Rifle 1000eb + Smartlink = 2100eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 1000eb Upgrade mats
Militech Mountain Goat (Solo of Fortune 2045) EQ Assault Rifle that single fires in the Battle Rifle range and comes with a Smartgun Link and Sniping Scope. An EQ Rifle that saves you 150eb by already having a Sniping Scope and uses the Battle Rifle range without the Range Modification attachment. Other than the emphasis on long range engagements, its like a typical EQ AR. see EQ Assault Rifle 1550eb + Neural Link & Subdermal Grip = 2150eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 1000eb Upgrade mats
Militech Ronin Hyperlight (Toggle's Temple) EQ Assault Rifle that does ROF1 4d6 damage but comes with an Extended Magazine. Early game AR that encourages Autofire, especially since the Magazine allows for 3 bursts. see EQ Assault Rifle 600eb + Smartlink = 1700eb + 40eb/10 Tracer Rounds + 500eb Drum Mag
Pursuit Security Crowd Buster (Black Chrome) Assault Rifle with an attached Shrieker and even comes with Auto Level Dampening Ear Protectors. A typical Assault Rifle that comes with a Shrieker, which provides a way to disrupt enemy movement. see Assault Rifle 2000eb + Smartlink = 3100eb + 40eb/10 Tracer Rounds + 50eb/spare Battery Pack + 100/500eb Magazine attachment + 1000eb Upgrade mats
Stolbovoy ST-5 (12 Days of Gunmas) PQ Exotic Assault Rifle with 20 shots that when jammed, has a 50% chance of working which clears the jam. And it can fire Non-Basic Ammo. Cheap weapon that has a 50/50 chance to fire again when jammed so one does not have to use an Action to do so in a fight. Because it can already use Non-Basic Ammo, give it Tracer Ammo so you can do +15. 100eb + 40eb/10 Tracer Rounds + 100eb Upgrade mats
Techtronika Russia BMG-500 (Black Chrome) Exotic Assault Rifle that is fired with Heavy Weapons, comes with a 500-round capacity, and the user must be BODY 11+ unless mounted. Weapon that can fire 50 Autofire bursts before it even needs to be reloaded. If upgraded to EQ and you load the entire magazine with Tracer Ammo, you get a +16. 1000eb + 40eb/10 Tracer Rounds + 1000eb Upgrade mats
Tsunami Arms Helix Exotic Assault Rifle that can only Autofire, has 40 rounds, uses 20 rounds every burst, and does Autofire 5 but requires the user to be BODY 11+ Just gonna say it, this guy sucks. You only get 2 bursts and its not EQ by default which makes it hard to reach Autofire 5. Doesn't help that there's a far better version (see below). Seriously, skip this guy. I know I said skip, but upgrading to EQ and loading it with Tracer Rounds gets you +16. 5000eb + 40eb/10 Tracer Rounds + 5000eb mats

##Machine Guns (Solo of Fortune 2045)

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
Metacorp Chaingun "Victoria" EQ Machine Gun that can only Autofire, has 100 rounds but uses 20 rounds, does Autofire 5 in the Machine Gun range, and the user must be BODY 12+ unless mounted Much better version of the corebook Helix. EQ by default, does 5 Autofire bursts, and even comes with 3 slots which allows you to put a Smartgun Link on it. see EQ Assault Rifle 4000eb + Smartlink = 5100eb + 40eb/10 Tracer Rounds
Midnight Arms Midnight Assault HB Machine Gun that can single fire with the Heavy Weapons skill in the Marksman Rifle range, has 60 rounds, does Autofire 5 in the Machine Gun range, and user must be BODY 11+ unless mounted Cheaper version of the Victoria that can single fire and has enough capacity for 6 Autofire bursts with the drawback that the weapon is SQ instead, requiring a month long Tech Upgrade to make it EQ like the Victoria. This is also recommended since the lowest DV in the Machine Gun range is 18. see Assault Rifle 3000eb + Smartlink = 4100eb + 40eb/10 Tracer Rounds + 5000eb Upgrade mats
Militech Mk.27 LMG Machine Gun that can single fire with the Heavy Weapons skill in the Assault Rifle range albeit with 4d6 damage, has 80 rounds, does Autofire 4 in the Machine Gun range, and user must be BODY 10+ unless mounted. Very cheap Machine Gun. Due to the lower damage of the single fire mode, its more encouraged to Autofire which lets you do 8 full bursts. see Assault Rifle 1400eb + Smartlink = 2500eb + 40eb/10 Tracer Rounds + 1000eb Upgrade mats
Techtronika Russia BMG-500 Silver Machine Gun that can single fire with the Heavy Weapons skill in the Assault Rifle range, has 500 rounds, does Autofire 5 in the Assault Rifle range, and user must be BODY 11+ unless mounted. Essentially a better but more expensive version of the old BMG-500. Same cost as the Midnight Assault HB but with the ability to do 50 bursts and solely attacks in the Assault Rifle range. see Assault Rifle 3000eb + Smartlink = 4100eb + 40eb/10 Tracer Rounds + 5000eb Upgrade mats
Tsunami Arms Helix Citrus EQ Machine Gun that can only do Autofire 5 in the Machine Pistol range, has 40 shots, and the user must be BODY 11+ unless mounted. Remember that improved version I mentioned? Yeah, this is it. Unlike the old crappy version, this gets you 4 Autofire bursts instead of 2 and you have 3 attachment slots to let you use a Smartgun Link. Plus with the fact it's the same cost, why not use this? Unlike most Machine Guns, this is suited for CQC engagements see EQ Assault Rifle 5000eb + Smartlink = 6100eb + 40eb/10 Tracer Rounds
Scatter Ratter PQ Machine Gun with 56 rounds that can single fire with the Heavy Weapons skill in the SMG range, does ROF2 4d6 in single fire mode, and the user must be BODY 8+ unless mounted. This weapon can't be fired in single fire if the user performed Autofire the last round while if the weapon was fired with single fire on the previous round, it becomes EQ on the next round. Very weird weapon. Cheap MG but with ROF2 4d6. If used in single fire the last turn, it becomes EQ on the next turn which is good for Autofire but then the user is unable to do single fire the next turn which means you're now dealing with a Poor Quality MG again. Seems more like a weapon that's better suited for using the single fire mode and the Autofire mode is an afterthought. see PQ/EQ Assault Rifle 2552eb + Smartlink = 3652eb + 40eb/10 Tracer Rounds

##Uniques

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
KTech TechHammer Exotic Weapon that's either a Shotgun or RL depending on if 4 Basic Shotguns or 2 Smart Rockets are loaded. Can only Smart Rockets and the user does not need Targeting Scope cyberware to fire it. Can go from autofiring shotgun slugs to fire rockets with one reload. That said, not the best use of Autofire. Upgrade the weapon to EQ so you get +15. Then, put Ammo Compatibility Internals on so you can load Tracer Bullets in Adapter Casings to get +16. 1000eb + 1000eb Upgrade mats + ACI = 2100eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings
Militech Mastiff (Black Chrome) Exotic Combination 2-handed SMG and 3 shot Shotgun SMG with 3 shotgun shots, giving the user a way to fight with Autofire and Shoulder Arms in close quarters. With Cyclic Internals, it's like having a close-range Assault Rifle with an underbarrel Shotgun. If upgraded to EQ, you can get a +15. If you put Ammo Compatibility Internals on it so you can load Tracer Ammo, the SMG can Autofire with a +16. 500eb + ACI + 500eb Upgrade mats = 1100eb + 40eb/10 Tracer Rounds + SCI
Modfire 10x Exotic Heavy Pistol that can be configured into an Exotic SMG or Assault Rifle in a minute. Comes with 2 attachment slots that are only for scope attachments Conceable pistol that you can smuggle into a place in order to get your Autofire weapon. If upgraded to EQ, you can get +1 on all 3 configurations for +15. Then put Ammo Compatibility Internals on so your SMG or Assault Rifle can use Tracer Rounds for +16 1000eb + 1000eb Upgrade mats + ACI = 2100eb + 40eb/10 Tracer Rounds + SCI
Sanroo HelloCutie Ultra-K8 Assault Pistol (Black Chrome) 30 round Excellent Very Heavy Pistol that can be turned into a SMG. Grants a +2 to Wardrobe & Style checks when wearing Asia Pop and has 2 weapon attachment slots included. With Pistol Autosear and Cyclic Internals, you can have two different firing ranges when Autofiring and both modes have Autofire 4. Since the pistol is EQ already and comes with 2 slots, put a Smartgun Link on it which grants +16. After that, put Ammo Compatibility Internals on and let it take Tracer Rounds to bring this to +17. 5000eb + ACI + Smartlink = 6200eb + 40eb/10 Tracer Rounds + SCI
Sternmeyer M-04 (Black Chrome) PQ Exotic Combination Assault Rifle and Grenade Launcher. Assault Rifle has 20 shots and GL has 2 shots. Weapon has 2 attachment slots that can only be used for scope attachments and the GL can fire Non-Basic Ammo. A combo of Assault Rifle and GL, saving you 100eb. That said, the Exotic tag limits this weapon and if one mode jams, the other mode is inoperable till the jam is cleared. If the Ammunition Compatibility Internals is attached, you can load Tracer Ammo to get +15. 500eb + ACI = 600eb + 40eb/10 Tracer Rounds
Tommyknocker Exotic Combination Very Heavy Pistol with 8 shots and PQ Shotgun with 2 shots. User must be BODY 10+ or hold the weapon with 2 hands to prevent the weapon from flying. Has 1 attachment slot for scope attachments. Kinda similar to the Mastiff SMG but tbh, using Autofire on this abomination is a waste. Your call. Tech Upgrade the Tommyknocker and put a higher magazine capacity on it. Then, load the pistol with Tracer Ammo to do +15. 1000eb + 1000eb Upgrade mats + 100/500eb Magazine attachment + ACI + PA = 2300/2700eb + 40eb/10 Tracer Rounds

And that's every weapon to my knowledge, choombas. Hope y'all enjoy.

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u/Infernox-Ratchet — 24 days ago

All Autofire Weapons and their Purpose Pt. 1 - Pistols and Shotguns

Greetings chooms, heavy armor lizard here. So u/Odyssey_Seeker and u/AngelTheBastard requested on my old post that I update about Autofire weapons and their gimmicks. So, you know what? Sure, I'll take ya on.

Because there's a ton of weapons in this game, I decided to split in 2 parts. This covers Pistols and Shotguns. Next covers SMGs, Assault Rifles, and Combination Weapons.

##Autofire Starter

Before we cover the weapons, let's break it down:

  1. Remember, Autofire requires high bases in order to get the max multiplier. Currently, one can hit a Base 17 at chargen by having REF 8, Autofire 6, an Excellent Quality gun, a Smartgun Link, and Tracer rounds from Solo of Fortune 2045. You can go higher with Synthcoke, Precision Attack, and practicing the skill with a HQ Training Area to get a Base 20. Even with Base 17, one can hit a 4x multiplier at DV17 with a 70% success rate.
  2. Solo of Fortune introduced attachments for pistols and shotguns that allow them to gain Autofire 3 in the Machine Pistol range, even getting Autofire 4 if they can already Autofire or are EQ.
  3. This post will give the best possible odds you can get assuming you're Base 14 (REF 8 and Autofire 6). Objective is seeing if we can hit at least a +16 at chargen.
  4. Any weapon that deals no damage I won't cover. Similarly, weapons that are more 'generic' will not be listed. And if a weapon has less rounds required and can't take magazine attachments to increase the ammo count...why cover it (6 shot pistol for example)? And no disposable gun like Faisal's Convenience; I love you all too much to try and justify slapping autofire on guns meant to be disposable
  5. Since Tracer Slugs don't exist, you can use Bullet to Slug Adapter Casings in Black Chrome+ to convert Tracer Rounds into Tracer Slugs when autofiring with a Shotgun.
  6. NO CEMK Weapons
  7. Strictly RAW here. No Invented Upgrades
  8. Gonna include total cost to 'set-up' if you will. For simplistic sakes, any time I put Smartgun Link or Smartlink, put down 1100eb since that's Neural Link, Smartgun Link, and Subdermal Grip. Sometimes, I'll deviate as some weapons require Interface Plugs instead. And for Ammunition Compatibility Internals (ACI), Pistol Autosear (PA), and Shotgun Automatic Control Group (SACG), put 100eb each

##Medium Pistols

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ Medium Pistol PQ weapon with ROF 2d6. Default, it can do 1 Autofire burst. Extended Mag still only allows 1 burst but a Drum Mag allows 3 bursts. Cheap pistol that can autofire but you still need a drum mag to get more attacks and jams on a 1 Since its PQ, you need a Smartgun Link and Tracer Rounds to get +16 20eb + PA + Smartlink = 1220eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment
SQ Medium Pistol Same as above except Standard Quality If you upgrade it to EQ, the weapon now does Autofire 4 If you upgrade it to EQ, you can get +17 if you also get a Smartlink and Tracer Rounds 50eb + PA + Smartlink = 1250eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment + 50eb Upgrade mats
EQ Medium Pistol Same as above except Excellent Quality weapon As the weapon is EQ, you now get Autofire 4 Since its EQ by default, just get a Smartgun Link and Tracer Rounds to achieve a +17 100eb + PA + Smartlink = 1300eb + 40eb/10 Tracer Rounds + 100/500eb Magazine attachment
Micro Cutie by Hello Cutie (Danger Gal Dossier) 10 shot EQ Exotic Pistol that can do 4d6 with Hypurrburst. A full magazine is enough for 1 Autofire burst. With Pistol Autosear and Ammo Compatibility Internals, you can get a 1 burst EQ Autofire 4 weapon loaded with Tracer Rounds. But to be honest, why waste it on this weapon? Since its EQ already, all you need is Tracer Rounds to get +16 1000eb + 1000eb Upgrade mats + ACI + PA = 2200eb + 40eb/10 Tracer Rounds + 100/500eb Magazine Attachment
PS E-TACK Rapid Responder (12 Days of REDmas) PQ Pistol that comes with an Extended Mag and a non-removable Stun Bayonet. Comes with a burst mode that fires 3 bullets that treats the damage like a Heavy Pistol and any non-AP ammunition is treated as if it were also AP. Pistol that can do burst fire mode, 1 Autofire burst, and has a Stun Bayonet. If the Mag is replaced with a Drum Mag, you get 3 Autofire bursts. Since the weapon without the Mag has 2 slots, you'll need to upgrade the weapon to get a Smartgun Link to achieve +15. Load it with Tracer rounds and you get +16. 500eb + PA + Smartlink = 1700eb + 40eb/10 Tracer Rounds + 500eb Upgrade mats + 500eb Drum Mag

##Heavy Pistols

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ Heavy Pistol PQ weapon and ROF2 3d6. Default, it doesn't have enough for 1 Autofire burst. Extended Mag allows 1 burst and a Drum Mag allows 2 bursts. Cheap pistol that can autofire but you need an extended or drum mag to be able to do Autofire and jams on a 1 Since its PQ, you need a Smartgun Link and Tracer Rounds to get +16 50eb + 100/500eb Magazine attachment + PA + Smartlink = 1350/1750eb + 40eb/10 Tracer Rounds
SQ Heavy Pistol Same as above except Standard Quality If you upgrade it to EQ, the weapon now does Autofire 4 If you upgrade it to EQ, you can get +17 if you also get a Smartlink and Tracer Rounds 100eb + 100/500eb Magazine attachment + PA + Smartlink = 1400/1800eb + 40eb/10 Tracer Rounds + 100eb Upgrade mats
EQ Heavy Pistol Same as above except Excellent Quality weapon As the weapon is EQ, you now get Autofire 4 Since its EQ by default, just get a Smartgun Link and Tracer Rounds to achieve a +17 500eb + 100/500eb Magazine attachment + PA + Smartlink = 1800/2200eb + 40eb/10 Tracer Rounds
E-TACK Public Defender (Black Chrome) PQ Pistol with a Subdermal Grip-compatible Smartlink, an 8-round mag for lethal shots, and a battery pack for non-lethal shots. If given Pistol Autosear, Ammo Compatibility Internals, and upgraded for an Attachment Slot to take a Drum Mag, you get a Pistol capable of 2 Autofire bursts and a separate battery pack capable of doing 8 non-lethal shots. Since the weapon comes with a Smartlink and can now take Tracer rounds, you can get +16 with Autofire checks. 500eb + 500eb Upgrade mats + 100/500eb Magazine attachment + ACI + PA + Neural Link & Subdermal Grip (600eb) = 1800/2200eb + 40eb/10 Tracer Rounds + 50eb/Spare battery pack
GunMart Overlord Handcannon (Black Chrome) PQ Exotic Pistol that fires with ROF1 and adds a +1 to Facedown checks unless the opponent knows the gun is crap Why...why would you bother? Pretty crap, only got a +14. Use a better gun ...
GunMart Special (Black Chrome) PQ Pistol that destroys itself beyond repair on a Critical Failure One of the cheapest guns you can Autofire with but its not as good since you would need Solo's Fumble Recovery active constantly so a Critical Failure doesn't destroy it beyond repair which gimps you on other abilities see PQ Heavy Pistol 20eb + 100/500eb Magazine attachment + PA + Smartlink = 1320/1720eb + 40eb/10 Tracer Rounds
GunMart Smart Special (Black Chrome) same as the Special except that it comes with a Interface Plug-only compatible Smartgun Link Same issues as the Special, including the fact that the Smartlink is only compatible with Interface Plugs see PQ Heavy Pistol 100eb + 100/500eb Magazine attachment + PA + Neural Link & Interface Plug (1000eb) = 1300/1700eb + 40eb/10 Tracer Rounds
Militech Fox Dual Ammo (Black Chrome) Pistol that comes with 2 10-round magazines and each can load different ammo types. Comes with 2 Attachment slots and is not compatible with capacity modifying attachments Pistol that can Autofire different ammo types but is not exactly perfect given the high price as well as the fact you can only Autofire twice with no way to get more bursts see SQ Heavy Pistol 1000eb + PA + Smartlink = 2200eb + 40eb/10 Tracer Rounds + 1000eb Upgrade mats
Nova Model 757 Cityhunter (12 Days of Gunmas) Exotic Pistol with a Smartgun Link and 18 round capacity that can also fire Smart Ammo. Ammo bought for the Pistol only is bought in increments of 18 instead of 10. Pistol that can get 18 rounds every time ammo is bought for it instead of 10. That said, its not optimal due to the high cost as well as the fact that there are no Tracer Ammo for it Since there is no way to get Tracer Ammo for the Cityhunter, the best you have is to get it upgraded to EQ so you can get a +16 1000eb + PA + Smartlink = 2200eb + 10eb/18 Basic Rounds + 1000eb Upgrade mats + 100/500eb Magazine attachment

##Very Heavy Pistols

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ Very Heavy Pistol PQ weapon and ROF 1 4d6. Default, it doesn't have enough for 1 Autofire burst. Extended Mag still allows 1 burst and a Drum Mag allows 2 bursts. Cheap pistol that can autofire but you need an extended or drum mag to be able to do Autofire and jams on a 1 Since its PQ, you need a Smartgun Link and Tracer Rounds to get +16 Since its PQ, you need a Smartgun Link and Tracer Rounds to get +16
SQ Very Heavy Pistol Same as above except Standard Quality If you upgrade it to EQ, the weapon now does Autofire 4 If you upgrade it to EQ, you can get +17 if you also get a Smartlink and Tracer Rounds 100eb + 100/500eb Magazine attachment + PA + Smartlink = 1400/1800eb + 40eb/10 Tracer Rounds + 100eb Upgrade mats
EQ Very Heavy Pistol Same as above except Excellent Quality weapon As the weapon is EQ, you now get Autofire 4 Since its EQ by default, just get a Smartgun Link and Tracer Rounds to achieve a +17 500eb + 100/500eb Magazine attachment + PA + Smartlink = 1800/2200eb + 40eb/10 Tracer Rounds
Constitutional Arms Multi-Ammo Pistol (12 Days of Gunmas) Exotic Very Heavy Pistol with 5 shots and can load multiple ammunition types at the same time If the weapon is upgraded to take a higher magazine, the user now has a one-handed pistol capable of 1-2 Autofire bursts and can fire different ammunition bursts. However, the weapon will only be able to do Autofire 3 since it's not EQ. Considering the weapon will only get a +15 with Tracer Rounds, you may wanna use Synthcoke and/or Precision Attack to get +16-17. 500eb + 500eb Upgrade mats + 100/500eb Magazine attachment + PA = 1200/1600eb + 40eb/10 Tracer Rounds
Magnum Opus Hellbringer (12 Days of Gunmas) Exotic Very Heavy Pistol with 3 shots and does 5d6. Jams after every shot if the user is not BODY 10 or higher If the Hellbringer is upgraded to take a higher magazine, the user now has a one-handed 5d6 weapon capable of 1-2 Autofire bursts. However, the weapon will only be able to do Autofire 3 since it's not EQ. Considering the weapon will only get a +15 with Tracer Rounds, you may wanna use Synthcoke and/or Precision Attack to get +16-17. 1000eb + 1000eb Upgrade mats + 100/500eb Magazine attachment + ACI + PA = 2300/2700eb + 40eb/10 Tracer Rounds
Malorian Arms 3516 Exotic EQ Pistol with a Smartgun Link that now deals 5d6 damage. If upgraded for a higher magazine, the user now has a one-handed 5d6 pistol capable of 1-2 Autofire bursts and Autofire 4. This weapon can be considered an upgrade to the Hellbringer. Thanks to the quality and Smartgun Link bringing a +16, the user can load Tracer Rounds to get +17. 10000eb + 10000eb Upgrade mats + 100/500eb Magazine attachment + ACI + PA + Smartlink = 21400/21800eb + 40eb/10 Tracer Rounds
Militech Crusher (12 Days of Gunmas) Exotic Pistol with 6 rounds that can only fire Shotgun Shells You would need to upgrade the weapon to get the chance to do Autofire bursts and even then, you're only doing 3d6 still and giving dodgers a -3 penalty. If you upgrade to get a higher mag capacity, you miss the chance to make it EQ so you're doing +14. 500eb + 500eb Upgrade mats + 100/500eb Magazine attachment + PA = 1200/1600eb
Militech Perseus (Black Chrome) EQ Very Heavy Pistol with 11 rounds. If fired during the previous round, it becomes ROF2. ROF2 Very Heavy Pistol capable of 1 Autofire burst and is EQ which means that it can do Autofire 4. Giving it an Extended Mag means it can do 1 burst then 2 rounds of ROF2 before reloading. With a Drum Mag, this becomes 2 bursts then 4 rounds of ROF2. see EQ Very Heavy Pistol 5000eb + 100/500eb Magazine attachment + PA + Smartlink = 6300/6700eb + 40eb/10 Tracer Rounds

##Shotguns

Weapon Name Description Gimmick Highest Chargen base Cheapest Setup Cost
PQ Shotgun PQ weapon with and ROF 1 5d6. Default, it has enough for 1 Autofire burst. Extended Mag allows for 2 bursts and a Drum Mag allows for 4 bursts. Cheap Shotgun that can autofire with a 3x multiplier Since its PQ, you need a Smartgun Link and Tracer Rounds in Adapter Casings to get +16 100eb + SACG + Smartlink = 1300eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 100/500eb Magazine attachment
SQ Shotgun Same as above except Excellent Quality weapon If you upgrade it to EQ, the weapon now does Autofire 4 If you upgrade it to EQ, you can get +17 if you also get a Smartlink and Tracer Rounds in Adapter Casings 500eb + SACG + Smartlink = 1700eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 100/500eb Magazine attachment + 500eb mats
EQ Shotgun Excellent Quality weapon As the weapon is EQ, you now get Autofire 4 Since its EQ by default, just get a Smartgun Link and Tracer Rounds in Adapter Casings to achieve a +17 1000eb + SACG + Smartlink = 2200eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 100/500eb Magazine attachment
Constitutional Arms Hurricane Shotgun with 16 shots and does ROF2 ROF2 Shotgun capable of 4 Autofire bursts. If upgraded to EQ, it can do Autofire 4. If upgraded to Excellent Quality which gets you +15, get the Ammo Compatibility Internals. After that, load Tracer Bullets in Adapter Casings to get +16 to Autofire 5000eb + ACI + SACG = 5200eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings 5000eb Upgrade mats
Faisal’s Dead or Alive (Black Chrome) PQ Shotgun with an integrated PQ Net Launcher to trap targets PQ Autofire 3 weapon with a net launcher. If you want more bursts, you’ll have to put a higher capacity magazine on it. see PQ Shotgun 500eb + SACG + Smartlink = 1600eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 100/500eb Magazine attachment + 50eb/Net
Georgia Arms Matchmaker (Black Chrome) PQ Exotic Shotgun with 1 shot and can load non-Basic ammo. Very cheap shotgun meaning it's easy to upgrade and put a higher magazine on to do Autofire bursts. Because the weapon is PQ, the best you have is to load Tracer Rounds in Adapter Casings to get +15 after you put Ammo Compatibility on it. If you want a higher base, use Precision Attack or Synthcoke to get +16. 20eb + 20eb mats + 100/500eb Magazine attachment + ACI + SACG = 340/740eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings
Flamethrower Exotic Shotgun fired with Heavy Weapons that can't cause Critical Injuries or be Aimed but fire damage now causes 4 damage per turn instead of the usual 2 with Incendiary Ammo You get 1 burst on a full magazine, providing a -3 to dodgers attempting to evade If you're not upgrading the weapon to give a higher magazine capacity, upgrading to EQ gives a +15 500eb + SACG = 600eb + 500eb mats + 100/500eb Magazine attachment + 100eb/10 Inc. Shells
GunMart Bubba Buster (Black Chrome) PQ Exotic Shotgun which can load non-Basic ammo but if it fires 3 times in 1 minute, it destroys itself. Cheap shotgun meaning it's easy to upgrade and put a higher magazine on to do more Autofire bursts. Because the weapon is PQ, the best you have is to load Tracer Rounds in Adapter Casings to get +15 after you put Ammo Compatibility on it. If you want a higher base, use Precision Attack or Synthcoke to get +16. 50eb + ACI + SACG = 250eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 50eb mats + 100/500eb Magazine attachment
Hades Multipurpose Assault Shotgun (Black Chrome) Shotgun with 16 shots and is incompatible with magazine attachments. It can mix up to 5 different ammunition types Weapon that can load multiple ammo types at the same time. If upgraded to EQ, it now does Autofire 4. see SQ Shotgun 5000eb + PA + Smartlink = 6200eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 5000eb Upgrade mats
Kendachi Dragon (12 Days of Gunmas) One-handed Flamethrower that has 2 rounds in the magazine Same as the flamethrower but given the weapon only has 2 rounds, you must upgrade it to give an Extended/Drum Mag which makes this weapon not as good for Autofire Since you would need to upgrade the weapon to get the magazine put on, you can't get Excellent Quality which puts you at +14 1000eb + 1000eb Upgrade mats + 100/500eb Magazine attachment + SACG = 2200/2600eb + 100eb/10 Inc. Shells
Midnight Arms Beast Shotgun (Black Chrome) Shotgun with 40 shots, 2 attachment slots, and can take non-Basic ammo but requires you to be BODY 10 or higher to not suffer Broken Arm and reloading takes 2 Actions Weapon capable of 10 Autofire bursts. If upgraded to EQ, the weapon does Autofire 4. see SQ Shotgun 1000eb + SACG + Smartlink = 2200eb + 40eb/10 Tracer Rounds + 100eb/10 Adapter Casings + 1000eb Upgrade mats
SlamDance ElectroMag (Toggle's Temple) Shotgun that fires special made Basic or Incendiary Shells. Whenever the user fires the weapon, they must decide if the ammo counts as a Slug or Shell Shotgun that can Autofire as if using Slugs or Shells without needing to swap ammo. However, given the weapon has only 2 slots, you're in a bind. If you upgrade to EQ to access Autofire 4, you can't put a higher capacity magazine and Smartlink on at the same time. On the other hand, you can upgrade the weapon for a 3rd slot to put on both attachments, but you lose access to EQ and are stuck at Autofire 3. Given the situation as well as no Magnetic Tracer Ammunition, you're stuck at +15 no matter what decision you make with the weapon. 500eb + SACG + Smartlink = 2200eb + 100/500eb Magazine attachment + 500eb Upgrade mats + 10 or 100eb/10 Basic or Inc. Magnetic Ammo
Urbantech Burst Flamethrower (Woodchipper's Garage) A Flamethrower that has an alternate firing mode that can expend all remaining ammo to launch a fireball Same as a typical flamethrower with the addition of the aforementioned fireball mode. The higher cost makes this not as appealing. see Flamethrower 1000eb + 100/500eb Magazine attachment + SACG = 1200/1600eb + 100eb/10 Inc. Shells + 1000eb mats

And there ya go chooms, this took a long time. Time to rest my eyes. In a day or so, you'll get the sequel for the other weapons.

reddit.com
u/Infernox-Ratchet — 25 days ago

June 2 Black Chrome Changes

Greetings chooms, heavy armor lizard here. So if you've been under a rock the past couple days, Black Chrome got errata after...looks at release date, 3 years? Yeah, and there's some juicy changes in here. This also goes over the consequences from some of the recent DLC

##Cyberware

  • Dynalar Modular Finger Enthusiast Cyberhand: Big change. Now, cyberfingers installed on this don't cause Humanity Depression. On the other hand, apparently the standard Modular Finger Cyberhand still has it where Cyberfingers cause Humanity Depression. That said, the 'Invented Upgrades' DLC has the Foundational Tuning to get around this...that or you can get a Techie to invent it yourself

##Weapons

  • All Exotic Weapons: From Invented Upgrades, it's possible to give an Exotic Weapon two attachment slots by providing extra materials worth 500eb (Expensive). Meaning Smartgun Link on them. Additionally, Solo of Fortune 2045 gives a few other attachments to make Exotics a little stronger

  • Arasaka Prototype Variable Assault Rifle: Now, its non-Exotic which allows for 3 Option Slots; meaning you can fit it with a Smartgun Link if you want to be more accurate. You can also load it with the new ammo in Solo of Fortune 2045. Went from meh to a decent quest reward if you hunt for it.

  • Faisal's Dead or Alive: Non-Exotic, letting you attach a Smartgun Link and say a higher magazine Attachment

  • GunMart Overlord Handcannon: Now 50eb (Costly)

  • Gunmart Special & Smart Special: Now Non-Exotic. Of course, they'll still break beyond repair on a 1 unless you have Fumble Recovery active

  • Hades Multipurpose Assault Shotgun: Non-Exotic but can't take capacity modifying attachments. Upgrade it to Excellent Quality and put on a Smartgun Link and this thing becomes a beast. Have it take the Shotgun Automatic Control Group attachment and you can autofire different ammo types, so long as you have at least 4 rounds of the same ammo type you're firing.

  • Midnight Arms Beast Shotgun: Non-Exotic, has 2 Option Slots, and can't take capacity modifying attachments. Easy thing to do is upgrade it to Excellent Quality and slap on a Smartgun Link. Then make it able to do Autofire and you now have a weapon capable of 10 Autofire bursts with a solid +2 even if you don't have Tracer Ammo loaded in Adapter Casings

  • Militech Perseus: Non-Exotic. Put on a Smartgun Link and an Extended/Drum Magazine. With a Pistol Autosear and a Drum Magazine, you're capable of 2 Autofire bursts before having 2 rounds for ROF2 4d6. And the Smartgun Link means you have a +2 bonus

  • Militech Fox: Non-Exotic, has 2 Option Slots, and can't take capacity modifying attachments. Upgrade it to Excellent Quality then put on a Smartgun Link. If you're silly enough, put on a Pistol Autosear and you can autofire with 2 different ammo types

  • Militech Mastiff SMG: Mastiff got a glow-up by going from 1k to 500eb which makes it easier to upgrade to Excellent Quality. With the Ammunition Capability Internals, you can load the weapon with different ammo types. Then slap on the SMG Cyclic Internals and you have a Autofire 4 weapon capable of 3 bursts in close quarters and 3 shots from an underbarrel shotgun.

  • Modfire 10x: Now has 2 Attachment slots only for scope attachments. Upgrade it to Excellent Quality and all 3 configurations will receive the same benefit. Then give it the Ammunition Compatibility Internals so all 3 configurations can use different ammo types.

  • Pursuit Security Incorporate Crowd Buster: Once one of the worst weapons in RED has gotten a big redemption. The Crowd Buster is now 2000eb and Very Expensive, making it easier to purchase plus its Non-Exotic. Make it Excellent Quality when possible and slap on a Smartgun Link and you have an accurate weapon which will also work with the attached Shrieker.

  • Rostović Street Destroyer: Non-Exotic and can't take capacity modifying attachments

  • Sternmeyer M-04: Like the Modfire 10x, it now has 2 Attachment slots for scope attachments. For a weapon like this, you should give it Ammunition Capability Internals to make it more versatile, especially if you wanna use Tracer Ammo to be more accurate.

  • Superchrome Weapons: All 3 weapons are Non-Exotic now, letting you have 3 slots with each. All 3 could be upgraded to Excellent Quality and use a Smartgun Link. The Javelin can be rechambered to do 6d6 damage. The Sidearm can be made an autopistol if it's your preference.

  • Westwood: Now is an Excellent Quality weapon by default, giving you a decent gun to smartlink.

All in all, great changes for Black Chrome in general to be up to speed with current RED standards. Weapons that were bad have now been redeemed imo and can be a decent choice if you take them on. Now hopefully they'll go back and Non-Exotic some weapons from 12 Days of Gunmas and Woodchipper's Garage and we'd be eating good.

reddit.com
u/Infernox-Ratchet — 1 month ago

I love the fact that song has become a warning for danger

I mean the Still Life song.

Its diegetic and seemingly the Backrooms attempting to make music. Every time it plays on those intercoms, a hostile Still Life is making a den nearby. The one stalking Ravi was close to one and Captain Clark was making that den in the laundry area/trashrooms. Also, I didn't notice at first but the den is underneath the throne room given Clark took note of the pile of chairs going up to a hole in the ceiling.

It seems that Still Lives, at least the hostile ones, are attracted to that song for some reason. Probably soothing to em.

reddit.com
u/Infernox-Ratchet — 1 month ago

Guide to Melee Weapons in Martial Arts

Melee Weapons, a common sight within Night City and well, throughout history in general. From katanas to the lowly combat knife, a Melee Weapon has its place. But throughout history, it's not uncommon for Martial Arts to incorporate Melee Weapons as well.

Greetings choombas, your local heavy armor-using lizard here. Today, I’m gonna cover the art of using Melee Weapons within the sphere of Martial Arts, non-synergetic builds, and a few combos with Melee Weapons.

Oh, and here's the link to my Martial Arts posts

Why use Melee Weapons over Martial Arts

Common thing you see in some circles is why you'd use a melee weapon over just punch punch twice? Simple: it's cool af

There's nothing wrong with just doing Martial Arts but there's something really eye catching about just shanking a dude with your knife.

Just look at a certain US Commando who does both

Forms

To start off, we need to list off the forms that use Melee Weapons in some capacity.

  • Karate: Armor Breaking Combination requires a MA Attack and a MW Attack before you can reduce SP by 2 more
  • Judo: Since Grab Escape requires 2 Melee Attacks, you can easily use Melee Weapon Attacks.
  • Arasaka-te: Counter Strike reduces the penalty for Melee Weapon Aimed Shots if you took damage from a Melee Attack.
  • Arnis: Coordinated Combination allows you to inflict Torn Muscle if you Attack twice with Light/Medium Melee Weapons, Melee Weapons installed as or in cyberware, or in gear such as Battlegloves. Disarming Technique allows you to disarm a target of their Melee Weapon.
  • Capoeira: Slash Dance allows you to make an additional Capoeira Attack if you cause a Crit with the same weapon types that Coordinated Combination uses.
  • Kendo: Cut the Bullet is a flashy substitute for Ranged dodging when attacked by Ranged Attacks. And Ki Ken Kai no Ichi allows you to spend an Action to reduce Aimed Shots to -2 on the next turn.
  • Militech Commando Training: Combat Knife Training allows you to turn any Light or Medium Melee Weapon into a pseudo-Very Heavy Melee Weapon. Additionally, Commando Disarm allows you to take a target’s Melee Weapon and immediately use it on them.
  • Silat: Internal Power lets you make an additional Brawling Attack if you Attack twice with Light or Medium Melee Weapons while Violent Leverage lets you make a Melee Weapon Attack upon successfully grappling a target.
  • Thamoc: Advantaged Position allows you to make an Aimed Shot at a -5 penalty if you're the attacker in a grapple.

Now sure, you can use Melee Weapons alongside other forms like Thrash Sambo if you want to, but we're only focusing on the above forms since they strictly use Melee Weapons.

Versatility

So on my posts, you'll remember how I typically rate forms that synergize with other forms. Here, we're discussing the opposite.

When you see me say that 2 forms don't go together, that doesn't mean you can't use those forms as a combo. It just means their moves don't flow at all together. But when you're not thinking of synergy, this becomes Versatility.

Versatility means that you have multiple ways at tackling a fight.

Non-Synergetic Combos

  • Arasaka-te + Arnis: This combo is about punishing the enemy. With Arnis, you can use Disarming Technique to take a Melee Weapon away from a target that tried to hurt you. If you get hurt by a Melee Attack that you couldn’t avoid, then you can use Arasaka-te to do your Aimed Shot.
  • Arasaka-te + Kendo: You have 2 different ways to perform lower penalty Aimed Shots. Arasaka-te allows you to be reactive if you get hurt by a Melee Attack, doing a -5 penalty Aimed Shot. Kendo on the other hand allows you to ‘charge’ for one turn before doing a -2 penalty on the next turn, making you an Assassin that the enemy doesn't expect.
  • Arasaka-te + Thamoc: Just like the last combo, this is about lowering penalties for Aimed Shots. You’re either hurt by a Melee Attack which results in a counter strike or you’re the attacker in a grapple, performing Advantaged Position to do the Aimed Shot.
  • Arnis + Thamoc: Use Arnis to inflict Torn Muscle or be aggressive by grappling a target so you can bonk them with a lowered penalty Aimed Shot.
  • Karate + Kendo: You can strip armor with Karate or ‘charge’ up with Kendo to better hit an Aimed Shot.

Skill Chips

Skill Chips are another tactic one can use if you don't wanna waste a ton of chargen points on two MA forms. However, certain forms are gonna fare better.

Now, here's a post I did a while back that talked about which were the best to chip. This is assuming we have DEX 8 so when we chip in, we get Base 11. Thanks to the upgrade in Invented Upgrades, we canonically use +4 skill chips so we can deal with Base 12 now.

  • Karate: Decent with Armor Breaking Combination, sporting a 60% success rate or 70% with a +4 chip. However, Bone Breaking Strike may require additional bonuses like the HQ Training Area or Solo's Precision Attack ability. That said, the use of Aimed BBS may necessitate having Karate as your 'main' MA form
  • Judo: Judo chip is alright with Counter Throw but because Grab Escape requires you to be in a grapple, the penalty will put even a user with a +4 chip and the use of the HQ Training Area down to Base 11, not to mention any other potential penalties. Therefore, this form should likely be your 'main'.
  • Arasaka-te: Like Karate, half good and half 'eh'. With a chip, you're likely hitting a 60/70% success rate to activate Counter Strike. That said, the grapple penalty in Escape Hold makes this not as good.
  • Arnis: Pretty good as you simply need to pass a DV15 which is a 60%/70% success rate. And the good thing is you can use the listed Melee Weapons instead of Arnis for Coordinated Combination
  • Capoeira: Rhythmic Recovery lets you make an additional Brawling Attack if you miss while Slash Dance lets you make an additional Capoeira Attack. Since both are DV15, a 60/70% success rate to activation
  • Kendo: Half decent, half eh. Ki Ken Kai no Ichi is a simple DV15 check which is 60/70% success but remember that it takes an entire Action so don't screw up. On the other hand, Cut the Bullet is a contested check against an enemy so you're capped at +11/12 or +12/13 if you use the Training Area
  • Militech Commando Training: Just like Kendo. Combat Knife Training is a DV15 check which is 60/70% success. On the other hand, Commando Training is a contested check against an enemy's Brawling while you're capped at +11/12 or +12/13 if you use the Training Area
  • Silat: Half good, half eh. Internal Power can be done with Melee Weapons and you simply need to pass a DV15 to proc the move. However, Violent Leverage makes you take a penalty so its not as good
  • Thamoc: Another half decent, half eh. Weapon Retention is a free DV15 check to keep your weapon. But, Advantaged Position has you in a grapple so another disadvantage.

My opinion:

  • Best to chip: Arnis, Karate, Capoeira
  • Chip where you're likely only using one move: Judo, Arasaka-te, Kendo, Militech Commando Training, Silat, Thamoc

Few combos involving a Main form and your chipped form:

  • Militech Commando Training and Capoeira chip
  • Thamoc and Arasaka-te chip, only utilizing Counter Strike
  • Karate and Militech Commando Training chip, likely only using Combat Knife Training
  • Silat and Kendo chip, only utilizing Ki Ken Kai no Ichi

Weapon Use

While combos between forms are what determines higher power, Melee Weapons are also important. In fact, dual wielding is also really good as well since it gives you different choices in combination with your MA combos.

Compatible Weapons

  • Karate and Judo: Any ROF2 Melee Weapon since Karate requires you hit with both a MA Attack and MW Weapon while Judo requires you Melee Attack twice with a 1-handed Melee Weapon to escape a grapple.
  • Arnis: First move requires any ROF2 Light/Medium Melee Weapons, Melee Weapons installed as/in cyberware, or in gear like a Battleglove. Second move has no restriction, merely that you have a Melee Weapon equipped.
  • Capoeira: Any Light/Medium Melee Weapons, Melee Weapons installed as/in cyberware, or in gear like a Battleglove.
  • Kendo: Any Melee Weapon
  • Militech Commando Training: First move requires a Light or Medium Melee Weapon. Second move can be used with any Melee Weapon you steal from an enemy. For best results, the Light/Medium Melee Weapon should be a pop-up or cyberweapon in order to keep the hands free to perform Commando Disarm
  • Silat: First move requires any ROF2 Light/Medium Melee Weapon while second move can use any Melee Weapon that's one-handed.
  • Thamoc: Any Melee Weapon that does not require 2 hands for the first move. The second move has no requirements

Weapons

Here's a list of a few weapons or weapon combos:

  • Light/Medium Popup Weapons/Cyberweapons: While weak in their own right, this focuses on MCT's Combat Knife Training move while using other forms to supplement it. In addition, the weapons being Popups or a Cyberweapon keeps your hands free

    • Militech Commando Training + Arasaka-te: If you're damaged by a Melee Attack, activate both CKT and Counter Strike and go for the head
    • Militech Commando Training + Kendo: Similar to the last combo, you can perform Ki Ken Kai no Ichi then on the next turn, perform CKT and do your -2 Aimed Shot
    • Militech Commando Training + Silat: Grapple a target that was never grappled yet, perform CKT and Violent Leverage, then hit them with your Melee Weapon
  • Heavy Popup Weapons/Cyberweapons: This utilizes ROF2 3d6 to inflict as much damage as possible while also keeping your hands free

    • Karate + Arnis: Combo your Melee Weapon Attack with your MA Attack to do Armor Breaking Combination or use your Melee Weapon twice to do Coordinated Combination
    • Judo + Arnis: Caught in a grapple? Attack twice then do Grab Escape and Coordinated Combination for 2 Critical Injuries in one go
  • Very Heavy Popup Weapons/Cyberweapons: And we have Very Heavy Melee weapons, also as Cyberweapons or Popups. Perfect if you need to sneak in a place and can't bring your sledgehammer.

    • Capoeira: Attack the enemy with your weapon and if it causes a Crit, perform Slash Dance and do your extra Capoeira Attack
    • Arasaka-te + Kendo: You got two choices here. If the enemy injures you with a Melee Attack, retaliate with Counter Strike. If you got time, do Ki Ken Kai no Ichi and perform that -2 Aimed Shot.
    • Thamoc: Grapple the target then on the next turn, do Advantaged Position and attack with your weapon
  • Stickball Stick: Ah, nothing like a little Stickball to give people some bad injuries. And what better than the eponymous stick to deliver it?

    • Arnis + Militech Commando Training: In a Stickball match, use Arnis to inflict the Torn Muscle injury on an opponent or use MCT's CKT move to make your stick a Very Heavy Melee weapon
    • Arnis + Silat: Attack twice with your stick and inflict not just Torn Muscle but also an additional Brawling Attack on an opponent
  • Gorilla Arms (if you use EMK): With the Cyberware Enhancements DLC, Tungsten Reinforcement can let you use the cyberware as a Very Heavy Melee Weapon. Alternatively, use Pneumatic Actuation to increase Crit damage.

    • Karate + Kendo: Use the default mode to Attack to perform Armor Breaking Combination or use the Very Heavy Melee mode when doing your -2 Aimed Shot.
    • Karate + Arasaka-te: Use the default mode to Attack to perform Armor Breaking Combination. If you were hurt by a Melee Attack, then retaliate by using the Very Heavy Melee Attack with Arasaka-te
    • Arnis + Capoeira: Since Gorilla Arms is a Cyberweapon, then Attacking twice will allow you to perform Coordinated Combination. Since Capoeira's Slash Dance works if a Cyberweapon causes a Critical Injury, this means Pneumatic Actuation will cause heavy damage to a target not to mention the follow-up Capoeira Attack you can do.
  • Monowire (if you use EMK): With the Cyberware Enhancements DLC, Thermal Bladed allows a user to ablate an additional point of SP

    • Karate + Capoeira: If you attack with Karate then the Monowire, you ablate 3 SP and that's before you perform Armor Breaking Combo where you can strip 2 more SP. If the Monowire caused a Crit, you can perform Slash Dance and potentially ablate up to 6 points of SP
    • Arnis + Capoeira: Attack twice with your Monowire and ablate 4 points of SP then do Coordinated Combination. If any of the Attacks cause a Crit, do Slash Dance and you might ablate up to 5 points of SP
  • Wolvers + Big Knucks/Slice n Dice/Rippers: With the advent of the new Martial Arts forms, it's possible to use Wolvers alongside the Medium Cyberweapons in one sitting

    • Karate/Arnis + Militech Commando Training: This simulates the Gorilla Arms in the EMK. Wolvers is used with Karate or Arnis while the 3 Medium Cyberweapons are for doing your Very Heavy Melee shot with Combat Knife Training
  • Mono-Wakizashi + Mono-Katana/Mono-Three: This combo simulates the Mono-Two from Cyberpunk 2020 which was a dual wield set. One-handing the Mono-Katana or Mono-Three requires being BODY 8 or higher.

    • Karate + Arasaka-te: The Mono-Wakizashi is used with Karate while the Mono-Katana or Mono-Three is for when you get damaged by a Melee Attack and you retaliate with the Aimed Shot
    • Karate + Kendo: Similar to the last combo, the Mono-Wakizashi is used with Karate while the Mono-Katana or Mono-Three is for your -2 Aimed Shot.
  • Pop-up Mono-Wakizashi/Pop-up Monoguard/Monowire + Monopaw: All about having your monoweapons stored in your arm so you can’t be disarmed and they’re constantly ready to be deployed

    • Karate + Militech Commando Training: Use the Wakizashi to strip armor then use the Monopaw to inflict big damage with MCT
    • Arnis + Militech Commando Training: Since the Wakizashi is installed as a pop-up, you can use this with Arnis to perform Coordinated Combination. The Monopaw is used for MCT to do your 4d6 Attack.
    • Capoeira + Militech Commando Training: Since both are pop-up weapons, this means that causing a crit with either one will proc Slash Dance.
  • Wolvers/Combat Tail + Combat Jaw/Cybersnake: The monstrous dual wield set that you use to let people know you got a serious problem, even more than most mercs.

    • Arasaka-te + Arnis: Use the Wolvers/Combat Tail to proc Coordinated Combination or use the Combat Jaw/Cybersnake to perform Counter Strike.
    • Capoeira + Thamoc: Since Slash Dance procs with cyberweapons, this means that causing a crit with any of these will let you make the additional Capoeira Attack.

With this, you should have an easy time using Melee Weapons alongside Martial Arts. Is it as optimal? No? Is it cool af? HELL YEAH. Plus, its Cyberpunk. Style over Substance. Who cares about taking a Linear Frame if it doesn't fit your character? Use that knife and shank that gonk. Commit a crime.

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u/Infernox-Ratchet — 2 months ago

You thought you were ready for 500 Elevated Overseers, now stand ready for:

No seriously, the game was rolling out Crescent Overseers like it was nothing on the Repel Invasion mission on Hort. Had like 8 of em lined up shooting at me like I was supposed to face the wall. 10/10, wish it would suck more and I'm glad this hellhole of a mission is back.

u/Infernox-Ratchet — 2 months ago

Medtech Build: Low Surgery, High Medical Tech

Greetings chooms, Heavy armor lizard here. I got a minmax-ass build for you Medtechs out there.

So, quick primer on Medtech abilities. Every point in Surgery equals 2 points in the Surgery skill. Meanwhile, the combined ranks in Cryo and Pharma equal the points in the Medical Tech skill. So for example, 1 point in Surgery means +2 in Surgery and 3 points in Cryo and 2 points in Pharma equals +5 in Medical Tech. Simple, yeah? Now, what if I told you there's a way to put little points in Surgery while you hard focus on Cryo and Pharma and still be effective at the former?

##HOW?

Simple, chooms: Bonuses. Over the past few years, I've constantly mentioned how bonuses really drive a skill-based system like RED here.

Now, over the years Surgery has gotten plenty bonuses that eventually it was discovered that if you have these, you probably won't need to put many points in there if you wanna focus more on being the Cryo/Pharma kind of Medtech

##Stats

So, let's get to the stats. First, your TECH must be 8. No other way to do this. Surgery, Medical Tech, First Aid, and Paramedic all use TECH and given we're putting minimal points in Surgery, you best follow this.

And next, high LUCK is also recommended. Not necessarily 8 but high like 5-8. Very important as we'll see.

The other stats are up to you but I wanted the big ones for this out the way.

##Skills

Now, there are a couple skills you want as a Medtech.

First Aid and Paramedic are what are needed to stabilize patients but the latter is also good for treating the majority of Critical Injuries. Highly recommended you invest in Paramedic but you also put some points in First Aid. This is because if you fail a Stabilization check, you need a way to increase the skill base to retry and you probably wanna save your LUCK. This is where First Aid comes in which will allow you stabilize. Plus, its easier to rank up compared to Paramedic and its good for treating minor injuries like Torn Muscles.

Another skill I recommend getting is Cybertech. Both for treating cyberlimbs and lets you block EMP effects

Other skills, up to you.

##Medtech abilties and bonuses

Now we get to the Medtech abilities

  • Surgery: Surgery is about installing/uninstalling cyberware from bodies without bricking them, treating Critical Injuries, as well as performing Bodysculpting
  • Medical Tech: This is about operating cryo machinery, producing pharmaceuticals, and performing Addiction and Humanity Therapy

Now that we got that settled, we need to look at the DVs:

  • Surgery: Surgery has DV13, 15, and 17 for cyberware installations or removals, same DVs for Critical Injury treatments, and DV15 and 17 for Bodysculpting
  • Medical Tech: DV13 to operate Cryo machinery and produce pharmaceuticals, and its DV15 and 17 for Therapy

Reason why we're doing minimal investment in Surgery is because there's not a lot of Medical Tech bonuses that can help but there are for Surgery

###Surgery Bonuses Let's list off the bonuses for Surgery so far

  1. Trauma Team Medscan: An app for Agents in Black Chrome. If you pay 500eb, you can get a +1 to any 4-hour operation such as bodysculpting or injury treatments
  2. MicroWaldo: A Neuralware & Cyberarm Option in 12 Days of Cybermas. Adds a +1 to Surgery
  3. Sedative: A Pharmaceutical in Hornet's Pharmacy. When a target is under from the drug, you get a +2 to Surgery when operating on them
  4. Medbay: A HQ upgrade featured in No Place Like Home. Medtech crew members get a +2 to Surgery when working inside it.
  5. Complementary Checks: This is important. If you got a skill that can fit such as Science (Anatomy) and the GM approves, passing the DV will get you a +1 to the Check
  6. LUCK: Very strong, especially with Medtechs. This gets you a temp bonus for your Check, especially if its a high DV

Note: Despite its strength, the availability of the HQ depends on the table. Some tables don't approve of the HQ since its a powerful addition to the game and some feel its powerbreaking. And even if its approved, everyone at the table must agree on what upgrade is gotten so you might not even get the Medbay for a while. For the purpose of the post, we'll ignore the Medbay but keep it in mind if need be.

##Building the Medtech

So, how do we build the Medtech?

  1. First, get 1 point in Surgery. Since 1 rank equals 2 points in the Surgery skill, this is a Base 10 in Surgery
  2. The other 3 ranks, you can put in Cryo and Pharma. HOWEVER, 1 of these points in Pharma must be Sedative so you can have an easier time with Surgery.
  3. Buy a MicroWaldo. Since its 1000eb and Very Expensive, you'll probably not get it for a while. Having it by your side at chargen is a good boon, even if it's not installed yet
  4. Buy Cyberarm. Cyberarm is needed alongside a Neural Link to install the MicroWaldo.
  5. Buy a Medscanner for the Cyberarm. At 500eb, its on your person at all times and is a good addition for buffing First Aid and Paramedic
  6. Get an Agent. 100eb and it lets you get the Medscan app later
  7. We spent 2100eb and have 450eb left. This is enough to get Light Armorjack Head & Body, a 100eb gun and some ammo, and a Medtech Bag. You should have some money left and I recommend you keep it.

Now, once you start, you have this to work off of.

  1. Base 10 in Surgery and the ability to make Sedative, which lets you do Base 12 when operating on a patient. Without other bonuses, your odds at passing DV13/15/17 are 90%/70%/50% respectively.
  2. Base 11 in Medical Tech. You likely have a Cryobag which is good for saving a patient. This means you have a 80% chance of operating your Cryobag and producing Pharmaceuticals when you get materials. And since you have 3 points in the Medical Tech skill, you can make 3 doses of whatever Pharmaceutical you got the recipe for
  3. You have a Medscanner for boosting First Aid and Paramedic by +2
  4. Down the line, you need to source a Neural Link to install your MicroWaldo. Once you do that, you have a Base 11 to Surgery or 13 if your patient is under Sedative. With a 13 to Surgery, your odds have increased to 90%/80%/60%.
  5. Also, down the line when you get the chance and you really need to pass a Surgery check, get the Medscan app and pay that 500eb. You now have a temp. Base 12 or 14 if the patient is under Sedative. You now have odds of 91%/90%/70%.
  6. Optional: IF and I mean IF your table gets a HQ with a Medbay, you can get up to Base 15 by your 2 points in the Surgery skill, the MicroWaldo, using Sedative, and operating in the Medbay. With this, our odds are 92%/90%/80%. If you use the Medscan app to get that temp. +1, you get Base 16 which makes the odds 93%/91%/90%.
  7. Don't forget your LUCK and Complementary Checks if there's bonuses you don't wanna use or you got a Check you need to pass early on

As we can see, with minimal investment in the abilties, we're capable (at least a little down the line) of performing Surgery without additional Surgery ranks which opens up Cryo and Pharma. That said, you still need to invest points in both in order to get closer to that DV15 and 17.

And with that out the way, I hope you all have a good day. Cya.

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u/Infernox-Ratchet — 2 months ago

Found Footage 3 and the movie feels disgusting and hostile (and that's great)

Kane has always made the Backrooms feel so hostile, alien, uncanny, and so on.

But, there's something about the movie promos and Found Footage 3 that really creeps me out to no end. Ravi finds Still Life's lair and the outside of the house with the clutter then we get to the promos and there's these rooms with even more clutter, its nasty, and there's a sign that something is using those rooms. Then there's the furniture clipping among other oddities and it makes it really unsettling before we even get hints that there's something lurking in this dimension.

Anyone else get that 'bad juju' vibe going on? I hate it and that's a good thing to experience.

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u/Infernox-Ratchet — 2 months ago

Lore: (Almost) Every Edgerunners/2077 call-forward in Cyberpunk RED

Greetings chooms, Heavy armor lizard here. Today, we're gonna discuss some lore.

So, I've been a big defender of the Red era, often trying to correct people that the 2040s aren't a post-apocalyptic time (because it isn't and never was). But often, I see from people that they don't know how RED ties to the 2070s and similar feelings to that. Now, if you played RED and 2077 you noticed at first that there wasn't a ton of ties to both till lately (like the past 3 years or so).

So, I'm here to list that off. This post covers (almost) all call-forwards to Cyberpunk 2077/Edgerunners to give any people a way to immerse themselves more in the 2040s and for people to better visualize how 2045 Night City will evolve into the more recognizable 2077 Night City.

(Note: Possible spoilers down below which I marked (at least the major ones). If you don't wanna spoil yourself, leave. Else, engage at your discretion.)

##Geography ###Night City Districts

To begin, let's start with arguably the main character of the series: Night City. While the map in the corebook is serviceable, it doesn't fully showcase how close 2045 NC is to 2077 NC. Insert Night City Atlas, a DLC that acts as an appetizer to Night City 2045, and Night City 2045 itself. Both show off the streets and districts which really paints the fate of NC in the next 3 decades.

  • Familiar streets are present such as MLK, Skyline, Longshore, Pacific, and New Pacific. Remember that closed highway in the Glen? It was under construction even in 2045.
  • The 2045 NCART lines are practically identical to the lines in 2077
  • Let's start on the Island
    • Little Europe sits right next to Downtown which also sits close to the University District. As mentioned in the Edgerunners Mission Kit, Downtown will eventually absorb Little Europe and the University will be considered part of it and Wellsprings.
    • Corpo Plaza is still a wreck that's slowly getting cleaned up year by year and will be finished in the 2050s. North of here, Upper Marina exists as a gentrified area, populated by the rich and sets up the return of Corpo Plaza. The eastern portion of Upper Marina will also become part of 2077 Japantown
    • 2077 Heywood in 2045 consists of the 4 Combat Zones, each with varying crime levels and squalor. The Glen exists on the northern border of these zones. On the ocean coast, part of South Night City is called the Reclamation Zone which will become Wellsprings in the future.
  • Onto Northside
    • Watson Development, which is equivalent to Little China in the 2070s, and Kabuki existed back then and will tragically go downhill with the Arasaka Waterfront taking over. For now, the districts are among the most advanced and modern of the districts at the time and the 1st Megabuildings are finished here.
    • What was the NorCal Military Base as well as a portion of Watson Development ends up becoming Northside and the Arasaka Waterfront
  • Mainland
    • We have New Westbrook which will become 2077 Japantown. NW is a mix of flashy style and wealth with various tent cities all around.
    • Next door, Charter Hill is not as big as it will be in 2077 and North Oak is called the Exec Zone. Both of these districts are filled with refugees on the outskirts which is mentioned in the database for Westbrook in 2077.
    • South of these affluent areas, we go to what used to be called Heywood and in 2077 is now Santo Domingo. Arroyo was North Heywood in 2045 while South Heywood was also called Santo Domingo.
  • Southside
    • Going south, we have Pacifica which, like Watson, will tragically become a lawless district by the 70s. For now, its a resort location and home to Playland by the Sea
    • On the border of Pacifica, we have Rancho Coronado. While in 2077 it is the southern sub-district of Santo Domingo, 2045 RC is just cursed. See that traffic circle where Mosaic and Summer Park meet? Looks familiar? That's right. That area gets taken over by Pacifica years later and then gets abandoned to later become Dogtown.

###Locations

While Night City is an ever-changing place, some spots will be similar or even the same which really makes the city feel familiar to those coming from the anime or game.

  • Megabuilding H10 is the first Megabuilding completed.
  • Megabuilding H11 is partially complete.
  • Megabuilding H6 was originally meant to be in New Westbrook before it moved to 2077 Arroyo.
  • Megabuilding H8, home to the Clouds in 2077, is under construction
  • Megabuilding H4, which will be home to David Martinez and his mom in the 2070s, is partially complete and is the turf of the Rat Kings gang.
  • The Afterlife is currently in Upper Marina and near the edge of the Hot Zone.
  • The Totentanz is still within the Hot Zone. There are rumors that Maelstrom plans to move the club which will be seen with the new location in 2077 Northside.
  • The Trauma Team Tower in 2045 and the Little China Night City Medical Center in 2077 are likely the same location. This is due to both being in nearly the same location, north of a NCPD Precinct, and are used by Trauma Team with AV helipads on the roof.
  • Remember No-Tell Motel? Existed back then as well
  • Kabuki Market is still by the iconic roundabout
  • City Hall is present in the same location as it is in 2077
  • The Columbarium is open at the time in 2045 Charter Hill.
  • Silver Pixel Cloud, where >!Johnny and Rogue go to for their fling!<, is operational in the 40s
  • The place with the ruined buildings where 6th Street is partying in 2077? That's the old 2045 Aldecaldo Camp.
  • Remember that cul-de-sac in 2077 Santo Domingo with the nearby apartments close to the highway? In 2045, those apartments are known as Heywood Suites and its definitely the same apartments as its right under the highway.
  • The same airport that >!V and Panam passed through to catch up to Hellman!< is known as the Jackson Plains Regional Airport, active in 2045. Likewise, the CHOO2 station >!Hellman was in!< is the SovOil CHOO2 station
  • Laguna Bend is alive and well at this time and the Landfill also exists.
  • The Sunshine Motel along Interstate 9 was in service in the 40s before it became a Militech base in the 70s
  • The cement factory and mine you visit in 2077 are operational in 2045, owned by Pol-Bud who would later on be renamed as Corp-Bud
  • The abandoned railway station? Operational in the 40s
  • Edgewood Farm is a dairy farm owned by the Harris Family. The son is weird though, likes watching some weird cartoon of a guy pimp slapping a cow

##People of NC

###Music, Radio Stations, and Entertainment

  • 91.9 Royal Blue Media, 92.9 Night FM, 101.9 The Dirge, and 107.3 Morro Rock Radio were around in 2045. While 96.1 is tied with Fever Dream, it will later on be Ritual FM in the 2070s
  • According to Rockerboy Index, every musician or band on 107.3 Morro Rock Radio such as Rubicones have their songs already made by 2045. Such songs include Friday Night Firefight or Heave Ho. Only exception is IBDY’s Likewise but considering IBDY was active for decades, it can be implied this song would be around as well.
  • IBDY's songs on Body Heat Radio (Crustpunk, Who’s Ready for Tomorrow, and Here's a Thought) canonically existed prior to 2045.
  • Perilous Futur’s Dirty Roses which plays on 92.9 Night FM was created in 2020.
  • Remember the 2077 poster showcasing the Entropism style? That is also the poster for the in-universe show Tom & Gold. The latter is a Rockerboy you can meet in 2045.

###Characters

  • Dino Dinovic, the Fixer who gives you gigs in 2077 City Center, is around in 2045 Upper Marina
  • Rogue is already the owner of the Afterlife but she’s not yet the ‘Queen of Fixers’ like she’ll be in the 2070s
  • Lucius Rhyne, mayor in the 2070s, is City Manager of Watson Development
  • Sebastian Ibarra, better known as Padre, was around but apparently, >!he wasn’t officially ordained as a priest!<
  • Lizzie Borden, whose death sparked the creation of the Mox, is a sex worker in Kabuki
  • Denny and Kerry Eurodyne still live in their Mansions in the Exec Zone which will go on to become 2077 North Oak
  • La Llorona and her brother El Somberon, featured in the comic You Have My Word, were the bodyguards for Theresa Valentino
  • Wakako Okada is a Medtech currently with the Tyger Claws

###Gangs

  • Maelstrom, while still known as a crazy band of borg gangers, haven't fully yet adopted their iconic look of multi-optic faces
  • 6th Street haven't yet devolved to what you see them as in the 70s. In the 40s, they actually were a decent private security force
  • The El Norte Cartel, at least the ones in 2045 NC, are all but confirmed to be the predecessor to the Valentinos given the infamous siblings, the cartel members slowly becoming more loyal to Theresa Valentino, and the fact that the Valentinos in 2077 are pretty close to being a cartel
  • The Voodoo Boys of old are slowly starting to get pushed out from pushback by the Haitian community, which foreshadows the VDBs in the 70s

###Corporations

  • The big two, both Arasaka and Militech, are still recovering from the War. Arasaka is still banned from North America (officially at least) and Militech is still nationalized by the budding NUSA.
  • Biotechnica is around and in charge of various projects up north in the Pacific Northwest.
  • Techtronika, considered by many in the 70s to be the ‘Russian Militech’, is a slowly rising star in the 2040s. Originally just a Russian subsidiary of the now defunct Techtronica, it is now its own independent corp. Currently, the only known products are the BMG-500 and the BMG-500 (Silver)
  • Various other corps such as Midnight Arms, Rostovic, and Constitutional Arms are showcased in RED
  • Restaurants like Capitan Caliente and Buck-a-Slice existed in 2045
  • While they aren't written yet, various weapons (such as the Lexington and Igla) and vehicles (like V's starter vehicle) were produced during or before the 2040s
    • Edit: (Thanks b1ack0ut): In SOF2045, the MA70 HB has a predecessor known as the Midnight Assault HB

Anddd, that's everything chooms. Missed anything, lemme know

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u/Infernox-Ratchet — 2 months ago

Challenge Post: Gimme a lore/mechanic concern from the corebook and I'll see if any release to this day answers it

Yes, as stated in the title.

We're about 6 years out from RED being released (if we count the Jumpstart Kit ofc). RED has seen tons of free monthly DLC and expansion books released which makes collecting everything a hassle to collect or even pull up something if you need an answer. Thank God RTG made the Checklist for all their releases.

Now for those that don't know, RTG has a knack recently for using the DLC and expansion books to patch any egregious mistakes with the corebook (even if they don't admit they made a mistake). And I find that's a genius idea without having to make an entirely new edition of the corebook. And imo, I believe just about every major issue with the corebook has been 'patched' but it still wouldn't hurt to know where to find this info.

So, this is where I come in. For any newbies or even vets that has an issue with the corebook such as lore or mechanics like guns, put em in the comments and I'll attempt to reply with the release that answers it. Don't go too crazy such as questions about 2077 and don't expect everything to be answered. But, this does make for a good exercise and can help folks gather info in one spot.

So, lets do it. Drop those questions/concerns

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u/Infernox-Ratchet — 2 months ago

Sup chooms, armored lizard here. So this morning, I had a big brain idea: what if I made a post detailing each gang and what they use?

Well, it took me all day to get what I could to compile into this damn post here. Enjoy, my eyes deserve a rest for this BS.

To read this, a check means that anything goes in that section. A dash doesn't necessarily mean they don't use em, there's just not enough info to glean if the faction uses em or what's the standard in that group. So, its GM Fiat.

#Gangs

Group Firearms Melee Weapons Brawling & Martial Arts Armor & Gear Cyberware Vehicles Notes
6th Street Standard Quality (Assault rifles preferred over siderarms) - - Armorjack and up - - -
Albino Alligators Cheap guns - - Cheaper armor and whatever gear they can scrounge - - -
The Andersons Cheap guns (such as the Rifle-to-Pistol Conversions) - - Molotov cocktails, Junk & Small Game Ammo - - -
Arzin Tynon Heavy Hitting weapons Heavy hitting weapons Armorjack - - Motorcycles -
Culper Ring Military Level weapons Military level weapons Military Level armor - - Made up of military personnel
DeadWoods Revolvers & shotguns - - - - motorcycles -
The Dirty Hippies Pistols and rifles - - - - - -
Dragula Racers Pistols - - - - with vehicles armed with Machine Guns and Rocket Launchers -
Eutrotrashers Firearms (only against the Undertow) Blackjacks and Knives - - - - -
Fixie’s Couriers Handguns - - - Bikes -
G3 Sanroo weapons Sanroo weapons & Mono-Katanas - - Custom implants - Borderline cyberpsychos, anime-themed sculpts
Gold Dragons SMGs are preferred - - Dirk Combat Jacket Jump Boosters & Grip Feet - Possible highly modified cyberoptics for David Ling Po to observe his turf
Inquisitors possible - - Bioware such as Enhanced Antibodies - Vehemently despise cyberware
Iron Sights Pistols (via low level members), Assault Rifles (via high level members) - - Cheap explosives (via low level members), Biotoxin (via high level members) - - -
Julliard Guild Pistols (used by performers), Shotguns (preferred by bodyguards) - - light armor (used by low level members) - - -
Kill Krashers - drugs (likely combat drugs) - - Expect any kind of weapon since they loot their victims
Lightning Cats - - Aikido & Judo - Cyberweapons - Cat-themed exotics
Maelstrom Heavy hitting weapons Heavy hitting weapons - - Heavy cybernetics such as Subdermal Armor or Linear Frames - The more chrome a member has, the higher rank they are
Mudang Gumi - - - - - - Not much is known but they are thieves and Netrunners
The Muses blinged up Pistols blinged up Roller Derby Cudgels - - - - -
Philharmonic Vampyres - - Adept at Martial Arts skills - - - -
Piranhas Pistols and SMGs while a shoal member uses heavier weaponry - - - Cybersnakes, especially among sex workers - less-than-lethal ammo and weapons at parties
Princesses of Justice - - - - Various Tech Upgraded weapons to fit their theme (e.g. Flaming swords, electrified whips, etc)
Rat Kings Poor Quality pistols Poor Quality weapons - - - - -
Reckoners Less-than-lethal weapons Less-than-lethal weapons - - Cyberweapons - Their weapons are often implanted as cyberweapons
Red Chrome Legion Poor Quality pistols and shotguns (via low level members), Assault weapons (via high level members) - - Explosives (via high level members) - - -
Scavvers Varied (mostly salvaged and poor quality) Varied (mostly salvaged and poor quality) - Varied (mostly salvaged and poor quality) - -
Sinful Adams Pistols Long Blades Martial Arts - Cyberweapons - -
Steel Vaqueros Variety of weapons, including shoulder arms and crossbows Variety of weapons - - - -
Street Queens Pistols Small Blades - - Cyberweapons - -
Toecutters Rifles & shotguns Sharp blades - - - Heavily armored and armed vehicles -
Tombstone Preservers - - - Every member is a Solo and is an expert with various weapons and MA forms
Tyger Claws Variety of weapons (Katanas, and especially the mono-katana kind, are popular options) - - - - -
The Undertow Use whatever they can find, prefer cheap pistols when fighting Eurotrashers Use whatever they can find - Molotov Cocktails - - -
Voodoo Boys Pistols and shoulder arms (in combat) Machetes and Chainsaws (to send a message) - - - - -
Wild Things - - Cyberweapons - Guns are a weakling’s tool
Yellow Brick Road Gang Pistols (used by Scarecrows) Axes (preferred by Woodsmen) - - Cyberweapons (used by Lions and Totos) - Posergang based on The Wizard of Oz cast
Zoners - - Possible cyberweapons - Weapon loadouts vary between members

#Criminal Organizations

Group Firearms Melee Weapons Brawling & Martial Arts Armor & Gear Cyberware Vehicles Notes
The Consortium Neo-Soviet weapons Neo-Soviet weapons - - Most if not all members have at least one Grafted Muscle & Bone Lace - -
Eastern Tigers Triad weapons with a high rate of fire (likely ROF2 weapons and Autofire weapons) weapons with a high rate of fire (specifically ROF2 weapons) - - - -
El Norte Cartel Heavier weapons, especially with autofire, are preferred Heavier weapons - - Reflex and accuracy-enhancing implants are common (e.g. Speedware and Subdermal Grip) - -
Kanzaki Family Conceable firearms Heavy Melee weapons Brawlers, some of which also have Martial Arts training - Conceable cyberware - -
Skiv Family Heavy and Very Heavy Pistols are very common; Assault Rifles (preferred by high-level enforcers) Simple melee weapons are common Adept Brawlers - - - -
Weng Fang Tong - - Every individual in the WFT is individualistic, each with their own preference

#Security Providers

Group Firearms Melee Weapons Brawling & Martial Arts Armor & Gear Cyberware Vehicles Notes
6th Street Standard Quality (Assault rifles preferred over siderarms) - - Armorjack and up - - -
Aldecaldo Peacekeepers Nomad-Produced weapons Nomad-Produced weapons - - - Prefer patrol bikes over cars -
Corporate Security - - - Armament depends on position, assignment, and employer’s budget
Danger Gal Sanroo Hello Cutie weapons are common but non-pink weapons are also possible Sanroo Hello Cutie weapons are common but non-pink weapons are also possible - - - - -
Edgerunners Inc - - Each member provides their own equipment
Gold Dragons SMGs are preferred - - Dirk Combat Jacket Jump Boosters & Grip Feet - Possible highly modified cyberoptics for David Ling Po to observe his turf
Kimen-Gumi Swords (mono-katanas for high-level members) Yes, especially Karate & Judo - - - All are members of the Tyger Claws
Lazarus Military Level weapons such as Excellent Quality shoulder arms Military Level weapons Military Level armor Military Level cyberware like combat boosters - Military level loadouts, no mooks except for rookies
Los Perros Guardianes Pistols Blunt Melee weapons - Nomad Leathers Only with K-9 units - -
MAX-TAC Heavy weaponry Heavy weaponry - Heavy armor Heavily chromed - Borderline cyberpsychos, no mooks
McCain Security SQ weapons, shotguns at each station - - - - - Step up from usual corporate security
Militech Militech weapons (Sidearms, Shoulder Arms) Militech weapons - Tough but flexible armor Most are chromed - New cyberware installations are done with promotions
NCU Campus Security Sidearms with less-than-lethal ammo; Heavier arms can be used if neccesary - - Light armor - - -
Netwatch Heavy pistols, shotguns and assault rifles - - Light armor Cyberware leaning towards sensory boosting - Many are Netrunners with strong decks
NorCal Marshal Service Armed as if they aren't getting backup (Heavy or Very Heavy pistols, Assault Rifles, Grenade Launchers) - - Heavier armor (e.g Flak) - Motorcycles -
NorCal COG Military Police Military Level weapons Military level weapons Military Level armor - - Made up of military personnel
Protective Lightning Drones with SMGs, Dart Guns, and occasional grenade launchers; Agents have pistols - - Agents have light armor - - -
San Luis Obispo County Sheriff Pistols & shotguns - - Light Armorjack - - -
Scythe Security GunMart Shotguns - - Salvaged and patched light armor - - -
SK Securities Heavy pistols and shotguns - Brawlers light armor is common but may be upgraded with the guards' own money - - -
Thelas Marines Heavy pistols and shotguns - - light armor preferred - vehicles are used (mostly patrol boats) -
Ward Security Up to user but concealed weapons are recommended Up to user but concealed weapons are recommended - - - - -
Whitewater Security Visible sidearms and shoulder arms - - Lighter armor - - Prefer to make a show of force

##Whatever I couldn't find info on

  • The Bozos - Likely gimmick weapons to highlight their sadistic prankster aesthetic
  • The Enhanced - ?
  • Generation Red - ?
  • Prime-Time Players - ?
  • Shroomers - well armed (GM dependant)
  • Willows - likely dependent on the individual (Rogue is a member for example)

And that's all. Hope this makes for a good resource when you run these groups. Oh and if there's something missing, lemme know.

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u/Infernox-Ratchet — 2 months ago

You and your crew are on a high-risk job, the enemy isn't pulling any punches to eliminate you and before long they say, “Send in the Armored Unit”. Soon enough, four menacing goons show up wearing clamshell armor and wielding various weaponry. These guys aren't like the mooks you'd fought on the streets, FARRR from it.

https://i.redd.it/w3vyit060syg1.gif

Hello chooms, Armored Lizard here. If you're here, you and your crew of Merc buddies have the “pleasure” of facing what I dub the “Metalgear Squad”. Are they an elite corporate death squad? Highly specialized military officers? Maybe Max-Tac is pissed off and sent in their top guys? Either way, these are 4 highly dangerous enemies that each use a specific form of Metalgear and are designed to be some of the toughest opponents you'll face in a Merc level game.

Consider this a little teaser for that upcoming doc where I drop heavy armor enemies on you all that aren't complete pushovers. This also uses a custom statblock made by u/Corgi_SB (thanks again choom).

The Team

Light Metalgear

The small one of the four, they're essentially a mobile opponent that closes the distance to make your day miserable. While all four enemies are capable of Martial Arts, this one is the best at it and does it more. That and they're also adept at Melee Weapons.

https://preview.redd.it/c94ibzng0syg1.png?width=1194&format=png&auto=webp&s=7e9183b45bde7a86dc7e12a892d4cfeae79cb346

Hybrid Metalgear

A good squad typically has a rifleman or maybe a grenadier. This guy is both, utilizing Rifles/Shotguns and Grenade Launchers. While decent at Autofire, they're more likely to do single fire attacks.

https://preview.redd.it/5ayeaink0syg1.png?width=1177&format=png&auto=webp&s=d767550f4b65b86c10274ea7a55791013067e747

Metalgear

The Team Leader, this guy can be considered the all-rounder of the team. That said, they prefer to hang back and use one-handed weapons while also using shields. They're also fun of utilizing Tactical Overwatch to buff their team (don't know what that is, see Segotari Power)

https://preview.redd.it/v6mkhnfp0syg1.png?width=1164&format=png&auto=webp&s=233111151319dfbceb4c8372c30fa62001d00613

Heavy Metalgear

And lastly, the chunky one of the four. Given their slow speed compared to their teammates, this one is the gunner who sits in the back in safety and just uses their Machine Gun to no end to either Suppressive Fire or delete a target.

https://preview.redd.it/ymd6b9ry0syg1.png?width=1100&format=png&auto=webp&s=be0c280a3a9e31361b56964739516892b8fefc3b

Questions

And that's it, some of y'all might have some questions so I'll help on that.

  1. "Why are they so high level?" - This is to show the top power that a hypothetical antagonist can use in heavy armor. I've seen a lot that people don't sufficiently buff their enemies in armor so this just shows it wide open to give a picture.
  2. "Why do they lack some stats, skills, gear, or cyberware." - That's intentional. They're a blank slate of sorts and only gave the bare essentials in case you wanna flesh em out further. Plus, it makes you wonder are they close to cyberpsycho or are they...average? Are they smart or dumb? You decide in your game.
  3. "Can I just use one of these guys in a high stakes street level game?" - ABSOUTELY. While I did design these guys to be in a squad, they can also be used solo as a Mid-Boss encounter so long as they're high level. That said, they still shine more when paired with other enemies because no matter the skill of a character, Action Economy can still mess them over.
  4. "When should this squad be used?" - They're meant to be a high-level enemy encounter you'd see in a Merc gig. In Merc gigs, anything goes if you will. This is where you'd encounter ACPAs after all so a whole squad of those wearing Metalgear shouldn't be...unusual if you will.
  5. "Should I give them bonuses like the HQ Training Area?" - Your call. If I wanna be cruel, I'd absolutely have the Machine Gunner practice Evasion and Brawling so he'd have a +15 in the skill.

But that's all. I hope y'all like this absolute mess of an enemy squad I've been cooking.

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u/Infernox-Ratchet — 2 months ago

Greetings chooms, Armored Lizard here. GM Guide for ya.

I'm still going through NC2045 and still working on that doc giving effective heavy armor NPCs and I thought about certain NPCs and why their rank is a certain way. While I did do a guide on Superheavy bosses, I remembered that I didn't do one on Mooks/Lieutenants/Minibosses. So, in typical heavy armor lizard fashion, I'll do my best and give ya just that.

Seeing Double

So, a few months back, we got a free Screamsheet called Seeing Double. In that one, we got the Bobby which is bizarre:

They are considered "Mook" despite technically having Base 15 in their combat skills (Brawling, Evasion, Melee Weapons) plus they have Light Metalgear which is not something you expect a Mook to wear.

Then it hit me: this mission is a Merc level gig so each Bobby is supplied with Light Metalgear while on the job. Then if we ignore that, we look at Danger Gal Dossier. In it, it is suggested by the guidelines that Hardened Mooks have Role Rank 2. So, it's saying that the 'levels' for these NPCs are after the penalties. Thus, if a NPC has Base 12 after their armor penalties for their combat skills and likely 2 ranks in their Combat Role, they'd be a Hardened Mook.

Night City 2045

Now in this book, we have 3 NPC Templates that all use armor above Light Armorjack

  • Max-Tac Rookie: First, these guys. They're Hardened Lieutenant and wear Medium Armorjack which deducts 2 points from their stats. They have Combat Number 13 which means their Autofire/Brawling/Melee Weapons/Shoulder Arms bases are 15(13), they have Evasion base of 13(11), and the presence of their Subdermal Grip could imply their AR is smartlinked so they're single firing or autofiring with a +14.
  • Lazarus Guard: Similar to the Max-Tac Rookie, these are also Hardened Lieutenant and also wear Medium Armorjack. Their Combat Number is 12 which means their Autofire/Brawling/Melee Weapons/Shoulder Arms bases are 14(12), they have an Evasion base of 14(12), and they too have a Subdermal Grip which means they're likely single firing and autofiring with a +13.
  • Ranger: And lastly, the Ranger. Their a Hardened Mini-Boss with Tech Upgraded Flak which is implied to be -2 Flak. They have Combat Number 16 which can be translated to their Autofire/Brawling/Handgun/Shoulder Arms bases being 18(16), they have an Evasion base of 18(16), and their ranged weapons are EQ so they're attacking with a +17. And given that the GM can add more cyberware on them, they can likely have a Subdermal Grip which means +18.

##Where am I going with this?

If it wasn't obvious, NPCs are ranked (at least according to RTG) AFTER their armor penalties and if we include their role ranks. After all, the Bobby and Lazarus Guard have Combat Number 12 but the former is a Mook since they have Solo Rank 2 and the latter is Lieutenant given they have 4 ranks instead.

And it makes sense, the

So, if we wanna categorize NPCs in the future, this is how we do it on a simple level:

NPC Level -1 Base -2 Base -3 Base -4 Base -5 Base Role Ability & Other Additions
Hardened Mook 12-13 (11-12) 13-14 (11-12) 14-15 (11-12) 15-16 (11-12) 16-17 (11-12) Role Rank 1-2, likely no EQ or smartlinked weapons
Hardened Lieutenant 12-16 (11-15) 13-17 (11-15) 14-18 (11-15) 15-18 (11-14) 16-18 (11-13) Role Rank 3-4, likely has no EQ weapon but may have a Smartlinked weapon if they're not at Base 15
Hardened Mini-Boss 15-18 (14-17) 16-18 (14-16) 17-18 (14-15) 18(14) N/A Role Rank 5-6(likely 6), most likely has an EQ and/or Smartlinked weapon or other bonuses to be more effective. Any armor with at least a -4 penalty is Tech Upgraded with reduced penalties to make their bases higher.
Hardened Boss 17-18 (16-17) 18 (16) 18(15) N/A N/A Role Rank 7-10(likely 8), most likely has an EQ and/or Smartlinked weapon or other bonuses to be more effective. Any armor with at least a -3 penalty is Tech Upgraded with reduced penalties to make their bases higher.

And as mentioned in my Superheavy Boss guide, there's plenty ways to juice a tougher NPC. In RAW Heavy Metalgear, the highest REF base is +14 and highest DEX base is +13. To boost this, use the HQ in No Place Like Home and have them train their Evasion and Brawling so they're at a Base 14. Then give them an EQ smartlinked weapon so they attack at a +16. That or have their armor be at a reduced penalty.

And that's it. Pretty simple: just boost their bases and give role ranks.

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u/Infernox-Ratchet — 2 months ago

When I first got up and saw the patch, I was miffed at first that it was light pen but once I dropped in, I was instantly proven wrong

- You get 2 a drop as mentioned before and each comes with 300 rounds. I didn't mind when a random took the other one that a drop comes with because by the time I was nearly done with my copy, it was almost off cooldown

- And that cooldown is fast, you can have multiple Bullet Storm drops all over the place

- And the RPM, holy shit is it fast. You'll rip bugs apart

IMO, its a good one on Bugs and Squids. It feels like a complementary you'd bring for AT weapons. Drop these everywhere and you can grab em if you need to deal with a horde.

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u/Infernox-Ratchet — 2 months ago

Remove the ego aspect, add cybernetics, and the few players that are likely bloodthirsty or even cyberpsychos, and Combat Soccer is just Blue Lock but even bloodier and horrific.

u/Infernox-Ratchet — 2 months ago

Greetings chooms, Armored Lizard here. In the past, I've made posts telling newcomers just how diverse roles can be outside of what the corebook tells you. While Collecting the Random and Danger Gal Dossier gives some examples, Night City 2045 is packed with diverse NPCs that don't fit the definition of the role they got. So, to give newcomers some juice, I'm listing a few jobs or occupations from the new book.

##Rockerboys When we think of Rockerboys, we usually think of musicians like Kerry Eurodyne or Johnny Silverhand. The truth is that Rockerboys are anyone with a large amount of charismatic pull. An infamous saying from the old days of Cyberpunk is 'Hitler was a Rockerboy'. This meant cult leaders would be Rockerboys. So, a few non-musician Rockers that would fit this:

  • Chef (Gordon Ramsey would be a Rockerboy)
  • Priest (Megachurch pastors)
  • Sports player (Tony Hawk)
  • Politician
  • Reality TV star (plenty)
  • V-tuber
  • Actor (The Rock)

##Solos Solos are your usual fighters/bodyguards/assassins. And for good reason as that's the prime spot for Solos. But, Solos can also exist outside of that work and that can imply that you got a long history on your belt:

  • Players in sports like Baseball or Combat Soccer
  • Retired construction worker
  • Priest
  • Chef

##Medias Medias, you're more than just reporters like what you see on N54 or WNS. You're anyone capable of convincing an audience that the story you published is the truth and you have access to sources and info to get you what you need. So, there's a good variety of Medias you'll see:

  • Photographer
  • Radio host
  • Livecaster
  • DJ
  • V-tuber

##Execs You hear Exec, you think Corpo. But a common saying in RED is 'not all Execs are Corpos and vice-versa'. Exec is essentially the Manager so it can fit outside of corporations well. So, what are some examples of non-Corpo Execs?

  • Leader of a church
  • Leader of a tenant committee
  • Club owner
  • Gang Leader or high-ranking member
  • Food Truck owner
  • Head accountant for a Nomad Pack
  • Military Officer

##Lawmen Just like Execs aren't all corpos, Lawmen aren't all cops choomba. They exist in a couple spots outside the NCPD:

  • Security Guards
  • Gang Leader
  • Nomad Patrols

##Fixers For those that come from Cyberpunk 2077, you probably think Fixers are just the questgivers, they don't get their hands dirty. Well, I'm just gonna say this: you've been had. Truth is Fixers come in a variety of occupations. The ones you deal with in 2077 are the ones who made it, the ones who can afford to have others do the dirty work. For the vast majority, they're out in the field.

Remember this, Fixers are for those that know how to blend with cultures, source items, haggle for deals, and have contacts to get the info they need. In other words, they come in forms like these:

  • Street kid
  • Vendor selling firearms and armor
  • Restaurant Dishwasher
  • Restaurant owner
  • Drug dealer
  • Real Estate shark
  • Mob/Gang Leader
  • File Clerk
  • Sports Gambling Dealer
  • Supply Clerk
  • (Some green-skinned dude working at a park)

##Nomads

And lastly, Nomads. Just like Execs and Lawmen, not all Nomads are in a Nomad Pack. Nomads are those who can get their hands on a vehicle, most of the time through a faction they're a part of. Some occupations you'll find non-nomad Nomads in:

  • Cab/Taxi Driver
  • Car Garage Owner
  • Gang Member
  • Carnival Member

##Why aren't Netrunners, Techs, and Medtechs included?

Simple, they're diverse on their own or self-explanatory. Netrunners can surf the Net, Techs can tinker with or fabricate stuff, and Medtechs are good with installing cyberware, modifying people, or even healing or afflicting people with pharmaceuticals. In my opinion, they can fit just about anywhere without too much thought like the other 7 roles.

##How would I use this?

As a player, this is good for giving you multiple ways to diversify your character. You can be a Solo that's gotten skilled by going through combat soccer for a while instead of being a long while hitman. That said, its likely you're not gonna be like a Rockerboy that owns an establishment or gang since that turns the game into a business sim but outside of that, there's way more opportunities.

As a GM, sky is your oyster. If a Solo and Rockerboy can be Priests of the same church with the latter's wife being an Exec, then you got a huge sandbox to craft NPCs around. Go off is what I say.

And that's it. If you all got more "unusual" role occupations, then lay em out. Dying to hear about em.

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u/Infernox-Ratchet — 2 months ago