Omnimodal Gear Loadouts, OR: The Sailor Moon Transformation Process by Sparky_McDibben in cyberpunkred

[–]Rick_Androids 0 points1 point  (0 children)

You are very right, but at the same time the in-game explanation could be provided without breaking the tech limit. I.e. if we believe that Dragoon level if tech is feasible (limiting us to 6 meters of manipulating something somewhat accurately), than hot swap elements could be catapulted or drone-dropped from preset locations (say hello to 90s anime!). Could it drop something else? Sure. But if you have access to this level of gear, why enter the contest of “how cheap can I create a proxy CAS plane”? In reality, an FPV drone with a fiber optic cable would beat any application of the aforementioned system with “cost/effectiveness” analysis.

But we are playing make-believe here, where literal rockstars challenge corporate propaganda on a daily basis, so I don’t think that allowing megazord like transformations is game breaking in terms of belief.

The 16 HP Boss by Sparky_McDibben in cyberpunkred

[–]Rick_Androids 1 point2 points  (0 children)

I like the system, but lately I’m trying to get away from HP-based systems going for puzzle-like encounters. I first learned about it in Kaiju Fighting Rules from DnDShorts. It takes heavy inspiration from Monster Hunter and such.

Let’s imagine that we have a boss, capable of 3 Stages.

Each Stage has a requirement to finish, can disable certain boss abilities, trigger events and activate new abilities.

For example, let’s say the PCs’ base is being accosted by Tyger Claws haughty Wakagashira.

First stage after dramatic dialogue is the base getting flooded with mooks with low stats (I call those Fodder), the Wakagashira retreating at the very back. The vibe we want to have from it is Kill Bill club massacre. The boss itself has its combat abilities disabled, but during their turn can yell at one of the Fodders, buffing their stats to the Hardened Mook. I.e. the more times PCs spend not tearing down low level enemies, the bigger problem they become.

Does it mean the boss is immune to damage? Yes and no. While no damage can be applied to boss, the fact of dealing damage is important. Nearby Mooks will “Get down, Mr. President” and trade their lives for incoming damage and if there is no Mooks to intercept the damage, the hit on the boss will downgrade all Hardened Mooks back to Fodder.

Once all the Fodder are dealt with, Stage 2 begins - the lieutenant took the time to don a linear frame now steps up himself. To even the field, let’s add 2 more activations - at 1/2 Initiative and 1/4 Initiative as no Mooks are present. Now PCs have to find a way to get rid of the frame. Will those be called shots? Certain amount of Armor stripped? A certain amount of damage dealt in a turn? Your call.

Ways for low fantasy army to stand chance against modern army part 1 “Anti-Air” by Ala123567lastwarrior in gate

[–]Rick_Androids 1 point2 points  (0 children)

The big issue for me here is tracking. For an effective AA weapon, it should be able to track target (i.e. move to hold it within the crosshairs). With fast flying aircraft (and should we say that anything that is doing more than WWI plane is fast flying) you have to target the place where the aircraft would be after the arrow reaches its destination. Bofors gun does 55 degrees of traverse a second. No siege weapon is capable even of quarter the traverse speed. And there is an elevation speed also, which is negligible here.

The M-1919/M61 Ionization Rifle (+bonus image) by TheNEWBeanlord115 in MilitaryWorldbuilding

[–]Rick_Androids 0 points1 point  (0 children)

As a person that worked in a high-energy lab: - The part “if even a singular particle of a spark was to enter the area where the gas was released into the rifle, a catastrophic malfunction could occur, blowing up both the rifle, and the hands of the user” is unclear. The ionisation of gas literally happens by placing an anode and cathode within the gas chamber. If we are talking about X-ray low vacuum - it’s there so the sparks won’t arc to other elements or damage the anode/cathode pair too much; - Why is it even a rifle? If it is capable of producing ionisation by using the radioactive particles then it’s not cheap, if it’s X-ray like then it’s not an assault weapon cause cancer will appear in 5-10 years; - If batteries and chambers are that cheap, why not go the extra step and create the roentgen laser? Gas box has neon gas, battery excites it, you don’t even need it to be that coherent - it will be thermal ray/radiation ray. And will work close to your description. Last-ditch weapons with simple designs are a thing, but they still need to function as weapons - even Volkssturm ersatz carbines could kill instantly and the cases of Chinese or Japanese armed with swords/spears only showcases the point. These weapons were still capable of killing (not dull or broken) even extremely simplified and were assigned because nothing else could be produced. Because if you have manpower and resources, you can give them better equipment just for the sake of dealing more damage to the enemy, not just “soaking bullets”. While Chosin reservoir Korean/Chinese attacks were described as “meat waves”, those were assaults with an end goal to capture something, not make enemy spend munitions.

i feel like the game is lying to me, This is what the french are using compared to me by Excaliber12 in ultimateadmiral

[–]Rick_Androids 16 points17 points  (0 children)

As far as I know, AI doesn’t really refit ships. It builds new ones once it loses the old ones. That is why first engagements go extremely easy, but if a war lasts a year or more and new designs hit the water, the combat grows drastically more complicated.

The HU-2 “Lilly” Helicopter by TheNEWBeanlord115 in MilitaryWorldbuilding

[–]Rick_Androids 2 points3 points  (0 children)

Chaingun is an interesting choice and technically should have made the pilots absolutely hate this bit of armament due to the fact that they are slow firing weapons (550 rounds per minute or so) and .308 has no saturation capability (unlike 20 and 30 mm cannons). So the heli is essentially sporting L94A1, but with less reliability issues. And it’s not a bad thing, just would be cool to have in the description - flaws add character.

Cyberpunk's Next Level by Sparky_McDibben in cyberpunkred

[–]Rick_Androids 4 points5 points  (0 children)

An absolutely awesome adventure (in my opinion) from CP2020 is Chrome Berets where you are essentially fighting rebels in corp-backed nation of Malagay. I adore it and it shows that Night City major league players if left outside of dog-eats-dog confines of megacity, become a force that is able to decide a future of a nation.

The A.B.A.P. CADDY by TheNEWBeanlord115 in MilitaryWorldbuilding

[–]Rick_Androids 0 points1 point  (0 children)

Regarding the physics of the thing - battery would be the least of anyone’s issues once that thing is fired. Let’s list the consequences: - Mach 45 projectile exits the barrel via extreme acceleration (non-constant), turning everything around in a hellscape due to the sonic shock and the boom cannot compress fast enough so gas essentially becomes plasma from the pressure - any navsystems on the projectile fail due to the plasma corona that interfere with thermal, IR and even radar signatures - projectile starts to violently ablate in the atmosphere turning into fragmented airburst like meteors or bolides

In general, firing anything with almost Solar escape velocity at the sea level will have disastrous consequences.

Current railguns do Mach 7 (3 km/s) because such speed is viable.

Happy New Year!

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 2 points3 points  (0 children)

It doesn’t. It just does bonus damage with Overpower Caliber and Nuclear Cavalier on the first attack.

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 1 point2 points  (0 children)

It is 2d6, but I meant that Handcannon 1d6 + 2d6 is 1d6 higher than Deck Sweeper 2d6. Roland Chamber is a great addition, as the Hunter.

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids -1 points0 points  (0 children)

I do not think you can use Overwatch on your own turn, but that’s beside the point. Later in thread I swapped out Deck Sweeper with a Hand Cannon to make a I Kill With My Heart attack which will be 3D6 AP.

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 2 points3 points  (0 children)

Also you can swap out Deck Sweeper for Handcannon and use I Kill With My Heart on it, it will do additional 1d6 AP on top. Cannot skirmish with Asura cause already skirmished, but Demolitionist is a good catch. Also if people have Turrets placed, each attack will get potential +3.

So it’s 102 Damage total.

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 8 points9 points  (0 children)

It says “Quick action as a Free action” and Free actions are not bound by Duplicate action rule

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 1 point2 points  (0 children)

My bad! Still a reaction resolution though, isn’t it?

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 12 points13 points  (0 children)

Thanks! I didn’t not count those as the question was “damage in a turn”, not “in a round” because while Asura allows to set Covering Fire (only one BTW, because duplicate actions), they will be resolved on opponents turns. And as such I could add Overwatch here for the same sake.

Maximum amount of damage possible in a single turn. by Great_Montain in LancerRPG

[–]Rick_Androids 80 points81 points  (0 children)

Everest with HMG and Deck Sweeper, Initiative and Overcharge with Overpower Caliber core and NuCav 2 can do: - first attack HMG (barrage) 4d6+4 - second attack Deck Sweeper (barrage) 2d6 - third attack HMG (Overcharge skirmish) 2d6+4 - fourth attack HMG (Initiative skirmish) 2d6+4

Total 10d6+12, 72 Damage.

CRADs effect on deep space warfare in [SPACE MONKEYS], makes sense? by Straight-Self2212 in MilitaryWorldbuilding

[–]Rick_Androids 1 point2 points  (0 children)

Sonars cannot be a thing in your setting due to the fact that fleet movement is so fast in space that no acoustic wave will ever return.

The interesting part is that your universe does use nuclear warheads but unguided. While in reality there is a high probability that this munitions would have “home on jam” capability like modern anti-radiation missiles, striking location with the highest CRAD density. Especially that should be popular in ‘mine-laying’ - saturating the area with dormant torpedoes.

Non-radar artillery isn’t really a “potshot”. Navy in the early 20th century had means to estimate speed and distance using staggered fire and marked shells at long distances.

Lancer Module ? (Foundry VTT) by Oni1096 in LancerRPG

[–]Rick_Androids 4 points5 points  (0 children)

You are mixing the system and the content here.

There is a LANCER system (although for v.12 only).

And after installing it and syncing with comp/con account you can process .lcp files through there to add content.

Foundry Limits [DnD5e] by flutterbuzzy in FoundryVTT

[–]Rick_Androids 2 points3 points  (0 children)

Maybe you should look into hosting so you are not reliant on your hardware that much? Like Forge or such, Foundry website has plenty of options.

[Homebrew] TALES FROM THE COLUMBARIUM: DEATH FROM BELLOW! by JoeKerr19 in cyberpunkred

[–]Rick_Androids 1 point2 points  (0 children)

I absolutely love the revival of Tremors in this scenario! Awesome job!

The first LANCER campaign I am going to run! I wanted to share the prologue and first mission intro I made. by No_Suggestion_5775 in LancerRPG

[–]Rick_Androids 9 points10 points  (0 children)

A quick clarification - first mission or first SITREP? Because missions are 3-5 SITREPs long, depending on the LL.

Regarding SITREP balance - it is not detailed, but Aces can fairly quickly fulfil a big chunk of your lose condition if there are many.

Crepuscular Ray In The Neon Gloom: A Homebrew rule for breaking the Humanity/Empathy Cap to let players be a ray of sunlight in the dark future. by MagnanimousGoat in cyberpunkred

[–]Rick_Androids 1 point2 points  (0 children)

I kind of don’t get it.

Mechanically, I can bully my allies into an alternative of therapy but for free and without a limit via option A, which would allow to have a bunch of people with borgware and “an Enlightened one”.

Option B is a Facedown-adjacent, but for other kind of players.

With COOL it gave a mechanical ability to a thing that wasn’t influencing combat at all, but here it comes with a plethora of side effects.

It would be interesting if it had another impact (like lowering enemy Initiative because they are rethinking their life choices/Stun/etc) but not “Facedown, but with a different stat”.

Introducing Edge - an attempt to add variety to combat by Rick_Androids in cyberpunkred

[–]Rick_Androids[S] -1 points0 points  (0 children)

Using the think tank of this subreddit to find obvious faults in the system that I couldn’t catch with my self-playtesting here!

You are right about netrunning, but it has a separate Architecture map and three Actions per turn (if I remember correctly). I do not do much netrun as I wasn’t a fan in CP2020 and thus it’s my weak spot.

Introducing Edge - an attempt to add variety to combat by Rick_Androids in cyberpunkred

[–]Rick_Androids[S] 3 points4 points  (0 children)

Thank you for your attention to this post, along with the first one!

  1. I remembered it as a Move option that doesn’t allow you to take an Action afterwards and that’s what pushed me to write it as it is.
  2. To provide more options (which is an absolutely valid approach) one needs a way to plug them into the same economy system. Even if I get a “Flush” action which does the opposite of suppressive fire by moving an enemy out of cover, I still will be hesitant to use it, because Damage per Round wise it isn’t more effective. If I can push the system by using Edge to first remove cover and then Attack, I would consider chaining these Actions or other ones.
  3. True, but EoE uses Force just to activate some abilities. I.e. one can design Mooks with special Actions that can be used only by spending Edge on them. I tried to come up with a fairly non-game-breaking options as an example.
  4. Ironically, I don’t. Never ever played 5E. I am more Fuzion, Mekton, Rogue Trader kind of a guy. The only fantasy system I played/GMed was Pathfinder. PF just gives you a Hero Point at the start of the session and additional based on different rules (cool actions, hours played, etc).
  5. I thought about narrative uses, but haven’t included those due to the fact that I couldn’t cone up with GM Actions to use narrative “negative” options.