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Ammunition
One of the glaring ommissions from the Fuzion Rules for Bubblegum Crisis: RPG, is that
of ammo. The rules completely ignore ammo! Granted, one of the laws of Anime Physics is
that the hero never runs out of ammo, there ARE precedents. Priss runs out of ammo
in "Tinsel City" and Nene runs out in "Scoop Chase". How do characters
purchase more ammo when they're dry?
I've considered several options as a Referee.
- Let the characters have ammo as long as they have Luck. When a character runs out of
ammo, they're out of luck! The drawback is that no one spends their last Luck point, so
everyone always have ammo but one less Luck point.
- Use the Cyberpunk Rules. These are perfectly valid and can work very easily.
- Use the Mekton Rules for 1/10 scale weapon creation. This is ultimately what I chose
because I can offer a cost in either Campaign Points or Yen. NOTE!
CAMPAIGN UPDATE: After further review and many complaints from my players, I have
since changed this policy. It was discovered that Armor Piercing versions of ammo re-loads
would cost more than the original weapon in most cases.
- Use the Alternate Mekton Zeta rules from the main rulesbook that says ammo costs 5% of
the weapon cost. We went with this system as it's a little cheaper and since Armor
Piercing is apparently figured into the base cost of the weapon. This is the system we
currently use, at least until another one comes along.
- Another, less complicated rule, comes from the new book Champions: Alliances. It
had rules for charges and clips. The idea is to purchase your weapon as a super power with
the limitations of being a grabbable focus (-4 PP) and having a certain number of charges.
For an extra PP, you can have an extra clip of charges on hand that take a phase to
reload. This is a one-time purchase done when either the character is made or the weapon
is purchased. Ammo need never be purchased again but can only be replenished at the end of
the scenario or back at the hero's base. This is an interesting rule and our group will
look into it.
What follows is a table of ammo costs based upon the weapon list in the rulesbook. Ammo
for mecha can be found at my Mecha Construction web page.
System Three
Weapon |
Ammo Capacity |
Cost of Ammo |
Mini-Revolver |
4 |
.04 CP, 400 |
Mini-Handgun |
8 |
.24 CP, 2400 |
Combat Handgun |
15 |
.6 CP, 6000 |
Combat Revolver |
6 |
.3 CP, 3000 |
Magnum Revolver |
4 |
.36 CP, 3600 |
Shotgun |
2 |
.8 CP, 800 |
Pump Shotgun |
8 |
.4 CP, 4000 |
SubMachinegun |
30 |
1.2 CP, 12,000 |
Assault Rifle |
30 |
1.8 CP, 18,000 |
Machinegun |
30 |
2.4 CP, 24,000 |
.454 Magnum Auto |
11 |
.77 CP, 7700 |
Member II |
3 |
.33 CP, 3300 |
"Earth Shaker" |
3 |
.435 CP, 4350 |
Armor Piercing x4 cost |
Double Knockback x3 cost |
Scattershot for the Shotguns x5 cost |
System Four
Weapon |
Cost of Weapon |
Ammo CP |
Ammo Yen |
Mini-Revolver |
1 CP |
.05 CP |
500 |
Mini-Handgun |
3 CP |
.15 CP |
1500 |
Combat Handgun |
4 CP |
.2 CP |
2000 |
Combat Revolver |
5 CP |
.25 CP |
2500 |
Magnum Revolver |
6 CP |
.3 CP |
3000 |
Sawn-Off Shotgun |
4 CP |
.2 CP |
2000 |
Pump Shotgun |
5 CP |
.25 CP |
2500 |
Submachinegun |
4 CP |
.2 CP |
2000 |
Assault Rifle |
6 CP |
.3 CP |
3000 |
Machinegun |
7 CP |
.35 CP |
3500 |
.454 Magnum |
7 CP |
.35 CP |
3500 |
Member II |
11 CP |
.55 CP |
5500 |
"Earth Shaker" |
14.5 CP |
.725 CP |
7250 |
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