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Evil Schemer

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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.

  1. 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.
  2. Use the Cyberpunk Rules. These are perfectly valid and can work very easily.
  3. 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.
  4. 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.
  5. 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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