NuYork 2020 Referee Info
Home New Rules House Rules
Lasers work by superheating whatever they contact. Regular armor is half vs. Lasers unless that armor is Laminate armor or treated with a laminate coating
(note: Laminate coating increases the cost of armor by 100%, also Laminate coating is reflective, so this will change the appearance of anything it coats - Kevlar Blue Jeans with a laminate coating will still be shiny and reflective)
Military Microwaver Damage
Military Microwavers are not the same models used on the streets. The civilian models are designed as exotic weapons or as holdouts. Military Microwavers are high-energy weapons designed for combat use. The effects of Military Microwavers do not include EMP effects except at point blank range (at which time it is treated with the rules in the CP2020 handbook). At the same time these guns are shielded and will not EMP the firer except if they are hit with a point blank blast.
(note: The Microwavers of CP2020 are civilian models, the new Microwavers are harder to find and are designed differently)
Home New Rules House Rules
3.2 second combat rounds does not fit the CP genre (in my opinion), so I have shortened the round to one second. The only effect I impose from this change is that characters can run their MA in meters per round. I did not bother to change ROF, because I felt that these guns could put out the appropriate number of rounds per second.
For hits to people, I have set the rule that an attack reduces SP every time it hits, regardless of penetration.
For vehicles my rule applies, but the damage has to be at least half of the current SP in order to cause any degradation.
For damage over 30 points, the amount of degradation is equal to one per d10 or one-half per d6 (, add .1 for each +1 to the original damage and round normally)
I allow players to use luck after the roll. I know this is against the rules, but it forces the players to decide when a fudge is necessary.
(tip: Regardless of rule system, you can use this on any roll, including the enemies and hit locations, even Humanity Loss if the referee approves.)
Also, a roll of a "1" is not always a fumble. I have the player roll again.
If they roll less than or equal to their Luck stat, I have them roll a last time and subtract that roll instead of add (and a roll of a "10" keeps rolling and subtracting even more)
If they roll above their luck, I use the Fumble system from the CP2020 rule book.
I give the players 70 CP for the nine attributes and their special ability
Then I make them use my lifepath/skill generator to get their skills. This makes the character match their skills to their background (for instance, Social is not available to street backgrounds and Streetwise is not available to rich backgrounds).
I still make the characters roll for Life Events, but re-roll "Nothing Happens" results.
I like to surprise characters by making all items in the book cost 3-5 times more than the listed price. This slows down the Min/Maxers and gives Fixers a job (I usually let them procure stuff at 1-3 times book price).
(note: This rule does not apply during character creation.)
I don't charge a flat rate: My "Book" price for a sculpt is 1000 times the number of points changed from the original ATTR (for instance, If your character has a 5 ATTR and wants to raise it to 6, 1,000. To raise it to 7, 3,000. To 8, 6,000. And now I am sure you can figure out the progression).
I started out playing the "2013" edition, so I let boosterware add to Ref, not just initiative. It makes the game a little more fast-paced (the way me and my players like it).
Nano and RNA maintenance
Nano maintenance: The cost I enforce is a book price of one quarter of the original nano price per year. Applied once per year.
RNA maintenance: The book price for this is as follows:
RNA only: Total Humanity Loss of characterx10 per month
RNA & Nano only: Total Humanity Lossx20 per month
RNA and any cyberware: Total Humanity Lossx10 per week
The REP system I use is as follows: A starting character gets one REP for every "10" they have on their Skills. Then, as they play their character, I modify REP based on cool or stupid things they've done. Finally, if I modify their REP, I make them attach a word or phrase to their REP (e.g., REP 5, "Bad Attitude", this character may have mouthed off to someone important in public). For instance, a solo might get a REP as a badass or as a smooth operator. While a 'Runner might get a REP as an efficient machine or for leaking info. In this way it reminds the player to play consistently and it gives the REP stat some meaning. So, a 'runner can now use his REP to get better contracts or try to hide his REP due to too many mistakes. Or Corps might start passing over some player's solo character because he has a REP for sloppy jobs, etc...
This is an ammo type I created CP2020 rules for. It is an AP round with an explosive charge encased in the bullet. It does an additional 1d6 damage and if the round does not penetrate armor, the 1d6 damages the SP of the armor instead. I usually consider APEX ammo to have a "book" price of 5x normal.
Bursts (Three-round and Full-auto)
For every point that the character makes the Target Number by, they hit with one round.
For every point the character misses their target number by, they get hit with one bullet. Consequently, characters should roll based on their range from the gun, characters more distant from the firer may not have to roll if all of the bullets are expended on closer targets.
Intense Combat Options
I don't use this in EVERY game, but I use it consistently per campaign.
Aimed shot: For every point above the Target Number that the character rolls, they get a +1 DMG bonus.
The purpose of these options is to accelerate the killing process. Also, it explains why assassins use such small caliber guns for their hits. The smaller rounds are more accurate and then they can hit vital organs more accurately. Especially with the aimed shot bonus, there is no such thing as being safe from someone's gun because it only does 1d6.
Grenades: I subtract one damage point for each meter the target is from the center of the explosion. The player will be hit in the location with the lowest armor (roll randomly among the lowest armor locations if there is more than one). Also, the grenade causes a number of additional hits equal to the number of dice of damage (for d6 grenades, 2x the number of dice for d10 grenades) minus the range from the grenade in meters. Each hit does 1d6 stun only to a random location. The stun damage is only kept long enough for the stun save to be made, once the character rolls their stun save, the extra stun damage is remove from the characters damage. If a character is damaged by multiple attacks simultaneously, the character will roll for the grenade with the extra stun damage and then remove the stun damage and roll for any additional attacks normally afterwards.
Home New Rules House Rules