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A couple of rules questions -- viz. reloads & unarmed combat

posted May 10, 2016 23:52:52 by unthom
Hello!

Advance apologies if the answers turn out to be staring me in the face, but I am perplexed by two matters:

1. Reloads. The book says it's been abstracted so as to be very simple, but I can't make head nor tail of it. It's implied the characters don't need to worry about ammo for the duration of combat... and yet if you 'let rip' (for e.g.) you will use 1-3 reloads during your turn. Are these reloads deducted from some original reload stat? Does it imply you can't then use the weapon in the following 1-3 rounds? After a combat scene are you out of ammo if you've used your weapon?

2. Damage is easy to calculate if you're using a weapon. It's in the stats. But what if you're unarmed & punching/kicking? I can't find guidance, but it must be in there somewhere...

Many thanks! We are in The Nines currently, investigating the case of six missing Imperial kids & attempting to satisfy one of our number's desperate drug addiction.

Thom x
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7 replies
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Alakhai said May 11, 2016 07:15:57
1.- You have a weapon an reloads. For example a Bolter an 4 Reloads. You can use it in several combats and if nothing happens, you will have 4 reloads. You only use it if you use let rip, covering fire or the GM wants it as a repercusion.

2.- Yeah, this is missing in the rulebook.
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Vini, vidi, vici et fuit facilis. Alakhai
http://www.mutantchronicles.es/
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Marcin.Skupnik said May 11, 2016 07:47:19
@ 2.
Unarmed damage is described on page 234 in the main book. It is certainly not missing.
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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Nathan.Dowdell said May 11, 2016 09:32:46
To expand on what others have said:

1) Reloads are separate equipment for weapons - you can carry a number of reloads with your weapon. Under normal circumstances, using the weapon does not use any Reloads - characters are assumed to use their ammunition carefully in normal situations. A character can use Reloads by "letting rip" to get extra dice, or to use Covering Fire, or they can lose them by suffering Repercussions (a common use for a 20 on a test to make a ranged attack is "you've used up a portion of your ammo, lose a Reload").

As an aside, if a character has no Reloads, they aren't out of ammo... they just have a small amount left, so they can keep firing. The GM is free to create a Complication of "completely out of ammo" for a character who has run out of Reloads.

2) As noted, Unarmed attacks are covered on p234 of the rulebook, right at the start of the melee weapons (because it's the one melee option that everyone has).
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Rules questions and playtest feedback to nathan@modiphius.com
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unthom said May 13, 2016 16:22:53
Thanks so much for your responses!

2. Damage. Ah ha. I've been such a fool to miss that. Amazing.

1. Reloads. I think I get it. Almost. Is it correct to say that the default is 0 reloads, meaning no option to let rip, provide covering fire etc. -- as well as risking an 'out of ammo' repercussion if I'm feeling mean? Then if my characters *choose to* they can buy reloads, therefore gaining the ability to let rip and holding back the risk of an 'out of ammo' repercussion. In which case how much do reloads cost and what is their encumbrance? They have to be finite, right?
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Marcin.Skupnik said May 13, 2016 20:35:21
Is it correct to say that the default is 0 reloads, meaning no option to let rip, provide covering fire etc. -- as well as risking an 'out of ammo' repercussion if I'm feeling mean?

Yes.

In which case how much do reloads cost and what is their encumbrance?

Reload cost/restriction and weight are type specific (pistol ammo weighs less than MG ammo). Starting on page 212 in the main book the reload traits can be found before the descriptions of weapons in each category.

(Shameless promotion)
JakeBernstein has created some specialist ammo here - http://www.modiphius.com/forum.html#/20160406/rules-for-specialist-ammo-5203024/
Check it out.

They have to be finite, right?

They are finite.
[Last edited May 13, 2016 20:35:34]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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unthom said May 15, 2016 14:02:20
Ah! I get it. I'd somehow missed those lines in the weapons section. Perfect. Thank you!
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JakeBernstein said May 15, 2016 15:59:54
And if you want MOAR DAKKA, I've also written up some house rules (that actually just go back to an earlier draft of the rules) for Magazine Capacity instead of full Reloads. Basically, I use the current rules, but instead of spending a full "Reload" for +1d20 and +1DS, you spend Capacity from a Reload. Same idea, slightly different execution. Basically, I am just allowing a lot more use of Let Rip in my games. But I like it.
-Apoc527
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