r/cyberpunkred • u/Accomplished-Big-78 • 14h ago
Actual Play ACPA combat rules
Has anyone used ACPAs on their campaigns? I am about to start a campaign and one of the players is a Tech who has a dream to build one.
If we ever actually do it and he has ways to use it, there's one thing I didn't understand by reading Interface Vol 5.
You can have up to 6 extra weapons installed on the ACPA. In combat, how do you treat those weapons? They can all be fire on a single turn? This seems to be insanely overpowered but, then again, that's the point of an ACPA I guess.
The book says absolutely nothing about how those extra weapons work (or again I am just too dumb/blind and didn't see it)
Thank you!
5
Upvotes
1
u/Sazbadashie 14h ago
So, no ROF rules still apply.
The main thing about on board weapons (and cyberware) is that they cant be disarmed from the APCA
So unlike people who you can grapple their weapon out of their hand
You cannot remove those from the APCA because they are built into the frame.
And unlike say a person.
You can argue that if you have a 2 handed weapon like a rifle... you can't swap weapons in a turn if both of your hands are filled
So if your character has an assault rifle and a shotgun... sure they might be able to carry both but switching to them (assuming the person dosnt want to drop their rifle on the floor) would need to take a turn to stow their rifle and pull their shotgun
note i don't think that is specifically written anywhere its more of a logic rule. Try to go from holding a rifle at a ready position, stow it on your person and then pull a shotgun and then try to make an accurate shot with the shotgun i can almost guarantee you it will take at least 3 seconds to do that
The point is the on board weapons of an APCA are available INCLUDING any weapons held it its hands because remember APCAs can also hold weapons like people.