Weapons for Cyberpunk RED
Throwable Weapons
- Ninja Smoke Pellet. 100eb. A combined Smoke/Flashbang Grenade with an area of effect of 3m². If the user would be inside the AoE, they may make a Stealth check immediately after using the pellet.
- Glowball. 100eb. A ball of phosphorescent material. Pulling the attached cord dumps a catalyst into the ball, causing it to start glowing and become sticky. The ball will latch onto a surface or target it hits when activated (DV11 Athletics or Brawling to remove). The ball will continue to glow for one hour after activation, after which it falls to pieces and is destroyed beyond repair. The light the ball sheds is not enough to see detail by, but anyone carrying or stuck to the ball takes a -4 penalty to stealth checks to hide from vision due to being illuminated in bright colours.
- Shredder Cord. 100eb. A length of extremely sharp wire, tightly coiled together and spring loaded. When thrown, the wire expands, covering a 6m/yds square. Anyone hit by this weapon, or who starts their turn in space covered by Shredder Cord, or who enters a square covered in Shredder Cord takes damage as if they'd been hit by a Light Melee Weapon.
- Explosive Earrings. 100eb. An AP Grenade that only does 3d6 damage, disguised as an earring. Can be identified with a DV13 Weaponstech Roll or a DV17 Conceal/Reveal Object roll.
Melee Weapons
- Premium Mini-Renchi Plush. 200eb. A Stun Baton contained within an adorable stuffed toy modelled after one of Night City's many Techies. A DV13 perception roll will identify it as a weapon, and a DV21 streetwise roll will allow a character to recognise who it's patterned after.
- Crusher Flail. 500eb. A large spiked ball of steel mounted on a long chain. A Very Heavy Melee Weapon that can attack targets up to 4m away. A fumble when attacking with this weapon results in it striking the user instead.
- "Madison" Industrial Saw. 1000eb. A large circular saw, modified with a handle and portable battery. A Very Heavy Melee Weapon that requires Body 12 to carry and use, that reduces SP by 2 when ablating armour.
- Rocket Hammer. 5000eb. A Very Heavy Melee Weapon that grants the user the benefits of paired Jump Booster Cyberware. The user may sacrifice their Move Action to increase the damage of their next attack with this weapon this round to 5d6. Using either the Jump Booster or damage increase functions of the hammer drains one eighth of an integrated fuel canister that requires two actions to swap out.
- Saint Elmo's Harpoon. 500eb. An exotic Very Heavy Melee Weapon. On a successful attack, the user may choose to destroy this weapon beyond repair. If they do so, the target immediately suffers the effects of the Foreign Object critical injury.
- Reciprocating Sledgehammer. 5000eb. An exotic Very Heavy Melee Weapon that increases its RoF to 2 if an attack was made with this weapon last turn.
- Sparkblade. 500eb. An exotic Heavy Melee Weapon that forces the target to pass a DV9 Cybertech roll for each successful hit, or suffer one piece of cyberware or held electronic equipment becoming disabled for one minute. Each use of this weapon drains one charge of a 10 charge battery that can be fully charged over six hours. At 0 charges, the Sparkblade becomes a Poor Quality Heavy Melee Weapon with no additional benefits.
- Plasma Cutter. 500eb.An exotic Medium Melee weapon that deals double damage to metal cover.
- Welding Torch. 100eb. An exotic Medium Melee weapon that additionally functions as a tool for making repair checks to metal structures.
Ranged Weapons
- Rescue. 1000eb. An SMG designed in association with Bodyweight Inc. Requires Interface Plugs and a Biomonitor for full functionality. When plugged into the weapon, the SMG automatically fires using Autofire at the nearest enemy when the user becomes Seriously Wounded.
- Matchmaker. 500eb. A Poor Quality Medium Pistol with a Grenade Launcher Underbarrel, can be concealed.
- Rad Impulsor. 1000eb. An exotic Heavy Pistol that deals no damage. Any targets hit by this weapon suffer the effects of being Deadly On Fire at the end of their next turn.
- AENE-12 "Torrent". 5000eb. An exotic Excellent Quality SMG. The maximum autofire modifier of this weapon is increased by 1, to a maximum of 5, for each consecutive turn it is used to fire autofire.
- Rapid Driver Nailgun. 1000eb. An exotic SMG with an integrated 100 round magazine, that fires nails using magnetic acceleration. A bag of 100 nails costs 10eb. Each shot drains one charge from a easily replaceable 32 charge battery (100eb), that can be charged with six hours connected to a power source. Alternatively, eight charges may be expended from the battery to fire 20 nails as if the weapon was firing a shotgun shell that only deals 2d6 damage.