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.
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.