- Added Grenade Launchers and Rocket Launchers, the basic Poor, Standard, Excellent Quality versions of these weapon types with no additional rules;
- Added the Teen Dreem and the Ton-O-Lead, Exotic single-use plastic weapons that can be bought for pennies in vendits;
- Added the S&W Tri-Star Revolver, an Exotic V.H. Pistol chambered to shoot shotgun shells and slugs;
- Added the Tsunami Arms Ragnarok, an Exotic Shotgun that can Autofire and shred enemies;
- Added the IMI “Gamdaii”, an Exotic SMG with a secondary barrel, which can accept small grenades and shotgun shells;
- Added the 60mm Light Mortar, an Exotic Grenade Launcher which can rain indirect fire up to 1000 m/yds away;
- Added the Militech Scorpion-16, an Exotic Rocket Launcher which can lock on to vehicle for more accurate shots;
- Added the Tsunami Arms Type-21 AGL, a mounted Exotic Grenade Launcher which can use Autofire to shoot grenades;
Homebrew rule changes
- Belt-fed rule - The number of bullets that can be loaded in a belt-fed weapon without drawbacks is reduced;
- New rule: the Multiple Actions to Reload rule - In the Core Rulebook, many Exotic weapons have a rule that says: "Reloading this weapon
requires using two Actions, and thus can only be done over the course of two turns." This resource borrows this rule for some of its weapons, but will also use another version of this rules, which stipulates that "Reloading this weapon requires using two Actions."
When the rule of a weapon does not specify that the reloading must be done over the course of two turns, it means that a character that is not the shooter can also use their Action to help reload the weapon, provided they are next to it.
- Added the Old Guns Never Die, collection of homebrew firearms for use in Cyberpunk Red, which includes 25 guns from the Civil War, WW1 and WW2 (with more to come in the future!);
- Added the "Old Guns Are About to Die" rule, which stipulates that old guns will usually be found broken, damaged or otherwise difficult to use due to their age, unless they are restored;
- Added the "Archaic Ammunition" rule, which stipulates that old guns use outdated ammunition and are by default incompatible with the standard ammunition types of the Time of the Red.
- Added a download link to download printable 2.5"x3.5" weapon cards from the CPRed collection of homebrew weapons, to use as handouts for your games.
- Added the Nowaki, a Variant Assault Rifle that can use Burst Fire. Burst Fire is an Alternate Fire Mode that uses the Autofire Skill, deals less damage than Autofire, and uses the Assault Rifle Single Shot tables to hit;
- Added the HJSH-18 Masamune, a Variant Excellent Quality Assault Rifle that can use Burst Fire;
- Added the Nomad Car Gun, a Variant Poor Quality Sniper rifle that deals 6d6 damage with a clip size of 1;
- Added the M2041 Cyberpsycho Rifle, a Variant Standard Quality Sniper rifle that deals 6d6 damage with a clip size of 1;
- Added the Luigi Franchi M497 Elephant Rifle, a Variant Excellent Quality Sniper rifle that deals 6d6 damage with a clip size of 1;
- Added the Multi-Ammunition Pistol (MAP), an Exotic V.H. Pistol that can fire lethal AND non-lethal rounds without reloading;
- Added the FMP45, a Variant Heavy SMG that ablates 2 SP points on a hit;
- Added the Sea Wasp Underwater Rifle, an Exotic Assault Rifle that can be used underwater;
- Added the Stingray Underwater SMG, an Exotic Heavy SMG that can be used underwater
- Specter DMR – This Variant Assault Rifle no longer give reduces the penalty for Aimed Shots to -6. Instead, the weapon’s description now reads: “This Variant Excellent Quality Assault Rifle is incapable of Autofire.”
- Express 12 – This Variant Very Heavy Pistol no longer gives -6 when attempting Aimed Shots. Instead, the weapon’s description now reads: “This Variant Excellent Quality Very Heavy Pistol deals 4D6+1 damage. It has a clip size of 6 and cannot accept weapon attachments that modify its clip size.”
- XMP-9mm – This Variant Medium Pistol’s ruling now reads: “This Variant Medium Pistol can use Suppressive Fire and a unique Alternate Fire Mode called Spray. When firing a Spray, it costs an Action and 10 Bullets. Spray behaves like if the weapon was firing a Shotgun Shell (p.174) but it uses the Autofire Skill instead of the Shoulder Arms Skill.”
- Arasaka Light 20mm – This Exotic Sniper Rifle no longer uses d10s to hit. Instead, the weapon’s description now reads: “This Exotic anti-materiel Sniper Rifle deals 7d6 damage and is fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill. By using an action, this weapon can be mounted on a surface. When this weapon is mounted, you can use the Shoulder Arms Skill instead of the Heavy Weapons Skill to fire it. This weapon needs to be loaded with a unique ammunition, which is 4 times as expensive as Sniper Rifle ammunition. Firing this weapon requires BODY 11 or higher unless it is mounted.”
- Standardised all instances of the phrase “This weapon has an unmodifiable magazine capacity of X” to a clearer wording: “This weapon as a clip size of X. This weapon cannot accept weapon attachments that modify its clip size.”
- Standardised all instances of the ruling that some weapons require unique ammo to this wording: “This weapon needs to be loaded with a unique ammunition, which is (X) times as expensive as (WEAPON TYPE) ammunition.”
- Flattened prices for all Variants and Exotics to standard prices based on rarity from the Cyberpunk Red Corebook (p.385)
- Increased the Intervention 4 Exotic Shotgun's ammo capacity from 12 to 16.
- Removed the exception for the Vintovka-107 Exotic Assault Rifle not being able to do critical hits.
- Removed the Smartgun Link from the Four-Five Heavy Pistol Variant.
The Weapon Variant Rule
In the same way that Exotic weapons are weapons with unique rules (see p.347 of the Corebook), Weapon Variants add rules that apply to specific weapons.
Weapon Variants are weapons which have unique rules, which changes their behavior, in comparison with standard weapons within the category they belong to.
If you prefer not using this homebrew rule, all Weapon Variants should be used as if they were Exotic Weapons.
What's the difference?
The difference between Exotic weapons and Variant weapons is mostly flavor. Variant weapons are usually similar enough to normal firearms of their type to be easily comparable, unlike Exotic weapons which tend to be much weirder.
There is a mechanical difference as well, mostly in the fact that, unlike Exotics, Variant weapons accept attachments (unless otherwise specified, of course.) and all non-basic ammunition. This makes Weapon Variants much more versatile, but they also tend to be a lot less crazy.
The Black Market (BM) Tag
If an item is tagged with BM, it is a Black Market weapon. Black market weapons need to be sourced by a Fixer. If the weapon does not have this tag, the item can usually be found without going through a Fixer’s expertise.
The Belt-Fed Weapon Rule
Weapons which are belt-fed do not use clips. Instead, they rely on a ammunition belt, which need to be fed into the weapon. Belts of ammunition can come in any size, but larger belts of ammunition impede weapon handling and reduce the user's agility in combat. The weapon's rules always specify if the weapon is belt-fed.
Belts of ammunition can be loaded into a belt-fed weapon as is, but belt-fed weapons also accept ammo boxes with belts inside of them. Using ammo boxes improves the weapon's handling.
Reloading a belt of ammunition takes 2 actions and can thus only be done over the course of two turns.
Weapon handling drawbacks
Ammo belt of 25 rounds or less in an ammo box: NO DRAWBACKS while holding the weapon
Ammo belt between 26 and 100 rounds in an ammo box: -1 REF, DEX AND MOVE while holding the weapon
Ammo belt of 101 rounds and more in an ammo box: -2 REF, DEX and MOVE while holding the weapon
Ammo belt loaded without being in an ammo box: -2 REF, DEX and MOVE, regardless of the size of the belt.
The drawbacks of handling a belt-fed weapon are negated when the shooter is laying prone, is stabilizing the weapon on a surface or is using the weapon while it is mounted.
Old Guns Are About to Die
Weapons from the 20th century, and even those from the early 21st century are starting to show their age at this point and vary greatly in quality. Parts are rusted through, chipped or half-broken and replacements are no longer manufactured. Weapons from before the 2020s which have been abandoned or have been used extensively are to be considered "old guns."
Old guns are at least a quality level lower than what they would be because of the damages caused by the passage of time (Excellent Quality weapons become Standard Quality, for example).
Old guns can be restored to their usual quality level by reforging worn parts and doing thorough cleanings and repairs. Restoring an old weapon takes a Weaponstech Skill Check and has a cost equal to the cost of the weapon, as the damaged parts need to be custom-built. A successful check to refurbish the weapon allows it to return to its usual quality level.
Weapon restoration DVs
Weapon was left to the elements / DV24
Weapon was abandoned in an inside area / DV18
Weapon was stored adequately / DV15
Weapon was stored in a museum or in a collection / DV13
Old guns are often chambered in obsolete ammunition types, which complicates the process of acquiring ammunition for them. 5.56 NATO might’ve been popular before the turn of the millennium, but today, it has become a rare commodity. The archaic ammunition a weapon uses is listed in its rules, if it uses any.
Producing ammunition for an old firearm can be done with a Weaponstech check. Custom-made ammunition that is produced this way will only be compatible with the weapon it is made for or other weapons that might be chambered in the same ammunition.
A weapon can be modified to accept standard ammunition of its type through the Tech’s Maker ability.
The Multiple Actions to Reload rule
In the Core Rulebook, many Exotic weapons have a rule that says: "Reloading this weapon
requires using two Actions, and thus can only be done over the course of two turns."
This resource borrows this rule for some of its weapons, but also uses another version of this rule, which stipulates that "Reloading this weapon requires using two Actions." This is not a mistake, but a balancing/flavoring decision.
When the rule of a weapon does not specify that the reloading must be done over the course of two turns, it means that a character that is not the shooter can also use their Action to help reload the weapon, provided they are next to it. For example, two characters using their Action to reload such a weapon would be able to reload the weapon in a single turn.
This tweak represents how some heavy weapons can be operated more efficiently by organized units. Generally, weapons which can be operated with a crew (belt-fed machine guns, heavy weapons, anti-vehicle weapons, crew-operated military hardware, etc.) can be reloaded by many people at once.
Some smaller weapons would be more awkward to reload with an additional pair of hands, however. The Tsunami Arms Helix, Hurricane Assault Weapon from the Core Rulebook, or the Tsunami Arms Ragnarok, from this resource are examples of these smaller heavy weapons. These weapons can only be reloaded by the shooter using two Actions.
Homebrew Alternate Fire Modes for Cyberpunk 2077
This resource uses the following rules to replicate the behaviors of weapons from the Cyberpunk 2077 video game within the rules of Cyberpunk Red. This homebrew rule adds two Alternate Fire Modes to some weapons: the Charged Shot and the Smart Shot.
Tech Weapons - Charged Shot
Alternate Fire Mode. When you use Charged Shot, it costs an action and 1 bullet. If you hit with a Charged Shot, you split the damage dealt by the shot between the first thing and the second thing that that shot would hit. You have -8 to your Check with this ability if you cannot see the target you are aiming for or -4 if your target is partially visible (such as if it behind a chest-high wall or only partially hidden behind a pillar).
Smart Weapon - Smart Shot
Alternate Fire Mode. When you use Smart Shot, you take a -8 penalty to hit. You aim your weapon in such a way as to have your bullet hit your target without hitting the cover they may be hiding behind. You cannot hit your target if it is completely hidden, like if it is in another room, but you can hit it if it is partially visible or behind easily avoidable cover, such as a pillar or a waist-high wall. When you succeed a Smart Shot, you ignore any cover that would've reduced the damage received by your target.
Aimed Shot can be used in conjunction with Autofire. When you Autofire using Smart Shot, you roll Autofire as normal and take a -8 penalty to hit.
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