Professional Documents
Culture Documents
ATTACHMENTS
WEAPONS AND
ATTACHMENTS
AN UNOFFICIAL HOMEBREW
SOURCEBOOK FOR
CYBERPUNK: RED
BY DANIEL BUELL
#
WEAPONS AND
ATTACHMENTS
TABLE OF CONTENTS
Introduction 3
OPTICS 4
Under/Over barrel 4
Barrel 5
Body 6
Miscellaneous Homebrew 7
Exotics 8
THE END 11
WEAPONS AND
ATTACHMENTS
Introduction
Cyberpunk: Red is owned by R. Talsorian Games. This is an unofficial module created by Rolls After
Dark. To find official Cyberpunk content: rtalsoriangames.com
BIG THANK YOU TO MY PATRONS: ZOMBIE TWIGLET, TERRAFAN, AND MILES HAMPER
Weapons and Attachments is one of many on my list of homebrews brought into the game to give
variety with new challenges and rewards. Attachments and Exotic weapons appeal to that tactical FPS
gamer or gun-porn addict who loves fitting their weapons with the right gear to get them through the
day. But what’s the appeal for the average choom? Why “fix” what isn’t broken.
That answer is two-fold, so let’s get into it. I’m not fixing anything, instead, adding to the great
foundation that R. Talsorian and the Mayor of Balance Town laid out (got any suggestions, I’m all ears)
when they created Cyberpunk: Red. A lot of the gear in the game satisfy their purpose and don’t need to
dive right in. As a GM, I make my own maps and try to encourage every possible way to avoid combat.
When I played my Fixer for my first game of Red ever, I always bit my cheek and hid whenever someone
initiated combat for the lolz. So combat not being my personal key to getting through obstacles, why
come up with this?
As a D&D player I’ve admired the amount of choice and reward there is and knowing a thing or two
about meatspace, we’ve got a lot of variety. Of course, it doesn’t translate well into Tabletop Gaming as
it would a shooter like Call of Duty or Escape from Tarkov. So this homebrew is my attempts at giving
more variety to tactical gameplay for the unfortunate chance you do get into combat. As you can tell
when reading this, a lot of the items on the list can massively change the game in their own right. The
Molotov cocktail, which is a fantastic crowd-control weapon, was developed as a response to a power-
gaming martial arts Nomad or the 2.5x scope that could deliver a maximum of 10 extra damage to
your damage roll. All these attachments have been redesigned from the original list to be more unique
and standout rather than a basic +1 to your attack roll. Yes, will a lot of these items put people down
harder? Yes, I’m so aware of that but that’s the risk for Edgerunning Choomba. You stuff your Dai Lung
Streetmaster in a Goon’s face, don’t cry to your GM when he pulls out an FN-RAL fitted with a 2.5x
scope and angled foregrip that will make his reaction time faster and his shots hit you in places you
don’t want to be hit.
Enjoy this list and keep an open mind. Feel free to adapt and modify to your games best you want
and be sure to let me know if you’ve used any of these in your game and how it went.
ATTACHMENTS & MODS
WEAPONS AND
ATTACHMENTS
OPTICS
The Red Dot Sight provides clear picture for faster target acquisition
and precision. This 1x magnifying optic grants you a +1 to
initiative. This attachment cannot be combined. Escape from Tarkov (2017), Battlestate Games
Under/Over barrel
▶ Laser Sight
Cost: 100eb ● Eligible: All Weapons except Grenade Launchers and Rocket Launchers.
A rail attachment for raid acquisition of targets in a firefight. This laser sight reduces negative modifiers
due to low visibility by 1 with the exception of smoke. This attachment cannot be combined.
4
WEAPONS AND ATTACHMENTS & MODS
ATTACHMENTS
▶ Phase IR/UV Laser Sight
Cost: 500eb ● Eligible: All Weapons except Grenade Launchers and Rocket Launchers.
A rail attachment that emits an IR/UV light instead of a visible red light. This attachment can
only be seen by Cyberoptics or Goggles with IR/UV passive capabilities. All low-light
penalties with the exception of smoke is reduced to 0.
The Vertical Aiming Foregrip enables comfort and stability when using the weapon. The grip
gives greater control of a weapon’s recoil as well as enhancing hip-fire accuracy, giving the
user +1 to their damage roll. This attachment cannot be combined and costs 2 slots.
▶ Angled Foregrip
Cost: 100eb ● Eligible: Shoulder Arm weapons only
Barrel
▶ Recoil Compensator
Cost: 500eb ● Eligible: Pistols and Shoulder Arm weapons
Venting propellant gases reduces the amount of recoil and muzzle flash to
Rainbow Six: Siege, 2015 automatic firearms. When making a damage roll, you can choose to re-roll your
damage but you must keep the second roll. This attachment cannot be combined
and costs 2 slots.
▶ Extended Barrel
Cost: 500eb ● Eligible: All Weapons except Grenade Launchers and Rocket
Launchers
A barrel extension that increases muzzle velocity and extends the weapon’s range.
Escape from Tarkov, 2017 The increased weight stabilizes shots, but hampers maneuverability and
concealment. Any weapon that is considered concealable will lose that feature
with an extended barrel.
Rainbow Six: Siege, 2015
5
ATTACHMENTS & MODS
WEAPONS AND
ATTACHMENTS
Body
▶ Biometric Lock
Cost: 500eb ● Eligible: All Weapons
A biometric scanner that prevents the weapon from shooting if in the hands of anyone that isn’t registered
to the gun. Make a DV 17 Electronics/Security check to hack the biometric lock.
▶ Hair Trigger
Cost: 100eb ● Eligible: Medium Pistols Only
This modification allows the use of suppressive fire on a medium pistol consuming 10 bullets. NOTE: This
is not AUTOFIRE, just Suppressive fire. See PG 7 for homebrew suppressive fire rules.
▶ Hidden SMG/Pistol
Cost: 1000eb ● Eligible: Pistols and SMGs only.
However, drawing out the weapon will detatch it from the case
and lose concealment. Activating the weapon will take a turn
and putting it back together will take a minute. With the
briefcase, you must be carrying it in one hand and must be
declared having it before combat breaks out as to not cheese
carrying unconcealed weapons into a secure location.
6
WEAPONS AND ATTACHMENTS & MODS
ATTACHMENTS
Miscellaneous Homebrew
▶ Suppressive Fire
Cost: Your Thoughts
Two ideas:
1. If someone behind cover fails the Suppressive Fire Check, they have to spend their turn behind
cover thus immobilizing them or preventing them from taking any attack beyond that cover (with
the exception of lobbing grenades over).
2. Suppressive Fire gives anyone in the Suppressive Fire Arc a -2 to their actions if they fail their
Concentration Check.
Why? Give Suppressive Fire more use rather than just having enemies scatter on their turn.
▶ Tracer Ammunition
Cost: 500eb (Expensive) ● Ammo Types Available: Bullets only
Each bullet is ignited with luminescent charges, allowing projectiles to be seen with
the naked eye and allow shooters to correct their aim without using the weapon’s
sights. Tracers increase your Suppressive Fire by +4 and add +1 to attack rolls for
any ally within 4m of you. Using tracers will reveal your position, attract enemies to
you, and disable any stealth/surprise advantages.
7
WEAPONS & EXOTICS
WEAPONS AND
ATTACHMENTS
• The LMG must be deployed either prone or on top of a stable surface and can only
use Autofire.
Exotics
▶Tranquilizer Rifle
Cost: 500eb (Expensive)
A rifle designed to non-lethally incapacitate targets. The rifle is fitted with a Sniping
Scope and has a 6-round magazine. Use the Assault Rifle DV table for the
Tranquilizer Rifle. Requires sleep darts to use.
▶TKI-20 Shingen
Cost: 5000eb (Luxury)
A Heavy SMG that comes permanently installed with the Smartgun Link weapon
attachment but must be connected with interface plugs or a Subdermal Grip in
order for the weapon to operate fully with smart ammunition. Without that, the
Shingen fires like a standard Heavy SMG. Autofire and suppressive fire only
consume 3 bullets. Any time the TKI-20 Shingen gets a double of any number
instead of double sixs counts as for the Critical Damage table.
8
WEAPONS AND WEAPONS & EXOTICS
ATTACHMENTS
▶Stim Pistol
Cost: 500eb (Expensive)
This Stim pistol fires a dart filled with 1mg dose of epinephrine, in a saline solution
designed to deliver a sudden reviving jolt of 10 HP for 6 seconds. This pistol only
contains one dart at a time and must be reloaded before use. Use the Pistol DV
chart. The use for this pistol has brought someone temporarily out of death saving
to apply first aid to themselves in combat, or to give a Solo an extra boost of HP
before diving into combat.
▶Widowmaker
Cost: 10,000eb (Super Luxury)
The Widowmaker is a recent R&D prototype from Militech as the first steps towards
portable railgun sniper rifles. As such, the user will refer to the Sniper DV chart. The
Widowmaker will need 1 turn to charge up a single round, and when fired, ignores
cover up to 25 HP (thick concrete). Charging up the weapon through two turns will
ignore cover up to 50 HP (thick steel). However, the Widowmaker takes two turns to
recharge before firing again.
▶Molotov Cocktail
Cost: 100eb (Premium)
The Molotov Cocktail is a favorite. Treated just like regular explosives, the space
within 6m/yrds (3 squares) will be covered in fire (4 damage direct to HP) for 4
turns. This is a great area denial for cumbersome mooks who like to get in close or
for blocking off flank routes.
▶9 Bang Flashbang
Cost: 500eb (Expensive)
The 9 flash-bang provides 8 additional flashes after the first detonation occurs for
six seconds (two turns). Anyone caught in a 6m/yrd (3 squares) area must roll a
DV13 Resist Drugs/Torture. Anyone who fails suffers from the Damaged Eye and
Damaged Ear Critical Injuries (SEE PG 188) for one minute. If anyone is still in that
Area of Effect on their next turn must again roll a DV13 Resist Drugs/Torture Check.
▶Goop Grenade
Cost: 500eb (Expensive)
When detonated, anyone in a 6m/yrd (3 squares) area are covered in a thick goop
that reduces their MOVE by 2d6 until the goop is destroyed or otherwise escape.
9
WEAPONS & EXOTICS
WEAPONS AND
ATTACHMENTS
▶Thunder-Gun
Cost: 5000eb (Luxury)
An exotic Shotgun that fires a powerful blast of air that can knock any enemy back
2 meters and prone if they are not in cover. The Thundergun requires 1 hour to
recharge.
▶Decoy Grenade
Cost: 100eb (Premium)
The Decoy grenade simulates gunfire, noises, or any other distractions to
temporarily distract or misleading targets. Anyone who is intended target must roll
their Concentration against your original Check. If that person fails, they are
distracted and will turn their attention to the decoy on their turn.
▶Claymore
Cost: 500eb (Expensive)
The classic Claymore is a directional anti-personnel mine that can either be
triggered by movement or by a detonator. The Claymore will explode out using the
Explosive 10m/yrds by 10m/yrds area, but also 2m/yrds (1 square) back.
▶Shockmine
Cost: 500eb (Expensive)
Like a Claymore, this Shockmine is a perimeter defense system triggered either by
motion and laser sensors, or by manual detonation. Anyone within 4m/yrd (2
squares) suffers 6d6 shock damage that does not ablate armor.
▶Tripwire
Cost: Varies
The tripwire is a classic trap designed to keep unsuspecting individuals away. With
some wire and a device of your choice, make a Conceal/Reveal to determine how
well hidden your trap is. When coming across the trap, either use the base
Conceal/Reveal (as a passive) or have them roll a Conceal/Reveal to spot (or don’t
spot) the tripwire.
10
WEAPONS AND END
ATTACHMENTS
THE END
Thank you for reading this homebrew sourcebook and I hope you find use of these
items for your home games. Of course, not everything in here is exact and is
completely situational. In my home games, a lot of these gadgets work flawlessly
and don’t break the balance because I reward my players for being prepared. If
you’re worried about balance, something I always do is sing the song “anything
you can do, I can do better” before crushing my Edgerunners to the ground.
Like I said, pick and choose, then customize. Since this isn’t official work, all the
items in this PDF are open for customization and optimization as you see fit. Don’t
take what’s here as word of law or that any of these options are the best ways of
going about these things. Especially if you don’t see something you like or you
don’t think it’s a good idea, don’t dismiss it entirely or say it’s dumb and therefore
doesn’t deserve to exist. Break it down, and re-purpose it to your needs. Or, a lot
of these items can serve as schematics you can sprinkle throughout your game for
a Tech to find and invent.
Once again, thank you so much for getting to the end here. Have a fantastic day.
- Dan
11
Check out more of
our stuff:
Fixin’ It Up
It's finally done! In the Time of the Red, people need things, and you’re the person who knows how to get those
things. You’re a real hustler, but none of that nickel-and-dime stuff. You’re trading real things, making connections,
slipping a few smooth eddies into the doorman’s pocket, so he looks the other way. Perhaps you know a guy who
drives trucks filled with expensive alcohol into the Executive Zone. So you figure, you’ll forge the manifest, knick a
few bottles out the trailer, and send the driver on his way and those suit-wearing Execs are none the wiser.