Ah, the part of the game I have dreaded above all others.
One of my two major problems with cyberpunk rpgs is the tendency for it to become gear porn. A lot of the old Shadowrun games I used to play felt more like the players were playing walking equipment lists.
To this end, I'm starting by just plain ripping off the weapon and armor stats from either Skyscrapers & Sorcery or White Lies, which are nigh-identical. I've broken them down into light, medium, and heavy weapons to go along with my class write-ups. I have adjusted the mechanics a little bit to better fit my game.
Cyberware will be addressed in a separate post. I also hope I can somehow pare this down to be even simpler...although it is no more complicated than the tables in S&S and WL.
I'm not going to bother writing explanations of common weapons. I'm also leaving them generic so that GMs can decide whether to name them after real life firearms, make up fake firearm models like Shadowrun, or just decide that it's unimportant.
I think I may have mentioned this in a previous post, but I took the miscellaneous gear from Cyberpunk 2020... at least the gadget names and basic idea. Alright, enough navel gazing.
How to read the weapons chart:
RoF- Rate of Fire. This is how many times a character can attack in one round. Note that this doesn't "stack" with an enforcer's combat machine ability. (A 4th level enforcer using a RoF 2 weapon attacks 4 times.)
Rng- Range. The range increment of the weapon in yards. One increment is short range, no penalty. Two increments is medium range, -2 to hit. Three increments is long range, -4 to hit. Accurate fire beyond that is impossible. Melee weapons with a range can be thrown.
Avail- Availability. This is the chance on a d6 that the character can find the weapon for sale. Weapons with 0 availability can only be obtained through fixer contacts. Characters cannot begin the game with any weapon that has an availability of less than 3.
BP- Ballistic Protection. Armor reduces incoming damage from bullets by the listed amount. Attacks still inflict a minimum of 1 point of damage, however. Damage from other sources is not reduced.
Slight adjustment to my classes: infiltrators can use a sniper rifle, despite it being a heavy weapon. It is the only heavy weapon they can use.
Firearms Dmg RoF Rng Ammo Cost Avail.
Holdout Pistol 1d6-1 1 10 2 20 6
Revolver 1d6+1 2 50 6 50 6
Revolver, Big 1d6+2 2 50 6 75 6
SA Pistol 1d6 2 75 12 120 6
Taser+ Spec. 1 10 2 300 5
+A target hit by a taser takes 1 point of damage and must make a saving throw or be stunned for 1d6 rounds.
Shotgun, Dbl Barrel 1d6+3* 2 30 2 100 5
Shotgun, Pump 1d6+3* 1 30 5 150 5
Submachine Gun# 1d6+1 2 50 20 900 4
Semi-Auto Rifle 1d6+2 2 150 8 800 5
#The weapon can fire a 3-round burst in place of a regular attack. This
uses up three bullets and grants +2 to hit and damage.
*Shotgun damage drops to 1d6+1 at medium range and 1d6-1 at long range.
Assault Rifle# 1d6+2 2 150 30 1,500 4
Big Game Rifle 2d6+2 1 300 5 2,000 4
Flamethrower& 1d6 1 30 10 400 2
Rocket Launcher~ 4d6 1/2 200 1 500 2
Sniper Rifle 2d6 1 500 15 500 3
Shotgun, SA 1d6+3* 2 30 5 200 3
#The weapon can fire a 3-round burst in place of a regular attack. This
uses up three bullets and grants +2 to hit and damage. The weapon can
also go full-auto, consuming all attacks for the round and either
granting +2 to hit and double damage OR allowing the shooter to attack
1d4 targets with normal hit and damage modifiers.
&Sets the target on fire, doing 1d6 damage/round until extinguished.
~ Does full damage at impact point, -1d6 for every 5 feet the target is away. A successful saving throw will halve the damage.
Flash-Bang Stun 1 4 - 30 5 No dmg, save or be stunned 1d6 rounds
and blinded 1d6 rounds
Frag 2d6 1 4 - 40 5
Incendiary 2d6 1 4 - 40 5
Smoke - 1 4 - 30 5
Plastique 1d6+2/charge 1 - - 100 4
Launcher As grenade 1 40 5 300 3
All explosives count as medium weapons. However, grenade launchers count as heavy weapons.
Explosive damage: explosives do full damage to all targets in a 5' radius from the point of impact, with the damage dropping 1 die for each 5' away from ground zero. In the case of stun grenades, targets 5' beyond the center of impact get +2 to save and are stunned for 1d6-1 rounds. Targets beyond that are mechanically unaffected.
Axe, Hatchet 1d6-1 1 4 1 10 6
Brass Knuckles 1d6-1 1 - - 10 6
Crossbow, Wrist 1d6-1 1/2 40 1 50 4
Knife/Dagger 1d6-1 1 4 1 10 6
Nightstick 1d6 1 - - 20 6
Stun Baton^ Spec. 1 - - 50 4
Sling/Slingshot 1d6-2 1 30 1 20 6
Unarmed Att 1d6-2 1 - - - -
Crossbow 1d6 1/2 80 1 60 5
Machete 1d6 1 - - 25 6
Spear 1d6 1 4 1 15 6
Staff** 1d6 1 - - 20 6
Sword 1d6+1 1 - - 100 6
Axe, Battle 1d6+2 1 - - 150 5
Compound Bow 1d6+1 2 60 1 50 6
Sword, Tech^^ 1d6 1 - - 1,000 2
Whip, Tech^^ % 1d6-1 1 3 - 2,000 1
^Target takes 1 point of damage and must make a saving throw or be stunned for 1d6 rounds
^^ Tech weapons treat all targets as being AC 12.
%Whips have a range, but cannot be thrown. This represents the extra reach such weapons have and can attack an opponent at a distance.
Armor AC BP Cost Avail
Light +2 -1 100 6
Medium +4 -2 250 5
Heavy +6 -3 800 3
Shield^ +2 - 100 5
^These are heavy ballistic shields, often used by police for riot control. They count as heavy armor anda character using such a shield cannot use two handed weapons or use that arm for anything but keeping the shield on front of them.
Ammo Cost Avail. Notes
Bullets, assault rifle 100 4 Box of 60
Bullets, big game 75 3 Box of 50
Bullets, handgun 10 6 Box of 50
Bullets, rifle 20 6 Box of 50
Bullets, shotgun 10 6 Box of 20
Bullets, SMG 50 4 Box of 40
Armor-Piercing: Ignores two points of BP. x2 cost
Hollow Point: -2 to hit, +2 to damage x2 cost
Gel Rounds: Target takes 1 point of damage and must make a saving throw or be stunned for 1d6 rounds. x1.5 cost
Weapon Accessories Cost Notes
Cyberlink Capable 100 Firearms only, allows connection to cyberlink implants
Extended Magazines 10 150% ammo capacity, but no concealment. Non-revol
Gas Vent 50 Autofire guns get an additional +1 when using bursts
Mounted Flashlight 10
Scope 50 Treat medium range as short, long as medium, add a long range
Shoulder Holster 10 Conceal handguns under a coat or jacket
Speed Loader 2 Reload revolvers in 1 round (normally takes 3)
Suppressor 50 Reduce noise of guns
Archaic Weapon Accessories
Diamond Edge 200 +1 hit and damage for edged weapons
Explosive Bolts 30 +2 damage for crossbows and bows
Casual Design x1.5 Light armor only. Looks like normal clothes.
Enviro-Seal x2 Heavy armor only. Sealed suit, 60 min. oxygen
Tactical Pockets +75 Provides 3 extra encumbrance slots
Thermoptics x3 +2 to sneaking/stealth attempts
Tech Toolkit 200 Used to
B&E Tools 200 Used for covert ops
Flashtube 10 6 hours of light
Rebreather 200 30 min. air supply, also filters air
Digital Camera 200
Roll-Up Laptop 350
Pocket Computer 500
Comm Unit 200
Binoglasses 50 Binoculars, but disguised as sunglasses
IR Goggles 250
Rope 20 Nylon, per 50 ft.
Vehicles are a bit more complicated. Given their cost, I'm not sure how I can set up starting PCs with gear. I might take a page from Skyscarapers & Sorcery and allow for a starting package.
Vehicles Cost Pass Cargo Spd Cnt HP
Scooter 1k 1+1 0 80 +1 8
Motorcycle 4k 1+1 0 160 +2 12
CityCar 13k 1+4 10cf 140 +0 15
Small Subcompact 10k 1+3 4cf 110 +1 12
Medium Sedan 20k 1+4 12cf 160 +0 25
Sportscar 100k 1+1 8cf 200 +3 18
Luxury Sedan 50k 1+4 15cf 160 +0 30
Squatter/Transient Free! Cannot heal naturally, -2 charisma
Low 100/month Heal naturally at half rate
High 1,000/month +1 hp healed/day
Luxury 2,000/month+ +2 healed/day, +1 to charisma