Weapons (Dark Skies)

This page is a part of **Dark Skies Homebrew Rules**.

**Weapons** in 2077 are very different from the weapons of yesteryear.

## Type

Weapons come in all different types, ranging from firearms to melee and cyberweapons. The following are the types of weapons available:

### Ranged

* Assault Rifles
* Bows
* Crossbows
* Exotics
* Flamethrowers
* Heavy Machine Guns (HMG)
* Launchers
* Light Machine Guns (LMG)
* Pistols
* Precision Rifles
* Revolvers
* Shotguns
* Sniper Rifles
* Submachine Guns (SMG)

### Melee

* Axes
* Hammers
* Knives
* Machetes
* Clubs
* Swords

## Classifications

Guns are classified as either Power, Smart, or Tech. Melee weapons are either Blades or Blunt.

### Power

Power weapons are conventional firearms, in the sense that they use traditional ammo, calibers and cartridges. This category includes a wide variety of weapons including disposable and single-use polymer guns, revolvers, pistols, SMGs, machine guns, shotguns and rifles. High rate of fire accompanied by high recoil is a feature of most fully automatic power weapons. Additionally, Power weapons can use various types of ammunition: Basic, Armor-Piercing, Expansive, Incendiary, and Rubber.

### Smart

Smart weapons use gyrojet technology to fire caseless guided ammo at enemies. This technology was first developed in the 1960s, but was unreliable during combat. In 2077, they are efficient and pin-point accurate. Smart weapons are tied to weapon grips and optics to accurately scan and track the movement of targets. Smart weapons are required to use Smart ammunition.

### Tech

Tech weapons are weapons that use railgun technology, firing projectiles that are propelled with an electromagnetic charge. What they give up in terms of rate of fire they make up for in penetrating power, depending on how long the charge is held. These weapons use caseless ammunition, typically jacketed steel flechette. These weapons are required to use Tech ammunition.

### Blade

Bladed weapons are sharp, fast and deadly. Perfect for assassination and stealth executions. Bladed weapons include knives, machetes, and swords.

### Blunt

Blunt weapons are heavy, slow and can be lethal or non-lethal. They enforce brute force. Blunt weapons include hammers and clubs.

## Alternate Fire Modes & Special Features

### Alternate Fire Modes

* ***Autofire.*** See page 173 of the *Cyberpunk RED Core Rulebook*. Handguns that use Autofire are treated as SMGs for determining DVs Based on Range. Guns, mainly Heavy Machine Guns and Light Machine Guns that use Autofire as their Weapon Skill are treated as Assault Rifles for determining DVs Based on Range and are always treated as using the Autofire rules.
* ***Burst Fire.*** When you use Burst Fire, it costs an Action and 3 bullets. If you don't have 3 bullets remaining in your clip, you can't use Burst Fire. Burst Fire cannot be used to make an Aimed Shot. Targets with REF 8 or Higher can still choose to attempt to dodge your Burst Fire. If you hit, roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum of 3. This number is the amount of damage that Burst Fire dealt. If both dice came up 6, you've also inflicted a Critical Injury (see pg. 187)! The Defender's armor reduces the damage you do, as detailed on pg. 186.
* ***Charge Up.*** This weapon can be charged up by holding down the trigger, increasing the damage output and penetration of the weapon. Once per turn as an Action, you Charge Up a single weapon with this Alternate Fire Mode. On your next turn, you must use your Action to fire the weapon with no other Alternate Fire mode at a ROF of 1. On a hit, the weapon deals an additional 2d6 damage and the damage ignores half the Defender's armor. Charge Up cannot be used multiple times per turn, even if you have multiple Actions.
* ***Double Fire.*** When you use this mode, you fire both barrels at once. Make a single attack with the weapon with a -3 penalty to the Attack roll. On a hit, the weapon deals an additional 2d6 damage.
* ***Homing.*** A weapon with this trait allows its user to lock on to a target and fire around cover due to its smart micro-projectiles being self-guided to the locked on target. When you make an attack against a target Character you can see, you can lock on to that target with your Targeting Scope. While they are locked on to and remain within 30 m/yds of you, you can make Ranged Weapon attacks with this weapon against the target move around and ignore Cover. The lock on lasts for two turns after it is established.
* ***Ricochet.*** A weapon with this trait allows the user to shoot a hard surface and bounce the bullet from that location towards a target. Choose a single hard surface within your weapon's range. Then draw line of fire from that point as if you were standing there. Add the range from you to the hard surface and from the hard surface to the target to determine the Attack's range. Increase by 3 the DV for the Attack.
* ***Suppressive Fire.*** See page 174 of the *Cyberpunk RED Core Rulebook*.
* **Thrown.** You use the Melee Weapons skill instead of Athletics when throwing this weapon (see pg. 177) and it still ignores half of the Defender’s armor. Additionally, reduce by 2 the DV to hit when throwing this weapon.

### Special Features

* ***Autofire Consumption (#).*** When this Autofire weapon is used, it costs a number of rounds equal to the # amount, instead of the standard 10 round cost normally used for Autofire.
* ***Biometric Key.*** The weapon is keyed to a specific person and will only function when held by the character the weapon is keyed to.
* ***BODY #+.*** You must have a BODY of the number shown or higher to use this weapon unless it is mounted.
* ***Bulky.*** This weapon is too large for its weapon group to be installed in Pop-up Cyberware.
* ***Brutal.*** When you roll damage with this weapon, you inflict a Critical Injury when one or more dice rolled for damage come up 6.
* ***Cannot be Concealed.*** Nothing, no matter what, is putting this weapon in a way people don't know you've got it. It cannot, absolutely not at all ever ever, be concealed.
* ***Cannot be Reloaded.*** Just like it says on the tin. The weapon cannot be reloaded. It's a one-and-done. This weapon cannot be Upgraded by a Tech in a way that removes this feature.
* ***Cheaply Made.*** If this weapon malfunctions (see Poor Quality Weapon on pg. 342), it breaks entirely becoming unusable instead of simply malfunctioning.
* ***Explosive.*** See page 174 of the *Cyberpunk RED Core Rulebook*.
* ***Flamethrower.*** Mechanically, the flamethrower functions like a shotgun that can only fire Fuel (ammunition cost and function is the same as Incendiary Shotgun Shells), except that while your targets are ignited (see pg. 346 Incendiary Ammunition), until they spend an Action to put themselves out, they take 4 damage to their HP at the end of their turns (instead of 2). If they were already on fire, this effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and it cannot be used to make Aimed Shots.
* ***Grenade Launcher Underbarrel.*** This weapon comes with an integrated Grenade Launcher Underbarrel Weapon Attachment (see pg. 344), requiring no Attachment Slots. A weapon with this Special Feature cannot have an Underbarrel Weapon Attachment.
* ***Heavy Autofire.*** When this weapon is used to take the Autofire Alternate Fire Mode, you roll 3d6 instead of 2d6 to determine damage.
* ***Heavy Reload.*** Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Perks that allow you reload a weapon as a part of another Action grant no benefit for weapons with this Special Feature.
* ***Keen.*** When this weapon ablates a Defender's armor, it ablates an additional point of SP.
* ***Mixed Ammo.*** You can load this weapon with a mix of different kinds of Ammunition (up to the Standard Magazine size) and select which ammunition you want to fire with each shot.
* **No X Attachment.** This weapon cannot be fitted with a specific type of Weapon Attachment. The X value will indicate which attachment type cannot be added to this weapon.
* ***Special.*** The weapon has a unique property that only it possesses. Find the weapon below the tables and read its text to learn more about its specific special feature.
* ***Smartgun Link.*** This weapon comes with an integrated Smartgun Link Weapon Attachment (see pg. 344), requiring no Attachment Slots, which must be connected (via Interface Plugs or a Subdermal Grip) in order for the weapon to operate.
* ***Sniping Scope.*** This weapon comes with an integrated Sniping Scope Weapon Attachment (see pg. 344), requiring no Attachment Slots.

## Quality

Weapons are of either Poor, Standard, or Excellent Quality. The detriments and benefits of Poor and Excellent Quality Weapons can be found on page 342 of the *Cyberpunk RED Core Rulebook.*

## Cost & Availability

Buying and Selling is described on page 385 of the *Cyberpunk RED Core Rulebook.* The Price Category also determines the items Availability. To put it simply, you cannot purchase Expensive or Very Expensive items without your character knowing a Fixer, and you cannot purchase Luxury or Super Luxury items during character creation.

## Special Weapon Traits

### Ranged Weapons

* ***Arasaka & Jingui Senkoh LX.*** This weapon can be charged up by holding down the trigger as an Action. When this weapon is charged up, it gains the Autofire (5) and Suppressive Fire Alternate Fire Modes until the weapon's magazine is emptied.
* ***Arasaka TKI-20 Shingen Mark V.*** When the user uses the Burst Fire Alternate Fire Mode, you can instead target three separate targets and make a single Attack roll with each target acting as Defender. If your Attack roll is greater than the DV to hit the target or the target's Evasion roll, the target takes 2d6 damage to the hit location.
* ***Dewalt Nailgun.*** Once this weapon has fired 100 rounds, it needs to be repressurized. This process takes 1 hour or a connection to an air pressurizer.
* ***Midnight Arms Erebus.*** During a turn in which the user uses their Action to Upload a Quickhack, the user gains an additional Action they can use to make an Attack with this weapon.
* ***Militech Ballistic Knife.*** This weapon can be loaded with one Light Melee Knife (Blade) weapon and can fire it using the Pistol DV entry on the range table.
* ***Militech M-179 Achilles.*** This weapon can be charged up by holding down the trigger as an Action. When this weapon is charged up,
* ***Militech M-76e Omaha.*** This weapon can be charged up by holding down the trigger as an Action. When this weapon is charged up, it gains the Burst Fire Alternate Fire Mode until the weapon's magazine is emptied.
* ***Militech Ticon.*** This weapon can be charged up by holding down the trigger as an Action. When this weapon is charged up, it gains the Autofire (3) Alternate Fire Mode until the weapon's magazine is emptied.
* ***Techtronika SPT32 Grad.*** This weapon comes equipped with the Militech HPO Kanone MAX Mk. 77 Scope Attachment.
* **Towa Manufacturing Type-8 Medium Machine Gun.** This weapon can be charged up by holding down the trigger as an Action. When this weapon is charged up, its Autofire Consumption trait increases to 50 (instead of 20) and its Autofire Alternate Fire Mode increases to 10 (instead of 5).

### Melee Weapons

* **Arasaka Thermal Katana.** Whenever you deal damage through a target's armor, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their Turn. Multiple instances of this effect cannot stack.
* ***Biotechnica Electric Baton.*** As an Action, the Electric Baton can be powered. Once powered, it remains so until dropped or stowed, or until it is powered down as an Action. While powered, if you hit a target and deal damage past their armor, the target takes an additional 6d6 damage from being electrocution. If you use this weapon against a drone, mech, or robot, it deals the 6d6 extra damage regardless if the initial damage gets past the target's armor.
* ***Biotechnica Neurotoxin Knife.*** If you deal damage to a Character that gets past the target's armor with this weapon, the target takes 2 damage at the start of each of their Turns for 5 Turns.
* ***Budget Arms Cut-o-Matic.*** As an Action, the Cut-o-Matic can be revved. Once revved, it remains so until dropped or stowed, or until it is revved down as an Action. While revved, the Cut-o-Matic is an Excellent Quality One-Handed Very Heavy Melee Weapon that deals an additional 2 damage on a hit.
* ***Streetrat Punkknife.*** Can be loaded identically to and used as an Airhypo (see pg. 352). When this weapon hits and deals damage that gets past the target's armor, it administers the single dose to the hit target in addition to dealing its damage.

## Weapon Attachments

Attachments for *Dark Skies* follow the same rules presented for Weapon Attachments on pg. 342. The main difference in the rules presented there and new options is there are set types for Weapon Attachments: Grip, Magazine, Modifications, Muzzle, Scope, Underbarrel. A weapon cannot have two or more of the same type of attachment with the exception of Modifications.