Cyberpunk Red equipment
Generic Core classes (p.91–102, 110). Night Market brands stay in the book. Press / to search.
No matches.
Weapons
| Name | Skill | Dmg | ROF | Hands | Hide | eb | How it works |
|---|---|---|---|---|---|---|---|
| Air Pistol | handgun | 2d6 | 2 | 1 | yes | 100 | Medium Pistol that fires paint (and acid) balls. |
| Assault Rifle | shoulder-arms | 5d6 | 1 | 2 | no | 500 | Autofire 4. The Solo default. |
| Bows & Crossbows | archery | 4d6 | 1 | 2 | no | 100 | Silent. Arrows are the magazine. |
| Dartgun | handgun | 4d6 | 1 | 1 | no | 100 | Very Heavy Pistol that fires non-basic arrows. |
| Flamethrower | heavy-weapons | 5d6 | 1 | 2 | no | 500 | Shotgun that fires incendiary shells. Heavy Weapons skill. |
| Flashbang Grenade | athletics | — | 1 | 1 | yes | 100 | Thrown. Flash/concussion. One use. |
| Grenade Launcher | heavy-weapons | 6d6 | 1 | 2 | no | 500 | Explosive. Buy grenades separately. |
| Heavy Melee Weapon | melee-weapon | 3d6 | 2 | 1 | no | 100 | Lead pipe, sword, spiked bat. |
| Heavy Pistol | handgun | 3d6 | 2 | 1 | yes | 100 | Street favorite. No alt fire. |
| Heavy SMG | handgun | 3d6 | 1 | 1 | no | 100 | Autofire 3. Uses Heavy Pistol ammo. |
| Light Melee Weapon | melee-weapon | 1d6 | 2 | 1 | yes | 50 | Combat knife, tomahawk. Hands vary by type. |
| Medium Melee Weapon | melee-weapon | 2d6 | 2 | 1 | no | 50 | Baseball bat, crowbar, machete. |
| Medium Pistol | handgun | 2d6 | 2 | 1 | yes | 50 | Standard sidearm. No alt fire. |
| Rocket Launcher | heavy-weapons | 8d6 | 1 | 2 | no | 500 | One shot, then reload. Explosive. |
| Shotgun | shoulder-arms | 5d6 | 1 | 2 | no | 500 | Slug or shell. Two hands. |
| SMG | handgun | 2d6 | 1 | 1 | yes | 100 | Autofire 3. Uses Medium Pistol ammo. |
| Smoke Grenade | athletics | — | 1 | 1 | yes | 50 | Thrown. Smoke. One use. |
| Sniper Rifle | shoulder-arms | 5d6 | 1 | 2 | no | 500 | Long-range precision. No autofire. |
| Stun Baton | melee-weapon | 2d6 | 2 | 1 | no | 100 | Less-lethal Medium Melee. Typical security stick. |
| Stun Gun | handgun | 3d6 | 2 | 1 | yes | 100 | Less-lethal Heavy Pistol. |
| Teargas Grenade | athletics | — | 1 | 1 | yes | 100 | Thrown. Teargas cloud. One use. |
| Very Heavy Melee Weapon | melee-weapon | 4d6 | 1 | 2 | no | 500 | Chainsaw, sledgehammer, naginata. |
| Very Heavy Pistol | handgun | 4d6 | 1 | 1 | no | 100 | Hand cannon. Cannot conceal. |
Melee
Light 1d6 · Medium 2d6 · Heavy 3d6 · Very Heavy 4d6.
Ranged
Pistols and SMGs use Handgun. Rifles and shotguns use Shoulder Arms. Launchers use Heavy Weapons (×2).
Exotic / thrown
Stun, air, darts, flamers, grenades. One-use grenades do not reload.
Armor
Buy head and body separately. SP does not stack. Worst penalty applies once to REF, DEX, and MOVE.
| Armor | SP | Penalty | eb | How it works |
|---|---|---|---|---|
| Bodyweight Suit | 11 | None | 1000 | Skinsuit with sintered armorgel. Stores a Cyberdeck and supports Interface Plugs. |
| Bulletproof Shield | 10 | None | 100 | Transparent polycarbonate. 10 HP of its own. Always occupies one arm. |
| Flak | 15 | −4 | 500 | 21st-century flak vest and pants. −4 REF, DEX, and MOVE. |
| Heavy Armorjack | 13 | −2 | 500 | Denser Kevlar and layered plastic. −2 REF, DEX, and MOVE. |
| Kevlar | 7 | None | 50 | Clothes, vests, jackets, business suits, even bikinis. |
| Leathers | 4 | None | 20 | Favored by Nomads and other ’punks who ride bikes. |
| Light Armorjack | 11 | None | 100 | Kevlar and plastic meshes in the weave. Starting-kit default. |
| Medium Armorjack | 12 | −2 | 100 | Solid plastic plating. −2 REF, DEX, and MOVE. |
| Metalgear | 18 | −4 | 5000 | Stops almost anything. You are easier to hit than a one-legged bantha. −4 REF, DEX, and MOVE. |
Gear
| Item | eb | How it works |
|---|---|---|
| Agent | 100 | Self-adaptive AI smartphone. +2 Library Search. +2 Wardrobe & Style in some cases. |
| Airhypo | 50 | Easy drug / pharma delivery. |
| Anti-Smog Breathing Mask | 20 | Filters airborne toxins. |
| Arrows ×10 | 10 | 10 arrows. |
| Audio Recorder | 100 | 24 hours on a Memory Chip. |
| Basic Ammo (H Pistol) ×10 | 10 | 10 Heavy Pistol rounds. |
| Basic Ammo (M Pistol) ×10 | 10 | 10 Medium Pistol rounds. |
| Basic Ammo (Rifle) ×10 | 10 | 10 rifle rounds. |
| Basic Ammo (Slug) ×10 | 10 | 10 shotgun slugs. |
| Basic Ammo (VH Pistol) ×10 | 10 | 10 Very Heavy Pistol rounds. |
| Binoculars | 50 | ×2 or ×3 magnification. |
| Braindance Viewer | 1000 | Experience a braindance. |
| Bug Detector | 500 | Beeps within 2 m/yds of a listening device. |
| Carryall | 20 | Bag for carrying stuff. |
| Computer | 50 | Laptop or desktop. |
| Cyberdeck | 500 | Basic deck. 7 slots. Netrunners only, really. |
| Disposable Cell Phone | 50 | Makes calls. Easy to dump. |
| Duct Tape | 20 | Many colors, including glow-in-the-dark. |
| Electric Guitar / Instrument | 500 | Electric versions need an amp. |
| Flashlight | 20 | 100 m/yd beam. 10 hours on a charge. |
| Food Stick | 10 | One awful meal in bar form. |
| Glow Paint | 20 | Glow-in-the-dark spraypaint. |
| Glow Stick | 10 | Lights 4 m/yds. Lasts 10 hours. |
| Grapple Gun | 100 | Fires a line up to 30 m/yds. Not a weapon. |
| Handcuffs | 50 | BODY > 10 to break. |
| Inflatable Bed & Sleep-bag | 20 | Self-inflating mattress with sleeping bag. |
| Kibble Pack | 10 | One meal of Kibble. |
| Lock Picking Set | 20 | For mechanical locks. |
| Medscanner | 1000 | +2 First Aid and Paramedic. |
| Medtech Bag | 100 | A full medical toolkit in a bag. |
| Memory Chip | 10 | Standard data storage. |
| MRE | 10 | Self-heating foil meal. |
| Personal CarePak | 20 | Everything you need to clean up. |
| Pocket Amplifier | 50 | Supports two instruments. 6 hours per charge. |
| Radio Communicator | 100 | Earpiece. One mile range. |
| Radio Scanner / Music Player | 50 | Music or radio bands within a mile. |
| Rope (60 m/yd) | 20 | Nylon rope. |
| Shotgun Shells ×10 | 10 | 10 shotgun shells. |
| Smart Glasses | 500 | Two slots for Cyberoptic options. |
| Techtool | 100 | Multipurpose tool. The Tech’s other hand. |
| Virtuality Goggles | 100 | See the NET overlay without frying your meat eyes. |
Cyberware
HL is the typical average. Fashionware is 0. Neural Link is the foundation for plugs and chipware.
| Chrome | Slot | HL | eb | How it works |
|---|---|---|---|---|
| Biomonitor | fashionware | 0 | 100 | Reads vitals onto a linked Agent. Fashionware — no Humanity Loss. |
| Chemskin | fashionware | 0 | 100 | Color-shifting skin. Fashionware. |
| Chipware Socket | neuralware | 7 | 500 | Slot skill / memory chips. Needs a Neural Link. |
| Cyberarm | cyberlimb | 7 | 500 | Replacement arm with option slots. Typical HL 7 (2d6). SDP 4. |
| Cyberear | cyberaudio | 7 | 100 | Replacement ear with option slots. Typical HL 7 (2d6). |
| Cybereye | cyberoptic | 7 | 100 | Replacement eye with option slots. Typical HL 7 (2d6). Buy options separately. |
| Cyberleg | cyberlimb | 7 | 100 | Replacement leg with option slots. Typical HL 7 (2d6). |
| Grafted Muscle and Bone Lace | internal | 14 | 1000 | +2 BODY (max 10). Typical HL 14 (4d6). |
| Interface Plugs | neuralware | 7 | 500 | Plug into vehicles, cyberdecks, and smartguns. Needs a Neural Link. Typical HL 7 (2d6). |
| Internal Agent / Audio recorder (ear) | cyberaudio | 0 | 100 | Cyberaudio option. Record what you hear. |
| Light Tattoo | fashionware | 0 | 100 | Lit ink. Fashionware. |
| Nasal Filters | internal | 2 | 100 | Ignore most inhaled toxins while on. |
| Neural Link | neuralware | 7 | 500 | Required foundation for Interface Plugs, chipware, and most neural options. Typical HL 7 (2d6). |
| Popup Heavy Pistol | cyberlimb | 7 | 500 | Cyberlimb weapon. Concealed Heavy Pistol in the arm. |
| Shift Tacts | fashionware | 0 | 100 | Color-changing contacts. Fashionware. |
| Skinwatch | fashionware | 0 | 100 | Time in the skin. Fashionware. |
| Subdermal Armor | internal | 14 | 1000 | SP 11 under the skin. Does not stack with worn armor. Typical HL 14 (4d6). |
| Targeting Scope | cyberoptic | 0 | 100 | Cyberoptic option. +1 to ranged Aimed Shots. |
| Techhair | fashionware | 0 | 100 | Color / light-reactive hair. Fashionware. |
| Toxin Binders | internal | 2 | 100 | +2 to Resist Torture/Drugs vs poisons. |
| Wolvers | cyberlimb | 7 | 500 | Retractable claws. Medium Melee, always on you. |