🔫 Ranged Combat

“Guns don’t kill people. People with Sandevistans and Handgun 8 kill people. Very quickly.”

This covers shooting, fire modes, aimed shots, and distance. Know your range DVs, pick the right weapon for the job, and put them down before they do the same to you.


⚡ Quick Reference

Ranged Combat At A Glance

Attack Roll: REF + Weapon Skill + 1d10 vs. DV (by range)

RangeDistancePistolSMGRifle
Point Blank0-6m131517
Close7-12m151316
Medium13-25m201515
Long26-50m252013
Extreme51-100m302515

🎯 Attack Roll

REF + Weapon Skill + 1d10 vs. DV

  • Hit: Equal or beat the DV
  • Miss: Below the DV
  • Defender Dodges (REF 8+): Can roll DEX + Evasion + 1d10 instead of using DV

📏 Range DVs by Weapon Type

Weapon Type0-6m7-12m13-25m26-50m51-100m101-200m201-400m401-800m
Pistol131520253030
SMG15131520252530
Shotgun (Slug)131520253035
Assault Rifle1716151315202530
Sniper Rifle3025252015161720
Bow / Crossbow151315172022
Grenade Launcher16151517202225
Rocket Launcher1716151520202530

🔥 Rate of Fire (ROF)

ROF determines how many times you can attack with ONE weapon per Action.

ROFAttacks per ActionWeapons with This ROF
22 attacksMedium Pistol, Heavy Pistol, Light/Medium/Heavy Melee
11 attackVery Heavy Pistol, SMG, Heavy SMG, Shotgun, Assault Rifle, Sniper Rifle, Bows, Heavy Weapons, Very Heavy Melee

Where to Find ROF

ROF is listed in the Weapons Table below and on your character sheet’s weapon entry.

Splitting Attacks Across Movement

With ROF 2 weapons, you can split your attacks around your movement:

Example: Split Attack

Situation: You have a Heavy Pistol (ROF 2) and see two enemies—one nearby, one down the hall.

Your Turn:

  1. Shoot Enemy A (Attack Check #1)
  2. Move down the hall
  3. Shoot Enemy B (Attack Check #2)

Important: Each attack is a separate Attack Check with its own DV based on range.

Attacking Multiple Targets

Each Attack is a Separate Check

If you attack two different targets, you make two separate Attack Checks, each against its own DV.

If a target has REF 8+ and wants to dodge, they roll for their attack specifically.

Example: Two Targets with Different Defenses

You fire twice at two different enemies:

  • Enemy A (12m away, no dodge): DV 15
  • Enemy B (8m away, REF 8, chooses to dodge): Roll vs. their DEX + Evasion + 1d10

You make two Attack Checks, each resolved independently.

Dual Wielding Limits

  • Maximum of 2 Attack Checks per Action regardless of weapons held
  • You cannot attack with two ROF 1 weapons in the same Action
  • You can split attacks between two different ROF 2 weapons

Example: Dual Wielding

You have a Heavy Pistol (ROF 2) in your left hand and a Machete (ROF 2) in your right.

Legal: Fire pistol once, then stab with machete once (2 attacks total) ✅ Legal: Fire pistol twice (2 attacks total) ❌ Illegal: Fire pistol twice AND stab twice (4 attacks—not allowed)


🔥 Fire Modes

Single Shot (Standard)

Most weapons fire in single shot mode. You make 1 or 2 attacks based on ROF.

Autofire

Available on: SMG, Heavy SMG, Assault Rifle only.

Cost: 1 Action + 10 bullets (must have 10+ in magazine)

Skill: Uses Autofire Skill (not Handgun or Shoulder Arms)

How It Works:

  1. Roll REF + Autofire + 1d10 vs. Autofire DV (see table)
  2. If you hit, roll 2d6 for base damage
  3. Multiply base damage by how much you beat the DV (max multiplier based on weapon)
WeaponMax Multiplier
SMG / Heavy SMG×3
Assault Rifle×4

Example: Autofire

Situation: You fire an SMG at an enemy 10m away. Autofire DV is 17. Your roll: REF 7 + Autofire 5 + 1d10 (8) = 20 (beat DV by 3) Damage roll: 2d6 = 8 Result: 8 × 3 = 24 damage (max multiplier for SMG is ×3, so you cap at 3)

Autofire Range Table:

Weapon0-6m7-12m13-25m26-50m51-100m
SMG / Heavy SMG2017202530
Assault Rifle2220172025

Autofire Critical Injuries

If both dice come up 6 on your 2d6 damage roll, you also inflict a Critical Injury!

Restrictions:

  • Cannot use Autofire for Aimed Shots
  • Targets with REF 8+ can still attempt to dodge

Suppressive Fire

Available on: SMG, Heavy SMG, Assault Rifle only.

Cost: 1 Action + 10 bullets

Effect: Everyone on foot within 25m, out of cover, and in your line of sight must roll:

WILL + Concentration + 1d10 vs. Your REF + Autofire + 1d10

Failure: Target must use their next Move Action (and Run Action if needed) to get into cover.

Example: Suppressive Fire

Situation: Three enemies are in the open. You use Suppressive Fire. Your roll: REF 6 + Autofire 4 + 1d10 (7) = 17

Each enemy rolls WILL + Concentration + 1d10:

  • Enemy A: 14 — Fails! Must flee to cover.
  • Enemy B: 19 — Succeeds! Can act normally.
  • Enemy C: 12 — Fails! Must flee to cover.

Suppressive Fire doesn't deal damage—it forces movement and disrupts enemy actions.


Shotgun Shells

When firing a Shotgun with shells (not slugs):

  • Roll REF + Shoulder Arms + 1d10 vs. DV 13 (always DV 13)
  • If successful, ALL targets in front of you within 6m that you can see take 3d6 damage
  • Roll damage once and apply to all targets (each reduces by their own SP)
  • Cannot be used for Aimed Shots

Example: Shotgun Blast

Situation: Two gangers are 4m in front of you, side by side. Your roll: 18 vs. DV 13 — Hit! Damage: 3d6 = 11

  • Ganger A (SP 7): Takes 11 - 7 = 4 damage
  • Ganger B (SP 11): Takes 11 - 11 = 0 damage (blocked!)

Both gangers’ armor ablates by 1.


Explosives (Grenades, Rockets)

All explosives deal damage to all targets (including terrain) in a 10m × 10m area.

  • Center: Your intended target (a 2m × 2m square area, not an individual)
  • Miss: GM decides where in that area the explosive actually landed
  • REF 8+ Dodge: Individuals can attempt to dodge the blast

Explosives vs. Cover

If the explosive’s damage exceeds the cover’s HP, the cover is destroyed and the target behind takes full damage from the explosive (not residual damage).

If the cover survives, the target takes no damage.

Example: Grenade vs. Cover

Situation: Enemy is behind a wooden door (10 HP). You throw a grenade (6d6 damage). Damage roll: 24 Result: 24 > 10 HP, so the door is destroyed. Enemy takes: Full 24 damage (minus their personal armor SP)


🪓 Thrown Weapons

You can throw melee weapons or grenades as a Ranged Attack.

DEX + Athletics + 1d10 vs. DV

Max Range: 25m. Uses the Grenade Launcher DV row from the Range table above.

Range0-6m7-12m13-25m
DV161515
  • Grenades: Use the Explosives rules above (10m × 10m area).
  • Melee Weapons: Deal their stated damage, but do NOT ignore half armor when thrown. Can use Aimed Shots.
  • Dodging: If the target can dodge bullets (e.g., via Martial Arts), they can choose to dodge thrown objects too.

🎯 Aimed Shots

Take your entire Action with a -8 penalty to aim for a specific body part.

Aimed Shots are always ROF 1

You can only make ONE attack when using an Aimed Shot, regardless of your weapon’s normal ROF.

TargetModifierEffect on Hit
Head-8Damage that penetrates head SP is ×2
Held Item-8Target drops item (if any damage penetrates SP)
Leg-8Target suffers Broken Leg Critical Injury (if any damage penetrates SP)

Example: Aimed Shot to the Head

Situation: Enemy has SP 7 body armor but no helmet (head SP 0). Your attack: Heavy Pistol, -8 for aimed shot. Roll: REF 8 + Handgun 6 + 1d10 (10, crit!) + 1d10 (4) = 28 - 8 = 20 vs. DV 15 — Hit! Damage: 3d6 = 12 Head SP: 0, so full 12 penetrates. Final damage: 12 × 2 = 24 HP damage!

If they had a helmet (SP 7): 12 - 7 = 5 penetrates, ×2 = 10 HP damage


� Weapons Table

WeaponSkillDamageMagazineROFHandsConceal?CostSpecial
Medium PistolHandgun2d61221Yes50eb
Heavy PistolHandgun3d6821Yes100eb
Very Heavy PistolHandgun4d6811No100eb
SMGHandgun2d63011Yes100ebAutofire (3), Suppressive
Heavy SMGHandgun3d64011No100ebAutofire (3), Suppressive
ShotgunShoulder Arms5d6412No500ebShell mode: 3d6 to all in 6m
Assault RifleShoulder Arms5d62512No500ebAutofire (4), Suppressive
Sniper RifleShoulder Arms5d6412No500eb
Bow / CrossbowArchery4d612No100ebUses arrows
Grenade LauncherHeavy Weapons6d6212No500eb10m×10m area
Rocket LauncherHeavy Weapons8d6112No500eb10m×10m area

😈 Ranged Combat Tricks

Things You Can Do That Players Forget

TacticHowWhy
Headshot unarmored targetsAimed Shot (-8) to head×2 damage, often instant kill
DisarmAimed Shot (-8) to held itemThey drop their weapon
Shoot coverTarget cover, not personDestroy it, then hit them
Suppressive Fire10 bullets, force enemies to coverControl the battlefield
Shotgun shell sprayHit everyone in 6m coneGreat vs groups
Weapon choice by rangeSMG at 7-12m, Rifle at 26-50mUse optimal range for DV 13
Split attacksROF 2 = Move between shotsHit two targets in one turn
Grenade the coverExplosives bypass coverThey take full blast damage

❓ Quick Answer Reference



(Source: Cyberpunk RED Core Rulebook, pp. 170-175)