🔫 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.
🌍 Lore: Guns in Night City
In the Time of the Red, firearms are as common as rats — and about as regulated. Street vendors sell Medium Pistols off blankets in the Night Markets, no questions asked. A decent Handgun (50-100eb) costs about the same as a week’s rent in a Cargo Container. Assault Rifles and Sniper Rifles (500eb) are technically restricted, but the NCPD has bigger problems than paperwork.
The real currency isn’t the weapon itself — it’s ammunition. Autofire burns 10 rounds per burst. At combat prices, that adds up fast. Smart Edgerunners count their bullets. Dumb ones run out at the worst possible moment.
Concealability matters too. Walking into a corpo bar with a Shotgun on your back gets you MaxTac’d. A Medium Pistol under your jacket? Nobody blinks. It’s Night City — everyone’s carrying something.
⚡ Quick Reference
Ranged Combat At A Glance
Attack Roll:
REF + Weapon Skill + 1d10 vs. DV (by range)
Range Distance Pistol SMG Rifle Point Blank 0-6m 13 15 17 Close 7-12m 15 13 16 Medium 13-25m 20 15 15 Long 26-50m 25 20 13 Extreme 51-100m 30 25 15
🎯 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 + 1d10instead of using DV
📏 Range DVs by Weapon Type
| Weapon Type | 0-6m | 7-12m | 13-25m | 26-50m | 51-100m | 101-200m | 201-400m | 401-800m |
|---|---|---|---|---|---|---|---|---|
| Pistol | 13 | 15 | 20 | 25 | 30 | 30 | — | — |
| SMG | 15 | 13 | 15 | 20 | 25 | 25 | 30 | — |
| Shotgun (Slug) | 13 | 15 | 20 | 25 | 30 | 35 | — | — |
| Assault Rifle | 17 | 16 | 15 | 13 | 15 | 20 | 25 | 30 |
| Sniper Rifle | 30 | 25 | 25 | 20 | 15 | 16 | 17 | 20 |
| Bow / Crossbow | 15 | 13 | 15 | 17 | 20 | 22 | — | — |
| Grenade Launcher | 16 | 15 | 15 | 17 | 20 | 22 | 25 | — |
| Rocket Launcher | 17 | 16 | 15 | 15 | 20 | 20 | 25 | 30 |
🔥 Rate of Fire (ROF)
ROF determines how many times you can attack with ONE weapon per Action.
| ROF | Attacks per Action | Weapons with This ROF |
|---|---|---|
| 2 | 2 attacks | Medium Pistol, Heavy Pistol, Light/Medium/Heavy Melee |
| 1 | 1 attack | Very 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:
- Shoot Enemy A (Attack Check #1)
- Move down the hall
- 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 + 1d10You 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:
- Roll
REF + Autofire + 1d10vs. Autofire DV (see table) - If you hit, roll 2d6 for base damage
- Multiply base damage by how much you beat the DV (max multiplier based on weapon)
| Weapon | Max 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:
| Weapon | 0-6m | 7-12m | 13-25m | 26-50m | 51-100m |
|---|---|---|---|---|---|
| SMG / Heavy SMG | 20 | 17 | 20 | 25 | 30 |
| Assault Rifle | 22 | 20 | 17 | 20 | 25 |
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 + 1d10vs.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 + 1d10vs. 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.
| Range | 0-6m | 7-12m | 13-25m |
|---|---|---|---|
| DV | 16 | 15 | 15 |
- 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.
| Target | Modifier | Effect on Hit |
|---|---|---|
| Head | -8 | Damage that penetrates head SP is ×2 |
| Held Item | -8 | Target drops item (if any damage penetrates SP) |
| Leg | -8 | Target 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
| Weapon | Skill | Damage | Magazine | ROF | Hands | Conceal? | Cost | Special |
|---|---|---|---|---|---|---|---|---|
| Medium Pistol | Handgun | 2d6 | 12 | 2 | 1 | Yes | 50eb | — |
| Heavy Pistol | Handgun | 3d6 | 8 | 2 | 1 | Yes | 100eb | — |
| Very Heavy Pistol | Handgun | 4d6 | 8 | 1 | 1 | No | 100eb | — |
| SMG | Handgun | 2d6 | 30 | 1 | 1 | Yes | 100eb | Autofire (3), Suppressive |
| Heavy SMG | Handgun | 3d6 | 40 | 1 | 1 | No | 100eb | Autofire (3), Suppressive |
| Shotgun | Shoulder Arms | 5d6 | 4 | 1 | 2 | No | 500eb | Shell mode: 3d6 to all in 6m |
| Assault Rifle | Shoulder Arms | 5d6 | 25 | 1 | 2 | No | 500eb | Autofire (4), Suppressive |
| Sniper Rifle | Shoulder Arms | 5d6 | 4 | 1 | 2 | No | 500eb | — |
| Bow / Crossbow | Archery | 4d6 | — | 1 | 2 | No | 100eb | Uses arrows |
| Grenade Launcher | Heavy Weapons | 6d6 | 2 | 1 | 2 | No | 500eb | 10m×10m area |
| Rocket Launcher | Heavy Weapons | 8d6 | 1 | 1 | 2 | No | 500eb | 10m×10m area |
😈 Ranged Combat Tricks
Things You Can Do That Players Forget
| Tactic | How | Why |
|---|---|---|
| Headshot unarmored targets | Aimed Shot (-8) to head | ×2 damage, often instant kill |
| Disarm | Aimed Shot (-8) to held item | They drop their weapon |
| Shoot cover | Target cover, not person | Destroy it, then hit them |
| Suppressive Fire | 10 bullets, force enemies to cover | Control the battlefield |
| Shotgun shell spray | Hit everyone in 6m cone | Great vs groups |
| Weapon choice by range | SMG at 7-12m, Rifle at 26-50m | Use optimal range for DV 13 |
| Split attacks | ROF 2 = Move between shots | Hit two targets in one turn |
| Grenade the cover | Explosives bypass cover | They take full blast damage |
❓ Quick Answer Reference
Can someone with REF 8+ always dodge?
They have the option to dodge. They roll
DEX + Evasion + 1d10instead of you facing a static DV. They can choose NOT to dodge and let their armor handle it.
What's the difference between Autofire and ROF?
ROF = how many single attacks you can make per Action (1 or 2).
Autofire = a special fire mode that uses 10 bullets and multiplies 2d6 damage.
Can I Autofire twice?
No. Autofire takes your entire Action. It’s one attack per turn with Autofire.
Do critical injuries happen on Autofire?
Yes! If both dice on your 2d6 damage roll are 6s, you inflict a Critical Injury.
Can I shoot through walls?
Yes, but walls have HP. You’re shooting blind, and you need to destroy the wall section first to hit someone behind it.
What if I miss with an explosive?
The GM decides where it lands within the 10m × 10m area centered on your target. It still explodes!
Can I dodge Shotgun shells?
Yes, if you have REF 8+. Each target can individually attempt to dodge.
Can I reload mid-turn?
Yes! Reload is an Action. You can Move, then Reload. Or Reload, then Move.
Does Suppressive Fire deal damage?
No! It forces enemies to run for cover. It’s crowd control, not damage.
🔗 Related Topics
- Combat — All combat rules
- Melee Combat — Close quarters
- Damage and Wounds — Taking damage
- Armor and Cover — Protection
(Source: Cyberpunk RED Core Rulebook, pp. 170-175)