🔫 Weapons & Gear

“A gun is a tool. Knowing what ammo to load, which scope to mount, and when to hide the damn thing — that’s the craft.”

This page covers everything about how your weapons and gear work in play — quality, concealment, ammo types, smartguns, and special weapons. For buying gear, see Money. For repairing gear, see Repair & Crafting.


⚡ Quick Reference

Gear Rules At A Glance

QuestionQuick Answer
What does weapon quality do?Poor: -1 attack. Excellent: +1 attack
Can I hide my weapon?Only if it’s listed as “Concealable” in the weapons table
What ammo should I buy?Basic is free with the weapon. AP is best vs armored targets
How do Smartguns work?Weapon + Smartgun Link attachment + Neural Link + Interface Plugs/Subdermal Grip = +1 to hit
How do scopes work?Sniping Scope: +1 to hit at 51m+. Targeting Scope (cyberware): +1 to Aimed Shots

⭐ Weapon Quality

Every weapon has a quality rating that affects your attack rolls:

QualityAttack ModifierHow You Get It
Poor-1 to attackLooted from corpses, cheap knockoffs
Standard±0Default for all purchased weapons
Excellent+1 to attackTech Upgrade, or bought at higher price

Poor Quality Weapons

Looted weapons are often Poor Quality. That -1 adds up fast — against DV 15, your hit chance drops from ~50% to ~40%. Get a Tech to upgrade it or replace it.


🔒 Concealment

The “Conceal?” column in the weapons table matters more than you think.

A concealable weapon can be hidden on your person — under a jacket, in a boot, inside a Hidden Holster cyberware. A non-concealable weapon (rifles, shotguns, Very Heavy Pistols) is visible and draws attention.

SituationConcealable WeaponNon-Concealable Weapon
Walking into a barNo one noticesBouncer stops you
Corpo meetingHidden if you pass Conceal checkNot getting in
Surprise attackCan draw and fire same turnAlready visible — no surprise
Police checkpointPassable with Conceal/Reveal checkImmediately flagged

Key rules:

  • Drawing a concealed weapon is a Free Action (same as drawing any accessible weapon)
  • Concealing a weapon uses INT + Conceal/Reveal Object + 1d10 vs observer’s INT + Perception + 1d10 (or Conceal/Reveal)
  • Hidden Holster cyberware (500eb, HL 7) auto-conceals one weapon inside your body
  • Tech Upgrade can make a one-handed non-concealable weapon concealable

💊 Ammunition Types

Basic ammo comes with the weapon (10eb per box of 10). Non-Basic ammo changes how your weapon interacts with armor, targets, and the environment.

Exotic Weapons

Most Exotic weapons cannot use Non-Basic Ammunition unless their description specifically says otherwise.

Combat Ammo

Ammo TypeCost/10EffectBest For
Basic10ebStandard damage and ablationGeneral use
Armor-Piercing100ebAblates armor by 2 instead of 1Heavily armored targets
Incendiary100ebIf damage penetrates → target is On Fire (2 HP/turn until extinguished)Soft targets, area denial
Expansive100ebForeign Object crits → roll twice, keep worseUnarmored targets
Rubber10ebCannot reduce target below 1 HP. No crits. No ablationNon-lethal takedowns

Tech Ammo

Ammo TypeCost/10EffectBest For
Smart500ebRequires Targeting Scope cyberware. On a miss by 4 or less (single shot only), get a second chance: roll 10 + 1d10 vs same DVPrecision hits
EMP500ebGrenade only. 10×10m area. DV15 Cybertech check or 2 cyberware pieces disabled for 1 minBorgs, heavily chromed targets

Tactical Ammo (Grenades)

Ammo TypeCostEffect
Smoke50eb10×10m area. Blocks line of sight for 1 minute
Teargas50eb10×10m area. DV13 Resist Torture/Drugs or Damaged Eye (1 min)
Flashbang50eb10×10m area. DV15 Resist Torture/Drugs or Damaged Eye + Damaged Ear (1 min)
Biotoxin500ebGrenade only. 10×10m area. DV15 resist or 3d6 direct to HP

Ammo Strategy

AP ammo is the most universally useful non-basic ammo — doubling ablation melts armored targets fast. Against unarmored enemies, basic ammo is fine. Rubber is essential for jobs where the client says “alive.”


🎯 Smartguns

A Smartgun is any ranged weapon with a Smartgun Link attachment installed. The system uses guided ammunition and a neural interface to provide targeting assistance.

To use a Smartgun, you need ALL of these:

ComponentTypeCostNotes
Smartgun LinkWeapon attachment500ebInstalled on the weapon
Neural LinkCyberware (Neuralware)500ebFoundation for all neuralware
Interface Plugs OR Subdermal GripCyberware500eb / 100ebConnection method

Result: +1 to Ranged Attack rolls from the Smartgun Link attachment.

Interface Plugs vs Subdermal Grip

  • Interface Plugs (500eb, HL 7): Plug in when drawing. Unplugs if disarmed, reconnects free. Also needed for Netrunning.
  • Subdermal Grip (100eb, HL 3): Connects automatically when held. Can’t be disarmed. Cheaper but only works for Smartguns.

Most characters pick Subdermal Grip unless they also Netrun.


🔭 Scopes & Targeting

EquipmentTypeEffectCost
Sniping ScopeWeapon attachment+1 to hit at 51m+500eb
Targeting ScopeCybereye option+1 to Aimed Shots (head/held item)500eb
TeleopticCybereye optionSee clearly at extreme range (no combat bonus)500eb

When Scopes Matter

The Sniping Scope only helps at 51m+ — that’s Sniper Rifle territory. Inside a building, it does nothing. The Targeting Scope (cyberware) is more versatile since Aimed Shots work at any range.


🏹 Special Weapon Rules

Bows & Crossbows

StatValue
SkillArchery (not Shoulder Arms)
Damage4d6
ROF1
Hands2
AmmoArrows (reusable if you recover them)
QualityStandard only (can’t be Excellent)

Bows are silent, arrows are reusable, and they use their own skill (Archery). They’re the stealth option — no muzzle flash, no gunshot sound.

Grenades

Thrown grenades use DEX + Athletics + 1d10 vs DV (same as Grenade Launcher range table). They affect a 10m × 10m area — everyone in the zone takes full damage. If you miss, the GM decides where it lands (it still explodes).

See 🪓 Thrown Weapons for full throwing rules.

Exotic Weapons

Exotic weapons (Stun Gun, Dartgun, Microwaver, etc.) have unique rules per weapon. Key differences:

  • Average Quality only — can’t be upgraded to Excellent
  • Incompatible with attachments and Non-Basic Ammunition (unless stated otherwise)
  • Each has a unique mechanic (electricity, poison delivery, EMP, etc.)

See individual weapon pages in the Database for specifics.


❓ Quick Answers



(Source: Cyberpunk RED Core Rulebook, pp. 340-353)