🎯 Iron Sights
“The once-powerful Iron Sights have made a miraculous comeback in recent years.”
A small but terrifyingly tough combat gang of borderline cyberpsychos. Once funded by Arasaka, they fell on hard times after the 4th Corporate War — but word on The Street is they have a new, unknown benefactor, and are once more flexing their Rippers.
📋 Overview
| Aspect | Details |
|---|---|
| Type | Combat Gang (Cyberpsycho) |
| Territory | Northern Night City, Old Japantown |
| Former Patron | Arasaka |
| New Patron | Unknown (“men in black suits”) |
| Danger Level | Extreme |
| Membership | Small — mostly full-body conversions and heavy augmentations |
📜 History
Arasaka Era
Before the 4th Corporate War, the Iron Sights were funded by Arasaka as street-level assets. Their membership — almost entirely full-body conversions and heavily augmented individuals on the edge of cyberpsychosis — made them devastating combat assets.
The Collapse
When Arasaka’s funding dried up after the War, the Iron Sights lost influence and territory during the Time of the Red. Without the resources to maintain their chrome, the gang shrank to a shadow of itself.
The Comeback
Recently, the Iron Sights began growing again. Initially, the increase was attributed to cyberpsychos who joined after failing to reintegrate into society — the gang was one of the few places that accepted them.
But intrepid reporter Jericho Hunt uncovered something else: at a Nomad-operated train station outside Night City, Hunt witnessed a handoff between Iron Sights affiliates and a mysterious cabal of men in black suits. The handoff included several cases of military hardware — recent, undeniably sourced from a Midnight Market.
The Iron Sights have a new benefactor. Nobody knows who.
🏚️ Territory
The Iron Sights operate in northern Night City, centered around Old Japantown:
- Have been pushing the Red Chrome Legion out of Old Japantown and into the south side of Little China
- Small territorial footprint but defended with extreme violence
- Anyone entering Iron Sights turf without invitation risks being torn apart by cyberpsychos
⚔️ Combat
The Iron Sights are one of Night City’s most dangerous gangs in a straight fight:
- Full-body conversions common among membership
- Borderline cyberpsychosis — members fight with reckless, inhuman aggression
- Heavy cyberware loadouts: Cybereyes (Low Light, Infrared, UV), Speedware (Kerenzikov), Rippers, cyberweapons
- Armed with SMGs and cyberweapons
- Received military hardware and a deadly neurotoxin from their unknown benefactor
The RCL War
Their ongoing war with the Red Chrome Legion is the gang’s primary conflict. The Iron Sights’ superior chrome advantage has been grinding the larger but less augmented Legion down.
🎲 GM Resources
Using the Iron Sights
As Antagonists: A small group of extremely dangerous combatants. Even a few Iron Sights members represent a serious threat. Their unknown benefactor is a dangling plot hook — who is funding a cyberpsycho army, and why?
As Wild Cards: The Iron Sights aren’t strategic thinkers — they’re cyberpsychos with guns. They might attack anyone who wanders into their territory, ally with the Crew against a shared enemy, or go berserk mid-negotiation.
Stat Blocks
- Daytime: Use Boosters; replace VH Pistols with SMGs; add Low Light/IR/UV Cybereyes, Neural Link, Kerenzikov
- Evening (tougher): Use Bodyguard; replace Shotgun with Heavy SMGs; add 2 cyberweapons, Low Light/IR/UV Cybereyes, Neural Link, Kerenzikov
- Turf War: Cyberweapons + SMGs
Adventure Hooks
- Track down the Iron Sights’ mysterious benefactor before they arm a cyberpsycho militia
- Arasaka wants their old assets back — retrieve data from Iron Sights territory
- A cyberpsycho from the gang is rampaging through civilian turf. MAX-TAC might level the whole block if the Crew doesn’t handle it first
- The neurotoxin the Iron Sights received has gone missing — find it before someone uses it on a crowd
🔗 Related Topics
(Sources: CRB p.308; Interface RED Vol. 1 “Red Chrome Cargo”)