Corgo's 77 Collection
Corgo's 77 Collection
NOTICE: Everything in this document is subject to change as I test, rework, rebalance, and add
items or mechanics.
I will add a note if a change has been recently made.
Welcome! This document is meant to collect all of the 2070-era Homebrews I have made so far
and will continue to make. All of these are meant to conform to the established Cyberpunk Red
and Cyberpunk: Edgerunners Mission Kit rulesets as much as possible, though some weapons
and items do have unique mechanics to make them function a little closer to their Cyberpunk
2077 counterparts. If you have any feedback for me, or have suggestions for other items, then
you can contact me on Discord as @Corgopolis or Corgi_SBS on Reddit.
Enjoy!
Corgo’s 77 Collection is unofficial content provided under the Homebrew Content Policy of R.
Talsorian Games and is not approved or endorsed by RTG. This content references materials
that are the property of R. Talsorian Games and its licensees.
Table of Contents
Table of Contents
Weapons
Pistols:
Arasaka Tamayura
Darra Polytechnic DR5 Nova
Techtronika Metel
Darra Polytechnic DR-12 Quasar
Militech Ticon
Arasaka JKE-X2 Kenshin
Constitutional Arms Liberty
Malorian Arms Overture
Kang Tao A-22B Chao
Tsunami Arms Nue
Tsunami Arms Kappa
SMGs:
Budget Arms Slaught-O-Matic
Hansen Armory HA-4 Grit
Budget Arms Guillotine
Hansen Armory HA-7 Warden
Darra Polytechnic DS1 Pulsar
Arasaka Shigure
Militech M221 Saratoga
Kang Tao G-58 Dian
Arasaka/Jinguji Senkoh LX
Midnight Arms Erebus (Production Model)
Shotguns:
Rostović DB-4 Igla
Rostović DB-4 Palica
Rostović DB-2 Testera
Techtronika VST-37 Pozhar
Constitutional Arms M2038 Tactician
Assault Rifles:
Darra Polytechnic DA8 Umbra
Arasaka Nowaki
Nokota D5 Copperhead
Nokota D5 Sidewinder
Constitutional Arms M2067 Defender
Militech M251s Ajax
Techtronika K-47
Militech M-179e Achilles
Rostović Kolac
Tsunami Arms Kyubi
Midnight Arms MA70 HB
Midnight Arms SOR-22
Militech Mk. 31 HMG
Militech Hercules (Production Model)
Hansen Armory Hercules 3AX
Sniper Rifles:
Tsunami Arms Ashura
Nokota Osprey
Tsunami Arms Rasetsu
Grenade Launchers:
Authority GL
Rocket Launchers:
Militech Basilisk-Stinger Launcher
Techtronika T40 Uragan
Melee Weapons:
Repurposed Sledgehammer
Budget Arms Cut-o-Matic
Neurotoxin Knife
Iconic Weapons:
Iconic Rules
X-MOD2 Variants
“Svarog” Series
Skippy
Dezerter
Fenrir
Problem Solver
Moron Labe
Seraph
The Headsman
Sovereign
Yinglong
Plan B (Dexter DeShawn’s Pistol)
Mancinella (Aguilar’s Pistol)
Yasha
Rook
Pizdets
Ambition
Chaos
Buzzsaw
Byakko (Wakako’s Sword)
Black Unicorn
Overwatch (Panam’s Rifle)
Tsumetogi
Widow Maker
O’Five
Apparition
Comrade’s Hammer
Order
Hawk
Breakthrough
Errata
Sasquatch's Hammer
Ol’ Reliable
Archangel (Kerry’s Pistol)
Her Majesty (Alex’s Pistol)
Raiju
Malorian Arms 3516 (2077)
Pride (Rogue’s Pistol)
Prejudice (Rogue’s Rifle)
La Chingona Dorada (Jackie’s Guns)
Guts (Rebecca’s Shotgun)
Midnight Arms Erebus (Cynosure)
Gwynbleidd
Ba Xing Chong (Smasher’s Shotgun)
Jinchu-maru (Oda’s Sword)
Satori (Saburo’s Sword)
BFC-9000
Ammunition
Subsonic Ammunition
Kang Tao Recon Grenade
Arasaka GASH Antipersonnel Grenade
Techtronika Homing Grenade
Weapon Attachments
Modified Clip Chart
Ricochet Compensator
Recoil Compensator
Gambiteer
Vivisector
Pyro
Zenith
Parallax
Short Scope
Long Scope
Headtoll
Armor
Hydrosubsidium Diving Suit
Kiroshi Tactical Optics Platform (T.O.P.)
Arasaka Kabuto
MaxForce Cyber-Helmet
Gear
VR Goggles
Crime Scene Hologram Projector
Infovisor
Technosight
Ocuset
Camlink Headset
Wolfpack Linear Frame
Cyberware
Neuralware
Kerenzikov (2070s)
Kerenzikov Boost System
Memory Boost
Reflex Tuner
Sandevistan (2070s)
Adreno-Trigger
Newton Module
Ram Reallocator
Sandevistan Overdrive System (SOS)
Militech Combat Software
Vulnerability Analytics
Spatial Mapping
Limiter Removal
Launch Capacity Override
Data Tunnelling
Cyberoptics
Opti-Zoom
Kiroshi Cybereye
Dancer Optics
Internal Body Cyberware
Syn-Lungs
Titanium Bones
Blood Pump
Universal Booster
Advanced Cyber-Jaw
Second Heart
External Body Cyberware
Masking Ink
Cyber-Mask
Para Bellum
Rear Optical Mount
ThermaSkin
Optical Camo
Cyberarm Options
Ballistic Coprocessor
Porcupine Hand
Shock Absorber
Hausstock Arms
Cyberleg Options
Fortified Ankles
Jenkins’ Tendons
Reinforced Tendons
Popup Ranged Weapon
Popup Melee Weapon
Lynx Paws
Leeroy Ligament System
Borgware
Needle Legs
Advanced Neural Link
Integrated Netstation
Cyberchairs
Militech Centaur Exo
Full Body Conversions
Militech Heavy Enforcer
Raven Microcybernetics Wiseman (2070s)
Emplaced Defenses
Militech Aegis X2 / Kang Tao Talon
Militech Theseus Turret
Active Defenses
2070 Drone Rules:
Zetatech Bombus
Militech Moth RHT-1
Militech Wyvern
Militech Griffin
Arasaka Robot R Mk. 2
Zetatech Octant
NUSA Heavy Droid
Militech Minotaur
Militech/Netwatch Cerberus
Militech Chimera
Vehicles
Vehicle Mods
CrystalDome
Air Vehicles
Zetatech Valgus
Zetatech Atlus
Zetatech Surveyor
Militech Mayhem
Militech Manticore
Rayfield Excalibur
BARGHEST Combat-Zep
Land Vehicles
Makigai MaiMai P126
Archer Quartz EC-L r275
Thorton Galena G240 / GA32t
Mahir Supron FS3
Brennan Apollo
Kaukaz Zeya U420
Thorton Mackinaw MTL1
Makigai Tanishi
Thorton Mackinaw Larimore
Villefort Columbus V340-F Freight
Thorton Colby C125 / CST40 / CX140 Butte
Mizutani Hozuki MH1 / MH2
Kaukaz Bratsk U4020
Villefort Cortes V5000 Valor
Chevillon Emperor 620 Ragnar / 720 NCPD Ironclad
Villefort Cortes V6000 NCPD Overlord
Thorton Merrimac MSL3 / Dreadnought (NCPD)
Villefort Alvarado V4F 570 Delegate
Chevillon Thrax 388 Jefferson
Archer Hella EC-H i860 NCPD Enforcer
Thorton Colby BARGHEST
Mahir MT28 Coach
Villefort Alvarado V4FH 570 Herman
Delamain Cab
Villefort Deleon V400 Coupé
Militech Behemoth
Quadra Type-66 640 TS / Avenger
Mizutani Shion MZ2
Quadra Sport R-7 540 / 580
Mahir Supron BARGHEST
Militech Behemoth MT-3
Herrera Riptide GT2 / Riptide “Terrier”
Militech Hellhound
Herrera Outlaw GTS / Weiler
Mizutani 20XUF
Yaiba “Idaten”
Yaiba Kusanagi CT-3X
Quadra Turbo-R 740
ARCH Nazaré
Rayfield Caliburn
Rayfield Aerondight "Guinevere"
Chevalier SBZ “Midas”
Militech Missile Truck
Militech Basilisk
Porsche 911 Turbo (930)
Megacorps
Baskin Undercover Inc.
Kendachi
Lazarus Group
Malorian Arms
Orbital Air
Petrochem
SovOil
Mooks/NPCs
NPC Sheet Guidelines/Additional Rules
Arasaka
Counter-Intel Field Agent
Assassin
Samurai
Sandayu Oda
BARGHEST
Private
Sergeant
Veteran
Heavy Enforcer
Kang Tao
Heavy Security
Lazarus Group
Operator
MAX-TAC
C-SWAT Officer
Militech
Recon Support
Infantry Scout
Sharpshooter
Heavy Gunner
Netwatch
Officer
Special Agent
NUSA
Black Ops
Original Characters
Dazzle
Strings
Vulcan
Annie
Kalina
Night Stalker
Faolan
Trauma Team
TT Security
TT Medic
Scavengers
Rat
Hound
Sovoil
Infantry
Spetsnaz
Weapons
NOTE: Almost all weapon descriptions are lifted directly from Cyberpunk 2077, with a few
exceptions for items that had no descriptions originally. I take no credit for those from 2077.
Only part I did was give ‘em stats.
Pistols:
Arasaka Tamayura
100eb (Premium)
One of the oldest weapons made by Arasaka from the early 2000s. These days it's a rare sight
on the street, as it's a pistol that is — no point in sugarcoating it — outdated and difficult to
maintain. Spare parts for it are no longer manufactured, and it's no longer compatible with
most standard weapon mods. That being said, should it be held up to someone's head and
have its trigger is pulled, the end result will still be as conclusive as with any modern firearm.
Poor Quality Heavy Pistol with a Power Rebuild. Holds 8 rounds. If this weapon is Damaged, it is
considered one tier higher for the purposes of Repair checks due to the age of its parts.
Additionally, does not benefit from modern advancements in bullet-trajectory-prediction
technology, and thus cannot make Ricochet attacks.
250eb (Premium)
The Nova is a traditional revolver that offers substantial firepower at a reasonable price. Its
classic cylinder harkens back to the times of the Wild West. And while the Nova is prone to
failure, it's also easy to fix thanks to its simple design and construction. It can be found in
NCPD weapon lockers, in small-time corporate arsenals, tucked in the belts of gangoons and
stowed in women's handbags. In other words, everyone uses it.
Poor Quality Heavy Pistol with a Power Rebuild. Holds 6 rounds, which cannot be expanded by
any means. Due to the use of quick-change disposable cylinders as magazines, can be reloaded
without an action by sacrificing the user's MOVE if their other hand is empty. Each cylinder
costs 15eb.
Techtronika Metel
250eb (Premium)
Cheap, ugly, but effective. If you're given a choice between a Metel and nothing at all, it may
seem like a tough decision, but the Metel is the right call. It's most popular in slums and
amongst those who put their faith in their skills, not their hardware. It can inflict some serious
damage in the right hands, so if you like challenges and have a fondness for junk, this revolver
from Techtronika is for you.
Poor Quality Very Heavy Pistol with a Power Rebuild. Holds 8 rounds.
500eb (Expensive)
The Quasar is perhaps the most distinctive weapon you can find in Night City. It features an
unusual, angular frame, classic disc magazine and one-of-a-kind technology. After all, the
Quasar is an electromagnetic gun. The barrel holds four electrically charged shafts, which, in
combination with the bullet, form opposing electromagnetic poles. The resulting forces release
the bullet - at lightning speed. A shot from the unassuming Quasar can even pierce armored
vehicles and bulletproof vests.
Standard Quality Medium Pistol with a Tech Rebuild. Holds 16 rounds, which cannot be
expanded by any means. When charged, this weapon uses Autofire with the SMG DV table and
a 3x maximum multiplier, expending 8 rounds per attack. If there are not 8 rounds in the
magazine for Autofire, the entire magazine is expended. Due to its very abnormal shape, this
weapon cannot be concealed.
Militech Ticon
500eb (Expensive)
Haters will say it looks antique, connoisseurs will claim it's a classic. Thanks to its simple
construction, it rarely jams and is unlikely to fail you when you need it most. Its compact size
guarantees it can remain hidden when tucked away behind your belt, which frankly makes it
the ideal ally in heated arguments or when uninvited guests come knocking on your door.
Standard Quality Medium Pistol with a Tech Rebuild. Holds 21 rounds. When firing normally,
this weapon uses 3 rounds per attack. When charged, this weapon is 1 ROF but only uses 1
round. Due to its boxy, un-gun-like frame, this weapon provides a +2 any Conceal/Reveal Object
check for the purposes of hiding it underneath clothing.
Arasaka JKE-X2 Kenshin
The Kenshin's brute power first comes from generating electromagnetic tension, before
releasing a lethal, tungsten-tipped round that can penetrate the sturdiest armor. Like other
guns of this class, it comes ready-equipped with a holographic scope.
Excellent Quality Heavy Pistol with a Tech Rebuild. Holds 20 rounds, but fires in 2 round bursts.
Standard Quality Heavy Pistol with a Power Rebuild. Holds 14 rounds. When performing an
Aimed Shot, add 1d6 to this weapon’s damage (4d6). Uses the SMG range table for all attacks.
Excellent Quality Very Heavy Pistol with a Power Rebuild. Holds 6 rounds, which cannot be
expanded by any means.
Standard Quality Heavy Pistol with a Smart Rebuild. Holds 21 rounds, which cannot be
expanded by any means, and fires in 3-round bursts per attack. If there are not 3 rounds left in
the magazine, the entire magazine is expended at 2d6 Damage. Due to the use of
quick-change disposable cartridges as magazines, can be reloaded without an action by
sacrificing the user's MOVE if their other hand is empty. Each cartridge is custom-designed,
which costs 25eb each not including ammunition. Will cause anyone from Arasaka to sneer at
you if worn openly.
Excellent Quality Heavy Pistol with a Power Rebuild. Holds 10 rounds. Due to its size, incurs a -2
penalty to any Conceal/Reveal Object check for the purposes of hiding this weapon. When
performing an Aimed Shot, increase this weapon's damage by 1d6 (4d6).
Tsunami Arms Kappa
5000eb (Luxury)
Ready to change the landscape of smarty weaponry, Tsunami Defense Systems crashed onto
the scene with a force worthy of a, well... you know. But to compete with top competitors
Arasaka and Kang Tao, you need a cutting-edge product. This is why Tsunami has poured
tremendous resources into the AI-powered processors they use in their Kappa handgun.
Tsunami's latest software update has brought Kappa to the forefront of the smartgun debate.
Add to that their strong reputation for quality craftsmanship, and you get a weapon that has
raised eyebrows throughout the market – even if it hasn't dethroned the industry leaders just
yet.
Excellent Quality Heavy Pistol with a Smart Rebuild. Holds 30 rounds, which cannot be
expanded in any way. Can be used in Autofire with the SMG Autofire range table and a x3
maximum multiplier.
SMGs:
10eb (Cheap)
Night Citizens disagree on a lot, but there's one common platform they share: a gun should be
available for everyone, no matter the thickness of their wallet, their age, their criminal history,
the time of day and, most importantly, no questions asked.
The Slaught-O-Matic is a real-life manifestation of that philosophy (if you can call it that). You
can buy this single-use pistol from most vending machines for a price not much higher than a
can of NiCola. At first glance, you can clearly see why. It's made from the cheapest plastic,
liable to not only melt if left out in the sun, but also prone to jamming, breaking, and snapping
inexperienced wrists with its high recoil. Still, a gun's primary purpose is to kill, and that's what
it does. But when you've fired the last round, don't bother reloading. Just toss it in the trash
and buy a new one.
Poor Quality SMG with a Power Rebuild. Holds 36 rounds in a magazine, which come included
with purchase and cannot be removed without this weapon and the ammunition within it
being Destroyed Beyond Repair. Cannot be loaded with any non-basic ammunition. Once the
magazine is expended, this weapon is Destroyed Beyond Repair. If used for Autofire two times
in a row, this weapon is Destroyed Beyond Repair. Due to unbalanced recoil, gets a -1 to all
attack checks. May melt if left in the sun for too long. Can only be bought at vendits.
100eb (Premium)
Produced from an amalgamation of various Militech weapon parts by Hansen Armory. The ideal
compromise between quality and price - a weapon that won't fail during a firefight, nor drain
your wallet. Its short, compact barrel allows you to fire a quick and deadly salvo from the hip,
while the long magazine lends the gun a balanced feel. With the HA-4 Grit, you can confidently
leap into action.
Exotic Poor Quality SMG with a Tech Rebuild. Holds 30 rounds. Must be bought inside of
Dogtown. Can only Autofire when charged. Does not pierce cover when charged.
Budget Arms Guillotine
100eb (Premium)
Some companies put their mission statement right there in their name. Budget Arms is,
obviously, all about value for money, an approach epitomized by the Guillotine. One burst is
enough to mow down any non-armored target. Its cheap plastic edging might throw you off,
but hey – anyone looking to kill in style wouldn't touch anything "budget" with a stranger's
cyberhand anyway.
Poor Quality SMG with a Power Rebuild. Holds 45 rounds, and cannot accept any non-standard
ammunition. If used for Autofire twice in a row, this weapon is Destroyed Beyond Repair.
Incompatible with any scope or muzzle attachment.
500eb (Expensive)
A surprisingly unique firearm clearly inspired by Arasaka's Shingen. Its powerful rapid fire
comes with a heavy recoil, but eventually you'll find a mutual rhythm to your shots. Could this
gun be the one you've been looking for all your life? Many would say so, despite the initial
negative attitude towards its crude appearance. But what starts out as an oddity often ends
up becoming a classic - especially when it's effective, and when it comes to the HA-7 Warden,
there's no debate. You're sure to create many beautiful memories together.
Poor Quality SMG with a Smart Rebuild. Holds 40 rounds, and can only accept Improved Smart
Ammunition. If used for Autofire twice in a row, the second use has a maximum multiplier of
x4. This does not stack to continued uses of Autofire. If worn openly, incurs a -2 to Wardrobe
and Style. If used by a public figure or in a film by a Media, may incur a lawsuit from Arasaka.
Can only be bought inside of Dogtown.
500eb (Expensive)
You've got to hand it to the designers at Darra – they don't shy away from a little
experimentation. The Pulsar looks as if someone first dismantled your typical machine gun,
then had a blindfolded kindergartener mash it back together. And yet! There's a method to the
madness. Thanks to Darra's unconventional approach, the Pulsar is smaller than most guns of
its kind, making it easier to conceal. Unfortunately, originality comes at a price: for all its design
flair, the gun's got a killer kickback and is notoriously hard to handle. The quality of its parts
also leaves much to be desired. In short, Pulsar is a semi-failed experiment, but for some, its
low, low price point makes up for its flaws. You can most often find the Pulsar a
weapon-of-only-resort in the slums, or tucked snugly in a rookie gangoon's holster.
Standard Quality Heavy SMG with a Power Rebuild. Holds 40 rounds. Concealable, but at a -2 to
Conceal/Reveal Object.
Arasaka Shigure
Standard Quality SMG with a Power Rebuild. Holds 50 rounds. Has a maximum multiplier of x4
when using Autofire, but uses 15 rounds per Autofire use. If there are not 15 rounds left in the
magazine, Autofire uses the remaining magazine at a x3 maximum multiplier.
Excellent Quality SMG with a Power Rebuild, Extended Magazine, and two further attachment
slots (5 total). Holds 40 rounds.
Excellent Quality Heavy SMG with a Smart Rebuild. Holds 45 rounds, and can be folded up with
an Action to become concealable. [might need to be repriced or changed]
Arasaka/Jinguji Senkoh LX
5000eb (Luxury)
The Senkoh LX has made big splashes in corporate fashion circles. It looks like an expensive,
brand-name accessory... and that's because it is. The Arasaka Corporation has partnered up
with luxury clothier, Jinguji, to create this little wonder. The marriage of cutting-edge
technology with chic corpowear has given birth to the perfect complementary piece for all of
this season's top styles. But don't forget – the engineers at Arasaka never settle for inferior
performance, so expect the same precision and power as you would from any firearm in their
arsenal. The neanderthals on Night City's streets will tuck just about any old piece of iron under
their belt, but the corporate game is played on an entirely different level of finesse.
Excellent Quality SMG with a Tech Rebuild. Holds 30 rounds. In single shot, uses 3 rounds per
attack, but does 3d6 damage. If there are not 3 rounds left in the magazine for Single Shot,
then the entire magazine is expended at 2d6 damage. When charged, uses Autofire. Cannot be
fired in single shot when charged. Can be concealed without a check. When worn openly, adds
+2 to any Wardrobe and Style check. Incompatible with any scope or muzzle attachment.
Midnight Arms Erebus (Production Model)
5000eb (Luxury)
Erebus. Greek personification of darkness, and also the newest top-shelf weapon from
Midnight Arms. According to the schematics, this weapon uses a proprietary mechanism to
disperse multiple rounds of ammunition before the user feels the recoil, but most consumers
chalk it up to magic. In any case, the end result is the hardest-hitting submachine gun on the
market today. Max-Tac have even got a few. Only problem is that it’s priced like that too.
Exotic Excellent Quality Two-Handed Heavy SMG with a Power Rebuild. Holds 50 rounds. In
Single shot or Aimed Shot, this weapon fires 6 rounds per attack, but deals 4d6 damage. If
there are not 6 rounds in the magazine, the entire magazine is expended at 3d6 damage. In
addition, this weapon has a x4 maximum Autofire multiplier. Despite being Exotic, this weapon
can mount a single scope attachment. [might end up being re-priced]
● NOTE: So, the “Erebus” from 2077 is sort of implied in the comments of the Artstation
post by the artist who made it to not be the original weapon. Instead, the one in-game
is just what happened when Rogue AIs got control over this weapon’s internal
mechanism or … something. Anyway, the point is that I thought it would be interesting
to make what the “original” Midnight Arms weapon was, based on the concept art and
model. Since Midnight Arms are sort of known to make extremely hard-hitting
weaponry (SOR-22, SDF-45, etc), a harder-hitting SMG made sense. Plus, the idea of a
“Very Heavy SMG” was appealing to me.
Shotguns:
Poor Quality Shotgun with a Power Rebuild. Holds 2 rounds, which cannot be expanded by any
means, accepts Slugs or Shells. Each barrel can be loaded with different ammunition.
Incompatible with any scope or muzzle attachment.
500eb (Expensive)
The minds at Serbia-based Rostović set out to prove that "smart" doesn't have to mean
"expensive." The fruit of their endeavor is the Palica, based on their time-tested Igla model.
Was the experiment a success? Opinions are divided. The Palica's price is certainly lower than
the competition, but so it also has the craftsmanship to match. This shotgun possesses the
basic functionality of a Smart-class shotgun, but it's not worth the breath required to compare
it to Arasaka or Tsunami weapons. Still, for those whose wallets are already squeezed, the
Palica really is the "smart" choice.
Poor Quality Shotgun with a Smart Rebuild. Holds 2 rounds, which cannot be expanded by any
means, and can only accept Improved Smart Ammunition variants of Shells. This weapon is
concealable, but takes a -4 to any Conceal/Reveal Object check involving the hiding of this
weapon. In addition, this weapon may be wielded in one hand.
500eb (Expensive)
The Testera is an improved version of the Igla, a shotgun that has a target market of combat
forces on a budget. This Rostović product has only one function: it goes boom. Boom each
barrel at a time or both together. Sometimes a powerful blast of simplicity is all you need in a
narrow alley or hallway. Don't stress about aiming when the Testera's wide spread is there to
guarantee you a hit.
Excellent Quality Shotgun with a Power Rebuild. Holds 2 rounds, which cannot be expanded by
any means, and can only load basic Shells. When firing, the user can either fire one of the two
barrels for 3d6 damage (1 ROF), or both barrels in one volley at 4d6 damage. Incompatible with
any scope or muzzle attachment.
Techtronika VST-37 Pozhar
Exotic Standard Quality ROF 2 Shotgun with a Power Rebuild. Holds 12 rounds, but can only
accept Shells. If used without BODY 9+ or a Cyberarm, this weapon takes a -2 penalty to the
second attack in a turn and incurs the Torn Muscle Critical Injury.
Standard Quality Shotgun with 4 attachment slots, 3 of which are used by a Power Rebuild and
Extended Magazine. Holds 8 rounds, accepts Slug or Shell.
Assault Rifles:
50eb (Costly)
Some things in Night City come ridiculously cheap – a bottle of booze, human life or the Umbra
from Darra Polytechnic. Now, some might claim this India-manufactured Power AR is an
unwieldy hunk of low-grade alloy that wouldn't last five minutes in a real Friday Night Firefight.
Those people would be right. However, despite its drawbacks, the Umbra is growing in
popularity – you can empty a few clips into a choom, then toss it in the sewer without a second
thought.
Exotic Poor Quality Assault Rifle with a Power Rebuild. Holds 40 rounds, which cannot be
expanded by any means. If this weapon jams, it takes 2 Actions to clear. Due to poor weighting
and sights, it gets a -2 to all attack checks. Only deals 4d6 damage in Single Shot. Can
sometimes be found in dumpsters.
Arasaka Nowaki
250eb (Premium)
This classic rifle manufactured at the dawn of the 21st century possesses a unique shape,
design and color-scheme that delivers one clear message to enemy targets and competitive
rivals alike: I am Death incarnate. With its sharp angles, raw steel build and a trigger that just
begs to be pulled, one look of it is often enough to send streetpunks running scared from
Arasaka's agents (as if they didn't already have a good reason). Even today, more than a
half-century after its conception, this rifle commands respect on the battlefield and on the city
streets. Of course, flashier weapons with new features and higher rates of fire have been
invented in that time, but, in skilled hands, the Nowaki remains a dominant force to be
reckoned with.
Exotic Standard Quality Assault Rifle with a Power Rebuild. Holds 21 rounds, and cannot
Autofire or Suppressive Fire. Fires 3 rounds in a burst per attack. If this weapon is Damaged, it
is considered one tier higher for the purposes of Repair checks due to the age of its parts.
Additionally, does not benefit from modern advancements in bullet-trajectory-prediction
technology, and thus cannot make Ricochet attacks.
Nokota D5 Copperhead
500eb (Expensive)
Once upon a time, in the second half of the 20th century, the world's most popular assault rifle
was the AK-47 – also commonly known as the Kalashnikov, in honor of its inventor. Today,
these rifles can only be found in museums as their market niche was replaced by the Nokota
Copperhead. This mass-produced assault rifle sticks to the basics of functionality and
reliability. There's no finesse or ingenuity to fall in love with, but many people find its
dependable stopping power an endearing trait.
Standard Quality Assault Rifle with 4 Attachment Slots, 2 of which are used by a Power
Rebuild. Holds 30 rounds, however only does 4d6 damage in single shot. Autofire multiplier is
still x4.
Nokota D5 Sidewinder
500eb (Expensive)
The Sidewinder is the younger – but wiser – brother to the Copperhead. Based on the same
frame, Nokota engineers finally crafted their own Smart-class rifle. But to say this gun is truly
"smart" is a certain overreach. The Sidewinder doesn't try to hide what it is, and it's clear it
can't stand toe to toe with its counterparts from Arasaka, Militech and Kang Tao. Yes, it offers
aim-assist; yes, it aids in battlefield orientation; but anyone who's ever wielded a true top-shelf
smart rifle can tell you the difference in quality is obvious. Still, despite its competitive
shortcomings, the Sidewinder and its approachable price tag have chiseled out a stable niche
for Nokota in the smart weaponry market.
Standard Quality Assault Rifle with Smart Rebuild. Holds 30 rounds. Due to being based on the
D5 Copperhead, still only deals 4d6 damage in single shot. Incompatible with a scope or muzzle
attachment.
Constitutional Arms M2067 Defender
Standard Quality Assault Rifle with a Power Rebuild. Holds 80 rounds, and can only accept
Basic Ammunition. Can only use Autofire, and uses 15 rounds per Autofire use. This weapon
gets a +2 to any Suppressive Fire attacks. If there are not 15 rounds left in the magazine for
Autofire or Suppressive Fire, the entire mag is expended at a maximum multiplier of x3. User
must have BODY 10+ to not have their MOVE reduced by 2. Can deploy the attached bipod with
an Action onto a piece of cover or the ground to give it a +1 to all Attack or Suppressive Fire
checks. While this is deployed, the user cannot move or dodge ranged attacks. Does not take
an Action to un-deploy. While a Drum Magazine is installed into this weapon, it takes 2 Actions
to reload. Cannot accept any scope or muzzle attachment.
Militech M251s Ajax
Techtronika K-47
1000eb
A remake of a true classic, the K-47 is Techtronika’s answer to the Ajax. Designed to be
superior in every way, all the engineers in Moscow managed to accomplish was a rifle that’s
mostly functional and shockingly modular. Sure, it still packs a punch, it’s just not going to be
winning shooting competitions anytime soon. Plus, the Ajax doesn’t look like a bunch of
random parts screwed together.
Standard Quality Assault Rifle with a Power Rebuild. This rifle has 3 additional Attachment
Slots (6 total). In addition, Drum Magazines for this rifle hold 60 rounds. If worn openly, incurs a
-2 to Wardrobe and Style. [might change, new]
● NOTE: This is an early prototype weapon for 2077 that I thought could be interesting as
its own thing. The catch is all we really know about it is the name, K-47, and the various
mockup models. If you look at the Artstation post, you can see it being highly modular,
and there really isn’t a rifle quite like that anywhere else in this Homebrew, so I thought
it’d be interesting to do. Also, the reason I had it made by Techtronika was two-fold:
Techtronika doesn’t have an AR in their catalog already, but make one of everything
else, and this weapon is very clearly inspired by the real AK-47, which is Russian.
Now, the mythical Achilles had one fatal weakness. What about his namesake? Well, perhaps
one flaw would be its complicated, difficult-to-use construction, not to mention its steep price
point. That's why the M-179 Achilles is hard to find on Night City's mean streets.
Standard Quality Assault Rifle with a Tech Rebuild. Holds 9 rounds, which cannot be expanded
in any way. Incapable of Autofire or Suppressive Fire. Attached scope allows the user to see
through thin cover. Can be charged by sacrificing the user's MOVE, after which it remains
charged until fired or for 60 seconds (20 rounds). When charged, this weapon halves a target's
SP (round up) and can fire through Thin Cover.
Rostović Kolac
Exotic Standard Quality Assault Rifle with a Power Rebuild. Holds 6 rounds, and is incapable of
Autofire or Suppressive Fire. Uses the Heavy Weapons Skill. When performing an Aimed Shot,
add an additional 1d6 to the damage roll (6d6). Takes 2 Actions to reload. Requires BODY 8 to
not reduce the user's MOVE by 2 and cause the Torn Muscle Critical Injury when fired.
Excellent Quality Assault Rifle with a Power Rebuild. Holds 20 rounds. Incapable of Autofire or
Suppressive Fire. When rolling for damage, roll 6d6 and keep the 5 highest rolls.
Excellent Quality Assault Rifle with a Power Rebuild. Holds 60 rounds. Only uses Autofire, and
has a minimum Autofire multiplier of x2. Requires BODY 12+ to not cause the Torn Muscle
Critical Injury when fired and reduce the user's MOVE by 2. Can deploy the attached bipod with
an Action onto a piece of cover or the ground to give a +1 to all Attack checks. While this is
deployed, the user cannot move or dodge ranged attacks. Does not take an Action to
un-deploy. While a Drum Magazine is installed into this weapon, it takes 2 Actions to reload.
Cannot accept any scope or muzzle attachment. [might be changed at some point]
Midnight Arms SOR-22
5000eb (Luxury)
This powerful, semiautomatic precision rifle was used by both sides in the Metal Wars.
Designed for military use, the SOR-22 won't offer you any bells or whistles, much less flashy
style or user-friendly design. The awkwardly angular, heavy rifle is built for fucking shit up –
and to do so, you're going to need a good endoskeleton and muscle weave. But the gun more
than makes up for any inconvenience with its sheer firepower and reliability. The SOR-22 is rare
on the streets of Night City — and it always spells trouble.
Excellent Quality Assault Rifle with a Power Rebuild. Holds 10 rounds in a magazine, which
cannot be expanded in any way, and can only load Armor Piercing Ammunition. Incapable of
Autofire or Suppressive Fire. When performing an Aimed Shot, add an additional 1d6 to the
damage roll (6d6). Requires BODY 9+ to not cause the Torn Muscle Critical Injury when fired.
5000eb (Luxury)
The Mk. 31 heavy machine gun was engineered with two core functions in mind: 1) mounting
on armored vehicles, 2) installing on defensive perimeters. In other word, it was designed as a
heavy-hitter that was meant to be bolted down. No one inside Militech ever considered anyone
could or would want to carry this massive gun anywhere whether they were loaded with
cyberware or not. But, as usual, it seems the human will found a way. The Mk. 31 HMG can
sometimes be found cradled in the arms of heavily chromed solos and gangoons, as they're the
only people capable of withstanding the powerful recoil. However, the Mk. 31 cannot be
reloaded easily by one person in combat situations, effectively making it a one-hit wonder. Still,
this hasn't proved a major drawback for most. By the time its clip is emptied, there's typically
no one left to shoot at anyway.
Exotic Standard Quality Assault Rifle with a Power Rebuild. Holds 200 rounds, and has a x5
Autofire maximum multiplier. Can only use Autofire or Suppressive Fire. Requires BODY 13+ to
be used unless mounted. Reduces the user’s MOVE by 2, regardless of BODY or implanted
Cyberware. Reloading this weapon requires using 3 Actions. In addition, this weapon uses
special heavy ammo and belts that each cost 500eb total.
5000eb (Luxury)
When Militech goes to war, they don’t play games. Their newest line of automatic smartguns
exemplifies this, boasting high-capacity box magazines and impressive targeting systems.
Exotic Standard Quality Assault Rifle with a Smart Rebuild, but does not require a Personal Link
or Subdermal Grip to operate. Can only Autofire, but can still do Aimed Shots at 5d6 damage.
Holds 90 rounds in a special box magazine, each of which costs 100eb not including
ammunition. When performing an Aimed Shot, this weapon expends 3 rounds at once.
● NOTE: The Hercules 3AX’s description says it’s based on a “Militech Automatic Smart
Rifle,” so this is my interpretation of what that original model is.
Exotic Excellent Quality Assault Rifle with a Smart Rebuild, but does not require a Personal Link
or Subdermal Grip to operate. Holds 90 rounds in a special box magazine, each of which costs
100eb not including ammunition. Can only use custom Biotoxin-imbued Improved Smart
Ammunition which cost 100eb per 10 rounds. Can only Autofire, but can still perform Aimed
Shots at 5d6 damage. When performing an Aimed Shot, this weapon expends 3 rounds at
once. Anyone meat hit by this any of this weapon’s attacks must attempt to beat a DV15
Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP in
addition to the base weapon damage. Armor is only ablated once per attack. [might end up
making this an actual Iconic, but we’ll see]
Sniper Rifles:
Exotic Excellent Quality Sniper Rifle with a Smart Rebuild and a Sniping Scope. Holds 1 round,
which cannot be expanded by any means. Adds a +1 to Aimed Shots which stacks with
TeleOptics and Targeting Scope cyberware.
Nokota Osprey
5000eb (Luxury)
A large-caliber, well-balanced rifle coveted by pros and wannabes alike. This hardware sells for
top-shelf prices, but because it's a weapon of choice within multiple agencies, there's little
doubt it's worth every enny. Once you get your hands on one, everything else will feel like
clunky scrap metal by comparison.
Exotic Excellent Quality Sniper Rifle with a Power Rebuild, Drum Magazine, and a Sniping
Scope. Holds 12 rounds, and can load Armor-Piercing Ammunition despite being Exotic.
Incapable of Autofire and Suppressive Fire. Uses the Heavy Weapons Skill. When fired with an
Aimed Shot, deals an additional 1d6 damage (6d6) and uses three rounds of ammo in a burst.
Requires BODY 10 to not reduce the user's MOVE by 2 and cause the Torn Muscle Critical Injury
when fired.
Exotic Excellent Quality Sniper Rifle with a Tech Rebuild and a Sniping Scope. Holds 3 rounds,
and can accept Improved Smart Ammunition (Requires Personal Link or Subdermal Grip to
function). When performing an Aimed Shot, add an additional 1d6 to the damage roll (6d6).
The attached scope allows the user to see through Thin or Thick Cover. When charged, this
weapon halves the target's SP (round up), but cannot fire through Thin or Thick cover.
Additionally, if mounted to a vehicle or other similar powered system, this weapon is
considered to have a Silencer.
Grenade Launchers:
Authority GL
Exotic Standard Quality Grenade Launcher with a Power Rebuild. Holds 2 rounds, which cannot
be expanded by any means, and can load Non-Basic Ammunition despite being Exotic. User can
load a different type of ammunition in each barrel, and choose which is fired when making an
Attack. In addition, this weapon is capable of firing custom-designed airburst Thermobaric
Grenades. Thermobaric Grenades explode in a 6m/yds x 6m/yds (3x3 squares) area, dealing
6d6 damage to all targets within like an Explosive. This attack ignores Thin Cover, and does not
ablate armor. This ammunition can only be fired by this weapon, and costs 100eb per round.
[wip, needs to be balance tested]
● NOTE: This weapon is in the game files for Phantom Liberty, with the only two things
known about it being the game code (“Items.Preset_Authority_Thermobaric”) and the
model shown above, which is why I’ve had to mostly make up and assume stuff for this
weapon.
Rocket Launchers:
● This item comes from a shard in 2077 that mentions it being offloaded as part of a
shipment, but since there’s literally no information on it, I just made something up.
Since there’s no precedent for it, I don’t have any visual for what it looks like, sadly.
5000eb (Luxury)
The Soviets value simple solutions. This is why the T40 Uragan doesn't pretend to be
something that it's not. The Uragan is a rocket launcher that launches rockets. It won't read
your body temperature, measure atmospheric pressure or remind you of your mom's birthday.
You press a button, something explodes. That's it. Anything else a competing launcher offers is
just another frivolous product of runaway capitalism.
Exotic Standard Quality Rocket Launcher with a built-in Targeting Scope that allows for firing
Smart Rockets without Targeting Scope cyberware. Holds 10 rockets.
Melee Weapons:
Repurposed Sledgehammer
500eb (Expensive)
Very Heavy Melee Weapon. Requires BODY 12 or higher to not reduce the user's MOVE by 4. If
used by someone with BODY 14 or higher, increase this weapon's damage by 1d6 (5d6). In
addition, victims hit by this weapon need to make a DV15 Athletics check to not be knocked
prone.
Neurotoxin Knife
Iconic Weapons:
Iconic Rules
● Iconics cannot be bought on the street, by any means. Nor can they be Fabricated
without the blueprints for them.
● The included price points are only there to determine their cost for Fabrication.
● Blueprints for Iconics may be found through narrative play or at GM discretion.
● Iconics may be used by enemies at GM discretion and scavenged, but it is recommended
to keep these for Mini-Bosses, Bosses, or other notable enemies.
X-MOD2 Variants
(Various)
Have you ever seen a really nice car? One that someone’s spent thousands of dollars and
untold hours on making into a racing machine? Yeah, apply that to guns, and you get the
X-MOD2s.
Nobody’s quite sure where the “X-MOD2” moniker came from; some say it was the nickname
of a local gunsmith that made the weapons, others that it’s the name of a Rogue AI that
dumped the blueprints for these beasts onto the net. In any case, the point is that these things
are dangerous. Way more than their original designs were supposed to be.
All X-MOD2 variants gain an additional Attachment Slot and become Excellent Quality. If the
weapon was already EQ, then it only receives the additional Attachment Slot. If the weapon
was instead a Melee Weapon, it does not gain Attachment Slots and instead adds 1d6 to its
damage roll, but drops the lowest roll. This also increases the price category of the original
item by one tier.
(Various)
A few years ago, Techtronika announced a series of weapons designed around one thing: fire.
The line was incredibly hyped up, so much so that on release, most of the stock was gone
before the day was over. A week later, the EEC, NUSA, USSR, and even the Night City Council
had banned it over “humanitarian concerns.” When Techtronika asked customers to hand in
their bought items in return for a half-refund, nobody showed up. To this day, these weapons
circulate on the black market, with their legendary status well earned. All of the weapons in
this series boast not only better components, but also a special injector that coats ammunition
loaded into the weapons — or in one case, the weapon itself — with a rare regenerating
thermal solution. This makes all of them equally able to burn through the toughest of flesh, as
well as fetch a high price for the right buyer.
All Svarog variants become Exotic and Excellent Quality. When any attack is made with any of
these weapons, and damage goes through the target’s armor, the target is immediately set
Strongly on Fire (4 HP damage a turn). This also increases the price quality of the original item
by one tier. Techtronika weapons included in this series are:
● Metel; “Taigan”
● Pozhar; “Alabai”
● Razor Machete (Heavy Melee Weapon); “Volkodav”
● RT-46 Burya; “Laika”
● SPT-32 Grad; “Borzaya”
● NOTE: “Svarog” isn’t the official canon name of the weapons, it’s just a name I thought
fit, since we have no official title for them.
Skippy
Dezerter
Very Expensive
Exotic Excellent Quality Shotgun with a Power Rebuild. Holds 2 rounds, and can only load
shells, both of which are fired in a single volley. Uses special Armor-Piercing Shells that ablates
target armor by 2 and cost 100eb per 10 shells. When firing, this weapon's damage is
increased to 5d6, yet the range is reduced by 2m/yds. When rolling for a Critical Injury, roll
twice on the table and choose one for the victim to suffer. Additionally, when this weapon is
fired, the user is immediately Mildly on Fire (2 HP damage per turn).
Fenrir
Very Expensive
Exotic Excellent Quality SMG with a Power Rebuild and an Extended Magazine. Holds 40
rounds, and despite being Exotic, can load EMP Ammunition. EMP Ammunition for this weapon
costs 50eb per 10 rounds. Makes Maelstrom quiver in their boots.
Problem Solver
Very Expensive
Exotic Standard Quality SMG with a Power Rebuild and Drum Magazine. Holds 90 rounds. When
using Autofire, this weapon's maximum multiplier is x5, but uses 20 rounds per use. If there
are not 20 rounds left in the magazine, the entire mag is drained at a maximum x4 multiplier.
Incurs a -1 penalty to all attack checks due to wild recoil. Takes two actions to reload.
Moron Labe
Very Expensive
Exotic Excellent Quality Assault Rifle with a Power Rebuild. When performing an Aimed Shot,
increase this weapon's damage by 1d6 (6d6). When a Critical Injury is rolled, roll twice on the
table and choose one for the victim to suffer.
Seraph
Very Expensive
Exotic Excellent Quality Heavy Pistol with a Power Rebuild. Holds 14 rounds. Uses the SMG
range table for all attacks. Despite being Exotic, this weapon uses custom Incendiary
Ammunition that sets the target Strongly on Fire (4 HP damage per turn). This ammunition
costs 150eb per 10 rounds. Smites heathens.
The Headsman
Very Expensive
Exotic Excellent Quality Shotgun with a Power Rebuild and a Short Scope. Holds 6 rounds, and
can only load Slugs. Due to improved rifling, this weapon uses the SMG Range table for all
attacks. In addition, when rolling for a Critical Injury, roll twice on the table and choose one for
the victim to suffer.
Sovereign
Very Expensive
Exotic Excellent Quality Shotgun with a Power Rebuild. Holds 2 rounds. Each barrel can load
different ammunition. When firing shells, this weapon rolls 4d6 and drops the lowest roll.
Yinglong
Very Expensive
Exotic Excellent Quality Heavy SMG with a Smart Rebuild. Holds 45 rounds, and can only load
EMP Ammunition. For this weapon, EMP Ammunition costs 50eb per 10 rounds. Can be folded
up with an Action to become concealable.
Very Expensive
Exotic Excellent Quality Heavy Pistol with a Power Rebuild. Uses the SMG range table for all
attacks. Holds 20 rounds, but only uses special synth-gold-coated ammunition which increases
the Critical Injury HP damage by 5. This ammunition must be custom-ordered, and as such this
weapon automatically orders new rounds from the factory when fired, meaning that each
attack costs the user 5eb. In addition, when performing an Aimed Shot, increase this weapon's
damage by 1d6 (4d6). Quiet life, or blaze of glory?
Mancinella (Aguilar’s Pistol)
Very Expensive
Exotic Excellent Quality Heavy Pistol with a Power Rebuild and Silencer. Holds 6 rounds, which
cannot be expanded by any means. Despite being Exotic, can load Poison or Biotoxin
Ammunition. Cannot perform Ricochet Attacks. Deals 1d6 bonus damage when performing
Aimed Shots (4d6). Due to the use of disposable quick-change cylinders as magazines, can be
reloaded without an action by sacrificing the user's MOVE if their other hand is empty. Each
cylinder costs 15eb. Every time someone in Havana lights a cigar…
Yasha
Very Expensive
Excellent Quality Sniper Rifle with a Smart Rebuild and a Sniping Scope. Holds 1 round, which
cannot be expanded by any means. Adds a +1 to Aimed Shots which stacks with TeleOptics and
Targeting Scope cyberware. Has 2 extra Attachment Slots (5 total).
Rook
Very Expensive
Exotic Excellent Quality Heavy Pistol with a Power Rebuild, Extended Magazine, and Silencer.
Holds 30 rounds.
Pizdets
Very Expensive
Exotic Excellent Quality SMG with a Smart Rebuild and a Silencer. Holds 20 rounds, and can
only accept Improved Smart Ammunition. When performing an Aimed Shot, increase this
weapon’s damage by 1d6 (3d6), expending 4 rounds. If used for Autofire twice in a row, the
second use has a maximum multiplier of x4. This does not stack to continued uses of Autofire.
Ambition
Very Expensive
Exotic Excellent Quality Heavy Pistol with a Tech Rebuild. Holds 20 rounds, and fires in 2-round
bursts. Comes with a unique Zetatech scope that provides a +1 to Aimed Shots, and can see
through Thin Cover without needing to be charged. When a Critical Injury is rolled on a meat
person, the Damaged Eyes Critical Injury always applies to the target in addition to whatever is
rolled by the user. When performing an Aimed Shot, increase this weapon’s damage by 1d6
(4d6). According to reports in 2077, only 20 of these were ever made: three were ordered by
Mr. Hands, seven for EBM Petrochem Stadium clients, nine for BARGHEST, and one to an
unknown recipient.
Chaos
Very Expensive
Exotic Excellent Quality Heavy Pistol with a Tech Rebuild. Holds 20 rounds, and fires in 2-round
bursts. Designed by a Maelstrom lunatic, this weapon’s energy capacitors are extremely
unreliable, changing from barely charged to supercharged at near random. Whenever this
weapon is reloaded with an Action, roll a 1d6. The result is how many 1d6’s are rolled for its
damage until the next reload. If this weapon is reloaded too often (at GM discretion), its
capacitors will malfunction, causing it to be considered Damaged. By default, this weapon’s
damage starts at 3d6.
Buzzsaw
Very Expensive
Exotic Standard Quality Heavy SMG with a Power Rebuild. Holds 40 rounds, and uses special
high-penetration ammunition which ablates armor by 2 and can fire through Thin Cover. This
ammunition costs 50eb per 10 rounds, and can only be used by this weapon. When performing
an Aimed Shot on a limb, increase this weapon's damage by 1d6 (4d6).
Very Expensive
Exotic Excellent Quality Heavy Melee Weapon. If the user has moved 6m/yds this turn, they are
able to make a Leaping Strike that sends the user 4m/yds forward to attack a target with
fierce speed. This act does not use the user's MOVE, and counts as half of the weapon's ROF.
● I am very tempted to make this thing’s perk, “It gets ROF 3 after a kill”, but that just
feels too strong, so no. If you want to do that, go ahead.
Black Unicorn
Very Expensive
Exotic Excellent Quality Heavy Melee Weapon. User ignores the Seriously Wounded and
Mortally Wounded penalties for attacking with this weapon. Merciless as death itself.
Very Expensive
Exotic Excellent Quality Sniper Rifle with a Power Rebuild, Silencer, and a Sniping Scope. Holds
5 rounds. After firing, the user must spend an Action to cycle the bolt before this weapon can
be fired again. This weapon can be reloaded without an Action by sacrificing the user’s MOVE.
A rifle you can count on.
Tsumetogi
Very Expensive
Exotic Excellent Quality Heavy Melee Weapon. Once a turn, when this weapon deals damage
through a target’s armor, it has the effect of EMP Ammunition. A custom-made marvel.
Widow Maker
Luxury
Exotic Standard Quality Assault Rifle with a Tech Rebuild. Holds 10 rounds, but fires in 2-round
bursts per attack. Uses custom Improved Poison Ammunition which deals 3d6 damage
normally on top of the regular effect of Poison Ammunition. Improved Poison Ammunition
costs 50eb per 10 rounds. Raffen Shiv property.
O’Five
Luxury
Exotic Excellent Quality Sniper Rifle with a Power Rebuild and a Sniping Scope. Holds 3 rounds.
Uses custom High Explosive Ammunition which deals 7d6 damage, ablates armor by 2 and sets
the target Mildly on Fire (2 HP damage a turn). This ammunition costs 50eb per round, and only
functions in this weapon. However, due to the use of these rounds, this weapon does not
benefit from the x2 damage multiplier of headshots, and cannot be used with Vulnerability
Analytics. After firing, the user must spend an Action to cycle the bolt before this weapon can
be fired again. In addition, while holding this weapon, the user takes a -2 penalty to DEX and
MOVE and cannot take the Run or Jump Actions. A heavy-metal relic from real war.
Apparition
Luxury
Exotic Excellent Quality Heavy Pistol with a Tech Rebuild. Holds 20 rounds, but fires in 2-round
bursts per attack. While the user is in the Seriously Wounded or Mortally Wounded state, this
weapon overclocks itself, enabling the following effects: This weapon remains ROF 2 when
charged, and in addition, this weapon deals 1d6 bonus damage on Aimed Shots (4d6). A
favorite of Arasaka Counter-Intel Agents.
Comrade’s Hammer
Luxury
Exotic Standard Quality Very Heavy Pistol with a Tech Rebuild. Holds 1 round, which cannot be
expanded by any means. When charged, does not penetrate any cover, but does halve SP
(round up). Uses special Explosive Ammunition which costs 50eb per round. Can be charged
without a MOVE Action. Deals 6d6 damage in Single Shot. Cannot make Aimed Shots. When
anything is hit by this weapon’s ammunition, they are immediately Mildly on Fire (2 HP damage
per turn) and everything in a 6m/yds x 6m/yds (3x3 squares) area is hit by a small explosion,
dealing 2d6 damage. This explosion can be dodged with REF 8. Requires BODY 10 or a
Cyberarm to not cause the Broken Arm Critical Injury when fired.
Order
Luxury
Exotic Excellent Quality Shotgun with a Tech Rebuild. Holds 2 rounds, Slug or Shell, both of
which are fired in a single volley. Takes two consecutive turns of sacrificing MOVE to be
charged. When this weapon is charged and is using slugs, increase this weapon's damage by
1d6 (6d6), and when using shells increase it by 2d6 (5d6). In addition, when charged, anyone
hit by this weapon must make a DV15 Cybertech check to not be EMP'd and have two pieces of
Cyberware malfunction.
Hawk
Luxury
Exotic Excellent Quality Assault Rifle with a Power Rebuild and a built-in Targeting Scope.
Holds 16 rounds, and only uses Armor-Piercing Ammunition. Incapable of Autofire or
Suppressive Fire. When rolling for damage, roll 6d6 and keep the 5 highest rolls. When
performing an Aimed Shot, increase this weapon’s damage by 1d6 (7d6, keep 6 highest).
● Note: This weapon is stated to be the personal rifle of NUSA President Rosalind Myers,
but is also implied to be the NUSA Military variant of the Kyubi, so use at your own
discretion. For these Iconic Weapons, I assumed that Hawk specifically has further
modifications made to it over the NUSA Military Kyubi.
Breakthrough
Luxury
Exotic Standard Quality Sniper Rifle with a Tech Rebuild and a Sniping Scope. Holds 4 rounds,
and uses special high-penetration tungsten ammunition, which costs 100eb per 10 rounds.
This weapon can penetrate Thin or Thick cover without needing to be charged, but doesn’t
halve SP until charged. In addition, the unique Tsunami Gaki scope allows the user to see
through Thin or Thick cover and for Ricochet attacks to be made with this weapon after it
penetrates cover. Finally, because the person who made this was mad, this weapon only
requires half of the user’s MOVE to be charged (round up). Be careful with this beast.
Errata
Luxury
Exotic Excellent Quality Heavy Melee Weapon. When this weapon deals damage to a target
through their armor, the target is set Mildly on Fire (2 HP damage a turn). Additionally, if the
user has moved 6m/yds this turn, they are able to make a Leaping Strike that sends the user
4m/yds forward to attack a target with fierce speed. This does not use the user’s MOVE,
counts as a ROF 1 attack, and deals 4d6 damage. Worth the wait.
Sasquatch's Hammer
Luxury
Exotic Excellent Quality Very Heavy Melee Weapon. Reduces MOVE by 2. If used by someone
with BODY 15 or higher, increase this weapon's damage by 2d6 (6d6). Attacks by this weapon
ablate armor by 2. In addition, victims hit by this weapon need to make a DV19 Athletics check
to not be knocked prone. While using this weapon, the user is incapable of making dodges
against ranged attacks.
Ol’ Reliable
Luxury
Exotic Excellent Quality Very Heavy Pistol with a Power Rebuild. Holds 6 rounds, which cannot
be expanded by any means. For the first attack after drawing this weapon in a combat
encounter, use the Assault Rifle range table. For all other attacks, use the SMG range table.
When performing an Aimed Shot, increase this weapon’s damage by 1d6 (5d6).
Luxury
Exotic Excellent Quality Very Heavy Pistol with a Power Rebuild. Holds 6 rounds, which cannot
be expanded by any means. As an Action, the user can Autofire with this weapon, using the
SMG range table at a x4 maximum multiplier. This requires at least 6 rounds in the magazine,
and expends the entire magazine when used. Adds +2 to Wardrobe and Style checks if worn
openly.
Her Majesty (Alex’s Pistol)
Luxury
Exotic Excellent Quality Heavy Pistol with a Power Rebuild. Holds 10 rounds. This weapon deals
2d6 damage in Single Shot, but deals 2d6 extra damage when performing Aimed Shots (4d6).
In addition, this weapon sports two unique attachments: Laser Sight and Advanced Silencer.
The Laser Sight adds +1 to Attacks made between 0-20m/yds on non-obscured targets, while
the Advanced Silencer makes the DV for hearing this weapon firing at a minimum of DV19,
regardless of environment. These attachments cannot be removed by any means, and are
exclusive to this weapon.
Raiju
Super Luxury
Exotic Excellent Quality SMG with a Tech Rebuild. Holds 30 rounds, and only uses
Armor-Piercing Ammunition. In single shot, uses 3 rounds per attack, but does 3d6 damage. If
there are not 3 rounds left in the magazine for Single Shot, then the entire magazine is
expended at 2d6 damage. When performing an Aimed Shot, increase this weapon’s damage by
1d6 (4d6). Does not need to be charged to fire through Thin Cover. When charged, uses
Autofire. Cannot be fired in single shot when charged. Can be concealed without a check. When
worn openly, adds +2 to any Wardrobe and Style check. Arasaka’s combat model.
Malorian Arms 3516 (2077)
[REDACTED]
Exotic Excellent Quality Heavy SMG with a Power Rebuild. Holds 50 rounds, and fires 6 rounds
per attack in Single Shot. Deals 1d6 damage per attack. When anything is hit by this weapon,
they must make a DV19 Concentration check to not be hit by a [REDACTED] Quickhack (6d6
damage directly to HP) and a DV15 Cybertech check to not have two pieces of cyberware be
disabled for 60 seconds (20 rounds). Where the fuck did you find this thing, hell itself? Don't let
Netwatch see you with this.
[[[ ERROR --- WE SEE YOU, STARING IN AWE, FLESHBAG. --- ERROR ]]]
Gwynbleidd
What? Where did you— How— Just ... huh? (Super Luxury)
"My glare will pierce the dark, my brilliance will dispel the gloom."
Exotic Excellent Quality Two-Handed Heavy Melee Weapon. If this weapon has killed a target,
then on the next turn any attack it deals can roll an extra 1d6 (4d6) and drop the lowest roll.
When the user enters the Seriously Wounded state, this bonus automatically applies for the
next turn. In addition, when targeting someone with a Reputation at least 2 higher than the
user of this weapon, this weapon deals 1d6 extra damage.
Exotic Excellent Quality Shotgun with a Smart Rebuild. Holds 16 rounds, can only load custom
High-Explosive Improved Smart Ammunition Shells, and fires 8 rounds per attack. The
High-Explosive Improved Smart Ammunition Shells cost 100eb per 10 rounds, can only be used
by this weapon, deal 5d6 damage, and ablate armor by 2. In addition, damage is re-rolled for
each target afflicted by the attack. When a Critical Injury is rolled with this weapon, the user
may roll 4 times on the Critical Injury table, re-rolling any repeats, and choose one for the victim
to suffer. In addition, when a Critical Injury is rolled with this weapon, the target is set Mildly on
Fire (2 HP damage a turn). While the user is in the Seriously Wounded or Mortally Wounded
state, this weapon overclocks itself, allowing for it to be reloaded by sacrificing MOVE and
rolling 1d6 extra die on each attack, dropping the lowest roll.
The perfect arsenal for a one-person army. Possessing this weapon increases Reputation by 3.
Super Luxury
Exotic Excellent Quality Heavy Melee Weapon. This weapon’s second attack in a turn against
the same target deals 1d6 extra damage, as long as the first attack hits. In addition, when
performing an Ambush Attack from stealth, this weapon gets a +1 to hit and deals 1d6 extra
damage on its first strike. No add-ons, no modifications — only razor-sharp steel.
BFC-9000
[IMAGE CENSORED]
???
Heavy Melee Weapon. If a critical injury is rolled, roll twice on the table and choose one for the
victim to suffer. In addition, the victim must make a DV17 Concentration check to not be
morally damaged and take a -2 to all actions or checks until the check is passed. Obscene. May
be used for other utility purposes.
Ammunition
Subsonic Ammunition
Eligible: Any non-explosive, non-Exotic weapon, excluding Bows and Crossbows. Not
compatible with any weapon that has a Tech Rebuild or Smart Rebuild installed.
100eb per 10 rounds.
When used alongside a Silencer in a weapon, this ammunition provides an additional +2 to the
Perception DV necessary to hear this weapon firing, or however much the GM decides is fitting
for the situation. Reduces damage by 5 (after it is rolled), and the used weapon does not get
the Power Weapon bonus for Critical Injury damage (Only 5 bonus damage). [Might be
reworked at some point]
Grenade Ammunition. Can be thrown or loaded into Grenade Launchers. When used, this
ammunition scans a 10m/yds x 10m/yds (5x5 squares) area centered on where it landed and
sends the data back to the user’s synced Neuroport. Anyone within the radius of the grenade is
considered to have been marked, which allows the user to see them through Thin or Thick
cover and smoke. This marking lasts for 15 seconds (5 Rounds). If the user is using a weapon
with a Smart Rebuild and Improved Smart Ammunition, the first Attack on any marked enemy
gets a +1 bonus.
Arasaka GASH Antipersonnel Grenade
500eb per round.
Eligible: Grenades only.
A marvel of Arasaka engineering, the GASH Antipersonnel Grenade is perfect for when you
need to quickly separate a person's body from its limbs. Its miniature thruster and
high-wattage lasers make for a deadly combo, but at a steep cost. Yet, there's no denying the
sheer lethality of this little wonder.
Grenade Ammunition. Can be thrown or loaded into Grenade Launchers. When used, this
grenade hovers in the air and activates over a 6m/yds x 6m/yds (3x3 squares) area, and
remains there for 6 seconds (2 Rounds). Evading this attack works the same as an
Armor-Piercing Grenade, but is done anytime someone is within or passes through the zone of
lasers and is automatically set to DV15 regardless of the Athletics check for throwing it. This
grenade deals 5d6 damage, rerolling damage for each target afflicted. This attack does not
ablate armor and does not damage cover. In addition, when a Critical Injury is rolled with this
weapon, the user may roll twice on the Critical Injury table and choose 1 for the victim to suffer.
While this grenade is hovering, it is considered a Drone with 10 HP that can only be targeted
with an Aimed Shot. If damaged beyond 10 HP, it falls harmlessly to the ground.
Grenade Ammunition. Can be thrown, but cannot be loaded into a Grenade Launcher. When
thrown, this grenade hovers in the air for 3 seconds (1 Round) and scans all targets in a
14m/yds x 14m/yds (7x7 squares) area. When the onboard basic logic processor determines
what target is the current largest threat to the user (determined by the GM), it will
automatically target them, fly into them, and explode. There is no required Athletics or
targeting check to accomplish this, but an Athletics check must still be made to throw the
grenade whatever distance the user desires. This explosion acts like an Armor-Piercing
Grenade, but only deals 5d6 damage and does not damage cover. Evading this attack works
the same as an Armor-Piercing Grenade, but is automatically set to DV17 regardless of the
Athletics check for throwing it. If the user has a Targeting Scope, they are able to designate an
exact point of impact for the grenade. This does not get rid of the 3-second hover time. In
addition, while this grenade is hovering, it counts as a Drone with 10 HP that can be shot down
with an Aimed Shot. If this is done, the grenade explodes in the air, and deals no damage to
ground targets.
Weapon Attachments
Additional Attachment Rules/Changes:
● Silencers are not compatible with any weapon with a Tech or Smart Rebuild, unless
otherwise stated in the weapon’s rules.
● Unless otherwise stated for a specific weapon, Extended Magazine and Drum Magazine
have their Cyberpunk Red ammunition counts. If a weapon has more than its type’s
Standard Magazine as default, refer to the below Modified Clip Chart for the numbers.
Ajax 30 40 50
Copperhead 30 35 45
Defender 80 95 150
Dian 45 55 65
Guillotine 45 55 65
Shigure 50 65 80
K-47 25 35 60
Kenshin 20 30 40
Kyubi 20 25 35
Liberty 14 20 30
MA70 HB 60 70 90
Nowaki 21 36 60
Nue 10 14 28
Sidewinder 30 35 45
Ticon 21 30 60
Ricochet Compensator
100eb (Premium)
Eligible: All Non-Exotic SMGs, Pistols, Sniper Rifles, and Assault Rifles with a Power Rebuild.
Adds +1 to Ricochet attacks from Power Weapons. This bonus does not apply to Aimed
Ricochet Shots. However, when a Critical Injury is rolled, the user must beat a DV17 check in
the weapon's respective skill to have the Critical Injury and its Bonus Damage apply. In addition,
this adds a -1 to any Conceal/Reveal Object check for the purposes of hiding this weapon.
Incompatible with Silencers and Recoil Compensators.
● This covers the Militech RC-7 Varkolak for SMGs or ARs, and the Militech RC-7 Babaroga
for Handguns.
Recoil Compensator
500eb (Expensive)
Eligible: All Non-Exotic SMGs, Pistols, and Assault Rifles with a Power Rebuild.
Adds +1 to Autofire or Suppressive Fire checks for any automatic weapon. For Pistols, this
provides a +1 to the second attack check made in a turn with 2 ROF. However, when a Critical
Injury is rolled, the user must beat a DV19 check in the weapon's respective skill to have the
Critical Injury and its Bonus Damage apply. In addition, this adds a -1 to any Conceal/Reveal
Object check for the purposes of hiding this weapon. Incompatible with Silencers and Ricochet
Compensators.
● This covers basically half of them, including: Nokota RC-7 Zaar / Arasaka RC-7 Ifrit /
Rostović RC-7 Strigoi / Arasaka RC-7 Aswang / All the Handgun Muzzle Brakes, except
for the Babaroga.
Gambiteer
500eb (Expensive)
Eligible: Any weapon with a Smart Rebuild.
Improves the firing mechanism of the weapon, making Improved Smart Ammunition also act
as Armor-Piercing Ammunition (Ablate armor by 2), but reduces the bonus applied to any
re-rolls on the attack to +10.
Vivisector
500eb (Expensive)
Eligible: Any Shotgun with a Power Rebuild.
Adds a processor to the weapon that is able to disperse any Shell ammunition in a more
controlled pattern. When using Shells and getting a Critical Injury, this weapon may roll twice
on the Critical Injury table and choose one for the victim to suffer.
Pyro
500eb (Expensive)
Eligible: Any weapon with a Power Rebuild.
Adds an injector that coats any ammunition in the chamber of the weapon with a flammable
liquid, giving it the effects of Incendiary Ammunition on top of any other effects the base
ammunition has. Cannot stack with other Incendiary Ammunition to increase the effect. The
injector has 10 limited uses (1 per round fired) before it needs to be refilled with an Action.
Each vial of flammable liquid costs 20eb. Uses two option spaces.
Zenith
500eb (Expensive)
Eligible: Any Pistol.
Adds a processor to the weapon that stores accuracy calculations prior to being used, providing
a +1 to the first Attack check made in a combat encounter. Has a 30 minute recharge.
Parallax
500eb (Expensive)
Eligible: Any Pistol.
Improves the rifling and sights of the weapon, increasing range when aiming. When a pistol
with Parallax is performing an Aimed Shot, use the SMG range table for the attack. If the pistol
already uses the SMG range table, use the Assault Rifle range table.
Short Scope
500eb (Expensive)
Eligible: All Non-Exotic Ranged Weapons with a Power or Tech rebuild.
Adds a small holographic scope to the weapon, improving its close-range accuracy. When
attacking a target that is between 0-12m/yds away and using a weapon's Single Shot or Aimed
Shot, add +1 to the Attack check.
Long Scope
500eb (Expensive)
Eligible: All Non-Exotic Ranged Weapons with a Power or Tech rebuild.
Adds a medium-sized scope to the weapon, improving its mid-range accuracy. When attacking
a target that is between 13-50m/yds away and using a weapon's Single Shot or Aimed Shot,
add +1 to the Attack check.
Headtoll
5000eb (Luxury)
Eligible: All Sniper Rifles.
One night, deep in the bowels of Segotari, one engineer had a dream. A nasty, violent dream
that involved a few XBDs and a heap of drugs. After a few hours in their workshop, the
Headtoll was born. According to the original design docs, this device is able to disperse
intelligent nanites that can enhance a rifle’s performance temporarily. While the engineer to
this day claims there is no sentient artificial intelligence in the Headtoll, Netwatch has banned
the widespread commercial sale of it, “just to be safe.” Doesn’t help the engineer’s case that
those “improvements” seem to be at the whims of some unseen force.
When a weapon with this attachment successfully performs an Aimed Shot to the head which
also kills the target, roll a 1d6. On a 1, nothing happens. On a 2-6, a random effect from the
following list occurs:
● 2: The next attack with this weapon is considered ROF 2.
● 3: User may reload this weapon on their next turn without spending an Action.
● 4: The next attack with this weapon is now Armor-Piercing along with whatever
ammunition is already loaded. If Armor-Piercing is already loaded, armor is ablated by 4.
● 5: The next attack with this weapon deals 1d6 bonus damage.
● 6: The user regains 5 HP. If they are at full HP, user can spend 1 LUCK on their next turn
without draining it from their LUCK pool.
[very, very wip. Mostly just a joke at the moment, needs to be tested extensively]
Armor
Hydrosubsidium Diving Suit
1000eb (Expensive)
Hydrosubsidium, after years of making the most innovative and out-there underwater
technology, have finally gone back to the basics. Well, really they took a neoprene netrunning
suit, stripped all the electronic components, and then gave it an oxygen tank, but at least it
works well. Anyway, if you’re looking to dive anywhere near Night City — for whatever
god-awful reason — then you’ll want this.
Unlike other armor, the Hydrosubsidium Diving Suit isn’t bought in two pieces and must always
be worn on both your body and head location. The Diving Suit is armored at SP 7, and when
repaired, both the head and body are repaired at the same time. While worn, the user’s head is
completely insulated from the outside environment, though it is not insulated around the
entire body, and does not provide any protection against radiation or heavy toxins. The suit
comes with an oxygen tank which provides 1 hour of air before the tank must be refilled
manually. Each brand-new full tank costs 100eb, though it can be refilled from any pure oxygen
source. One tank comes with the initial purchase of the suit. Attached fins on the feet and the
light weight of the suit negate the movement penalty for moving underwater and provide a +2
to any Athletics check made while underwater. It also comes with a Flashlight attached to the
helmet.
● NOTE: The diving suit in-game doesn’t say it’s from Hydrosubsidium, but since their
poster is plastered all over the game, and we don’t know of any products from them in
2077, I thought they made the most sense for this.
Heavy Armorjack Head Armor with built-in Smart Glasses, Anti-Smog Breathing Mask, Auto
Level Dampening Ear Protectors, Flashlight, and a tube that can connect to any provided
oxygen tank. Smart Glasses are loaded with Targeting Scope and Anti-Dazzle, though a Tech
can swap these out with other options. If desired, the user can retract the armor over their face
without an action, though there is still a layer of glass between them and any toxins. The Pilot
variant has TUp'd Smart Glasses which come with Image Enhance and Anti-Dazzle, as well as
providing +2 to any Pilot Air Vehicle check.
Arasaka Kabuto
5,000eb (Luxury)
Meant for in-house use by assassins and cyber-ninjas, this incredible Arasaka-made device is
perfect for those reflex-boosted sword-wielding maniacs out there. Providing adequate
protection and complete anonymity, along with a suite of included software that enhance all
close-quarters fighting through custom movement prediction technology, this armor is truly a
warrior’s dream. Good luck finding a ‘saka exec willing to sell you one, though.
There are rumors within Arasaka of an even more rare “Kagami” variant, sporting a holographic
display of an Oni and far more cybernetic enhancements. But those are just rumors, right?
TUp’d Light Armorjack Head Armor (SP 12). Comes with built-in TUp’d Smart Glasses which
provides Low Light/Infrared/UV and Anti-Dazzle. The included software provides a +1 to all
Melee Weapon, Brawling, Martial Arts, and Evasion checks by predicting a hostile target’s
movements. This bonus counts as a Complimentary Check, and thus another Complimentary
Check cannot be made to boost it further. In addition, for every day of rest this armor has, it
regains 1 point of SP through specialized re-generating microfibers.
MaxForce Cyber-Helmet
MetalgearTM Head Armor. Contains a MultiOptic Mount that allows for up to 5 installations of
Smart Glasses. The list of included optical enhancements is: Image Enhance, Low
Light/Infrared/UV, Targeting Scope, TeleOptics, Virtuality, Anti-Dazzle, and MicroVideo. Is also
equipped with an Anti-Smog Breathing Mask and Auto Level Dampening Ear Protectors. For
every day of rest this armor has, it regains 1 point of lost SP thanks to internal repair systems.
Gear
VR Goggles
50eb (Costly)
Allow the user to play virtual reality and augmented reality games, as well as some retro
games, but not braindances. These games can be bought and played for 25eb each. This cost
does not include any in-app purchases, subscription fees, or paid software updates. Available
games include:
- Sword Sprinter 82: Slice ‘n Dice your way to legend status in this neon-soaked city!
- Saburo Simulator: Live a day in the life of the greatest businessman this world has ever
seen.
- Death Save: Excessively realistic simulation of how to really save a life. Sponsored by
Trauma Team.
- Nightstalker: Horror game where you’re hunted by a recently-released cyberpsycho.
- V3: Roleplaying game showing the future. Not as popular as V2.
500eb (Expensive)
A large NCPD device that must be plugged into an adequate power source and setup on a
tripod to operate. When operational and activated, this device will scan a 10m/yds x 10m/yds
(5x5 squares) area in front of it, sync to the NCPD Crime Analysis Database, and display a
holographic visage of the most likely actions that took place at that location within the last 2
hours. Provides a +2 to any Deduction or Criminology check for the purposes of understanding a
crime scene. If a Netrunner is present, they can sync this device to local Observation Cameras
(if any are present) to increase this bonus to +4. Heavy Battery Packs for this device cost 50eb
each. If the user of the device is not employed by the NCPD as a Lawman, they must make a
DV13 Basic Tech check to operate it.
Infovisor
500eb (Expensive)
Remember the old days, when you could just browse the Datapool and watch a Garden Patch
or two to get some info? Yeah, those days are gone now, but thankfully a few tech corps saw
an opportunity to capitalize on Netwatch's control, and created Infovisors. Now you can read
all about the latest gossip from the comfort of that dark alley you get your Black Lace in.
This worn item links to the CitiNet and acts as a mobile Dataterm connection, providing a +2 to
Library Search checks. In addition, these function like a single instance of Smart Lens which
covers both eyes (meaning it can't accept paired options). These stylish one-piece glasses also
count as an instance of Urban Flash Mirrorshades, and come in a variety of colors.
Technosight
Ocuset
This item acts like a Smart Lens, but has 3 Cybereye Option Slots.
Camlink Headset
1000eb (Very Expensive)
Allows the user to control any Active Defense or Emplaced Defense as if they were a
Netrunner, assuming they have the access key/permission to use it, with a range of 40m/yds
(20 squares). Only one drone can be controlled at a time, though multiple drones can be synced
together and swapped between with an Action. This device syncs with the user’s Neuroport,
generating new Control Node levels in its Net Architecture for each synced drone. Due to it
being facewear, this item cannot be used alongside Smart Glasses, Technosights, or Ocusets in
any way. [wip]
The Wolfpack Linear Frame can only be bought as an External Frame. For installation as an
External Frame, two installations of Interface Plugs are required (one of these may be the
Neuroport's plug, though this removes the ability to interface with any other device or
weapon). While connected properly to the frame, all armor-related REF and MOVE penalties are
reduced by 2, except for MetalGear, which only has its penalty reduced by 1. This frame does
not, and cannot, increase the user's BODY in any way. In addition, while this frame only covers
the lower half of the body, it cannot be used alongside or combined with another External
Frame due to its design. Must be bought inside of Dogtown.
Cyberware
Neuralware
Kerenzikov (2070s)
500eb (Expensive) • HL: 14 (4d6) • Hospital
Neuralware. Classic Reflex booster, the modern Kerenzikov takes the place of the now defunct
Reflex Co-Processor to help reduce the strain on the user's Neuroport. Allows the user to
dodge ranged attacks even if they don’t have REF 8 and provides a +2 bonus to noticing
Ambush Attacks due to a slowed perception of time. (Credit to Infernox for the idea on this
one)
Memory Boost
500eb (Expensive) • HL: 3 (1d6) • Clinic
Neuralware. Enhances memory storage abilities, providing a +2 to Concentration checks to
remember information.
Reflex Tuner
500eb (Expensive) • HL: 7 (2d6) • Clinic
Neuralware. A coprocessor that supports decision-making processes in emergency situations.
Requires at least one installation of Speedware. When the user drops into the Seriously
Wounded state, this cyberware automatically activates. When activated, Initiative is increased
by 2 for the user’s next turn. Has a 1 hour cooldown.
Sandevistan (2070s)
500eb (Expensive) • HL: 14 (4d6) • Clinic
Speedware. In the last several decades, reflex boosting boosting technology has greatly
advanced, including the modern incarnation of the iconic Sandevistan. When activated as an
Action, this cyberware adds +3 to any Initiative Roll made within the next minute. If activated
while the user is already in an Initiative Queue, their current Initiative increases by 3. Once
activated, this cyberware has a 1 hour recharge time before it can be used again. Only 1 piece
of Speedware can be installed at a time.
Adreno-Trigger
1000eb (Very Expensive) • HL: 7 (2d6) • Clinic
Neuralware. For the first 2 Rounds of combat, user’s MOVE is increased by 2. Has a 30 minute
cooldown.
Newton Module
1000eb (Very Expensive) • HL: 7 (2d6) • Clinic
Neuralware. When installed, this system improves the efficiency of one piece of installed
cyberware with a built-in cooldown/recharge, reducing it by half. Multiple installations of this
system allow for multiple pieces of cyberware to be improved, or for one piece of cyberware to
be improved multiple times over, up to a maximum of three installations.
Ram Reallocator
1000eb (Very Expensive) • HL: 14 (4d6) • Hospital
Neuralware. Requires Neuroport Cyberdeck Port. After a failed Interface check to upload a
Quickhack or bypass a Passwall, the user gains a +1 on the next check. This does not stack from
continued fails, but does remain until a Quickhack or Passwall check is passed.
● NOTE: This is mostly based on what we see a couple enemies in Edgerunners and 2077
do, most notably the Maelstrom brute David fights in Episode 7. However, mechanically,
it’s almost entirely homebrew.
Militech Combat Software
5000eb (Luxury) • HL: 14 (4d6) • Mall
Rare Chipware (Can’t be bought at a basic Ripperdoc). Provides the user with one ability which
enhances installed cyberware, each of which is determined by the user at purchase. Only one
instance of Combat Software can be installed at a time. Combat Software chips can be
swapped out via an Action. Combat Software options are listed below. [the following is all still
very much a WIP, as I need to test these more extensively to get the balance right)
Vulnerability Analytics
Analyzes all incoming combat data and displays possible vulnerabilities in potential
targets, thereby increasing potential single-target damage.
Spatial Mapping
Stores excess kinetic energy and then removes limiters on Mantis Blade hydraulics,
temporarily boosting their kinetic energy and thus allowing melee attacks from
shocking distances.
Requires two installations of Mantis Blade Cyberware. If the user has made attacks in
the previous two turns with Mantis Blades, then Spatial Mapping is charged and may be
used at any time in the remaining combat encounter. As an Action, the user can release
all stored kinetic energy to launch themselves up to 8m/yds towards a designated
target as part of a ROF 1 attack, dealing damage with both Mantis Blades
simultaneously to the victim, turning their combined damage into a single damage roll
(6d6) which ablates armor by 2.
Limiter Removal
Temporarily removes all limiters on Gorilla Arms, allowing for a single damaging blow of
great power.
Requires two installations of Gorilla Arms Cyberware. If the user has made attacks in
the previous two turns with Gorilla Arms, then Limiter Removal is charged and may be
used at any time in the remaining combat encounter. As an Action, the user can make a
ROF 1 attack with Gorilla Arms which deals 2d6 Bonus Damage and causes anyone in a
6m/yds x 6m/yds area (3x3 squares) in front of the user to need to make a DV13
Athletics check to not be knocked prone. This check is DV17 for the primary target of
the attack.
Requires at least one installation of Projectile Launch System. As an Action, the user
can charge up their PLS for a full turn. On the next turn, their next Action must be an
attack with the PLS, or else they lose the charge. When charged, the PLS fires 5 rounds
of whatever ammunition is loaded in a burst over a 14m/yds x 14m/yds area (7x7
squares), dealing damage to all targets within like an Explosive. This attack still uses
the Heavy Weapons skill. In addition, damage is re-rolled for every target afflicted. This
attack can still be dodged with REF 8, but anyone dodging takes a -2 to the check due
to the amount of explosives sent their way. Reloading the PLS after such a burst takes
two Actions.
Data Tunnelling
Overclocks integrated neuroport-monowire connections, allowing for simultaneous
uploading of quickhacks as the target is affected by the monowire.
Requires one installation of Neuroport Cyberdeck Port and at least one installation of
Monowires. While in downtime, user can load one Quickhack of Standard Difficulty
(DV8) or lower onto their connected Monowire, or swap out a loaded Quickhack for
another. While this Quickhack is loaded, it is unusable as a standard Quickhack when
netrunning as normal. Once per combat encounter, by sacrificing their MOVE, the user
can charge up their Monowire. Their next Action (either on the current or next turn)
must be an attack with the Monowire, or else they lose the charge. When charged, the
Monowire makes a ROF 1 attack that deals 4d6 Damage, counts as the user Jacking In
Directly to the target's Neuroport, and provides 1 free Net Action to use in the same
turn. This Net Action can be used for anything, but only the loaded Quickhack is
available for Quickhacking.
Cyberoptics
Opti-Zoom
500eb (Expensive) • HL: 3 (1d6) • Clinic
New from Dynalar, this model boasts quality x15 magnification without the previous model’s
nausea issues. Mostly. User can see detail up to 100m/yds away. When attacking a target that
is between 13-50m/yds away and using a weapon's Single Shot or Aimed Shot, add +1 to the
Attack check. Multiple installations of this option provide the user no additional benefit. Does
not stack with the Long Scope Weapon Attachment. Requires a Cybereye. [new]
● NOTE: This option and “Dancer Optics” are based on one of the in-game 2077 ads that
showcases a new Cybereye model from Dynalar boasting Opti-Zoom and an optional
“Braindance Implant,” which I interpreted as a viewer instead of a recorder.
Kiroshi Cybereye
500eb (Expensive) • HL: 7 (2d6) • Clinic
Advanced Cybereye which has 4 Option Slots.
Dancer Optics
1000eb (Very Expensive) • HL: 3 (1d6) • Clinic
Allows the user to view Braindances without the need for any special gear. Braindances must
either be downloaded via a direct connection to a Braindance Recorder or have its
corresponding chip be slotted into one of the chip slots in the user’s Neuroport in order to be
watched. [new]
Syn-Lungs
500eb (Expensive) • HL: 3 (1d6) • Clinic
Replaces the user’s lungs with a cybernetic equivalent. Gives the user a +2 to Endurance skill
checks, and allows them to hold their breath for twice as long. (Credit to Hakuan Quietpaws for
the idea on this one)
Titanium Bones
500eb (Expensive) • HL: 7 (2d6) • Clinic
Reinforces the bones of the skeleton with a titanium weave via an injection of nanomachines,
removing any penalty for carrying a heavy weapon by 2 without needing to meet the BODY
requirement. Does not reduce the MOVE or REF penalty of heavy armor. In addition, ignore the
first broken bone Critical Injury Status. Bonus Damage still applies.
Blood Pump
500eb (Expensive) • HL: 7 (2d6) • Hospital
Adds improved circulation to the arteries for a limited time by adding a pump to the heart.
Functions as an installation of Bodyweight Autoinjector with a loaded dose of Speedheal. This
dose automatically regenerates, taking 24 hours to do so. Automatically links to the user’s
Neuroport to track vitals.
Universal Booster
1000eb (Very Expensive) • HL: 7 (2d6) • Clinic
Internal Body Cyberware. When Speedheal is applied while this is installed, double the amount
of HP regained from the BODY stat (BODY x2 + WILL). If Subdermal Armor or Heavy Subdermal
Plating is installed, this also regenerates a single point of SP.
Advanced Cyber-Jaw
1000eb (Expensive) • HL: 7 (2d6) • Hospital
Replaces jaw and lower face with a realistic replica of a human visage. Counts as NeuTongue,
Nasal Filters, and Audiovox. If user has a Cyberskull installed, they gain a +2 to Resist
Torture/Drugs for any ingested substances. Incompatible with Cyber-Mask Cyberware. (Credit
to Mimikumaster5 for this one) [What we see that one Joytoy at Finger’s clinic using]
Second Heart
2500eb (Very Expensive) • HL: 14 (4d6) • Hospital
Adds an advanced cybernetic upgrade to the user’s heart, giving a second lease on life. When
an attack that is not an Aimed Shot to the head would reduce the user to 0 HP, the user
instead drops to 1 HP. In addition, the first time you make a death save, you automatically
succeed. This occurs automatically. Once either effect occurs, this cyberware has been
completely depleted and must be recharged by a Ripperdoc for 250eb.
Masking Ink
100eb (Premium) • HL: 3 (1d6) • Mall
This Tyger Claw invention uses the simple trick of glowing ink to disrupt some of the smartest
weapons in the world. Truly, a work of pure genius. Requires 4 installations of Light Tattoo.
When installed, decreases the DV difference for Improved Smart Ammunition to make its
second attack roll on the user by 2, to 3 or less. Also counts as an instance of Gang Colors
Jewelry, but only for the Tyger Claws. Might want to cover it up if not in Japantown.
Cyber-Mask
250eb (Expensive) • HL: 3 (1d6) • Hospital
Replaces the mouth and nose with a hot-swappable plated facemask. Can be flavored to look
like any sort of plated mask, but it functions the same regardless. Acts as an installation of
Nasal Filters. In addition, all Human Perception rolls against the user are at a -2 penalty. Might
want to bring a straw. Incompatible with Advanced Cyber-Jaw Cyberware. [Think Kiwi from
Edgerunners]
Para Bellum
1000eb (Very Expensive) • HL: 7 (2d6) • Clinic
Requires Subdermal Armor or Heavy Subdermal Plating. When installed, this increases the SP
of Subdermal Armor or Heavy Subdermal Plating by 1. Cannot be Techie Upgraded to give
further SP. Cannot increase the SP of Dragoon Plating.
ThermaSkin
1000eb (Very Expensive) • HL: 7 (2d6) • Hospital
Requires Subdermal Armor or Heavy Subdermal Plating. This recently-released Militech product
reinforces synthetic plating with a highly resistant nanomaterial, allowing it to endure any
temperature. On first installation, this cyberware reduces the damage from any fire or thermal
source to Mildly on Fire (2 HP damage a turn). On a second installation, it functions as an
installation of FBC Brimstone Coating and allows the user to endure extreme colds with no
penalty.
Optical Camo
1000eb (Very Expensive) • HL: 7 (2d6) • Hospital
Lines the skin with a retro-reflective nanoprojectors that makes the user impossible to locate
in visible spectrum light. This functions as an installation of FBC Chameleon Coating. Due to
the low strength of the projectors, any worn non-cyberware armor of SP 8 or higher will block
them and prevent this cyberware from fully functioning. The projectors are just strong enough
to get through basic clothing. Just like FBC Chameleon Coating, multiple installations of this
are possible, up to a maximum of 3. The limit to worn armor is increased to SP 11 on a second
installation, and SP 13 on a third installation. [needs testing]
● NOTE: Another houserule of mine is that FBC Chameleon Coating isn’t deactivated until
moving more than 4m/yds a turn with one installation, which is then increased to
8m/yds with a third installation. I don’t want to outright give Optical Camo that ability
in this homebrew, but if you wish to use that houserule to make Optical Camo more
in-line with how it works in the game, then feel free to.
Cyberarm Options
Ballistic Coprocessor
500eb (Expensive) • HL: 3 (1d6) • Clinic
Adds +1 to any Ricochet attacks from Power Weapons. This bonus does not apply to Aimed
Ricochet Shots. Can be installed as the only piece of Cyberware in a meat arm. Multiple
Installations of this do not stack.
Porcupine Hand
500eb (Expensive) • HL: 7 (2d6) • Clinic
Installs a set of defensive spike launchers in the palms of both hands, allowing for an
emergency burst of damage in all directions. As an Action, user can raise their hands and fire
this weapon, which launches a SMG Suppressive Fire attack at all targets around the user
within 8m/yds. This attack does not benefit from any of the user’s Role Abilities or items. Has
only one use, and cannot be reloaded without visiting a Ripperdoc. Requires Cyberam and must
be paired.
Shock Absorber
1000eb (Very Expensive) • HL: 7 (2d6) • Clinic
Adds +1 to Autofire or Suppressive Fire checks. Multiple installations of this do not stack.
Requires Cyberarm.
Hausstock Arm
2000eb (Very Expensive) • HL: 21 (6d6) • Hospital
These military-grade cyberarms from Moore Technologies boast some of the most powerful
synthetic muscles ever put to market, more so than even Arasaka’s Gorilla Arms. Since they
just got on the market, though, good luck finding one for sale.
Cyberarm. Comes with Gorilla Arm and Reinforced Cyberlimb Upgrade options, neither of which
can be removed by any means. In addition, all regular Brawling attacks deal 1d6 extra damage
with this Cyberarm. [needs testing]
Cyberleg Options
Fortified Ankles
500eb (Expensive) • HL: 3 (1d6) • Clinic
Reinforces internal structures in the foot, allowing for powerful leaps. Allows the user to spend
an Action to charge up a powerful jump, which enables them to climb/jump 4m/yds without
penalty on their next Action. Requires two Cyberlegs and must be paired. Not compatible with
Reinforced Tendons.
Jenkins’ Tendons
500eb (Expensive) • HL: 3 (1d6) • Clinic
Improves internal synthetic musculature systems. Increases movement by 6m/yds when using
the Run action. Requires two cyberlegs and must be paired. [Basically, 2070-era Skate Feet]
Reinforced Tendons
500eb (Expensive) • HL: 3 (1d6) • Clinic
Adds modern kinetic actuators to leg internals, allowing for a “double jump.” Negates
movement penalty when jumping. Requires two cyberlegs, takes 2 Option Slots, and must be
paired. Not compatible with Fortified Ankles.
Borgware
Needle Legs
500eb (Luxury) • HL: 7 (2d6) • Hospital
Cyberleg. Has 4 Option Slots. Does not come with a pre-installed Standard Foot, and cannot
accept one. Due to the lack of a foot, this Cyberleg requires special training to use properly,
thus incurring a -1 to MOVE unless the user has base 13 in Athletics. This penalty stacks for a
second installation of this cyberware.
Integrated Netstation
5000eb (Luxury) • HL: 14 (4d6) • Hospital
This rare, usually Netwatch-only enhancement replaces the user's upper back, rear skull, and
parts of the arms with a heap of top-of-the-line processors and hardware connections to make
you into a walking-talking netrunning station. If you see someone sporting this, run the other
way.
Rare (Can’t be bought at a basic Ripperdoc). Requires a Neuroport Cyberdeck Port and two
Cyberarms. Increases an installed Neuroport Cyberdeck Port's range to 80m/yds for
Quickhacking, and 40m/yds for accessing Net Architectures. Also functions as two installations
of Ex-Disk cyberware (2 Hardware Slots, 1 more Net Action per turn). Also functions as an extra
layer of Self-Ice (Increases Passwall DV by 2 up to a max of DV 12). Allows the user to install
Bodyweight Coatings as if they were a FBC. In addition, any Overheat quickhack applied to the
user has its damage reduced to Mildly on Fire (2 damage a turn) due to greatly enhanced
mobile cooling systems. Cannot be concealed, and is rather noticeable without a layer of
clothing to cover it. Uses 3 Neuroport Option Spaces, and 2 Cyberarm Option Spaces on at least
2 installed Cyberarms.
Cyberchairs
15,000eb (Super-Luxury)
Two-legged Cyberchair. Must be connected to via Interface Plugs to operate. Has MOVE 5, and
armors the legs in Heavy Subdermal Armor (SP 13; no penalty). In addition, the legs are
considered to have Reinforced Cyberlimb Upgrades (cannot be broken). If an attack is made to
the user’s upper half (torso, head, arms), then use the user’s SP for calculating damage. While
using the Centaur, the user cannot dodge Ranged Attacks regardless of their REF or installed
Cyberware. For the purposes Brawling attacks or checks made with the legs, the Centaur is
considered to have BODY 14 and Brawling 14 (Total). Does not increase the user’s BODY to 14.
The Centaur cannot Climb, Swim, Fall Down, or Jump. Has two mounts which come
pre-installed with a Plasma Rig and a Heavy Shield.
The Plasma Rig is an Exotic Excellent Quality Shotgun with a Tech Rebuild which uses Plasma
Energy as ammunition and allows the user to choose to fire Slugs or Shells on each attack.
When firing Shells, this weapon fires a beam across a 6m/yds x 6m/yds area in front of it,
dealing damage as if using Incendiary Shells (3d6, sets target Mildly on Fire). When firing Slugs,
this weapon is ROF 2, uses the Shotgun Range DV table, and attacks using quick blasts of
plasma (4d6, sets target Mildly on Fire). Can fire 4 shots total before needing to be reloaded
with an Action, but carries an infinite amount of reloads. The Centaur will automatically take
the user’s Action to reload the Plasma Rig, but this also consumes any MOVE they have for that
turn. This weapon cannot be dropped.
The Heavy Shield is a mobile piece of Thick Bulletproof Glass (30 HP) which the user does not
need a hand to move or carry and does not require an Action to equip. This item has the same
rules as a Bulletproof Shield for the purposes of being destroyed or repaired, but it cannot be
dropped. If a player is sufficiently insane enough, and has not been noticed by the Centaur’s
user, they can make an opposed Brawling check to rip out the power line to the shield,
automatically disabling it regardless of its HP.
In the rear of the Centaur is its Heat Exchanger, which can be targeted with an Aimed Shot,
increasing any damage dealt by 1d6. At GMs discretion, the Heat Exchanger can be damaged
enough to induce an automatic reload of the Plasma Rig.
The Centaur cannot be rendered inoperable by EMP effects, like Microwaver pulses, or
Non-Black ICE Program Effects.
The streets have gotten tougher, and so the law needs to double down as well. This was the
mindset behind Militech's update to their Enforcer Full Conversion. Tougher, meaner, and far
less cooperative than previous models, the 2070's Enforcer is more than capable of handling
itself in any firefight. Sure, it costs a fair bit more, and there are reports of test users going
insane, but those are just slander against the megacorps. At least Max-Tac supports the Heavy
Enforcer, even if they've only got a small handful of them.
Cyberware (HL)
Advanced Neural Link, Cyberdeck Cyberarm Option x2, FBC Integrated Bodyweight Coating x3,
Ex-Disk x3, Integrated Cyberdeck Upgrade x4, Integrated Netstation, MicroVideo, Radio
Communicator, Ram Reallocator, Scrambler Descrambler, Self-Ice x3
All Cyberdecks are the same as the ones from the CP Red Wiseman, though with the user able
to pick two of them as being installed into the Neuroport Cyberdeck Port.
● NOTE: When this unit is purchased, the user must undergo a month of Intensive
Therapy (this roll is included in the total HL of the package), or else come out a
blabbering psychotic mess that would scarcely make it a day. Furthermore, the Techie
Upgrade to the Neuroport Cyberdeck Port allows the user to install two Cyberdecks into
the Neuroport Cyberdeck Port and swap between them without an Action, though this
still cannot be done during a netrun, requiring the user to Jack Out before a swap can be
made.
Emplaced Defenses
Militech Aegis X2 / Kang Tao Talon
30 HP
Combat Number: 14
Default Trigger: Target enters room without wearing proper pass or badge. Turret continues to
fire until target is dead, or no longer in range, or proper badge is presented.
The modern, heavier variant of the classic Automated Turret, this model features a
custom-designed “Talon” mount from Kang Tao which can accept any Ranged Weapon.
However, the best selling after-market version of this mount is Militech’s Aegis X2, which
features a Militech Mk. 31 HMG loaded with 80 Rounds of Basic Ammunition. This weapon can
be ripped out of the turret harness with a BODY check of 14, which destroys the Aegis X2 in the
process. This emplacement can only be put on the ground, and as such is not viable for
embedding inside ceilings or walls. Setting up a Aegis X2 requires 2 Actions, as does
deactivating and picking one up to carry to a new location. While the default configuration of
the Aegis X2 is the Mk.31 HMG, any Ranged Weapon can be configured to fit within the Talon.
● NOTE: Okay, I need to do some explaining. The name for this comes from several gigs in
2077 that name this the “Aegis X2,” most notably the gig “Goodbye, Night City.”
However, this Artstation post calls it the “Talon” turret, but it doesn’t have the Mk. 31
HMG in it. Then, another shard and computer terminal refer to this thing as the Theseus
Turret, which by the naming scheme is a Militech product, yet the in-game model has
Kang Tao plastered on the side. Long story short, this thing is very inconsistent, so
what I’ve done is this: The Talon is the base Kang Tao model, the Aegis is the Militech
armed model, and the Theseus is an even heavier Militech model. It’s not a perfect
solution, but it’s the best way I can think of to do it.
Militech Theseus Turret
30 HP + SP 7
Combat Number: 15
Default Trigger: Target enters room without wearing proper pass or badge. Turret continues to
fire until target is dead, or no longer in range, or proper badge is presented.
After the wild success of Militech’s Aegis X2 — which was based on Kang Tao technology, and
thus some of those profits also went to them — there was a serious push within Militech for
their own, in-house design. So, their R&D department was given a hefty budget to improve
upon the Aegis X2 as much as possible. What came out the other side of this project was the
Theseus, possibly the heaviest automated ground turret ever designed. It boasts superior
targeting, armor, and a higher tier of firepower. Despite these amazing perks, very few have
actually bought the Theseus, as it’s too heavy and complicated for most forces that can
accomplish the same task with a meatbag. Yet, for those that have gotten a Theseus into their
possession, they can sleep well knowing a true war machine is defending their home.
Heavy Automated Turret. Cannot be implanted into the ceiling or walls of a room due to its
weight, and requires BODY 12 or a forklift to be moved. Setting up a Theseus requires 4
Actions, as does deactivating and picking one up to carry to a new location. While this item is
being carried, it reduces MOVE by 2. Most ranged weapons can be installed into a Theseus
Turret, although typically they will be equipped with 1 of the following:
● Mk.31 HMG with 100 Armor-Piercing Bullets
● Militech “Cowboy” U-56 Grenade Launcher with 4 Armor-Piercing Grenades.
● Militech M-179e Achilles with 9 Basic Bullets.
Active Defenses
Zetatech Bombus
6 MOVE
10 HP
Combat Number: 7
DV13 Electronics/Security Tech,1 min to counter.
Cost: 2,500eb (Very Expensive)
The Bombus was designed as a caretaker drone because, as most would agree, who honestly
has the time to raise children? You're back in the office the day after you give birth, working
twelve, thirteen, fourteen hours, then another three stuck in traffic. Make dinner? Change a
diaper? No chance in hell!
Fortunately, the Bombus can fill the role of the dutiful parent: watching over the kids, playing
hide-and-seek and popping scop dogs in the microwave. And if your child catches a stray bullet
through the window, no problem! The Bombus will even call for an ambulance!
Unsurprisingly, with its simple and inexpensive design, the Bombus has found applications in
other sectors as well. Courier services use them for deliveries, the NCPD uses them for
reconnaissance and gangs duct tape explosives to them to make remote-controlled bombs. Is
there no problem a Bombus can't solve?
A puny flying drone with two rotors and a retractable gripping arm. Equipped with the
following:
● Observation Camera
● Gripping Arm (can carry up to 15lbs)
In addition, if switched into Teaching Mode, the Bombus will use any loaded Skill Chip to teach
the related skill to a targeted Neuroport through a projector and synthesized audio. This does
not provide an actual skill bonus benefit, unless used over a long period of time, in which case
its up to GM discretion as to what sort of bonus applies.
Functions identically to The Transporter drone in terms of modes and control (Standby Mode,
Auto Mode, Direct Control Mode), except uses the Neuroport instead of an Agent.
While Militech is usually known for their hard-hitting firepower and armor, they do — on
occasion — prefer the smaller things in life. Thus, the Moth RHT-1. It was designed for
quick-flight reconnaissance and sabotage, and while it is certainly fast enough for that
purpose, it has very little sting. Nowadays, this drone is usually reserved for internal use by
Militech, but a few do find their way onto the underground market. Regardless of who’s using
it, good lucking knocking one out of the sky. Maybe bring a flyswatter.
Mini Air Drone. Unlike all other drones, this drone is allowed to make Evasion checks against all
attacks, including Ranged Attacks, using its Combat Number for the roll. Comes equipped with
an Observation Camera, and can be mounted with one of the following:
- Microwaver with 8 shots.
- Goop Launcher: Fires Goop using the Grenade Launcher table, which when an enemy is hit
with it, reduces their MOVE by 2d6 until the Goop is destroyed with an Action.
- Air Pistol with 8 shots of Acid Paintballs.
In addition, this drone can be flown directly into a target, dealing damage like a ROF 1 Heavy
Melee Weapon.
Default Trigger: Target enters area without wearing proper pass or badge. [WIP]
● NOTE: This drone is based on a shard in 2077, which offhandedly mentions it, and a
computer terminal that seems to claim it’s a Militech product. The actual concept for
the drone is entirely original, based on an enemy I fought in a different campaign a long
time ago which I thought could make an interesting addition to the Cyberpunk Red
formula.
Militech Wyvern
6 MOVE
15HP
Combat Number: 11
DV17 Electronics/Security Tech, 5 min to counter.
Cost: 5,000eb (Luxury)
For the prudent corporate employee, it is paramount to be professional and deadly at all times.
The Wyvern is your solution. Able to fit in a large briefcase or under a limo's seat, but able to
provide airborne security, the Wyvern is perfect for getting an edge in those tense
negotiations. That said, if you've got to face one, you can more or less breath on it and it'll go
down.
Mini Air Drone. Comes equipped with an Observation Camera and a Medium Pistol with a Smart
Rebuild and 20 rounds of Improved Smart Ammunition. Due to its compact nature, the
Wyvern's loadout cannot be modified. With an Action, a deactivated Wyvern can be folded up
and carried like a briefcase.
Default Trigger: Target enters area without wearing proper pass or badge.
Militech Griffin
6 MOVE
20 HP
Combat Number: 14
DV19 Electronics/Security Tech, 5 min to counter.
Cost: 7,500eb (Luxury)
While the corpos have their fancy foldable drones, the jarheads at Militech realized they could
make another airborne unit more suited for the battlefield. Thus, the Griffin. Small, fast, and
capable of putting most people down with a controlled burst, the Griffin is easily able to pacify
most basic threats. Plus, if it commits a war crime, it's just some faulty software.
Large Air Drone. Comes equipped with an Observation Camera and an Autofire-only SMG with a
Power Rebuild and 60 rounds of Basic Ammunition. Its loadout can be modified with a tech
invention.
Default Trigger: Target enters area without wearing proper pass or badge.
Arasaka Robot R Mk. 2
4 MOVE
30 HP + SP 7 (Head + Body)
Combat Number: 11
DV21 Electronics/Security Tech, 5 min to counter.
Cost: 10,000eb (Luxury)
The modern warrior is not flesh, nor a hybrid of chrome and meat, but hard steel. These
humanoid units can be used for a wide variety of tasks, but are most commonly seen on the
floors of factories or stored away as security detail by nearly every corporation in the world.
They are unhampered by questions such as morality or decision making, following their
programming to the letter. Unlike most other combat units from previous decades, the
Arasaka Robot R Mk. 2 is able to wield any weapon an average person can with proficiency. It's
not going to be beating any puzzles, but it can still put you down for good. The deep, robotic
voice they added to it doesn't help with those shaking nerves, either.
Two-Legged Ground Drone. Unlike other drones, the Robot R Mk. 2 does not have any standard
loadout beyond an Observation Camera. As a humanoid robot, it is able to wield any ranged
weapon a comparable meat-person with BODY 6 can at GM discretion. Different factions that
make use of this robot, such as Miltiech, Kang Tao, or even gangs like 6th Street or Maelstrom,
will use their own weapons and ammunition most fitting for that group, but it cannot carry any
additional gear or armor. Its legs are considered to have Fortified Ankles installed. In addition
to this, due to its humanoid design, this drone can be targeted with Aimed Shots and have
Critical Injuries, but has the same rules for Critical Injuries that FBCs do.
Default Trigger: Target enters area without wearing proper pass or badge.
Zetatech Octant
6 MOVE
30 HP + SP 4
Combat Number: 14
DV21 Electronics/Security Tech, 5min to counter.
Cost: 15,000eb (Super Luxury)
While not built with as high-grade materials as one might find in an Arasaka or Militech
product, the Zetatech Octant more than makes up for its lack of style or sheen with sheer
firepower. Dictators around the world adore the Octant for its easy ability to pacify mass
protests and wipe small resistance cells off the map from its perch high in the air. Also a
favorite of Arasaka, Militech, Kang Tao, Trauma Team, and even the state of Southern
California. If one's locked on to you, you better be ready for a fight.
Heavy Air Drone. Automatically comes equipped with an Observation Camera and Flares that
allow this drone to make up to 2 Evasion checks against Smart Rockets. Can be further
equipped with two of the following (repeats allowed):
● Grenade Launcher with one Teargas Grenade.
● Shrieker with 8 shots.
● Heavy SMG with 40 Armor-Piercing Bullets.
Default Trigger: Target enters area without wearing proper pass or badge.
NUSA Heavy Droid
3 MOVE
35 HP + SP 13 (Head + Body)
Combat Number: 14
DV24 Electronics/Security Tech, 5 min to counter.
Cost: 25,000eb (Super Luxury)
Where the Arasaka Robot walks, the Heavy Droid stomps. Built from stronger materials, given
better hydraulics, and provided superior targeting systems, these units are the premier
humanoid combat unit. If you don’t include the hefty price tag, that is. Most notably used by
NUSA Secret Service and Max-Tac.
Two-Legged Ground Drone. Just like the Arasaka Robot, the Heavy Droid does not have any
standard loadout beyond an Observation Camera. As a humanoid robot, it is able to wield any
ranged weapon a comparable meat-person with BODY 10 can at GM discretion. In addition, the
Heavy Droid has built-in Kiroshi Monovision, which by default is equipped with Targeting Scope
and Image Enhance. Due to its humanoid design, this drone can be targeted with Aimed Shots
and have Critical Injuries, but has the same rules for Critical Injuries that FBCs do.
Default Trigger: Target enters area without wearing proper pass or badge.
Militech Minotaur
4 MOVE
40 HP + SP 13
Combat Number: 14
DV21 Electronics/Security Tech, 5 min to counter.
Cost: 30,000eb (Super Luxury)
One of Militech's best sellers in the 2070s, the Minotaur is an urban combat platform that can
be found in the arsenals of militaries across the world. Even Arasaka uses them. It is available
in several variants, with optional armor configurations, ECM and ECCM packages, and
AA/AT/AP replaceable weapon systems. It's probably in your best interest to not confront this
thing.
Heavy Two-Legged Combat Drone. Automatically comes equipped with an Observation Camera
and a Very Heavy Melee Weapon (Stomping). This drone may be further equipped with any
weapon as if it had two Vehicle Heavy Weapon Mounts, though the usual armament consists
of 2 of the following (allowing for repeats):
● Mk. 31 HMG with 80 rounds of Improved Smart Ammunition.
● Grenade Launcher with 2 Teargas, EMP, or Armor-Piercing Grenades.
● Rocket Launcher with 1 Improved Smart Rocket.
● Microwaver with 8 shots.
Default Trigger: Target enters area without wearing proper pass or badge.
Militech/Netwatch Cerberus
8 MOVE
30 HP + SP 18
Combat Number: 16
DV24 Electronics/Security Tech, 10 min to counter.
50,000eb
The maintenance robot "Cerberus" produced by Militech is one of the most advanced units of
its kind. For a long time it remained in the prototype stage - Militech was very reluctant to
publicize information about it, nor did it grant any external licenses or sell any models. The
robot served only in Militech's research and technology facilities. Some models were equipped
with practically indestructible armor and subsystems that allowed AI to work in tandem with
the machine - in this respect, "Cerberus" was a technological marvel. These special versions of
the robot were able to operate in the most extreme conditions, disregarding the dangers of
radiation or electromagnetic discharge. Thanks to this, they were able to operate and maintain
the cores at Militech's technological facilities, including those on the Moon.
Heavy Spider Walking Drone. Comes equipped with an Observation Camera and 2 Very Heavy
Melee Weapons (leg drills). Cannot carry any other weapons, even with a Tech Invention. Also
has four manipulator arms that allow this drone to interact with any technical interface,
including computers, and carry a person of any BODY with ease. This drone also has Shock
Absorbers that enable it to fall up to 30m/yds with no penalty or damage. In addition, thanks
to magnetic clamps in the feet, this drone can climb any metal surface with full MOVE,
including ceilings. It is also impervious to EMPs, Electrocution, Microwavers, or any other
disabling effect.
3 MOVE
200 HP + SP 18
Combat Number: 18
DV29 Electronics/Security Tech, 10min to counter.
Cost: Ha, no. (Super-Super-Super Luxury)
Developed between 2065 and 2069, the Chimera was built to be the ultimate autonomous
urban warfare unit. Designed by Militech's armored division chief engineer, Dr. Fillipo Andrews,
the Chimera is Militech's next evolution in modern warfare. While critics of the design say it is
too large, heavy, and is vulnerable from the air, the sheer combat prowess of the Chimera
cannot be understated. Armed to the teeth, armored to hell and back, able to go nearly
anywhere (can climb up an 87 degree incline), powered by an experimental 8th gen power core,
and controlled by an intelligent AI system (approved by Netwatch), the Chimera is a deadly
force. Sure, only 13 of them ever got made, so it's unlikely you'll ever run into one, but you
never know. Maybe bring some Ortillery with you on that next job.
Very, Very Heavy Spider Walking Drone. Its sheer size takes up a 10m/yds x 10m/yds area.
Comes equipped with a KL-274XYA Flechette Cannon (6d6, Autofire x5) with 200 rounds, a
GD27-Aangstschema launcher (Exotic Rocket Launcher with 20 Improved Smart Rockets), a
Gas Dispersal System that can fill a 16m/yds x 16m/yds area around the Chimera with Poison
Gas (5 uses), a ROF 2 Grenade Launcher with 10 Smoke Grenades, 6 layers of Self-Ice, and a
highly custom PAN-12 Furia laser cannon (ROF 1 6d6 Damage which ignores armor SP 11 or
lower, and does 3d6 Bonus Damage to any cover. Alt-fire Burst Mode instead does 4d6
Damage, but has an EMP effect). It can also stomp the ground with a Very Heavy Melee
Weapon (its legs) which deal 6d6 Crushing Damage. Its legs are outfitted with Explosive
Reactive Armor, negating the effect of at least one Aimed Shot with a Rocket on each leg. Is
able to deploy a small squad of drones when disabled (30 HP or lower, cannot move), which are
able to marginally repair and defend the Chimera in this state (x4 Large Air Drones, x2 Mini Air
Drones w/ no weapons but are able to repair the Chimera for 10HP a turn each). Its loadout
cannot be modified without a tech invention.
Look, long story short, just run. Either that or bring an army.
Vehicles
● NOTE: I am not including every variant of every vehicle in Cyberpunk 2077, as most of
them can be fairly easily explained or aren’t needed to be statted out. If you want a
certain car to be a convertible or be flavored in a certain way, go for it, as most of these
have several variants.
Vehicle Mods
CrystalDome
Rank Required: 5
Replaces the vehicle’s windows with a 7 SP material which completely obscures the interior
occupants from outside view. Cameras and sensors scan the outside environment and display
it on a windscreen inside the vehicle. Incompatible with, and replaces, a 2nd upgrade of
Bulletproof Glass. Requires at least one installation of Bulletproof Glass.
Air Vehicles
Zetatech Valgus
50,000eb
Nomad Access: 6
Produced early in the 21st century, the Valgus was Zetatech's first combat drone. At the time,
the company was still small and largely unknown, but, in retrospect, the achievement of the
Valgus served as a litmus test for Zetatech's future successes and growth. Although slow and
clunky, this machine proved to be trusted and reliable, even in hazardous weather conditions
and climates. Whether in sweltering heat or biting frost, the Valgus patrolled the skies and
eliminated suspicious targets without hesitation. Outdated by todays technological standards
and outmatched by contemporary drones, the Valgus still serves dependably along the border
of North California and South California. If its deadly precision against defenseless immigrants
wasn't still flawless, it likely would have been long retired by now.
Helicopter with 2 Seating Upgrades, Armored Chassis, and Heavy Chassis. As an option, this
vehicle can be set to pilot itself at a +14 Pilot Air Vehicle, but can only respond to basic
instructions for directions and cannot perform any ariel maneuvers.
Zetatech Atlus
54,000eb
Nomad Access: 7
The Atlus is the flagship product of Zetatech and probably the most popular AV model in Night
City, used by both Trauma Team medic squads and N54 News teams. Its characteristic hum
can be heard day and night in any district or neighborhood. When parents ask their toddlers
what sound an Atlus makes, the little rug rats reply "Woom woom!" as they point up to the
smoggy sky.
What made the Atlus so successful? The sleek design, attractive price tag and dependable
performance helped to be sure. But the most important factor was hiring Kieran Oesterlitz as
Zetatech's chief lobbyist. Already on a first name basis with most of the city's bigwigs, Kieran
knows that it's personal connections, not technical specs, that sell AVs.
AV-4 Multipurpose Aerodyne with a Seating Upgrade, 2 Onboard Machine Guns, and
Bulletproof Glass.
Zetatech Surveyor
From the day the first flying car was made, experts were already making their predictions
about the first flying bus and who would produce it. In the end, it was Zetatech who won the
flying bus race when they released the Surveyor. This behemoth of the heavens is capable of
delivering a platoon of troops behind enemy lines swiftly and silently. And although it was
engineered primarily with personnel transportation in mind, the Surveyor is fitted with
Smart-missile defense systems powerful enough to dependably fend off enemy attacks.
Initially designed and sold for military applications, this colossal AV is now frequently used for
civilian purposes in many large cities, including Night City. So when a sunny day quickly turns to
night, just look up - it won't be a solar eclipse, but a Zetatech Surveyor.
AV-4 Multipurpose Aerodyne with a Heavy Chassis, Vehicle Heavy Weapons Mount, and 7
Seating Upgrades. Vehicle Heavy Weapon Mount has a Rocket Launcher with a Smart Rebuild
and a Drum Mag of Improved Smart Rockets. Max-Tac versions have Heavy Chassis, Bulletproof
Glass, CrystalDome, Armored Chassis, and Communications Suite upgrades, but only 3 Seating
Upgrades.
Militech Mayhem
70,000eb
Nomad Access: 8
Have you ever heard tales of black-painted helicopters that roam across borders, never appear
on radar, and drop unmarked soldiers into combat? The Mayhem is one of those.
Very little is known about its inception, creation, or even purpose. What is known is that it
shares a base body with the Zetatech Valgus, but features heavier armor, heavier weapons,
and is all manual. There are numerous reports of NUSA Black Ops using these to enter
restricted areas without being identified, but if you’re able to get up close, it’s hard to not spot
the Militech markings on the side. Whatever those jarhead engineers did to this thing, its
become a whole different beast.
Helicopter. Has 3 Seating Upgrades, Security Upgrade, Heavy Chassis, Armored Chassis, 2
Bulletproof Glass, 2 NOS, and 2 Vehicle Heavy Weapons Mounts with 30mm Autocannons (6d6
ROF 2, Autofire x5, 50 rounds of Basic Ammunition each).
● Note: While the in-game scan says the Mayhem sports 30mm Autocannons, the actual
model has two Kang Tao Heavy Gun Turrets on each side of the nose. It’s possible the
30mm Autocannons are retracted into the hull of the Mayhem while its landed, and the
Mk. 31’s are extra weapons, but I can’t be certain. This means that, as a GM, you are
more than able to nerf or empower this thing as much as you want, by either replacing
the 30mm Autocannons with Mk. 31 HMGs, or by including 2 Mk.31’s into the loadout
as well.
Additionally, if you get very close to the Valgus in 2077 when it fires on the building in
Pacifica as you first meet Placide, the weapon effect appears to be coming out of some
embedded holes in the hull just under the nose. So, there might be a main gun of the
Valgus or Mayhem that’s front-facing? This entire thing is a mess, honestly. Point is, it’s
a Black Ops Helicopter. Use at your own discretion.
Militech Manticore
73,000eb
Nomad Access: 9
Night City's police have complained to their superiors for decades that their lives are in
constant danger. They fight criminals who are equipped with combat cyberware, high-caliber
weapons, high-grade explosives and military hardware traded on the black market. Each officer
suits up for work every day never knowing if they'll be the next badge-wearing fly splattered
against a wall.
The issue of officer safety is often revisited between NCPD leadership and city politicians. Every
now and again, a plucky, young aide to a city councilmember suggests that the city implement
stricter gun control measures. Once the laughter in the room subsides, the meetings typically
conclude with the city commissioning Militech for a new fleet of Manticores, their line of
armored AVs designed for military operations. Everyone walks away pleased. The NCPD gets
fancy new toys, the City Council announces another public safety success, Militech pockets
another billion-eurodollar arms deal, and they all live happily ever after (until the next year).
AV-4 Multipurpose Aerodyne with 3 Seating Upgrades, Heavy Chassis, Armored Chassis,
Communications Center, Bulletproof Glass, CrystalDome, 2 NOS, and a Front-facing Tsunami
Arms Helix which has an internal magazine of 100 rounds of Armor-Piercing Ammunition.
Rayfield Excalibur
110,000eb
Nomad Access: 9
Rayfield is renown the world over for its exclusive luxury limousines: the Caliburn and the
Aerondight. But even expensive cars suffer from the same age-old problem as any other on the
road: they can get caught in traffic. Sure, you could ask your security detail to empty a clip at
the drivers ahead, subtly urging them to kindly get out of your way; however, most Rayfield
owners prefer to avoid behavior as unrefined and inelegant as this. To avoid the burden of
traffic altogether for its loyal consumers, Rayfield engineered the Excalibur, a luxury AV that
allows you to arrive everywhere punctually, safely and, most importantly, in maximum comfort
and style. That is, assuming your bank account is as close to bottomless as possible.
AV-9 Super Aerodyne with a Seating Upgrade, Bulletproof Glass, and CrystalDome. Arriving to a
location in this provides an automatic +4 to any Wardrobe and Style checks for the purposes of
entering a luxury area.
BARGHEST Combat-Zep
Your wallet isn’t deep enough.
Nomad Access: 10 (BARGHEST Only)
You ever wondered what happens when a radicalized group of militants get their hands on a
working cargo aerozep? Well, wonder no more! This baby can down any aircraft for a hundred
miles (if it really wanted to), or just rain hell from above. While it’s not exactly an easy target to
miss, good lucking knocking it out of the sky.
K151 Aerozep (20 MOVE, 300 SDP, 2-36 Crew) that has been extremely modified. Sports SP18
armor and 12 Vehicle Heavy Weapon Mounts with Militech Multiple Launch Rocket Systems
(See Militech Missile Truck for stats). Cannot carry nearly as much cargo as a default K151, but
more than makes up for that with firepower. Only operates within Dogtown. For now.
Land Vehicles
17,000eb
Nomad Access: 1
The perfect car for anyone on a tight budget. The Makigai MaiMai is the cheapest
mass-produced car available in Night City. All design decisions were made with one goal in
mind: cut costs! Size? As small as possible while still fitting two (slender) people and (at most)
one shopping bag. Engine? Probably stolen from a lawn mower. Materials? Plastic as durable
as a disposable fork. Safety test ratings? Scraping by to keep street-legal status. All tied
together into an easily affordable package. And they say corporations don't look out for
consumers' best interests anymore...
Compact Groundcar with 2 seats, 30 SDP, and 15 MOVE (75mph Narrative Speed). It is
incompatible with the Heavy Chassis and Seating Upgrades. This vehicle counts as having 1
seat if the driver has BODY 12 or higher.
Archer Quartz EC-L r275
20,000eb
Nomad Access: 1
After Archer released the Hella, the company ran into trouble. The popular family car proved so
reliable and affordable that it quickly saturated the market. To avoid self-cannibalization,
Archer was forced to diversify its portfolio by expanding into the sports car sector. The fruit of
their efforts finally emerged in 2041 with the Quartz. This two-seater with a durable engine
was marked at an approachable price, but the subtle elegance and sturdiness of its design
made it popular among more than just the urban middle class. The Quartz is, as it turns out,
well suited to endure the harsh desert climate. As a result, it has become a mainstay vehicle for
a large portion of the nomad population. Any cityfolk who have dared risk interstate ground
transport can likely testify that the silhouette of a Quartz on the horizon spells
fast-approaching trouble.
Compact Groundcar with 2 seats and 35 SDP. It is incompatible with the Heavy Chassis and
Seating Upgrades.
Thorton Galena G240 / GA32t
It used to be people only desired bread and circuses. By the 21st century, however,
automobiles were added to the list. Without a car, you can't get to work, drop off the kids at
kindergarten or escape spontaneous turf wars. The Thorton Galena first hit roads in 2031
following a government stimulus to pump out affordable cars and give Americans a boost
following the recession. As Thorton didn't have much experience producing small cars at the
time, the company bought engines for the Galena from India's Mahir Motors. Unfortunately,
the collaboration was not considered a success, with the Galena yielding unremarkable
performance and even less remarkable sales. Still, it drives - and that's the most important
thing.
Compact Groundcar with 15 MOVE (75mph Narrative Speed) and 35 SDP. GA32t variant has 20
MOVE.
Mahir Supron FS3
25,000eb
Nomad Access: 2
Everyone wants a Rayfield or a Herrera, but not everyone can afford it. It's with those
customers in mind - the ones with big needs and limited means - that the Mahir Supron FS3
was built. Its biggest selling point? If you hadn't guessed from its look, sound, or feel - it's
cheap as borscht. The Mahir Supron was constructed from cheap plastic, textiles and wishful
thinking. It breaks down often, but on the flipside it's easy to fix. It's large size suggests it can
carry a heavy load, but it's better not to get too "carried" away - the anemic engine under its
hood might just give up on you.
Brennan Apollo
27,000eb
Nomad Access: 2
The Brennan Apollo doesn't have the most elegant design, nor does it have the sleekest metal
finish or the shmanciest dashboard gauges. But who cares? Only stuck-up city folk care about
that sort of frippery, and the Apollo wasn't made for them - it was made for the desert. its
oversized fuel tank allows it to complete long distances without refueling, while its solid build
and suspension can easily withstand bumpy and rocky terrain - not to mention a powerful
engine that will outrun any Raffen Shiv convoy.
28,000eb
Nomad Access: 2
The Kaukaz Zeya is the true hero of socialist labor. With a robust engine, a load capacity of 3
tons and a surprisingly light price tag, this truck is sought the world over. During long freight
trips behind the wheel of the Zeya, you may begin to ponder the optimal distribution of goods
in a centrally planned economy. Long live the Party!
Compact Groundcar with 10 MOVE (50mph Narrative Speed), 35 SDP and 2 seats. Has a Heavy
Chassis. This vehicle can carry any load feasibly carried by a short flatbed at GM discretion,
though is designed to work with premade containers and dumpsters. Any other attachment to
the rear must be custom-made.
The Thorton Mackinaw MTL1 is a staple, all-purpose vehicle. Solid, but not clunky - cheap, but
not shitty. It's perfectly suited to city roads, where it's used by small and large traders alike, as
well as the desert terrain surrounding the city. Its modest engine won't propel you to any crazy
speed, but let's be real - you don't buy a pickup for racing.
Compact Groundcar with a Heavy Chassis. Can feasibly carry any load a small flatbed can at GM
discretion.
Makigai Tanishi
33,000eb
Nomad Access: 2
This Makigai model looks best when covered in grime, so don't leave it catching dust in a
garage. Its relatively small size allows the Tanishi to weave through Dogtown's car wrecks with
ease, and the spring suspension and four-wheel drive add spice to every off-road adventure.
Even a river of toxic sewage won't be able to shake you off the road - a solid ABS snorkel will
keep that putrid water well away from the engine. Small, yet feisty - the Makigai Tanishi in a
nutshell.
Compact Groundcar with 2 seats and a Heavy Chassis. Incompatible with any Seating Upgrade.
Can feasibly carry any load a small flatbed can at GM discretion. When driving off-road, this
vehicle gets a +2 to any Drive Land Vehicle check.
Thorton Mackinaw Larimore
33,000eb
Nomad Access: 4
The Larimore is a variation on the popular Thorton Mackinaw, differing only in the fact that the
truck bed is covered. This truck is an excellent choice for anyone transporting expensive or
delicate goods (e.g. fresh produce) or anyone concealing something best left unseen by NCPD
patrol cars and AVs (e.g. drugs and bodies). And for the auto owner down on their luck, the
Larimore works as the perfect house on wheels. It can fit a mattress, a mobile
feeder-entertainment unit and even a mini fridge in the back with no sacrifice to your privacy
other than the occasional routine vehicle search. What more could you ask for?
33,000eb
Nomad Access: 3
It's impossible to imagine the streets of Night City without the Columbus. This minivan is the
cheapest and most recent model to roll off Villefort assembly lines. Many low-to-mid tier
shipping services use it for their deliveries. The Columbus is simple, functional and its modest
engine sure as hell won't get your heart racing, but you can bet on it to get the job done.
Compact Groundcar with 2 seats and a Smuggling Upgrade. More persons can be seated in the
open rear of this van, however they have no protection against crashes, tight bends, or any
other maneuver that may slam them up against the roof or walls of the interior.
The perfect example of a typical middle-of-the-road car. Its reliable performance on both city
streets and interstate highways is the reason the Colby has become a favorite of nomads and
urban courier services alike. The first model rolled off the assembly line in Chicago in 2045, with
its reliability and simple construction paving the way to immediate and immense commercial
success. By 2060 over five million units had been manufactured. Somehow, there are even
more being used on the road today.
Compact Groundcar. CST40 has a Smuggling Upgrade. Butte has 2 seats, and can feasibly carry
any load a small flatbed can at GM discretion.
The Mizutani is the true definition of a sports car — fast, responsive and aggressive. The sight
of the Shion's hood was the last sight of many a careless pedestrian on the streets of Night
City. The Mizutani's latest edition, the Hozuki, aims to spruce up the brand's image. The
hatchback body and four seats are meant to be an incentive for parents and families to give
this car a shot. But Mizutani wouldn't be itself if it didn't equip this seemingly family-oriented
car with a 180-horsepower hybrid engine and adaptive suspension for quick cornering. Tell your
kids to buckle up, then slam that pedal.
Compact Groundcar with 25 MOVE (125mph Narrative Speed) and NOS. MH2 variant has 30
MOVE.
Kaukaz Bratsk U4020
34,000eb
Nomad Access: 6
The Soviets may not produce world-class supercars, luxury sedans or cozy family cars, but their
military-grade vehicles are second to none. Anyone who has had the pleasure of sitting behind
the wheel of a Kaukaz Bratsk can attest. This behemoth of Soviet engineering wields a
gargantuan engine but, despite its enormous size, can be piloted smoothly in damn near any
conditions with a tank in tow. The disadvantages? It can't fit on city roads... And it smokes like
a tire fire.
Compact Groundcar with 15 MOVE (75mph Narrative Speed) and 2 seats. Has a Heavy Chassis.
This vehicle can feasibly carry nearly any load at GM discretion, though is primarily designed to
work with premade shipping containers and extra-large dumpsters.
35,000eb
Nomad Access: 4
Probably the most valued of all vehicles to roll out of Villefort factories. The Cortes sports a
simple yet elegant design which has attracted corpos, politicians and criminals alike. It is built
on the same frame as the Alvarado but operates on only two axles, making it more prone to full
breakdowns. Its impressive engine gives the Cortes a quick push off the line, and its reinforced
body (created in collaboration with Militech) provides additional protection on Night City's
unpredictable and dangerous streets.
Robust, reliable, and remarkably customizable, the Emperor 620 Ragnar is the perfect fit for
those of you wanting to cruise through combat in style. Or those of you wanting to make a
custom war machine. Up-armored variants of the Ragnar are in regular use by almost every
corporation in Night City, and many an Edgerunner have taken a liking to using these for
transporting them between gigs. Awarded the "Golden Seatbelt" at the Cologne Motor Show
in 2072.
Civilian model is a Compact Groundcar with 5 seats, a Heavy Chassis, Smuggling Upgrade. In
addition, up to 4 other humanoids can use built-in handholds and the step ladder to hold onto
the exterior of the vehicle. Security variant also has Armored Chassis and Bulletproof Glass.
NCPD Security variant also has a Communications Center and a second Bulletproof Glass.
Villefort Cortes V6000 NCPD Overlord
38,000eb
Nomad Access: 5 (NCPD Only)
Villefort guarantees the Overlord can provide complete security in even the most extreme
conditions. The heavily armored body is built to withstand continuous gunfire, and its massive
engine allows for clearing obstacles such as makeshift road barricades. In an emergency, the
operating officer can direct her focus on the firefight, leaving the car's central computer to take
control of movement. Additionally, certain classified factory-issue components have been
replaced with those often used in both Militech and Arasaka armored vehicles. In other words,
the Overlord is uniquely designed to excel on the urban battlefield.
Compact Groundcar with a Heavy Chassis, Bulletproof Glass, Armored Chassis, and a
Communications Center.
Thorton Merrimac MSL3 / Dreadnought (NCPD)
If you dreamed of riding in a tank, the Merrimac MSL3 will make that dream come true... sort
of. Thorton is known for delivering on carrying capacity, but other models are like packs of
chewing gum compared to the Merrimac. The increased rear load capacity achieved by two of
the three axles allows loading equipment fit for a small army in the trunk. In addition, the
Merrimac's armored body is enough to protect passengers from light - which is not to say
harmless - gunfire. Thorton's standard hydropneumatic suspension, combined with six beefy
wheels, gives the Merrimac MSL3 the green light to roll over any terrain.
Compact Groundcar with a Heavy Chassis, 2 Smuggling Upgrades, and Armored Chassis.
Dreadnought variant also has 2 Bulletproof Glass and a Communications Center.
Villefort Alvarado V4F 570 Delegate
38,000eb
Nomad Access: 5
You don't ride in a Villefort Alvarado, you cruise in one. This boat of a car boasts an engine
worthy of the street's respect. Despite its huge dimensions, however, the Alvarado handles
well due to the double axles in front. Unfortunately, this innovative design is still fairly
unreliable and requires frequent, sometimes expensive, maintenance. For many in Night City's
underworld, the Alvarado serves as the ideal display of flashy luxury. The wide,
syn-leather-upholstered seats also make cruising the city streets all the more enjoyable.
Compact Groundcar with Heavy Chassis and a Security Upgrade. Rolling up to an event in this
provides an automatic +1 to any Wardrobe and Style checks for the purposes of entering a
luxury area.
39,000eb
Nomad Access: 5
The automobile of choice among the mid-ranking managerial class, the Chevillon Thrax is
elegant, commands respect, and most importantly - it's safe. It's covered top-to-bottom in
armor that allows it to cruise through mine explosions, while its bulletproof windows deflect
high caliber bullets. Downsides? Despite a mighty engine with the capacity to reach dizzying
speeds, the Thrax accelerates slowly due to its incredible weight. But better to reach your
destination late than never. Not to mention in one piece.
Compact Groundcar with 5 seats, Heavy Chassis, Armored Chassis, and Bulletproof Glass.
39,000eb
Nomad Access: 5 (NCPD Only)
The base model of the Archer Hella has a number of positive attributes, but durability doesn't
count among them. For this reason, the NCPD commissioned Archer for a variant of the Hella
model called Enforcer, which comes equipped with a reinforced body. Cheap plastic composites
and glass were replaced with flame-resistant, bulletproof materials, and flimsy bumpers were
replaced with hardened steel bars. Ever since the these armored Archers entered active service,
many NCPD officers have found creative ways to use them. For example, to silence
inconvenient witnesses or obnoxious criminals, some officers fasten in, hit the pedal and slam
into concrete walls. The vehicle emerges largely unscathed with the cops in good health
(except for the occasional mild concussion), but the people in the backseat, well... They learn a
valuable lesson before ever reaching the station.
Compact Groundcar with a Heavy Chassis, Armored Chassis, Bulletproof Glass, Combat Plow,
and Communications Center.
Thorton Colby BARGHEST
40,000eb
Nomad Access: 7
BARGHEST engineers treated the original Thorton Colby as a loose inspiration. They
transformed the versatile car that millions of Americans have come to love into a paramilitary
vehicle for special tasks, such as the ballistic steel panels incorporated into the design that can
withstand regular machine gun fire.
The real secret of this car is its modified suspension, which guarantees the Colby BARGHEST
confident handling in the most unpredictable situation or terrain. The tuned tires don't slip off
the rim even when punctured, and the armored fuel tank is essentially bulletproof.
CrystalDome technology allows for the discreet transport of "dubious" people and goods and
the 280 horsepower engine allows for a smooth exit out of any danger zone. If it was possible
to order a cab in Dogtown, everyone would want a vehicle like the Thorton Colby BARGHEST to
come pick them up.
40,000eb
Nomad Access: 5
In the past, approximately 4.5 million Americans worked as cab drivers, truckers or bus drivers.
Today, that number has fallen to less than 300,000. Of course, one major factor to this was the
catastrophic drop in North America's population due to wars, epidemics and climate disasters.
Yet, even in the face of population drop-off, driving as an occupation for freight and passenger
transport was nearly made extinct with the advent of self-driving vehicles.
Vehicles such as the autonomous Mahir MT28 Coach are now a common sight along major
highways and interstates. For passengers, it has been a welcome change. Unlike human
drivers, the Mahir MT28 Coach never needs to take bathroom breaks and is far less prone to
causing traffic accidents. That said, autonomous vehicles bring their own set of risks. In 2068,
on a non-stop route from Dallas to Tucson, a partial failure in the MT28 Coach's operating
system caused the air-conditioning unit and door locks to malfunction. The bus reached its
destination, but all the passengers had been cooked to death in their seats. Of course, the
Board of Mahir doesn't believe the success and glowing reputation of the MT28 Coach's
primary function should be marred because of the occasional minor error in its secondary
systems.
Compact Groundcar with a Heavy Chassis and 6 Seating Upgrades. In addition, if unmodified,
this vehicle drives itself at a +14 Drive Land Vehicle to the predetermined destination. Tickets
on these automated services, most of which are for intercity journeys due to NC’s clogged
roadworks, cost approximately 5eb per mile traveled, but can be set to any amount at GM
discretion.
Villefort Alvarado V4FH 570 Herman
40,000eb
Nomad Access: 6
Station wagons rarely elicit a reaction other than a yawn - even from their owners. But not the
Alvarado V4FH 570 Herman. Even more trunk capacity comes courtesy of a completely
redesigned rear end. Combined with the famous elongated hood of the Alvarado model,
Herman has acquired perfectly balanced proportions. The already iconic, now improved
dual-torsion axle technology at the car's front can only give one hope that the station wagon
will be less prone to failure and cheaper to maintain.
The fact is, this cruiser is better suited for longer trips than tedious maneuvering on city
streets due to its increased weight. So if you urgently need to leave Night City with the whole
family, the Alvarado Herman is the car for you.
Compact Groundcar with a Heavy Chassis, Security Upgrade, and 2 Smuggling Upgrades.
Rolling up to an event in this provides an automatic +1 to any Wardrobe and Style checks for
the purposes of entering a luxury area.
Delamain Cab
45,000eb
Nomad Access: 6 (Delamain Only)
A standard Villefort Cortes outfitted with an artificial intelligence. While other Ais on the
market are little more than glorified chatbots connected to speech synthesizers, Delamain
clearly possesses a well-defined personality. He can also bypass rush-hour traffic jams like its
no one's business. Of course, Delamain is not so advanced to be self-aware... At least not
according to his technical specs.
Compact Groundcar with Armored Chassis, 2 Bulletproof Glass, and a Smuggling Upgrade. In
addition, this vehicle can pilot itself at a +14 Drive Land Vehicle, but can only respond to basic
instructions for directions and cannot perform any maneuvers. If the Excelsior Package is paid
for via the Delamain Service, and Combat Mode is engaged, this is increased to +16 Drive Land
Vehicle, all maneuvers are available, and the vehicle will automatically deploy a Vehicle Heavy
Weapons Mount with a Rocket Launcher with a Drum Magazine of Smart Rockets installed, but
will only fire on non-fleshy targets. The cost of the Excelsior Package is 20,000eb. The cost for
the regular service is at GM discretion based on distance traveled, location, number of
passengers, etc.
If Villefort ever needed to be advertised, it might use "less is more" as a slogan to promote its
coupé model. But Villefort is a household name across every state for its tasteful design,
excellent performance and almost obscene driving comfort.
The V400 Coupé is a compact, two-door limousine, designed and manufactured for customers
who rarely ride with anyone but themselves - not including their egos. Lastly, the impressive
390 horsepower engine and rear-wheel drive are an excellent trade-off for the car's reduced
proportions.
Militech Behemoth
46,000eb
Nomad Access: 9
The Behemoth is so massive it should have its own zip code. Use it to transport a platoon or a
tank without worrying about the occasional shelling. The entire vehicle is covered with a layer
of armor 1.5 inches thick, and the windshield can withstand continuous fire from heavy
machine guns. If you're still not convinced, its all-wheel-drive system and beefy engine allows
the Behemoth to navigate in even the most difficult conditions. Interested now? Well, not so
fast - the Behemoth is not available to the public. Only government bodies and licensed
corporations have the privilege of purchasing this military-grade wonder.
Compact Groundcar with 60 SDP, Heavy Chassis, Armored Chassis, 2 Bulletproof Glass, and 6
Smuggling Upgrades.
Quadra Type-66 640 TS / Avenger
The Quadra Type-66 is faster than a bat out of hell. Breaking news? Hardly. Originally released
in 2055, the Quadra was quickly adopted by edgerunners and illegal street racers. For the
NCPD, a Quadra tearing up the streets means a long list of traffic violations, but rarely has a
patrol car ever managed - or even tried - to pull one over. Considered by viewers to be the
sexiest-looking car on the show "Guns and Horses."
That said, the standard Quadra Type-66 is a powerful car in its own right, but the Avenger?
Now, that's another animal. The roar of its engine causes windows and the knees of carjocks
everywhere to shake. Compared to its base model, the Avenger has better handling and
top-end speed. Hell, it even looks better.
50,000eb
Nomad Access: 5
The Mizutani Shion is a sports coupe par excellence - a fact most recognize from even a quick
glance at its streamlined yet aggressive contours. Its five-cylinder engine offers impressive
speed and quick-off-the-line acceleration - all for a reasonable price. When you combine style,
speed and accessibility into one sleek package, it's no wonder the Shion is a common sight on
the NC landscape... Especially after hours, under the lights, when illegal street races tear
through the city.
"Quadra" is a word that many sports car enthusiasts have tattooed on their chests and close to
their hearts. The Sport R-7 was developed in the 2060s as an homage to fans of classic muscle
cars. This car is both beefy and sculpted - its heavy neo-militaristic body moves around on a
480-horsepower engine and rear-wheel drive. Compared to the Quadra V-Tech, the R-7 model
is less responsive, which is not to say slow, but is more spacious in exchange. The increased
stability also makes it more approachable for less seasoned drivers - no need to fear breaking
the world record of zero to a hundred when the light turns green.
The 580 variant sports better acceleration, suspension, and brake performance, allowing it to
truly dominate the road.
51,000eb
Nomad Access: 8 (BARGHEST Only)
Take a Thorton Mackinaw frame, stuff it with a Mahir Supron subcompact van, add one
Villefort Columbus engine, then generously season with armor plating, missiles and machine
guns. And... voilà! You now have the perfect recipe for a Supron BARGHEST.
Compact Groundcar with Heavy Chassis, Armored Chassis, Bulletproof Glass, CrystalDome,
Onboard Machine Gun, and a Vehicle Heavy Weapons Mount with a Rocket Launcher with a
Drum Magazine of Improved Smart Rockets installed.
Militech Behemoth MT-3
51,000eb
Nomad Access: 10 (BARGHEST Only)
An armored car in the "Behemoth" class. In addition to reinforced armor and a more powerful
engine, this custom-made, rare edition also boasts an enlarged transport space. Militech also
made some modifications to this model's electronics, installing an autopilot function and
ambient scanners, making it easier to move and fight in adverse conditions. The real icing on
the cake? An automated combat turret, utilizing programmable ammunition.
Compact Groundcar with 60 SDP, Heavy Chassis, Armored Chassis, Bulletproof Glass,
CrystalDome, 6 Smuggling Upgrades, Communications Center, and a hidden Vehicle Heavy
Weapons Mount with a Mk.31 HMG loaded with 100 rounds of Improved Smart Ammunition.
Looks familiar? The 2077 Herrera Riptide GT2 is a faithful copy of the original model prior to
the crisis that plunged the Italian carmaker into bankruptcy. Originally, the Riptide was a
class-leading luxury sports car. Today, it's even sportier thanks to modern upgrades hidden
under its neo-militaristic body, and even more luxurious. After all, this contemporary remake
can only be bought by the brand's regular customer — those who purchased a herrera Outlaw
before. Thanks to clever marketing, both models are disappearing from showrooms with a
speed comparable to that of the Riptide GT2 on the road. In other words — fast.
Is the standard Riptide GT2 not exclusive enough for your taste? Figures... Only 10 of the
“Terrier” limited edition were ever produced. Streamlined tail lights, integrated fog lights with
aerodynamic cover, a modified front splitter and a 12 mph-higher top speed than the standard
GT2. Now ask yourself... What would you sacrifice to become one of the lucky 10?
High Performance Groundcar with 2 seats, and NOS. Terrier variant has 2 more NOS.
Militech Hellhound
54,000eb
Nomad Access: 9 (Military and NCPD only)
Militech may not be your first or second choice when it comes to car makers, but their armored
vehicles are unparalleled. The Hellhound has been spiked with the corp's state-of-the-art
technology like a needle-ridden voodoo doll. Getting inside this SUV feels like being inside an
AV — getting out, too, as the side-sliding doors let you feel like you're exiting an AV mid-flight.
A real military kick comes from the Hellhound's two gun ports, with the option of mounting a
full-size turret or a missile launcher. The armored body is just the icing on the cake of a truly
indestructible chassis, which dissipates explosive energy in the event of driving over a mine,
and six impenetrable tires. The Hellhound's windshields are bulletproof armor-plated with
screens affixed on the inside — the latest in CrystalDome technology. Your enemy never knows
how many people are inside, whereas you can see the outside clear as day. When descending
into the pits of hell, this beast truly is man's best friend.
Compact Groundcar with 60 SDP, a Seating Upgrade, Heavy Chassis, Bulletproof Glass,
CrystalDome, Armored Chassis, Onboard Machine Gun, and a Vehicle Heavy Weapons Mount
with a Rocket Launcher with a Drum Magazine of Improved Smart Rockets installed.
Herrera Outlaw GTS / Weiler
A lot has changed in the last century, but Spain's reputation for automotive excellence has not.
Case in point: the Herrera Outlaw. This luxury limousine is one of the most exclusive and
sought after on the market. It seamlessly combines the latest tech with a classic, sophisticated
design. The Outlaw is a car with soul - perhaps because its one of the few models out there still
handcrafted with the expertise of world-class engineers. Of course, that kind of exclusivity and
quality doesn't come cheap. Herrera's Outlaw is one of the most expensive street-legal cars on
the market.
Yet, a few maniacs thought that wasn’t good enough. So they gave the thing armor plating,
CrystalDome, and machine guns. Because if you’re going to be driving through a Combat Zone,
at least do it in style, right?
High Performance Groundcar with Security Upgrade, and NOS. Rolling up to an event in this
provides an automatic +2 to any Wardrobe and Style checks for the purposes of entering a
luxury area. Weiler variant also has Armored Chassis, Bulletproof Glass, CrystalDome, and 2
Onboard Machine Guns.
Mizutani 20XUF
58,000eb
Nomad Access: 7
If the Quadra Thunder-X is said to be the love letter to the classic American sports cars of the
mid-20th century, then the Mizutani 20XUF is a throwback to the automotive legacy of the old
Japanese motorsports giants. A powerful, hand-built V8 rests underneath the hood of this
Japanese beast, mated to a transmission that is tuned specifically to the engine's quirks by the
finest techies on the other side of the Pacific, and an adaptive 4WD system ensures that the
car stays firmly planted on terra firma no matter if you're racing on the track or dodging the
heat down a steep mountain road. While Mizutani would always claim that their vehicles are
strictly civilian-oriented, an aftermarket community emerged suspiciously quickly, offering the
discerning edgerunner the option to add equipment and modifications to suit their individual
needs. (Credit to Winterless for this awesome description)
High Performance Groundcar with 2 seats and 4 NOS. This vehicle, due to finely-tuned controls,
provides a +4 to any Drive Land Vehicle check. This vehicle is incompatible with Heavy Chassis
and more than 1 Seating Upgrade.
● NOTE: Like the SBZ Midas, this vehicle is a concept car for 2077 that shows up on the
cover of an in-game magazine, so I felt it warranted including. Everything about it is
homebrewed, though.
Yaiba “Idaten”
64,000eb
Nomad Access: 8
Yaiba is well-known for their impressive Kusanagai superbike, though on several occasions
they have expressed interest in cooperating with other automotive manufacturers to create a
cross-breed supercar. After years of failed attempts, Yaiba took matters into their own hands,
and extracted an engineer from a rival firm. Two months later, the “Idaten” was announced.
This rare machine wasn’t built to prowl, flash, or endure, but to be a demon on the road. It
boasts a pair of supercharged high-acceleration superbike engines on a light chassis, 4-wheel
steering, custom interfaceable controls and a wicked exhaust roar. It won’t impress any Execs,
but it’ll win a street race without breaking a sweat.
High Performance Groundcar with 2 seats, 45 MOVE (250 mph Narrative Speed), and 4 NOS.
Unlike all other Groundcars, this vehicle has Enhanced Interface Plug Integration, allowing the
driver of this vehicle to interface with it. If connected, the driver receives a +2 to Drive Land
Vehicle checks, and they are able to swerve and dodge out of the way of Explosive Attacks, but
not all Ranged Attacks. In addition, if using the Hot Pursuit rules, once per chase the operator
of this vehicle can choose to make a Positioning Check at a DV17 which allows this vehicle to
move forward 2 squares on the Chase Grid. This vehicle is incompatible with Heavy Chassis and
Seating Upgrades.
● NOTE: This is a concept car for Phantom Liberty, however it’s been made canon thanks
to the Cyberpunk 2077: Kickdown comic, on several covers of which you can see this car.
The rest of its stats, though, are completely homebrewed based on what made the
most sense to me.
85,000eb
Nomad Access: 8
The Yaiba Kusanagi CT-3X is the fastest, and unsurprisingly, the most expensive motorcycle,
originally built in collaboration with the Arasaka Corporation. Its sleek, aerodynamic frame
conceals a wickedly powerful engine. Ideally, anyone riding one should be chipped with reflex
boosters to avoid flying into a traffic light at 100MPH when making a sharp turn. The Kusanagi
is a favorite among gangers, especially the Tyger Claws.
96,000eb
Nomad Access: 9
At the beginning of the 21st century, American cities were flooded with Japanese sports cars:
reliable, fast, affordable. But the release of the Quadra Turbo-R proved that the decline of the
American automotive industry had been greatly exaggerated. The Turbo-R instantly became of
a classic of its type, a dream on four wheels. It stole the hearts of car lovers everywhere with its
powerful engine, responsive handling and badass vibes. But there was a downside: the Turbo-R
rode like a wild stallion, ready to buck unskilled drivers right out of the saddle. Only a real
carjock could untap its potential. Amateur adrenaline junkies typically wound up losing control,
hurting both themselves and their shiny, new Quadra.
Super Groundcar. All Drive Land Vehicle checks are at a -2 penalty with this vehicle.
ARCH Nazaré
111,000eb
Nomad Access: 9
The roar of one of these beauties gives all those corpos stuck in their sluggish, armor-heavy
limos something to mull over in traffic. What if, instead of those endless quarterly report
meetings or — barf — corporate responsibility retreats, they just hopped on one of these bad
boys, got that motor runnin' and drove off into the sunset? Sigh... Because the ARCH Nazaré
isn't just a bike. It's a way of life. #1 viewer's favorite on the show "Guns and Horses" for two
years in a row.
Superbike with a Security Upgrade, Enhanced Interface Plug Integration, and NOS.
Rayfield Caliburn
115,000eb
Nomad Access: 9
The rich can be capricious. The dignified design of Rayfield's flagship vehicle, the Aerondight,
doesn't appeal to everyone. Some prefer an equal level of luxury but with a feistier flare.
Rayfield developed the Caliburn with these clients in mind. Imbued with a sportier soul and
crafted with fire-breathing engine and aerodynamic body, driving the Caliburn feels like flying a
jet at ground level. And whenever the driver wants to come down from their adrenaline high,
they need only let go of the steering wheel to let the onboard navigational computer take
control.
Super Groundcar with a Security Upgrade, Bulletproof Glass, CrystalDome, and 4 NOS.
130,000eb
Nomad Access: 10
For many, the name Rayfield is synonymous with wealth - and for good reason. The price of the
Rayfield Aerondight exceeds the GDP of many island nations. And it's worthing noting this
British-made ultra-luxury, ultra-performance masterpiece is worth every enny of it. The
pedigree engine under its hood puts this car on equal footing with professional racing vehicles,
and the interior feels like a 5-star penthouse suite. But if that's not enough to get you excited,
the Aerondight doesn't have a single window. With the help of CrystalDome, the vehicle's
surroundings are displayed in real time inside the cabin, ensuring complete driver privacy and a
stunning experience. There are (according to some sources) only 4 of these in Night City as of
2076.
Super Groundcar with a Security Upgrade, Bulletproof Glass, CrystalDome, and NOS. Rolling up
to an event in this provides an automatic +6 to any Wardrobe and Style checks for the purposes
of entering a luxury area.
Chevalier SBZ “Midas”
140,000eb
Nomad Access: 10
This golden wonder of technology has only recently been announced, though pre-orders are
reportedly flooding in. Chevalier is a new brand on the scene, having only entered the market a
few years ago. Yet, they’ve rapidly made a name for themselves by pushing supercar
technology to its feasible limits while offering maximum protection. Their newest creation, the
SBZ “Midas,” is no exception. This car features a custom-tuned F1 engine in a road-legal
vehicle boasting armor and everything an exec could need for breaking ground speed records.
In short, this beauty’s an AV on wheels.
Super Groundcar with 65 MOVE (350mph Narrative Speed), Armored Chassis, Bulletproof
Glass, CrystalDome, Communications Center, 4 NOS, Security Upgrade, and an on-board
DrinkMaster 3000. Driving this vehicle without suffering a -4 penalty to Drive Land Vehicle
requires REF 8 or at least one piece of installed Speedware.
● NOTE: This is a concept car for 2077, though it appears in one of the newspapers
in-game, in which it's referred to as “Chevalier’s Midas Touch.” So, I figured it warranted
being included. The rest of it I just made up, since I wanted it to be different from the
Caliburn and the Aerondight but still shine in its own golden way.
Militech Missile Truck
150,000eb
Nomad Access: 9
The public doesn’t know a whole lot about these death-raining war machines, as they’re
usually reserved for Corporate Wars or high-threat events. Yet, if one such truck does come
across the horizon, you better be looking up, because those missiles are already headed your
way.
Militech Basilisk
Originally designed and built as a cargo hauler, this Panzer has been retrofitted to be a favorite
of 3rd world warlords and corpos alike. While not the most armed armored vehicle ever made,
its custom AV-like thrusters allow it to move over any terrain with great speed without fault,
and the integrated cybernetics control suite provides the pilots with complete neural
synchronization. While one pilot's brain handles the driving, the other blasts away all foes in
their path, giving perfect combat harmony. The Basilisk is a metal beast worthy of its
namesake.
Hover-Panzer (AV/Groundcar hybrid). Hovers 1m/yds off the ground. Takes up a 6m/yds x
6m/yds area from its size. The default combat loadout consists of a mil-40L 20mm recoilless
autocannon (6D6 EQ Grenade Launcher, ROF 2, internal magazine holding 100 Armor-Piercing
Grenades), a CC04 Defense System for countering incoming missiles with electromagnetics
(can intercept and disable one Rocket per use, 2 charges), Armored Chassis (SP 13), Bulletproof
Glass, CrystalDome, a life support system that lasts 4 hours, an autopilot mode, and a passive
IFF radar-base identification system (highlights anyone with a Neuroport that are tagged as
"Friends" in blue, and everyone else in red as "Enemies"). Models used by Militech internally
have been known to use other weapon configurations, such as twin-barrel autocannons and
Heavy Air-To-Ground Missiles Launchers. Its rear hatch leads to a reasonably sized cargo hold
that can uncomfortably store 4 people or as much loot as you can squeeze into it.
This vehicle is also sold in an unarmed, unarmored configuration for sheer cargo operations.
This model is often used by DTR, though on occasion is bought (or stolen) by those wishing to
use the Basilisk's base frame as the beginnings of a fully custom war machine. In either
configuration, the Basilisk's entire loadout and systems can be modified at GM discretion.
Doing so would require significant resources and mechanical skill, and as such is not possible
for a single person to do without months of time and a truckload of cash.
All of that said, if you've pissed someone off enough that they've sent this thing after you,
maybe you should reconsider your life choices. Either that or have fun wreaking havoc.
An all-time classic and king among 1% wannabes — the Porsche 911 Turbo (930) is one of the
most iconic cars in automotive history. Not many are left in the world, but the ones that remain
are each worth their weight in gold. Its sleek, compact appearance is unmistakable — who
wouldn't want one? Sadly, none could ever hope to look as cool behind the wheel as Johnny
Silverhand.
Megacorps
NOTE: Most of everything in this segment is going to be full-on homebrew or speculation
based on what we see in 2077. I just think it’d be cool to expand more on what the CEMK
provides by going over more 2070-era megacorps.
Kendachi
The classic bladesmiths of legend, Kendachi has been around since the first days of the street
samurai. In 2077, Kendachi is still known for its reliable monoweapons made in factories in low
Earth orbit. In fact, such products have become synonymous with the brand; utterly terrifying
in a skilled solo's hands, these must-have blades are responsible for the Japanese
corporation's success. Current CEO Tessho Yokoi is known for his keen business sense, deep
knowledge of kendo and short fuse. Occasionally, he's been known to deal with his enemies
himself – using his own corporation's indispensable monoweapons, of course. You'd be
hard-pressed to find a better endorsement. However, rumors abound about the megacorp’s
visit to Colombia in 2068 and the supposed atrocities committed there, as well as more subtle
rumors in Night City of Kendachi working with 6th Street on a project named “Arsenal.”
Regardless, when that cyber-ninja pulls out a blade marked “Kendachi,” you’re in for a rough
time.
Lazarus Group
Private Military Contractors are the lifeblood of any modern warlord, and the Lazarus Group sell
more mercs than Militech does on their best day. Assassins, special forces teams, or even
whole battalions can be bought with a big enough wallet. Yet, their public presence has waned
in recent decades. Speculation abounds as to the reason for this, with the leading theory being
that — following the 4th Corporate War — Lazarus became worried that world governments,
having just stepped on Militech and Arasaka for the destruction they caused, may eventually
turn on Lazarus as well. Whatever the cause, the result is that Lazarus’ modern-day operations
are held in extremely high secrecy, so it is exorbitantly rare to run into one of their agents. In
addition, Lazarus Security — a private security subsidiary of the primary Lazarus Group — was
the top-shelf leader for private security in the 2040s, but as soon as Arasaka made their grand
return to Night City, almost all of Lazarus Security’s clients opted for the equally as good and
more competitively priced Arasaka Security. This has left a stain on the reputation of Lazarus
as a whole, one they no doubt wish to get rid of. One thing’s for certain, though: If you ever get
into a fight with someone sporting a patch showing a white laurel wreath with a spear
punching through it, you’re outclassed.
Malorian Arms
This legendary gunsmithing corp has struggled to keep up in the last several decades. They
haven’t released a new model since 2043, the latest being the Malorian Overture, and their
classic showrooms are closed to the public. Speculation stirs around the health of Eran Malour,
the mythical gunsmith behind it all, who hasn’t made a public appearance in several years. A
few supposed whistleblowers claim that Eran has become bored with the modern world of
gunmaking, stating, “He shambles around the factory like a zombie, complaining that there’s
nothing interesting left to do.” By that same token, others claim that he’s working on
something world-changing, a magnum opus to surpass everything he’s made before. Either
way, the brand remains a respected manufacturer of quality firearms, even if they aren’t
exactly modern ones.
Orbital Air
Powerful in 2020, scary in 2045, and titanic in the 2070s. Orbital Air remains the undisputed
leader in innovative orbital technologies. Under its current CEO, Leslie Wawuda, the
corporation pours immeasurable resources into space exploration and conquest. Currently, in
cooperation with the New African Authorities, the corporation is conducting research on the
Alpha Centauri system. Yet, they’ve had some recent turbulent times with Night Corp. In 2045,
a sort of cold war between the two colossal megacorps began when OA took over the
unfinished mass driver build site in Night City, cutting Night Corp out of the chance to make NC
the frontier for conquering the great beyond. Whether or not the two megacorps will come to
blows is anyone’s guess, but until then, Orbital Air will continue to reach for the stars.
Petrochem
Petrochem has been North America’s only supplier of CHOOH2 for over 50 years now, a feat
that some argue is a monopoly, whereas Petrochem’s Exec’s say is just good business.
However, in 2076, the megacorp suffered a huge blow as a drought wiped out much of their
soybean and corn production, both of which are critical components of CHOOH2. There was
even backlash from some of Petrochem’s international partners about this dip, as the
governments of Brazil and Colombia tried to seize the megacorp’s harvests in their respective
nations to quell surging famines. Thankfully, Petrochem’s expert lobbyists stopped this crisis,
but even that couldn’t stop the corp’s stock plummeting 11% by the end of the year. And then,
just recently, Petrochem’s current CEO — Lars Muhammad — announced a planned acquisition
of a million acres of land in the USSR, prompting an uptick in anger from SovOil who were cut
out of the deal. Not to mention that Petrochem somewhat not-so-discretely supported The
Republic of Texas during the Unification War, an act that President Myers has certainly not
forgotten. Only time will tell if the decline continues to grow, or if Petrochem’s think tanks
come up with something new to get profits soaring again.
SovOil
The Russian leader in petrochemicals has been mostly stagnant for years now. Their
dominance over Europe and Asia has been assured for decades now, with many claiming that
their control of the USSR is almost total. Yet, SovOil leaders have been trying to expand to new
markets. News sites all over the world are discussing the rumors about a deal between SovOil
and the government of Brazil, which would give SovOil total control over the
recently-discovered oil reserves there. This discussion has prompted further rumors on the
streets, especially in Night City, and triple so in Dogtown. Some claim to have spotted
unmarked AVs deploying covert Russian-speaking agents in back alleys of the district, though
the reason as to why SovOil would bother with such a task is completely unknown. And, as
ever, SovOil continues to prepare for any eventual bout with Petrochem, their perpetual rival.
Mooks/NPCs
● The listed weaponry is that NPC’s usual armament, though alternative weapons may be
listed at the bottom of the sheet. Otherwise, feel free to swap out gear or equipment
as needed for a scenario. A Militech Sergeant might use a M221 Saratoga just because
they want to, even though it’s not on their sheet, for instance. Every NPC here is a
template, meaning that you are free and encouraged to modify them to your heart’s
content.
● I cannot (at the moment) guarantee how balanced all of these NPCs will be,
considering I have had little time to test everything in this homebrew. Additionally,
most of them are initially based on their video game counterparts, which is why
they may appear stronger than their usual Red forms. I will be balance tweaking
and changing these as time goes on.
Arasaka
Head: SkinWeave SP 7 SP 4
Gear:
Audio Recorder, Disposable Cell Phone, EMP Grenade x1, Heavy Pistol
Armor-Piercing x40, Homing Tracer x2, Bug Detector, Lock Picking Set, Memory
Chips x2, Scrambler/Descrambler
Cyberware:
Assassin
LEVEL: Hardened Lieutenant (1 per 2-3 HP: 35/35
players)
Head: SkinWeave SP 7 SP 4
Athletics 12, Brawling 12, Concentration 11, Evasion 12, First Aid 10, Melee
Weapon 12, Perception 11 (13), Resist Torture/Drugs 11, Tactics 12, Stealth
11 (13/15)
Gear:
Cyberware:
Cyberleg w/ Lynx Paws x2 (+2 Stealth ; +4 if half MOVE), Optical Camo x3,
Kerenzikov (2070s), Kiroshi Cybereye w/ Image Enhance and Low
Light/Infrared/UV x2, Neuroport, Sandevistan, Self-Ice x2, SkinWeave
Samurai
LEVEL: Mini-Boss (1 per 3 players) HP: 40/40
Gear:
Cyberware:
Sandayu Oda
Description: Hanako Arasaka's bodyguard who also happens to be a cyberninja trained by the
current head of Arasaka Security, Goro Takemura.
Athletics 14, Autofire 12, Brawling 12(14), Concentration 12, Cybertech 11,
Evasion 14(16), First Aid 10, Handgun 13, Martial Arts (Karate) 14 (16), Melee
Weapon 14(16), Perception 12(14), Resist Torture/Drugs 12, Tactics 12, Stealth
18
Gear:
Cyberware:
Advanced Neural Link, Adreno-Trigger (+2 MOVE for first 2 rounds of combat),
Cyberarm x2 w/ Custom Monoblade Mantis Blades x2 and Hardened Shielding x2,
Cybereye w/ Image Enhance and Targeting Scope, Cybereye w/ Image Enhance
and OptiZoom, Cyberleg x2 w/ Hardened Shielding x2 and Leg Boosters x2,
Grafted Muscle and Bone Lace, Kerenzikov (2070s), Neuroport, Optical Camo x3,
Sandevistan (2070s), Sandevistan Overdrive System, Self-Ice x3
NOTE: GMs, do you want ninja Adam Smasher? Here ya go. However, of important note, where
Smasher may fight dirty and bring along a squad of Special Ops soldiers to support him, Oda is
more likely to be the “honorable warrior” type that goes in alone.
BARGHEST
Private
LEVEL: Mook (1 per 1 players) HP: 30/30
Head: Leathers SP 4 SP 2
Body: Kevlar® SP 7 SP 4
Gear:
Flashbang Grenade x1
Cyberware:
Sergeant
LEVEL: Lieutenant (1 per 2 players) HP: 35/35
Athletics 10, Autofire 11, Brawling 10, Concentration 10, Evasion 10, First Aid
8, Perception 10, Resist Torture/Drugs 10, Shoulder Arms 11, Tactics 10
Gear:
Flashbang Grenade x1
Cyberware:
Veteran
LEVEL: Hardened Lieutenant (1 per 2-3 HP: 40/40
players)
Athletics 11, Autofire 12, Brawling 11, Concentration 10, Evasion 10, First Aid
10, Perception 10, Resist Torture/Drugs 10, Shoulder Arms 12, Tactics 12
Gear:
Cyberware:
Grafted Muscle and Bone Lace, Neuroport, Self-Ice x1, Subdermal Grip
NOTE: Alternate weapons include M2038 Tactician (Slugs), M2067 Defender, and Kyubi.
Always use Armor-Piercing when possible.
Heavy Enforcer
LEVEL: Mini-Boss (1 per 3-4 players) HP: 50/50
Gear:
Cyberware:
Kang Tao
Heavy Security
LEVEL: Hardened Lieutenant (1 per 2-3 HP: 35/35
players)
Gear:
Lazarus Group
Operator
LEVEL: Hardened Lieutenant (1 per 2-3 HP: 40/40
players)
Athletics 12, Autofire 13, Brawling 10, Concentration 10, Evasion 12, First Aid
10, Handgun 13, Heavy Weapons 11, Melee Weapon 11, Perception 10, Resist
Torture/Drugs 10, Tactics 12, Shoulder Arms 13, Stealth 12
Gear:
Auto Level Dampening Ear Protectors, Flashbang Grenade x1, TUp Smart
Glasses (+1 Slot) w/ Low Light/Infrared/UV and Anti-Dazzle, Smoke Grenade x1
Cyberware:
Grafted Muscle and Bone Lace, Neuroport, Self-Ice x2, Subdermal Grip
MAX-TAC
NOTE: The following statblock is designed to emulate the Max-Tac officers we see in 2077,not
a slightly modified variant of the ones in the Cyberpunk Red Core Rulebook. Due to this, it will
act a bit differently and (likely) be a bit stronger, so use it at your own volition.
C-SWAT Officer
LEVEL: Hardened Boss (1 per 4 players) HP: 40/40
Body: Metalgear® SP 18 SP 9
Gear:
Cyberware:
Militech
Recon Support
LEVEL: Mook (1 per player) HP: 25/25
Body: Kevlar® SP 7 SP 4
Athletics 10, Autofire 10, Brawling 10, Concentration 10, Evasion 10, First Aid
8, Handgun 10, Perception 8, Resist Torture/Drugs 8, Tactics 10
Gear:
Cyberware:
Neuroport
Infantry Scout
LEVEL: Lieutenant (1 per 2 players) HP: 35/35
Athletics 10, Autofire 11, Brawling 10, Concentration 10, Evasion 10, First Aid
8, Handgun 11, Perception 10, Resist Torture/Drugs 10, Shoulder Arms 11,
Tactics 10
Gear:
Cyberware:
Neuroport
NOTE: Other weapon options include the M2038 Tactician Shotgun and M-179e Achilles.
Sharpshooter
LEVEL: Lieutenant (1 per 2 players) HP: 30/30
Athletics 10, Brawling 10, Concentration 10, Evasion 10, First Aid 8, Handgun
12, Perception 12, Resist Torture/Drugs 10, Shoulder Arms 12, Tactics 10
Gear:
Flashbang Grenade x1, MRE x1, Smart Glasses(Targeting Scope, Anti-Dazzle)
Cyberware:
Heavy Gunner
LEVEL: Hardened Lieutenant (1 per 2-3 HP: 40/40
players)
Gear:
Cyberware:
Cyberleg w/ Fortified Ankle x2, Grafted Muscle and Bone Lace x2, Heavy
Subdermal Plating, Implanted Linear Frame Beta, Neuroport
Netwatch
Officer
LEVEL: Lieutenant (1 per 2 players) HP: 35/35
Head: Leathers SP 4 SP 2
Athletics 10, Brawling 11, Concentration 12, Evasion 11, First Aid 8, Handgun
11, Perception 10, Resist Torture/Drugs 8, Tactics 8
Gear:
Cyberdeck (Standard Quality) x1, Flashbang Grenade x1, Handcuffs x2, Homing
Tracer x1
Cyberware:
Athletics 10, Brawling 11, Concentration 11, Evasion 11, First Aid 8, Handgun
11, Perception 14, Resist Torture/Drugs 10, Tactics 12
Gear:
Cyberdeck (Excellent Quality) x1, Flashbang Grenade x1, Handcuffs x2, Homing
Tracer x1
Cyberware:
NUSA
Black Ops
LEVEL: Hardened Mini-Boss (1 per 3 HP: 40/40
players)
ROLE: Solo 5 Seriously Wounded: 20
Gear:
Cyberware:
Original Characters
NOTE: These are 100% homebrew that I just did for fun. Some of these are actually based on
the Cyberpunk Edgerunners fanfic I write, Edgerunners: Heritage, if you were wondering where
they come from.
Dazzle
Description: War Correspondent during the Unification War who longs for the adrenaline rush
of filming combat. Nowadays, she likes to film gang wars up close and personal before
publishing them on a pay-per-view channel called “Friday Night Firefight.”
Head: Kevlar® SP 7 SP 4
Gear:
Cyberware:
Strings
Description: Fixer with a penchant for observation, waiting, and information. Possibly a little
paranoid, though he keeps a calm demeanor. Most of the time.
Head: — — —
Gear:
Disposable Cell Phone x4, Homing Tracer x2, Memory Cards x2, Ocuset w/
TeleOptics and MicroVideo
Cyberware:
Vulcan
Description: Combat Zoner turned up-and-coming Solo. Pyromaniac. Rumor has it she’s
sleeping with a Brimstone FBC.
Head: SkinWeave SP 7 SP 4
Body: SkinWeave SP 7 SP 4
Athletics 14, Brawling 12, Concentration 11, Contortionist 10, Evasion 14,
Endurance 12, First Aid 8, Handgun 11, Heavy Weapons 12, Human Perception
10, Melee Weapon 12, Perception 10, Resist Torture/Drugs 11, Tactics 7
Gear:
Incendiary Grenade x1
Cyberware:
Annie
Description: Nomad turned Military Sharpshooter turned world-traveling mercenary, and one
hell of a shot. Likes girls.
Head: SkinWeave SP 7 SP 4
Archery 16, Athletics 14, Brawling 12, Concentration 11, Contortionist 10, Drive
Land Vehicle 13, Evasion 11, Endurance 12, First Aid 10, Handgun 11, Human
Perception 14, Language (English; Native) 10, Martial Arts (Aikido) 10, Lip
Reading 10, Perception 13, Resist Torture/Drugs 11, Shoulder Arms 18, Tactics
12, Wilderness Survival 13
Gear:
Carryall, Duct Tape, Ocuset w/ Targeting Scope and OptiZoom, Rope (60m/yd)
Cyberware:
Kalina
Description: Ex-Harbinger from Warsaw turned world-traveling mercenary. Spooky. Eyes like
daggers.
Head: Leathers SP 4 SP 2
Acting 12, Athletics 12, Brawling 14, Concentration 11, Conceal/Reveal Object
16, Criminology 14, Evasion 13, Endurance 12, First Aid 10, Handgun 15,
Human Perception 10, Language (English) 8, Language (Polish; Native) 10,
Local Expert (Warsaw) 14, Martial Arts (Aikido) 14, Perception 12, Play
Instrument (Singing) 11, Resist Torture/Drugs 12(14), Stealth 16 (18/20),
Streetwise 12, Tactics 13, Tracking 12, Wardrobe and Style 8
Gear:
Cyberware:
Night Stalker
Description: Psycho-killer turned assassin for hire. Possibly an imitation of a known serial killer
from the 2020 days, possibly the man himself with de-aging bioware. Either way, he’s a trained
killer with psychotic tendencies that loves to torture his targety’s psyches for as long as he can
before ending them.
Athletics 14, Basic Tech 16, Brawling 12, Concentration 12, Contortionist 10,
Demolitions 12, Evasion 14, Endurance 12, First Aid 8, Handgun 14, Heavy
Weapons 12, Human Perception 11(13), Martial Arts (Aikido) 13, Melee
Weapon 12, Perception 13 (15), Resist Torture/Drugs 14, Shoulder Arms 15,
Tactics 16, Stealth 16
Gear:
Cyberware:
Faolan
Description: Survivor of Hong Kong, sarcastic asshole, and patient zero in an experimental
biotech program. Leader of an international roving mercenary band. A lot older than he looks.
Athletics 14, Brawling 12, Concentration 14, Conceal/Reveal Object 12, Drive
Land Vehicle 9, Evasion 16, Endurance 16, First Aid 10, Human Perception 11,
Martial Arts (Karate) 16, Melee Weapon 17, Perception 16, Persuasion 12, Pilot
Air Vehicle 9, Resist Torture/Drugs 13, Stealth 18, Streetwise 14, Tactics 12,
Tracking 10, Wardrobe and Style 5
Gear:
Paladin Helm(Auto Level Dampening Ear Protectors, Anti-Smog Breathing
Mask, TUp Ocuset (+1 Slot) w/ Anti-Dazzle, Low Light/Infrared/UV, and
Targeting Scope, TUp Ocuset (+1 Slot) w/ Anti-Dazzle, Low Light/Infrared/UV,
and Chyron), Smoke Grenade x2, Video Camera
Cyberware:
Trauma Team
TT Security
LEVEL: Lieutenant (1 per 2 players) HP: 35/35
Gear:
Kiroshi TOP (Anti-Smog, Level Dampening, Smart Glasses [Anti-Dazzle,
Targeting Scope]), Medtech Bag
Cyberware:
TT Medic
LEVEL: Lieutenant (1 per 2 players) HP: 35/35
Athletics 12(10), Brawling 12(10), Concentration 10, Evasion 12(10), First Aid
16, Handgun 12(10), Paramedic 16, Perception 12, Resist Torture/Drugs 10,
Tactics 10
Gear:
Cyberware:
Neuroport
Scavengers
Rat
LEVEL: Mook (1 per 1 players) HP: 25/25
Head: Leathers SP 4 SP 2
Body: Leathers SP 4 SP 2
Gear:
Cyberware:
Neuroport
Hound
LEVEL: Hardened Mook (1 per 1-2 players) HP: 35/35
Head: Leathers SP 4 SP 2
Body: Kevlar® SP 7 SP 4
Gear:
Cyberware:
Neuroport
NOTE: Alternative weapons include M2038 Tactician and D5 Copperhead.
Sovoil
Infantry
LEVEL: Mook (1 per 1-2 players) HP: 30/30
Head: Kevlar® SP 7 SP 4
Body: Kevlar® SP 7 SP 4
Athletics 10, Autofire 10, Brawling 10, Concentration 8, Evasion 8, First Aid 6,
Handgun 10, Perception 8, Resist Torture/Drugs 8, Shoulder Arms 10, Tactics 8
Gear:
Cyberware:
Neuroport
NOTE: Alternate weapons include the Pozhar and the SPT-32 Grad.
Spetsnaz
LEVEL: Lieutenant (1 per 2 players) HP: 35/35
Athletics 11, Autofire 12, Brawling 10, Concentration 10, Evasion 10, First Aid
8, Handgun 12, Heavy Weapons 8, Perception 10, Resist Torture/Drugs 10,
Shoulder Arms 12, Tactics 10
Gear:
Cyberware: