Rebooting Reboot 2: Cyberpunk Weapons and Combat
Last week I was busy working on a piece for an upcoming zine (more on that at a later date). But now Iâm done with that and felt compelled to write some cyberpunk weapons. Doing so forced me to iron out some combat mechanics for my Cyberpunk ruleset, Reboot.
skip to the funny weapons and tables
Rebooting Reboot 1: Resolution Mechanics
Combat Stuff
Zones
Combat plays out on a map or in theatre of the mind. Either way, the space around combatants is divided into Zones. Zones can vary in size, but most Zones are roughly the size of a single room. Particularly large rooms might be divided into multiple Zones.
Zones should be created for areas distinct from the spaces around them, either because of unique features or because of a border separating them from other Zones.
For example. Runners decide to ambush a corporate delivery on the streets. 2 Runners are on the rooftops beside the street with sniper rifles, 1 is on the street, and one is hiding in a convenience store to approach the corpo security from behind. The GM decides there are three Zones: the street, the rooftops, and the store.
If something happens to divide the street, such as a section catching fire, the street might become two Zones: the street and the street fire.
Zones can be added or changed at any time to reflect an expanding and evolving fight.
Moving Between Zones
On their turn, a character can move to an adjacent zone to the one they are in and still take an action. If they sprint, they can get through 2 zones, but they canât take an action.
Zones may have barriers between them that prevent free movement between them. If two zones have a locked door between them, the door must be unlocked or destroyed to pass.
A Runner with cybernetic legs might be able to jump from the streets to the rooftops, while another might have to make an Athletics check to climb the side of the building.
Zone features
Zones might have features that affect movement or actions performed within them. Some examples include:
On Fire: Characters that start their turn in the Zone take 1d4 damage. Ranged attacks that pass through the zone are made at -20.
Slippery: Characters entering or leaving the Zone make a mobility check. On a failure, they get where they wanted to go but fall prone and cannot get up until next turn.
Cramped: Only 3 characters can fit in this Zone at once.
Fighting
Ranges
Weapons have effective ranges. A range of 1 indicates that the weapon can strike any character that shares a Zone with the wielder. Each additional point of range allows the wielder to fire the weapon at targets 1 Zone further away.
You can attack anyone in your weaponâs effective range, as long as you can see them.
A runner can try to attack outside of a weaponâs range. An attack roll takes a -20 penalty for each Zone beyond the weaponâs effective range.
Attacks and Damage
To make an attack, roll a Shooting check for ranged weapons or a Brawling check for melee weapons. If you succeed, you hit, dealing your weapons damage.
If you miss an attack against a target that was within your weaponâs effective range, you still deal your weaponâs graze damage.
Firearms
Below are the generic stats for each type of firearm. A specific weapon might differ from these stats depending on its brand and modifications.
| Weapon | Hands | Shoot Bonus | Damage (Graze) | Damage (Hit) | Effective Range | Capacity | Notes |
|---|---|---|---|---|---|---|---|
| Pocket Pistol | 1 | +3 | 0 | 2 | 1 | 1 | easily concealable |
| Semi-auto Pistol | 1 | +5 | 1 | 2 | 1-2 | 6 | easily concealable |
| Shotgun | 1 | +5 | 1 | 2 | 1-2 | 6 | Grazes another character in the same zone as the target |
| Bolt-Action Rifle | 2 | +10 | 0 | 4 | 2-4 | 8 | |
| Combat Rifle | 2 | +5 | 1 | 3 | 2-3 | 16 | Automatic |
| Submachine Gun | 2 | +3 | 1 | 2 | 1-2 | 12 | Automatic |
Shoot Bonus: A value added to your Shoot skill when you make a Shoot check to fire the weapon.
Damage (Graze): Damage dealt by the weapon on a failed Shoot Check.
Damage (Hit): Damage dealt by the weapon on a successful Shoot Check.
Capacity: Number of bullets you can fire before reloading. Reloading takes an action.
Firing Modes:
Automatic weapons can choose between the following firing modes. Non-automatics can only shoot once per turn.
- Semi-Automatic: The weapon can shoot once per turn.
- Burst: The weapon can fire 2 times per turn, each Shoot check is made at -15, misses do not deal Graze damage.
- Full auto: The weapon can fire 3 times per turn, each Shoot check is made at -30, misses do not deal Graze damage.
Attachments
Most Runners donât keep their weapons as purchased for long. There are tons of attachments you can buy to make a weapon your own. Attachments can be applied or removed from a weapon in a minute or two of effort.
A weapon cannot have two attachments of the same type (except for âotherâ).
| Attachment | Type | Effect |
|---|---|---|
| Reflex Sight | Sight | +3 Shooting bonus at 1-2 range, night vision toggle allow the user to see and shoot without penalty in the dark. |
| Holographic Sight | Sight | +3 Shooting bonus at 2-3 range |
| Laser Sight | Sight | +6 Shooting bonus at 1 range |
| Thermal Sight | Sight | Allows the user to see and shoot at characters using thermal camouflage without penalty |
| Thermal Scope | Sight | Allows the user to see and shoot at characters using thermal camouflage without penalty Increases the weapons minimum and maximum Effective Range by 1. |
| Night Vision Scope | Sight | Allows the user to see and shoot without penalty in the dark. Increases the weapons minimum and maximum Effective Range by 1. |
| High Magnification Scope | Sight | Increase the weapons minimum and maximum Effective Range by 2.Night vision and Thermal toggles available but more expensive. |
| Suppressor | Muzzle | A suppressed weapon can only be heard by characters in the zone where it is fired. A suppressed weapons maximum range is reduced by 1 (minimum 1). |
| Compensator | Muzzle | +2 Shooting Bonus when shooting in burst or automatic mode. |
| Underbarrel Blade | Barrel | The blade can be used to attack engaged targets. It grants a +3 bonus to Brawl Checks and deals 2 damage (1 Graze). |
| Underbarrel Hacking darts | Barrel | Fires darts that transmits digital signals. Allows you to hack its target remotely. |
| Underbarrel Flashlight | Barrel | Provides light without taking up one of your hands. |
| Bipod | Other | A stabilizing bipod that folds out under the weapon. It takes an action to set it up, and the user must drop prone.+10 Shooting Bonus at 2+ range. |
| SMART Link | Other | Allows users to connect the weapon to their Frameâs network, allowing for use with cybernetic enhancements. |
| DNA Lock | Other | A lock that prevents the weapon from being fired by anyone but itâs owner. Canât be removed without breaking the weapon. |
| Sling | Other | Prevents the weapon user from being disarmed |
| Self Destruct | Other | In a pinch, the weapon can be thrown into an adjacent zone. It explodes, dealing 3 damage to anyone in the zone. |
| Extended Magazine | Other | Increases the weaponâs Capacity by 50% (Round up) |
| Vitals Sensor | Other | Bullets fired from this gun return biometric data. After shooting someone, you can see how much Health they have. |
Brands
Firearms are big business on Helianthus, and everyoneâs got a niche. Whether you go for stylish and loud or silent and tactical, thereâs probably a brand vying for your attention.
PopRox
A raverâs favorite piece is usually a PopRox. Owned by Fashion designer Roxxi Laren. Known for loud neon paint, cheap materials, and small form factors, making for stylish and easy-to-carry weapons.
Special Feature: All PopRox guns are concealable. Longer guns fold or collapse to a size that can fit into a handbag.
PopRox features
| 1d10 | feature |
|---|---|
| 1 | Glossy pink paint |
| 2 | Covered in glitter |
| 3 | Kiss emoji painted on the barrel |
| 4 | Neon green paint |
| 5 | Signed by pop band Z-girls |
| 6 | Has a strobe feature |
| 7 | Glows in the dark |
| 8 | Built in breathalyzer. Calls you a cab if youâre too drunk. |
| 9 | Tie dye paint |
| 10 | Fuzzy handle |
Example PopRox Weapons
Poppy Pocket 3.0
The most recent version of the PopRox Iconic pocket pistol. Plastic, cushioned handle, comes in bright pink, purple, or green. Break-action, snub-nose, small enough to hide in a boot, belt loop, or bra.
One-handed, +3 Shoot Bonus, 2 Damage (0 Graze), 1 Range, 1 Capacity, Easily Concealable.
RiotGrl
Shotgun with a foldable barrel just small enough to fit in a large purse. Glossy black paint, âBrat đâ embossed on the barrel in graffiti font.
Two-handed, +5 Shoot Bonus, 4 Damage (2 Graze), 1 Range, 4 Capacity, Easily Concealable.
HrtThrob
Pink and red polymer submachine gun with a glitter-coated barrel. Comes prefitted with a green laser sight that projects a heart-shaped beam.
Two-handed, +3 Shoot Bonus, 2 Damage (1 Graze), 1-2 Range, 12 Capacity, Automatic, Easily Concealable.
- Prefit with a green, heart-shaped laser sight
Ranger Supply
Corporate Security replaced standing armies, but Ranger Supply, a former international arms company, never stopped selling military gear. Ranger weapons are practical, reliable, and built for military conflict.
Special Feature: Ranger Supply Guns are well-built and combat-tested, and popular for âlegitimateâ carriers. They come with DNA locks.
Ranger Features
| 1d10 | feature |
|---|---|
| 1 | Forest Camo paint |
| 2 | A digital display showing how many bullets are in the clip |
| 3 | âRangerâ etched across the side in sans serif |
| 4 | Dog tag charm hanging from the handle |
| 5 | Skull and crossbones etched into the side |
| 6 | Silver Paint |
| 7 | Original ownerâs name etched into the handle |
| 8 | Desert Camo Paint |
| 9 | Serial number indicating the weapon was part of a limited release |
| 10 | Flag of a fallen Earth country painted above the handle |
Example Ranger Weapons
R-48
It has been the go-to combat rifle for the last couple of decades. Ranger put out an R-49 and R-50, but the R-48 remains their best seller. A true no frills combat rifle, and the standard used by Helianthus Corporate Officers.
Two-handed, +5 Shoot Bonus, 3 Damage (1 Graze), 2-3 Range, 16 Capacity, Automatic
- Prefit with a holographic sight
Scout x4
Rangerâs baseline sniper rifle, built for engagement at a distance. Available in Camo green or sleek black.
Two-handed, +10 Shoot Bonus, 4 Damage (0 Graze), 2-4 Range, 16 Capacity
- Prefit with a toggleable Night Vision Scope and a bipod
Lunar Falcon
Ranger Supplyâs most iconic weapon. A heavy, silver-painted hand-cannon of a semi-auto pistol. Known for its heavy recoil and frequent appearance in the âSoldier of Misfortuneâ film series, itâs become a staple of Military LARPers, Helianthus Corporate Officers, and people who just want a pistol that shoots real fucking hard.
One-handed, +5 Shoot Bonus, 3 Damage (2 Graze), 1-2 Range, 6 Capacity.
- -10 Shooting if not held with two hands
- Extremely loud
Shinobi
Discrete, quiet, lethal. Shinobi specializes in silenced and concealed weapons. Well-loved by both Runners and Corporate security whenever discretion is advised. Nobody carries a Shinobi for self-defense.
Special Feature: Shinobi Guns are dead silent. Even without a silencer, only characters in the same zone as the weapon hear a shot from a Shinobi.
Shinobi Features
| 1d10 | feature |
|---|---|
| 1 | Pitch black, nonreflective paint |
| 2 | E-ink display showing your noise level in decibels |
| 3 | Lighter than other weapons of this type |
| 4 | Made entirely of polymer, doesnât show up on metal detectors |
| 5 | Skin tone paint |
| 6 | Silver grip with a shuriken painted onto it |
| 7 | Velcro on the side for attaching to the inside of a jacket |
| 8 | Quick deconstruct and reconstruct time |
| 9 | Toggleable loud and quiet mode |
| 10 | Dull Beige Paint |
Example Shinobi Weapons
Stygian 2.64
A shotgun painted black as the dead of night, no sheen, no logo. Modified for absolute silence at the cost of stopping power. The only person who hears the blast is the guy with the pellets in his back.
Two-handed, +5 Shoot Bonus, 3 Damage (1 Graze), 1 Range, 4 Capacity
- Shots can only be heard by engaged targets.
Wintermute
Winter camo paint job on a sniper rifle built for cold-weather work, and confirming kills without leaving your perch.
Two-handed, +10 Shoot Bonus, 4 Damage (0 Graze), 2-4 Range, 16 Capacity
- Prefit with a toggleable thermal scope, suppressor, and vitals sensor.