Sage's Sanctum

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 I’m 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 can’t 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 weapon’s effective range, as long as you can see them.

A runner can try to attack outside of a weapon’s range. An attack roll takes a -20 penalty for each Zone beyond the weapon’s 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 weapon’s effective range, you still deal your weapon’s 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.

Attachments

Most Runners don’t 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 “other”).

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 Frame’s network, allowing for use with cybernetic enhancements.
DNA Lock Other A lock that prevents the weapon from being fired by anyone but it’s owner. Can’t 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 weapon’s 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 everyone’s got a niche. Whether you go for stylish and loud or silent and tactical, there’s probably a brand vying for your attention.

PopRox

A raver’s 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 you’re 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, “Brat 💋” 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.

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 “legitimate” 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 “Ranger” 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 owner’s 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

Scout x4

Ranger’s 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

Lunar Falcon

Ranger Supply’s most iconic weapon. A heavy, silver-painted hand-cannon of a semi-auto pistol. Known for its heavy recoil and frequent appearance in the “Soldier of Misfortune” film series, it’s 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.

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, doesn’t 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

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

#reboot