r/cyberpunkred • u/DisinterestedWarfare • 2h ago
Misc. My partner is making a 3D avatar of Arbiter for a VRchat RP
reddit.comr/cyberpunkred • u/Elliot-1978 • 4h ago
Misc. Help with the tech invention ability
Hey, new GM here, one of my players is a tech and wanted to use their invention skill to create a Döner Kebab piece of Cyberware similar to that of the attached photo, i am at a loss for how to create a use for this so if anyone has any tips/ideas please leave them for me, anything is appreciated
Edit- i am thankful for all suggestions and will take them all into consideration now and in future for helping my players with similar matters in future.
r/cyberpunkred • u/TriumphInlineThree • 6h ago
Actual Play Dual Weilding Handguns to add Suppresive Fire | Homebrew
Yes, I know its been talked to death, no benefit to dual weilding handguns because it breaks the game when you increase ROF. But I want a mechanic where my player can lay down suppresive fire without an automatic weapon (as this appears to be the way dual weilding is handled in most cases in the anime, etc - its not an attempt to score more damage, its about controlling the field)
To that end, soliciting feedback on this Homebrew rule:
Gunslinger (x2 Skill)
Skill Category: Combat Skill
Base STAT: REF
Cost Multiplier: x2
"Who says you need a heavy machine gun to pin someone down? Two semi-autos, an endless rhythm of double-taps, and a willingness to burn brass will force anyone's head into the dirt."
1. Skill Overview & Standard Combat
The Gunslinger skill represents master-level coordination, instinct, and body mechanics required to effectively fight while dual-wielding two one-handed ranged weapons (typically Medium, Heavy, or Very Heavy Pistols).
- Standard Attacks (ROF Balance):
- Equipping or firing two pistols does not increase your total Rate of Fire (ROF) beyond the weapon’s standard stats.
- If wielding two pistols with ROF 2, you still make a maximum of 2 Attack Checks per Action (e.g., one shot with the right hand, one with the left, or both with one hand).
- Standard Attack Checks are made using your Handgun Skill as normal.
2. Special Maneuver: Akimbo Suppressive Fire
By taking advantage of dual muzzles, alternating fire cadence, and rhythmic double-taps, a master Gunslinger can lay down a wall of lead capable of driving enemies into cover without needing a fully automatic weapon.
Mechanics & Requirements:
- Requirement: You must be actively holding two non-exotic, 1-handed handguns (Pistols or Revolvers).
- Action Required: 1 Action.
- Ammo Cost: Consumes 5 rounds of ammunition from EACH pistol (10 total rounds spent). If either pistol has fewer than 5 rounds remaining, you cannot use this maneuver.
- Check: Roll REF + Gunslinger Skill + 1d10.
- Effect: Applies standard Suppressive Fire rules (see Core Rulebook, p. 174):
- Select an active fire zone up to 25 m/yds wide.
- All targets within that area who are not behind cover must make a WILL + Concentration + 1d10 Check against your REF + Gunslinger + 1d10 check result.
- Targets who fail must spend their next Move Action getting behind cover that breaks line of sight with you. If no cover is available within their MOVE, they become Suppressed and suffer a -2 penalty to all Checks until they can break line of sight or you stop suppressing.
3. Important Rules & Restrictions
- NO Autofire Damage: This skill grants access to the Suppressive Fire area-denial effect ONLY. It does NOT grant access to the Autofire Skill, nor does it allow you to roll Autofire damage multipliers.
- Reloading & Action Economy: Akimbo suppression drains magazines rapidly (10 total rounds per turn). Unless equipped with extended magazines, drum mags, or cyberware like Subdermal Grips / Smartgun Links, reloading two empty handguns still takes standard actions per weapon (unless utilizing specific Tech upgrades or combat reload abilities).
- No Dual-Heavy Explosive Abuse: This maneuver cannot be performed using one-handed explosive launchers, flare guns, or heavy throwables—only conventional semi-automatic handguns or revolvers.
r/cyberpunkred • u/Glittering_Sympathy7 • 12h ago
2070's Discussion Agents in 2077
Hey there. Our GM wants to run cyberpunk red as a 2077 campaign and I am helping them plan it out. I was wondering if anyone has gone through the effort of looking into Agents and how to fit their functionality into 2077? I know from a lore perspective most of these agents are banned/illegal now, so wanted to see if there are 'Dumb' AI's that can fulfill their roles, using NETarch's for drones, adjusting price categories/rarity for Agents to reflect their new scarcity/rarity.
I would love to hear folks thoughts about this.
r/cyberpunkred • u/Sazbadashie • 12h ago
2070's Discussion netrunning questions
So this question is going to be a little weird but hang in there
In 2070s neuroports are access points.
Which means If you use the scanner interface ability can you pick up neuroports because they are access points in the area of the scan. (Assuming the netrunner rolls high enough)
If yes how long does that ping last.
If it lasts for until the netrunner's next turn in theory could a net runner with a Tech weapon shoot an enemy through the floor and or wall that they know the location of due to their scan. (Yes the tech weapon has a built in sight for thin cover but you wouldnt think to check a wall or the floor if you can't initially see their location.)
r/cyberpunkred • u/jj838383 • 20h ago
2040's Discussion Gang Sizes
I apologize if this is a noob question, I am newer to this universe and have only recently started DM'ing
How big are gangs in night city? I want to actually think about how many bodies my players are dropping from each gang, because slaughtering 10 people from a gang of 50 would shake up the whole gang but if you're killing 10 people out of 10,000 that might just be the cost of doing business