Heavy weapons (Cyberpunk RED)
Definition
Heavy Weapons covers the ordnance that ends arguments with vehicles, walls, and small buildings: grenade launchers, rocket launchers, and crew-served weapons. These are not tools for a firefight in a nightclub. They exist because Night City has armored transports, reinforced doors, and things wearing enough plating that a rifle is a waste of everyone's time. At the table Heavy Weapons is a specialist's insurance policy. It rarely comes up, and when it does it is decisive: an anti-vehicle shot that strands a corporate response team, a breaching charge fired from across a lot, a launcher pointed at something the crew was not supposed to meet. The limits are practical. The weapons are expensive, illegal everywhere, impossible to hide, and their collateral damage tends to become next session's problem.
How it works
Tips
Frequently asked questions
Is Heavy Weapons worth the points?
Only if your campaign features vehicles, drones, or heavy armor. In a game of interpersonal jobs and back-alley fights it will sit unused, and those points would do more in Handgun or Evasion.
Can I keep a launcher in the city?
You can own one, but you cannot carry it around. These are vehicle and safe-house weapons, brought out for a specific job and put away immediately, because being seen with one escalates the response against you.
What happens if I miss?
With an explosive round, something still gets hit. Most GMs place the blast somewhere near the target, so a miss in a crowded street is not a clean miss. Plan the shot with a backstop in mind.