Weapons tech (Cyberpunk RED)
Definition
Weapons Tech is gunsmithing: cleaning, repair, modification, and diagnosing the fault that made a weapon fail. It also covers building and adapting, from fitting a suppressor to converting something into a configuration it was never sold in. At the table it does two things. First, it prevents the worst moment in a firefight, which is a weapon that does not work. Second, it is how a crew gets gear that is better than what money can buy them, since a good weapons tech turns an ordinary rifle into a specific tool for a specific job. In a campaign where ammunition and hardware are a real running cost, the character who maintains everything is quietly saving the crew a great deal of money.
How it works
Tips
Frequently asked questions
Does Weapons Tech improve my accuracy?
Not directly. It keeps weapons functional and allows modifications that suit a job, such as suppression or concealment. Hitting the target is still Handgun, Shoulder Arms, or Autofire.
Can I build a weapon from scratch?
Modifications and assembly from parts are within scope. Real fabrication of something new is the Tech role's Maker ability, which reaches further than any single skill does.
How often should weapons be maintained?
Most GMs handle it as downtime and only call for a roll after heavy use, water, dust, or damage. Automatic fire is especially hard on a weapon, so burst-heavy characters need this skill nearby.