Cyberpunk RED skill
Weapons Tech
Weapons Tech is a skill in Cyberpunk RED: Keeping guns and heavy weapons tuned, customized, and free of the fault that kills you.
Last reviewed
Key facts
- Stat
- TECH
- Category
- technique
Overview
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
Linked Stat: TECH Category: Technique Resolution: 1d10 plus TECH plus skill level against a DV set by the work involved, from routine maintenance at the easy end to serious custom modification near the top. A natural 10 adds another roll, a natural 1 subtracts one. Tools, parts, and legality: A workbench and proper components lower the DV, improvisation raises it. Weapon modification is heavily restricted, so the parts themselves are often a Streetwise or Trading problem before they are a technical one.
Tips and playstyle
Best for: Techs and any crew that shoots regularly, which is most of them. Character concepts: A Tech who builds custom weapons to order, an ex-military armorer, a Nomad who maintains the family's guns, a Solo who trusts nobody else with their own. Synergies: Handgun, Shoulder Arms, and Autofire all rely on hardware this keeps working. Basic Tech covers the general mechanical skills, Heavy Weapons needs its own maintenance, and Trading sources restricted parts.
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.