Chuck Lang CPR Rules Reference Sheets
Chuck Lang CPR Rules Reference Sheets
AAAAAFAN-CREATED
FAN-CREATED
FAN-CREATED RESOURCE
FAN-CREATEDRESOURCE
RESOURCE
RESOURCE
RESOURCE
FOR
FOR
FOR
FOR THE
FOR
THE
THE
THE RPG
THE
RPG BYBY
RPG
RPG
RPG R.R.
BY
BY
BY R.TALSORIAN
R.R.TALSORIAN
TALSORIAN GAMES,
TALSORIAN
GAMES,
TALSORIAN INC.
GAMES,
INC.
GAMES,
GAMES, INC.
INC.
INC.
RULES REFERENCE SHEETS
CAST AND CREW
BASED ON THE RPG WRITTEN AND DESIGNED BY MIKE PONDSMITH, JAMES HUTT, CODY PONDSMITH,
JAY PARKER, J GRAY, DAVID ACKERMAN, AND JAY KOVACH
AT WWW.RTALSORIANGAMES.COM
RULES REFERENCE SHEETS PAGE LAYOUT, GRAPHIC DESIGN, AND EDITING BY CHUCK LANG
AT WWW.TRANSHUMANCONSPIRACY.COM and WWW.CHUCKLANG.COM
Take Action Each entity takes a Turn within a Round. A Round is 3 seconds. Actions occur nearly simultaneously.
Move Action 1 NOTE: Move Actions may only be used for the types of movement listed below.
Climb Move a number of squares equal to 1/2 MOV.
And Long Jump Combined with the Run Action (see below), jump a number of squares equal to 1/2 MOV.
Second Action 1 NOTE: Second Actions may only be used for the types of actions listed below.
Attack Ranged See Ranged Combat Sheet.
Melee See Melee Combat Sheets.
Aim 2 Hit specific target at -8 and 1 ROF for entire Action with Ranged or Melee Attack.
Rate of Fire (ROF) Number of Ranged or Melee attacks possible in a single Attack Action.
Draw, Drop, Stow Dropping or drawing easily accessible weapon or item is free; stowing it takes an action.
Skill Use Use skill for quick task. Longer tasks take multiple turns: make check on last turn.
Shield Use 3 Takes an action to equip and drop. When equipped, you are in cover.
When attacked by target you can see, shield may interpose said attack. Dodging said attack is not allowed.
Shield takes damage until destroyed (0 HP). Destroyed shields provide no cover but remain equipped.
Stabilize See Getting Hurt and Getting Healed Sheet.
Use / Throw Object Manipulating, throwing, or using an object that doesn’t require a skill takes an action.
Vehicle See Vehicle Combat Sheet
1. CRB 168 – 169 3. CRB 183 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 170 3 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Defense, Damage, and Death
Defense Roll 1 DEX + Evasion Skill + 1d10 Critical Success 2 Roll one additional d10 and add the result.
REF ≥ 8 needed to Dodge Ranged Attack Critical Failure 2 Roll one additional d10 and subtract the result.
Ambush 3 Make Perception Check vs. Ambusher’s Stealth Check. If perceived, combat starts normally; if not, ambushers make undodgeable attack.
Armor 4 Stopping Power (SP) There is armor for both the body and head that soaks Damage up to its SP for that location.
Stacking SP Armor SP does not stack. Armor with Highest SP is that location’s SP.
Ablating Each time Attack Damage wounds wearer, the Armor’s SP reduces by 1 until fixed.
If Attack’s Damage wounds wearer, all armor worn in that location is ablated.
Stat Penalties Apply the worst Stat Penalty: Head or Body. Armor Stat Penalties do not stack.
Cover 5 Defender must be fully behind cover to be considered in cover. If Attacker has line of sight (LOS), Defender is not in cover.
Types of Cover and relevant Hit Points are on pages 182 – 183 of the CPR CRB.
Shields 7 Shields take an action to equip and drop. When equipped, Defender is in cover until the shield’s Hit Points (HP) reach 0.
When attacked by target you can see, shield may interpose said attack. Dodging said attack is not allowed.
Shield Types Bulletproof Shield Has 10 HP. This is a transparent, polycarbonate shield.
Corpse Shield Has Corpse’s BODY Stat in HP. Unequipping (dropping) costs an Action.
Human Shield Must be Grappled before equipping as shield. End Grapple to unequip.
May not be used to block Melee or Ranged Attacks Aimed at grappler’s head.
Human used as shield may not Dodge Ranged Attacks even with REF ≥ 8.
Grappler may attack Human Shield who takes damage normally from all attacks.
If Human Shield dies, it automatically becomes a Corpse Shield.
Critical Injuries 7 Double 6 on Damage dice = Critical Injury. +5 Damage and roll on Critical Injuries to the Body or Head (CPR CRB 187 – 188).
Death Saves 8 Roll 1d10. DV < BODY. Roll of 10 = Death. Act normally with Successful Death Save. See Mortally Wounded below for more.
Wound States 9 When damage exceeds Armor SP, subtract excess damage from HP. Cumulative damage in incurs penalties defined as Wound States.
Mortally Wounded Less than 1 HP -4 all Actions; -6 MOVE. Make Death Save each Turn. DV15 to Heal to 1HP
Death Save Penalty increases by 1 each turn. Unconscious 1 min
Suffer Critical Injury when damaged and increase Death Save Penalty by 1.
Dead 1 failed Death Save Death. You’re Dead
1. CRB 172 3. CRB 399 5. CRB 182 – 183 7. CRB 187 – 189 9. CRB 186 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 130 4. CRB 184 – 185 6. CRB 183 – 184 8. CRB 188 4 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Getting Hurt and Getting Healed
Other Ways to Get Hurt
Asphyxiation 1 Holding Breath Breath may be held for minutes equal to BODY Stat.
In Space Take BODY Stat in Damage. 1d6 Damage to INT, REF, and DEX. 0 INT = Death. Breathing reverses Stat Damage.
Electrocution 1 Take 6d6 Damage every Turn until separated from source of electricity. Deduct Armor SP.
Exposure 2 When exposed to extreme elements, take 1d6 Damage to HP (ignore SP) each day. While exposed, healing naturally is impossible.
Falling 2 Rate of Fall Rate of descent is 40 m/yds per Round (3 seconds). Extreme falls means You’re Dead (e.g. skyscraper).
Damage Damage: 2d6 per 10 m/yds - Armor SP. Avoid Broken Leg Critical Injury with DV15 Athletics Check.
Cyber Legs Negate Damage and Critical Injury when falling 30 m/yds or less.
Fire 1 Fire causes damage directly to Hit Points (HP) at end of Turn until an Action is used to extinguish. Armor is not ablated.
Intensity Example Effect
Mild Wood Fire 2 Damage directly to HP
Damage
Poison and Drugs 2 Make Resist Torture/Dugs Check vs. DV of Poison or Drug: failure leads to suffering effects. See CPR CRB 181 for list of Poisons and Drugs.
Radiation 2 Low Level No immediate effect. Over time, sickness and death may occur at GM’s whim.
High Level Hot Zone: Suffer 2 damage per Round ignoring Armor SP. Extremely Hot Zone: 6 Damage per Round.
Stabilizing 3 Wound State DV vs. TECH + First Aid Skill or Paramedic Skill + 1d10 Recovery: light activity = BODY Stat in HP healed / day.
Mortally Wounded are healed to 1 HP. Unconscious for 1 min: Death Save if injured. Then recovery.
Needed Skills 4 Cybertech Can’t Stabilize Wounds States. Can Quick Fix and Treat Critical Injuries to meat-part cyberware.
First Aid Can Stabilize Wound States and Quick Fix common Critical Injuries.
Paramedic (x2) Can Stabilize Wound States. Can Quick Fix and Stabilize all but deadliest Critical Injuries.
Critical Injuries 5 Treating Quick Fix Beat listed DV 5. Remove for one day. Each attempt takes a minute.
Treatment Beat listed DV 5. Remove permanently. Each attempt takes 4 hours. Can’t treat self.
Cybertech Critical Injury and bonus damage suffered. May use Cybertech Skill for Quick Fix or Treatment at listed DV 5.
1. CRB 180 3. CRB 222 – 223 5. CRB 221 – 222 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 181 4. CRB 223 5 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Melee COMBAT (Brawling and Weapons)
Attack Roll 1 DEX + Relevant Melee Attack Skill + 1d10 Critical Success 2 Roll one additional d10 and add the result.
Critical Failure 2 Roll one additional d10 and subtract the result.
Brawling Skill 3 The Brawling Skill is used at Rate of Fire 2 (2 ROF) for brawling, bare-knuckle boxing, and grappling versus targets within 2 m/yds.
Attack Damage 1 BODY Stat Damage scales with attacker’s Body Stat (see table below).
BODY ≤4 5–6 7 – 10 ≥ 11
Damage
by Stat
Damage 1d6 2d6 3d6 4d6
Cyber Arms Cyberarms deal a minimum of 2d6 damage regardless of attacker’s BODY Stat.
vs. Armor Brawling does not ignore half the Defender’s armor.
Choke 4 For 1 Action, Grappler deals BODY Stat in damage to Grappled target. Ignore but do not ablate armor.
If Choked target with more than 1 HP is reduced to 0 or less, they retain 1 HP and are unconscious.
If target is Choked for three consecutive rounds, they go unconscious regardless of HP total.
Grab 4 With at least one free hand and for 1 Action, grapple someone, take carried object, or escape grapple.
Attack Roll Attacker and Defender roll DEX + Brawling Skill + 1d10. Defender wins tie.
If successful, attacker may Grapple Defender instead of taking carried item.
Ending Grapple Attacker may release target for free. Defender makes Grab check to break free.
Move Actions Attacker may take Move Action, dragging Defender. Defender may not Move.
Using Weapons Attacker and Defender may not use weapons that require two hands.
Throw 4 Grappled Target For 1 action, attacker may throw Grappled target to ground. No roll needed.
Cause attacker’s BODY Stat in damage. Ignore but do not ablate target’s armor.
Roll DEX + Athletics + 1d10 vs. Grenade Launcher DV. If targeted, REF 8 may Dodge.
Thrown melee weapons deal stated damage, but do not half SP.
Melee Weapon Skill 1 The Melee Weapon Skill is used at 2 ROF versus targets within 2 m/yds except Very Heavy Melee Weapons which are 1 ROF.
Weapon Damage All melee weapons deal their stated damage.
vs. Armor All melee weapons ignore half Defender’s armor. Round up.
# Hands Required Melee weapons must be wielded by stated number of hands unless wielder has BODY 8.
1. CRB 176 3. CRB 176 – 177 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 130 4. CRB 177 6 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Melee COMBAT (Martial Arts)
Attack Roll 1 DEX + That Form’s Skill + 1d10 Critical Success 2 Roll one additional d10 and add the result.
Special Move Resolution 3 Critical Failure 2 Roll one additional d10 and subtract the result.
Martial Arts Skill 3 Martial Arts Attacks require one point in the Skill and are Rate of Fire 2 versus targets within 2 m/yds.
Attack Damage 1 BODY Stat Damage scales with attacker’s Body Stat (see table below).
BODY ≤4 5–6 7 – 10 ≥ 11
Damage
by Stat
Damage 1d6 2d6 3d6 4d6
Cyber Arms Cyberarms deal a minimum of 2d6 damage regardless of attacker’s BODY Stat.
vs. Armor Martial Arts Attacks ignores half of the Defender’s armor SP, round up.
Special Move Use 3 Special Moves require at least 1 point in that Form to use, have individual requirements to perform, and most may not be Aimed Shots.
All Forms 4 Recovery 1 Get Up Action is free with successful DV13 Martial Arts Special Move Resolution.
Aikido 4 Disarming Combination 1 1 Hit same target with Brawl and Martial Art Attack in same turn.
2 Make DV15 to hold or smack held item to ground.
Iron Grip 1 1 Grab Target (Grapple) already not affected by Iron Grip.
2 Increase target’s Grappled penalty to -4. Target may not use Ranged Weapons.
Karate 4 Armor Breaking Combo 1 1 Hit same target with Melee Weapon and Martial Art Attack in same turn.
2 Make DV15 to ablate target’s armor by 2 additional points.
Bone Breaking Strike 1 1 WILL ≥ 8. Instead of 2 Attacks, make 1. Target ribs at ±0 or target head at -8 to Attack Roll.
Judo 4 Counter Throw 1 1 Attacker Dodged all Melee Attacks since last Turn.
2 Make DV15 to Throw target whose attack was Dodged. Throw is unavoidable if successful.
Grab Escape 1 1 Hit target Grappling you with 2 Melee Attacks on same turn.
2 Make DV15 to escape Grapple and cause Broken Arm Critical Injury if not incurred already.
2 Successful hit incurs Spinal Injury or Brain Injury Critical Injury if not incurred already.
Flying Kick 1 1 MOVE ≥ 8. Already moved at least 4 m/yds this turn.
Instead of 2 Attacks, make 1 with all remaining movement versus target ≤ 4 m/yds away.
2 Inflict Attack Damage. Target forced Prone and from open-canopied vehicles (e.g. motorcycles).
1. CRB 176 3. CRB 178 5. CRB 180 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 130 4. CRB 179 7 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: RANGED COMBAT
Attack Roll 1 REF + Relevant Weapon Skill + 1d10 Critical Success 2 Roll one additional d10 and add the result.
Critical Failure 2 Roll one additional d10 and subtract the result.
Arrows 3 Bows and Crossbows do not require the Reload Action. Basic Arrows may always always be retrieved after they are fired.
Autofire Mode 4 For one action and 10 bullets (no more, no less), roll 2d6 damage times amount above DV up to the Weapon Type’s maximum multiplier.
Max Multiplier Submachine Guns x3 Damage multiplier may not exceed this value.
Assault Rifles x4 Damage multiplier may not exceed this value.
m/yds 0–6 7 – 12 13 – 25 26 – 50 51 – 100
Autofire DVs by Range
Weapon Type
Squares 0–3 4–6 7 – 12 13 – 25 26 – 50
Submachine Guns 20 17 20 25 30
Assault Rifles 22 20 17 20 25
Explosives 3 Area of Effect Targets and terrain within 10x10 m/yd area (5x5 squares) are damaged. Roll damage once.
Dodging REF 8 may Dodge. If successful dodger moves to nearest square outside explosive’s Area of Effect.
Missing If Attacker misses, explosive lands on GM-selected square within original intended Area of Effect.
Throwing 5 Roll DEX + Athletics Skill + 1d10 up to 25 m/yds away vs. Grenade Launcher DV (see Single-shot Mode below).
Reload 6 Take 1 action to load ammo and replace clip. A clip must be loaded with the same ammunition: no mixing.
Shotgun Shells 3 REF + Shoulder Arms Skill + 1d10 vs. DV13. Adjacent targets in 6x6 m/yds (3x3 squares) take 3d6 damage. No Aiming. REF 8 may dodge.
Single-shot Mode 3 A weapon may be fired each Action in Single-shot mode equal to its Rate of Fire and requires an Attack Roll for each shot. 3
m/yds 0–6 7 – 12 13 – 25 26 – 50 51 – 100 101 – 200 201 – 400 401 – 800
Weapon Type
Squares 0–3 4–6 7 – 12 13 – 25 26 – 50 51 – 100 101 – 200 201 – 400
Pistols 13 15 20 25 30 30 NA NA
Submachine Guns 15 13 15 20 25 25 30 NA
Single-shot Mode
Shotguns (Slug) 13 15 20 25 30 35 NA NA
Assault Rifles 17 16 15 13 15 20 25 30
Sniper Rifles 30 25 25 20 15 16 17 20
Bows & Crossbows 15 13 15 17 20 22 NA NA
Grenade Launchers 16 15 15 17 20 22 25 NA
Rocket Launchers 17 16 15 15 20 20 25 30
Suppressive Fire 3 For 1 action and 10 bullets, roll REF + Autofire Skill + 1d10 vs. all targets within 25 m/yds on foot, out of cover, and in line of sight.
All targets roll WILL + Concentration + 1d10. Failure forces use of Move Action to run to cover and Run Action if Move Action was short.
1. CRB 172 3. CRB 174 5. CRB 177 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 130 4. CRB 173 6. CRB 170 8 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Vehicle Combat
Damaging 1 Structural Damage 1 or More SDP Still running and can move.
Points (SDP) 0 or Less SDP Destroyed, can’t move, isn’t Cover, and needs repair using a Vehicle Tech Skill.
Glass Glass has no HP and provides no Cover unless it’s a Nomad’s Bulletproof Glass.
Bulletproof Glass 2 Nomad’s Bulletproof Glass: Thin has 15 HP; Thick has 30 HP.
Dodging Vehicles may not Dodge Attacks. Those inside a vehicle may still Dodge Attacks.
Aiming for Vehicle For entire Action, make -8, 1 ROF Ranged or Melee Attack vs. specific target for x2 SP-penetrating Damage.
Weak Points Stopping Power Some vehicles have an Armored Chassis as per Nomad Upgrade. 2
Driving Basic Driving 3 REF + Relevant Control Skill Check not required if Skill Base is greater than 9.
Skill Base > 9 REF + Relevant Control Skill Check not required. Driving considered a Move Action.
Skill Base ≤ 9 Maintain control with DV 10 REF + Relevant Control Skill each Turn as Action.
Failure results in Losing Control of the Vehicle.
Getting In and Out 4 Getting into a vehicle is an Action. Getting out is not an Action; it is movement.
Hands on Wheel 1 Without Interface Plugs, 1 hand must be on the wheel to maintain control or Lose Control at start of next Turn.
Starting and Stopping 4 Starting and Stopping a vehicle is an action and includes connecting or disconnecting Interface Plugs.
1 Upon Starting Vehicle, driver moves to top of Initiative Queue.
2 Driver’s MOVE Stat is now equal to the Vehicle’s MOVE Stat and negates previous MOVE penalties.
3 Driver is, of course, not allowed to use the Run Action.
Losing Control 3 If driver loses control of vehicle, GM determines entire movement during Turn in which control was lost including Ramming a target.
Maneuvers 3 GM determines when Maneuver Checks are required: REF + Control Skill 1d10. Failure results in Losing Control of the Vehicle.
Situations that Require a Maneuver Emergency Stop DV 13
Ramming 3 Damage Objects and entities with HP take 6d6 Damage and suffer the Whiplash Critical Injury.
Vehicle movement may continue through non-pedestrian targets at 0 HP or less.
Vehicle movement may continue through Pedestrians with HP, but pedestrians may ride the vehicle’s roof.
Dodging Make DV 13 DEX + Evasion + 1d10 Check to dodge entirely or dodge and ride roof of a ramming vehicle.
1. CRB 191 3. CRB 192 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 163 4. CRB 191 – 192 9 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Netrunning (Actions and Interface Abilities)
Action Types 1 NOTE: In addition to a Move Action, a Netrunner may use either Meat Actions or Net Actions in a round not both.
Meat Actions Non-move Actions everyone may take in reality or Meatspace (see Combat Sequence Sheet).
Net Actions Non-move Actions that occur in the Net Architecture. Interface Rank increases possible per-turn Net Actions.
Per Turn
Number of Actions 2 3 4 5
Net Action List 2 Activate or Deactivate Program In order to use a Program, a Netrunner must Activate it.
Deactivated A Deactivated Program is no longer running. Activate again to run at full-REZ.
Derezzed 3 At 0 REZ (HP), a Program is useless yet still running.
Voluntary Jack-out All Net Architecture Defenses reset. Jack In to same Access Point to restart run.
Netrunner Programs leave with Netrunner. Viruses left on lowest level persist.
Involuntary Jack-out Suffer effects of all non-derezzed Black Ice encountered on run.
Miscellaneous The Virus Interface Ability covers most eventualities; anything else is at the GM’s whim.
Use Interface Ability Interface Rank + 1d10 vs. DV Aside from Scanner, all Interface Abilities use a Net Action.
Interface Abilities 4
Cloak 1 Netrunner hides own actions and Viruses left behind: Interface Ability roll becomes Pathfinder DV—no Cloak means auto-success.
Control 1 Beat GM-determined DV to control a Control Node’s devices anywhere in a Net Architecture: each device takes 1 Net Action to control.
Each Control Node may be activated once per Turn. Control Check DV vs. another Netrunner or Demon is their Control Check.
Eye-Dee 1 Beat GM-determined DV (if any) to determine what a found piece of data is and appraise its value.
Pathfinder 1 Reveal the number of floors and what’s in them, but not the DV of anything, up to the first obstruction with a DV higher than your Check.
Scanner 1 Use Meat Action to find Meatspace Access Points in area. Higher DVs mean more Access Points are found.
Slide 1 Once per turn vs. Black Ice’s Perception + 1d10, flee combat and slide to adjacent floor. Passwords and NET obstruction block Slide.
Virus 1 On lowest level of Net Architecture, leave a Virus that performs up to 2 actions or changes and persist after Netrunner Jacks Out.
For a number of Net Actions based on Virus’s power, beat GM-determined DV to install. DV to Destroy Virus is Netrunner’s Virus Check.
Zap 1 Attack a Program or Netrunner for 1d6 Damage to Program’s REZ or directly to Netrunner’s brain.
Program’s Defense Program’s Defense Value + 1d10 Netrunner’s Defense Netrunner’s Interface + 1d10
1. CRB 197 3. CRB 201 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 198 4. CRB 199 – 201 10 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Netrunning (Combat)
Attack Resolution 1 Attacker Interface + Program Atk + 1d10 Vs. Defender Netrunner’s Interface + 1d10
Black ICE ATK + 1d10 Program or Black ICE DEF +1d10
Program Defeated Derezzed 3 At 0 REZ (HP), a Program is useless yet still running.
Deactivate and Activate to run program again at full REZ (HP).
Destroyed 3 A Destroyed Program is erased: buy and install a new one.
Class 1 Anti-Personnel and Anti-Program Class Programs and Black ICE are effective only on the listed targets type not the other.
Programs 4
Activation 1 A Program may be Activated once per Meatspace Round as a Net Action. A Program cannot be Activated again until Deactivated.
Copies Copies of a Program may be run simultaneously but each copy takes a Cyberdeck Slot: effects stack.
Install and Uninstall It takes 1 hour to install or uninstall a program on a Cyberdeck and each program takes 1 Cyberdeck Slot.
Program Classes 2 Booster While Rezzed, improves Netrunner’s abilities while in Net Architecture.
Defender While Rezzed, stops or reduces opposing Program or Netrunner attacks.
Attacker Anti-Personnel and Anti-Program Classes damage or disable only on the listed targets type not the other.
Black ICE 3
Activation 4 Black ICE may be Activated once per Meatspace Round as a Net Action. Black ICE cannot be Activated again until Deactivated.
Copies Copies of Black ICE may be run simultaneously but each copy takes two Cyberdeck Slots.
Install and Uninstall It takes 1 hour to install or uninstall Black ICE on a Cyberdeck and each Black ICE takes 2 Cyberdeck Slots.
In Combat 5 Place at top of Initiative to Attack designated target once per Turn until Derezzed, Destroyed, or Slid from.
Deactivate and Activate to assign new target. Black ICE are not cognizant: They act as programmed.
Outside Combat 5 Lie in wait on current floor to act as programmed. Deactivate and Activate to assign to new floor.
Black ICE Classes 5 Anti-personnel Hunt and kill Netrunners, but not Programs.
Encounters 5 1 Netrunner’s Interface + any active SPEED bonus + 1d10 Vs. Black ICE’s SPEED +1d10
If Black ICE wins, Netrunner or random Program suffers Black ICE’s effect. Win or lose, place Black ICE at top of Initiative.
2 Until Derezzed or Slid by, Black ICE attacks each Turn (ATK + 1d10 vs. Netrunner’s Interface + 1d10 or Program’s DEF + 1d10).
Undefeated Black ICE follow enemy Netrunners until Derezzed or Slid by. Black ICE lie in wait where they were Slid by.
1. CRB 201 3. CRB 204 – 207 5. CRB 205 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 202 4. CRB 204 11 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Netrunning (Non-Black ICE Programs)
Name Class ATK DEF REZ Effect
Eraser Booster 0 0 7 While Rezzed, increase all Cloak Checks by +2.
Boosters
Note: Only one copy of these Programs may run at a time, and each copy may only be used once per Netrun.
Name Class ATK DEF REZ Effect
Defenders
Armor Defender 0 0 7 While Rezzed, lowers all brain damage Netrunner suffers by 4.
Flak Defender 0 0 7 While Rezzed, reduces ATK of all enemy Non-Black ICE Attacker Programs to 0.
Shield Defender 0 0 7 Stops 1st successful Non-Black ICE Program brain damage then Derezzes.
DeckKRASH Anti-personnel 0 0 0 Force enemy Netrunner to unsafely Jack Out. As normal, unsafe Jack-out inflicts
effects of all non-derezzed Black Ice encountered on Netrun.
Hellbolt Anti-personnel 2 0 0 Inflict 2d6 Damage to Netrunner’s brain and burn Uninsulated Cyberdeck and
Netrunner’s clothing taking 2 HP damage (ignore SP) at end of each turn until Meat
Attackers
Poison Flatline Anti-personnel 0 0 0 Destroy one, random, Non-Black ICE Program installed on Netrunner’s Cyberdeck.
Superglue Anti-personnel 2 0 0 Enemy Netrunner can’t move deeper into Net Architecture or Jack Out safely for 1d6
Rounds. Enemy Netrunner may unsafely Jack Out. Each copy of Superglue may be used
only once per Netrun.
Vrizzbolt Anti-personnel 1 0 0 Lower Enemy Netrunner’s Net Actions by 1 on next Turn to a minimum of 2 and inflict
1d6 Damage to enemy Netrunner’s brain.
The Elevator Net Architectures are like virtual skyscrapers with an elevator connecting single-room floors where something waits for the Netrunner.
Movement Netrunners must move through each floor in order starting at the top. Net obstructions block movement. Floors may not be skipped.
Netrunning Style Stealth, speed, force, or pure luck: It’s up to the Netrunner how they interact with the Net Architecture and its denizens.
1. CRB 201 – 204 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES: 12 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Netrunning (Black ICE Programs)
Name PER SPD ATK DEF REZ Effect
Asp 4 6 2 2 15 Destroy a random Program on enemy Netrunner’s Cyberdeck.
Giant 2 2 8 4 25 Inflict 3d6 Damage to enemy Netrunner’s brain and force to unsafely Jack Out. As normal,
unsafe Jack-out inflicts effects of all non-derezzed Black Ice encountered on Netrun excluding
Giant.
Hellhound 6 6 6 2 20 Inflict 2d6 Damage to Netrunner’s brain and burn Uninsulated Cyberdeck and Netrunner’s
clothing taking 2 HP damage (ignore SP) at end of each turn until Meat Action is used to
smother fire. Multiple instances do not stack.
Kraken 6 2 8 4 30 Inflict 3d6 Damage to Netrunner’s brain and prevent from moving deeper into Net Architecture
or Jack Out safely until end of next turn. Enemy Netrunner may unsafely Jack Out.
Anti-Personnel Black ICE 1
Liche 8 2 6 2 25 Psychosomatically decrease enemy Netrunner’s INT, REF, and DEX by 1d6 (minimum 1) for 1
hour. Leaves no permanent effects.
Raven 6 4 4 2 15 Destroy one, random, Defender Program enemy Netrunner has Rezzed then inflicts 1d6 Damage
to Netrunner’s brain.
Scorpion 2 6 2 2 15 Psychosomatically decrease enemy Netrunner’s MOVE by 1d6 (minimum 1) for 1 hour. Leaves no
permanent effects.
Skunk 2 4 4 2 10 Enemy Netrunner makes all Slide Checks at -2b until Skunk is Derezzed. Each Skunk affects a
single Netrunner at a time, but effects of copies stack.
Wisp 4 4 4 2 15 Inflict 1d6 Damage to Netrunner’s brain and lower Enemy Netrunner’s Net Actions by 1 on next
Turn to a minimum of 2 and inflict 1d6 Damage to enemy Netrunner’s brain.
Anti-Program Black ICE 1
Killer 4 8 6 2 20 Inflict 4d6 Damage to Program. If target is Derezzed it’s Destroyed instead.
Sabertooth 8 6 6 2 25 Inflict 6d6 Damage to Program. If target is Derezzed it’s Destroyed instead.
What are they? Limited AI or Black ICE Intelligent Systems designed to control and manage a Meatspace and attack intruders using Control Nods.
Demons are stupid and act on triggers. For example, anyone not wearing an ID badge (even legit employees) get a turret’s gift of death.
Meatspace Combat Demons use Interface + Combat Number + 1d10 to control drones, turrets, and other non-automated defenses.
Netspace Combat Instantly aware of any Netrunner presence and its entire Net Architecture, Initiative starts and the Demon at the top of the Queue.
A Demon is unimpeded by Passwords, automatically wins Speed contests vs. Programs, yet is unable to run Programs or Black ICE.
Demons prioritize acting on Control Node triggers using Net Actions and Control then Zap to defend themselves by Zapping Netrunners.
1. CRB 206 – 207 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 212 13 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Reputation and Improvement Points
Gaining Reputation 1 Positive Awarded GM-determined Level of Reputation for cool deeds (fame).
Only cooler deeds of greater Level replace previous deeds of the same or lower levels.
Negative Awarded GM-determined Level of Reputation for uncool deeds (infamy) such as cowardice or betrayal.
Only an even more uncool deed replaces the old, uncool deed and also replaces cool deeds.
Level Who Knows About You
1 Anyone who was there at the time knows.
2 Stories have gotten around to immediate friends.
Improvement Points 2 Improvement Points are awarded at the end of each session based on mission completion (Group IP) or Playstyle (single-player IP).
Group and Playstyle awards are scaled from Attempted to Legendary in 10-point increments with a minimum of 10 and maximum of 80.
Spending IP No more than one Level or Rank may be purchased at a time even if there are enough Improvement Points to
purchase multiple Levels or Ranks. Time must be spent at the new Level or Rank before the next is purchased.
Level or Rank and Point Cost
Skill Type or Ability
Cost of Improvement
1 2 3 4 5 6 7 8 9 10
Typical Skills 20 40 60 80 100 120 140 160 180 200
Difficult Skills 40 80 120 160 200 240 280 320 360 400
Role Abilities 60 120 180 240 300 360 420 480 540 600
1. CRB 193 – 194 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 408 – 411 14 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED: Skill Checks
Resolution 1 Attacker vs. Defender Attacker’s Skill Base + 1d10 Vs. Defender’s Skill Base + 1d10
Attacker vs. Difficulty Value (DV) Attacker’s Skill Base + 1d10 Vs. GM-determined DV
Difficulty Description DV
Legendary An awe-inspiring feat that’s novelized and spoken of for years to come. 29
Critical Success If natural 10 is rolled on the d10, roll one and only one additional d10 and add the result.
Critical Failure If natural 1 is rolled on the d10, roll one and only one additional d10 and subtract the result.
Modifiers 2 When external forces make Skill Checks more difficult, GM-determined Modifier Values are subtracted from the roll.
Condition Modifier Value
Complex task -2
Difficulty Values (DV)
Exhausted -4
Complementary Skills 2 Use a Skill roll to modify a following, related skill roll by +1. Initial Skill roll may be made by the same or another character.
Taking Extra Time 2 Gain a +1 to any Skill Check taking four times longer than it would to normally accomplish.
Trying Again 2 Once failed, a Skill roll may not be attempted again unless chances of success have improved: better tools, taking longer, outside help.
Using Luck 2 Before rolling a Check, any remaining Luck may be used to modify the roll by +1 per point. Luck renews at the start of each game session.
Without the Skill 2 Any skill may be attempted by using the relevant STAT + 1d10.
1. CRB 128 – 130 CPR Rules Reference Sheets by Chuck Lang: www.chucklang.com & www.transhumanconspiracy.com
FOOTNOTES:
2. CRB 130 15 Based on Cyberpunk RED RPG by R. Talsorian Games: www.rtalsoriangames.com
CYBERPUNK RED
RULES REFERENCE SHEETS
It’s the Time of the Red, Choombah, and there ain’t no better way to
know your brainbox from your download port than to keep the rules of
the run hummin’ like a rebuilt and fine-tuned 2020 Kundalini Shiva.
In this fan-made resource for the Cyberpunk RED RPG, players and
GMs alike have all they need to hit the streets hard and fast with
easy-to-use flowcharts and carved-to-the-bone rule summaries.
Stay chilled and live on the edge because there ain’t nothin’ worse
than crackin’ a book when the heat’s runnin’ high and the bullets fly.