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Chuck Lang CPR Rules Reference Sheets

The Cyberpunk Red combat sequence follows an initiative order with combatants taking turns. On each turn, a combatant can take a move action like moving or jumping, and a second action like attacking with ranged or melee weapons, aiming, using skills, or shield blocking. Damage is reduced by armor until its stopping power is depleted, and critical hits can increase or decrease defense rolls.

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100% found this document useful (1 vote)
378 views18 pages

Chuck Lang CPR Rules Reference Sheets

The Cyberpunk Red combat sequence follows an initiative order with combatants taking turns. On each turn, a combatant can take a move action like moving or jumping, and a second action like attacking with ranged or melee weapons, aiming, using skills, or shield blocking. Damage is reduced by armor until its stopping power is depleted, and critical hits can increase or decrease defense rolls.

Uploaded by

Fran Bejarano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CYBERPUNK RED

RULES REFERENCE SHEETS

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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

NOTICE: NO RULES AS WRITTEN (RAW) WERE HARMED DURING


THE DEVELOPMENT OF THIS DOCUMENT THROUGH INTERPRETATION
OR INCORPORATION OF HOUSE RULES.
RULES REFERENCE SHEETS
TABLE OF CONTENTS
CHAPTER 1: COMBAT SHEETS 3
COMBAT SEQUENCE 3
DEFENCE, DAMAGE, AND DEATH 4
GETTING HURT AND GETTING HEALED 5
MELEE COMBAT (BRAWLING AND WEAPONS) 6
MELEE COMBAT (MARTIAL ARTS) 7
RANGED COMBAT 8
VEHICLE COMBAT 9

CHAPTER 2: NETRUNNING SHEETS 10


NETRUNNING (ACTIONS AND INTERFACE ABILITIES) 10
NETRUNNING (COMBAT) 11
NETRUNNING (NON-BLACK ICE PROGRAMS) 12
NETRUNNING (BLACK ICE PROGRAMS) 13

CHAPTER 3: SKILLS REPUTATION AND IMPROVEMENT POINTS SHEETS 14


REPUTATION AND IMPROVEMENT POINTS 14
SKILL CHECKS 15
CYBERPUNK RED: COMBAT SEQUENCE
Roll Initiative 1 REF + 1d10 Combat ensues in descending order of Initiative roll results (highest roll goes first; lowest roll goes last).

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.

Move Move a number of squares equal to MOV.


Standing Jump Jump horizontally a number of squares equal to 1/4 MOV.

Swim Swim 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.

Head Double any damage penetrating target’s head armor.

Held Item Item is dropped if damage penetrates body armor.


Leg Suffers Broken Leg Critical Injury if damage penetrates body armor.

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.

Get Up Stand up from a prone or similar position


Hold Action Hold a predetermined Action against a specific target until an event or Initiative count triggers your Action.

Net Action Use See Netrunning Sheet.


Run Take a second Move Action if you’ve already taken a Move Action this turn.

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.

Damage and Death

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.

Lightly Wounded Less than full HP No effect. DV10 to Stabilize


Seriously Wounded Less than ⌈1/2⌉ HP -2 all Actions DV13 to Stabilize

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.

Drowning At start of Turn, take BODY Stat in damage.

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

Strong Gasoline Fire 4 Damage directly to HP

Deadly Thermite 6 Damage directly to HP

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.

Stabilization and Healing

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.

Surgery Can treat all 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.

Both Attacker and Defender take -2 to all actions while in a Grapple.


Choke and Throw Targets must be Grabbed before they may be Choked or Thrown.

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.

Throwing ends Grapple. Thrown target is considered Prone.


Held Item Use 1 action to throw object up to 25 m/yds.

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.

Martial Arts Forms and Special Moves

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.

2 Successful hit incurs Broken Ribs or Cracked Skull Critical Injury.

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.

Taekwondo 5 Pressure Point Strike


1
1 WILL ≥ 8. Instead of 2 Attacks, make 1. Target spine at ±0 or target head at -8 to Attack Roll.

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

Nomad Armored Chassis is SP 13. 2


Aimed Melee Attacks automatically hit stationary vehicles and require DV 13 at -8 if vehicle is moving.

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

Landing (Air Vehicle) DV 13 Bootleg Turn DV 17 Sharp Turn DV 13


Aerobatic Maneuver (Air Vehicle) DV 17 Do a Jump DV 17 Swerve 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.

Interface Rank 1–3 4–6 7–9 10

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.

Deactivate and Activate to run program again at full REZ (HP).


Destroyed 3 A Destroyed Program is erased: buy and install a new one.
Jack In or Out Enter or exit Netspace while within 5 m/yds of access point. Walls block access.

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

Backdoor 1 Beat GM-determined DV to bypass passwords in Net Architecture.

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

Successful Hit Target, Program, or Black ICE suffers Effect of Program.

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.

Anti-program Hunt and kill Rezzed Programs, but not Netrunners.


Demon Programs too big for Cyberdecks that operate Control Notes to defend Net Architectures or Meatspaces.

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

See Ya Booster 0 0 7 While Rezzed, increase all Pathfinder Checks by +2.

Speedy Gonzalvez Booster 0 0 7 While Rezzed, increase Speed by +2.


Worm Booster 0 0 7 While Rezzed, increase all Backdoor Checks by +2.

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.

Name Class ATK DEF REZ Effect


Banhammer Anti-program 1 0 0 Inflict 3d6 REZ to Non-Black ICE Program or 2d6 REZ to Black ICE Program.
Sword Anti-program 0 0 0 Inflict 3d6 REZ to Black ICE Program or 2d6 REZ to Non-Black ICE Program.

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

Action is used to smother fire. Multiple instances do not stack.


Nervescrub Anti-personnel 0 0 0 Psychosomatically decrease enemy Netrunner’s INT, REF, and DEX by 1d6 (min. 1) for 1
hour. Leaves no permanent effects.

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.

Beyond Programs: Doing a Netrun

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

Name PER SPD ATK DEF REZ Effect


Dragon 6 4 6 6 30 Inflict 6d6 Damage to Program. If target is Derezzed it’s Destroyed instead.

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.

Beyond Black ICE: Demons 2

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.

3 All your co-workers and casual acquaintances know.


Reputation Levels

4 Stories are all over the local area.

5 Others beyond your local area recognize your name.


6 Others beyond your local area know you on sight.
7 A news story or two has been written about your exploits
8 Your exploits regularly make the headlines and screamsheets.
9 Your exploits always make the screamsheets and TV.

10 You’re know worldwide.


Effect of Reputation When first meeting a PC, roll 1d10; rolling below the PC’s Reputation means they’re recognized.
Facedowns GM-determines if a duel of wills occurs before a fight to see if one or the other backs down.
Opposing Roll COOL + Reputation + 1d10 (for uncool deeds, Reputation is a penalty to this roll)
Tie Nothing happens.
Loser Chooses to back down or take -2 to all Actions vs.
winning opponent until loser defeats winner.

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

Simple The untrained may succeed unless they’re a child. 9


Everyday The minimally trained may succeed. 13

Difficulty Values (DV)


Difficult The trained and naturally talented may succeed. 15
Professional Trained, experienced professionals may succeed. 17

Heroic The highly skilled, best of the best—superstars—may succeed. 21


Incredible A tremendous feat accomplished by Olympians and Einsteins. 24

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

Night or low lighting conditions -1


Have never done this before -1

Complex task -2
Difficulty Values (DV)

Don’t have right tools or parts -2


Slept uncomfortably the night before -2
Under extreme stress -2

Exhausted -4

Extremely drunk or sedated -4


Trying to perform task secretly -4

Task obscured by smoke, darkness -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.

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