Cyberpunk RED To 2077
Cyberpunk RED To 2077
Cyberpunk RED To 2077
Author
Dusk#1352 (/u/mitsayantan)
DISCLAIMER
Cyberpunk RED to Cyberpunk 2077 Homebrew Conversion Guide is unofficial content
provided under the Homebrew Content Policy of R. Talsorian Games and is not approved
or endorsed by RTG. This content references materials that are the property of R.
Talsorian Games and its licensees.
INTRODUCTION
So you want to run Cyberpunk tabletop in 2077 but you have no clue as to how. I get it,
the video game is cool and feels a lot more traditional cyberpunk than the
quasi-apocalyptic setting that is RED. Lucky for you, RED’s system can be largely adapted
for play in 2077 with a few changes.
CYBERWARE
In addition to the Cyberware in Cyberpunk RED, some of the Cyberware from 2077 is
adapted below.
Berserk Hospital Must be activated as an Action. For the next 10 minutes, the 1,000eb 14
user gains the following benefits: (V. Expensive) (4d6)
● For the duration, when the user suffers a Critical
Injury they do not take any Bonus Damage.
● For the duration, any penalties the user suffers to
STATs or Actions due to being in the Seriously or
Mortally Wounded Wound States are halved.
● For the duration, any penalties the user suffers on
Actions due to losing a Facedown are halved.
For the duration, the user becomes highly aggressive. Do
your best to roleplay accordingly. After 10 minutes, this
Cyberware cannot be activated again for an hour. Requires
Neural Link.
Kiroshi Mk. Hospital Cybereye. Does not have to be paired. Some Cyberoptic 500eb 7
III Cybereye Options must be paired. Has 4 Option Slots for Cyberoptic (Expensive) (2d6)
Options.
▶ Cyberarm [4 Option Slots Per Cyberarm]
Gorilla Arm Hospital Cyberarm. Does not have to be paired. Brawling attacks 500eb 7
made using a Gorilla Arm always deals 4d6 damage, (Expensive) (2d6)
regardless of the user’s BODY. When paired, if both Brawling
attacks on your Turn hit the same target, the second
Brawling attack ignores half the target’s armor. Has 0
Option Slots.
Ballistic Allows you to ricochet your shots with a Power Weapon. Can 500eb 7
Coprocessor be installed as the only piece of Cyberware in a meat arm. (Expensive) (2d6)
Requires Neural Link but does not take up a Neuralware
Option Slot.
Mantis Clinic Heavy Melee Weapon. Can be concealed without a Check. 1,000eb 7
Blade When wielded as a weapon, the user can't hold anything in (V. Expensive) (2d6)
this arm's hand. Damage dealt by this weapon ignores the
target's armor entirely if it is lower than SP7. Armor with a
higher SP is still interacted with as normal.
Monowire Clinic Heavy Melee Weapon. Can be concealed without a Check. 1,000eb 7
When wielded as a weapon, the user can't hold anything in (V. Expensive) (2d6)
this arm's hand. Using this weapon, whenever you cause the
Foreign Object Critical Injury, the victim rolls again on the
Critical Injury table until they roll a Critical Injury that isn’t
Foreign Object and suffers that Critical Injury instead.
Requires a Cyberarm and takes up 2 Option Slots.
Projectile Clinic One-Handed Single Shot Smart Rocket Launcher, installed in 1,000eb 7
Launch a Cyberarm. The weapon cannot take any Weapon (V. Expensive) (2d6)
System Attachments. Can be concealed without a Check. When
wielded as a weapon, the user can't hold anything in this
arm's hand. Requires a Cyberarm and takes up 4 Option
Slots.
▶ Cyberlegs [4 Option Slots Per Cyberleg]
Fortified Clinic Reduces damage from Falling by 2d6. Multiple pairs of this 500eb 3
Ankles Cyberware don’t stack. Requires two Cyberlegs and must be (Expensive) (1d6)
paired.
Lynx Paws Clinic Softens movement sound, adding +2 to Stealth Checks. This 500eb 3
bonus only applies once and won’t combine with bonuses to the (Expensive) (1d6)
Stealth Skill from other sources. Requires two Cyberlegs and
must be paired.
Reinforced Clinic When jumping from standing you can clear the same distance 100eb 3
Tendons that you could with a running start. Requires two Cyberlegs and (Premium) (1d6)
must be paired.
Blood Hospital Once per day, as an Action, you can activate this Cyberware to 1,000eb 14
Pump inject yourself with a cocktail of nanite-assisted platelets. If (V. Expensive) (4d6)
you are not Mortally Wounded, you immediately heal an
amount of HP equal to your BODY. If you have a Biomonitor,
you can program the Blood Pump to automatically inject you,
when you receive a Critical Injury or become Seriously
Wounded.
Titanium Hospital Cancels the first critical injury effect that inflicts one (not 1,000eb 14
Bones each) of the following: Broken Arm/Leg/Jaw/Ribs, Cracked (V. Expensive) (4d6)
Skull, Crushed Fingers, or Dismembered Arm/Hand/Leg. You
still suffer the bonus damage. Resets after 24 hours or after
any Critical Injury Treatment. Can only be installed once.
▶ External Cyberware [7 Option Slots]
Fireproof Hospital Skinware. Has an amount of Fireproof Coating (FC) equal to the 500eb 7
Coating max SP of your implanted armor. If you are On Fire at the end of (Expensive) (2d6)
your Turn, automatically spend 1 FC to reduce damage taken
from fire, by half. Doesn’t work against radiation. Recovers 1 FC
for every 1 SP repaired. Only 1 piece of Skinware can be installed
at a time. Requires Skin Weave, Subdermal Armor, or Sycust
FleshWeave.
Optical Hospital Skinware. Takes 1 minute to engage during which the user must 1,000eb 14
Camo not move. The cloaking only works if no other armor or clothing (V. Expensive) (4d6)
is worn over the skin. Once active, the user may move and is
hidden from anyone who does not succeed on a DV17
Perception Check, even if they are otherwise aware of the user’s
presence. While the user is hidden, their Melee Attacks
automatically succeed and their Ranged Attacks cannot be
dodged by targets. Any attempt to specifically target the
cloaked user suffers a -4 penalty on Attack and Grab Checks.
The cloaking is disrupted if the user deals or takes damage. Only
1 piece of Skinware can be installed at a time. Requires Skin
Weave, Subdermal Armor, or Sycust FleshWeave.
Shock N Hospital Skinware. When you are the defender in a grapple, you can use 500eb 7
Awe an Action to send a pulse of electricity through your skin, (Expensive) (2d6)
forcing the attacker in the grapple to make a DV15 Resist
Torture/ Drugs Check. If they fail, the grapple ends immediately.
Only 1 piece of Skinware can be installed at a time. Requires
Skin Weave, Subdermal Armor, or Sycust FleshWeave.
WEAPONS
The weapon system of Red is not enough to simulate the weapon variety of 2077. Under
the 2077 system, all Ranged Weapons are divided into three categories: Power, Tech, and
Smart. Melee weapons in 2077 are the same as in Red.
▶ Power Weapons ◀
Power Weapons are similar to non-exotic Ranged Weapons in Red, with one exception. If
you have a Ballistic Coprocessor, you can ricochet your shots with a -4, bouncing it off of
Cover or a similar solid object. Targeting Scope Cyberware adds +1 to this Check. If you
do this with an Aimed Shot, you do not take the -4 penalty, just the usual -8. The range
DV used for ricochet shots is the distance from you (the shooter) to your target in a
straight line. You cannot ricochet shots with a Shotgun Shell. All ranged weapons except
Grenade Launchers and Rocket Launchers can be Power Weapons. Some Power
Weapons are listed below. Feel free to make your own.
Alt. Fire Modes & Special Features: Autofire (3) • Poor Quality •
Suppressive Fire
Alt. Fire Modes & Special Features: Autofire (4) • Poor Quality •
Suppressive Fire
Alt. Fire Modes & Special Features: Autofire (4) • Excellent Quality
• Suppressive Fire
Alt. Fire Modes & Special Features: Autofire (4) • Excellent Quality
• Suppressive Fire
LMG 25 22 17 17 20
▶ Tech Weapons ◀
Tech Weapons are the natural evolution of railguns into more compact and diverse
packages. Tech weapons are only available as Pistols, SMGs, Heavy SMGs, Shotguns, and
Sniper Rifles. Tech Weapons are Excellent Quality weapons, giving you +1 to Ranged
Attack Checks with them. Tech Weapons can only fire Basic and Armor-Piercing
Ammunition.
Tech Weapons come with a scope that allows you to see targets through Thin Cover.
Before firing a Tech Weapon you can charge it as part of the Attack Action. Doing so
reduces ROF to 1 and causes damage dealt by the weapon to ignore the target's armor
entirely if it is lower than SP7. Armor with SP7 or higher is interacted with as normal. In
addition, if the target is behind Thin Cover and damage from the Tech Weapon is
sufficient to destroy the Thin Cover, the target takes full damage. This property can be
used with Single Shot, Aimed Shot, Burst Fire, or Autofire. Some Tech Weapons are listed
below. Feel free to make your own.
Weapon Name Weapon Type Cost
Alt. Fire Modes: Burst Fire (4d6) • Autofire (3) • Suppressive Fire
Note: As a rules update to all railguns from Cyberpunk RED, if a target is behind
thin cover and damage from a railgun is sufficient to destroy the thin cover, the
target takes full damage. Additionally, all railguns can make Aimed Shots.
▶ Smart Weapons ◀
Smart Weapons are Excellent Quality weapons with an integrated Smartgun Link. Smart
weapons are only available as Pistols, SMGs, Heavy SMGs, Shotguns, Assault Rifles,
Sniper Rifles, Crossbows, and Rocket Launchers. Smart Weapons can only fire Basic and
Smart Ammunition. A Smart Weapon must be connected to you with Interface Plugs or
a Subdermal Grip to operate. Ranged Attacks made with a Smart Weapon add a +2 to
your Check (+1 from Excellent Quality and +1 from Smartgun Link). Some Smart
Weapons are listed below. Feel free to make your own.
Weapon Name Weapon Type Cost
Alt. Fire Modes: Autofire (3) • Burst Fire (4d6) • Suppressive Fire
▶ Burst Fire
Burst Fire is a new Alt. Fire Mode that some weapons have. Making a Burst Fire attack
costs an Action and 3 bullets. If you don't have 3 bullets, you cannot use Burst Fire. To
attempt Burst Fire, you must beat the appropriate Autofire Range DV using the Autofire
Skill. Targets with REF 8 or higher can attempt to dodge your Burst Fire. If you hit, you
deal the damage listed in the weapon’s description. Burst Fire is always 1 ROF and cannot
be used to make an Aimed Shot.
▶ Double-Barrel
Double-Barrel shotguns have an ammunition capacity of 2. They are incompatible with
magazine weapon attachments. While the gun has 2 Shells loaded you can shoot both
Shells together, increasing the damage of the attack to 4d6. It takes 1 Action to reload
both barrels.
▶ Weapon Quality ◀
Non-exotic Power Weapons can come in Poor, Standard, or Excellent Quality. Non-exotic
Tech and Smart Weapons are all Excellent Quality by default. Exotic Weapons will state
what Quality they are.
▶ Weapon Attachments ◀
All non-exotic Power, Tech, and Smart Weapons come with 3 Attachment Slots. Exotic
Weapons of any type don’t have an Attachment Slot unless upgraded by a Tech.
▶ Bipod
Cost: 50eb (Costly) • Eligible: All Non-Exotic Two-Handed Ranged Weapons.
A retractable two-legged stand that eliminates the weapon's weight on the user’s arms.
As an Action, the Bipod can be deployed and rested on a horizontal surface. Doing so
means the weapon is considered mounted until moved. Moving retracts the Bipod
automatically.
▶ Holographic Sight
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
A 1.5x magnifying sight with a holographic reticle. Perfect for mid-range combat but isn’t
good at either close or long distance. When attacking a target that is between
13-50m/yds away using a weapon's Single Shot, Aimed Shot, or Burst Fire, you can add a
+1 to your Check.
▶ Laser Sight
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
A precision laser dot that increases your accuracy at short range, but fades away over
longer distances. When attacking a target no more than 12m/yds away using a weapon's
Single Shot, Aimed Shot, or Burst Fire, you can add a +1 to your Check.
▶ Smart Scope
Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons.
Contains two Option Slots for Cybereye options. You can use the weapon to gain access
to the benefits of these options. All options count as if they were paired, and it costs the
same as installing the option once in a Cybereye. Requires 2 Attachment Slots.
▶ Ammunition ◀
▶ Smart Ammunition 2.0
Cost: 100eb (Premium) • Ammo Types Available: All except Grenades.
The development of Smart Weapons also made Smart Ammunition better and cheaper.
The improved version can be used to make Aimed Shots, Burst Fire, or Autofire.
Targeting Scope Cyberware is required to make use of Smart Ammunition 2.0. When
fired by a User without Targeting Scope Cyberware, the ammunition won't fire even when
the trigger is pulled, as a safety feature. Whenever you miss a shot by 4 or less, your
missed shot immediately has a second chance to hit your target. This second chance to
hit is made by rolling again to hit the same shot DV on the range table which you missed,
except that you add 14 to the d10 instead of anything you would typically add to the
Check, with the only exception being LUCK. A target that can dodge bullets can choose to
dodge this ranged attack as normal. Can only be fired by Smart Weapons.
▶ Exotic Weapons ◀
▶ Ultra Hammer
Cost: 5,000eb (Luxury)
The iconic weapon of Sasquatch, leader of the Animals gang. It is a Two-Handed Exotic
Very Heavy Melee Weapon. This solid-tungsten sledgehammer deals 5d6 damage. When
you attack with this weapon and score a Critical Success or inflict a Critical Injury, it also
knocks the target Prone. Using this weapon requires BODY 11 or higher. Because of its
weight, this weapon cannot be used One-Handed.
LINEAR FRAMES
▶ Militech Centaur
Cost: 10,000eb (Super Luxury)
The Centaur is a powered exoskeleton that can only be purchased as an External Frame.
Two installations of Interface Plugs are required for operation and it can be taken on and
off with an Action. While connected properly to the frame, the user increases their BODY
to 12. This frame cannot increase the user’s BODY to 13 or higher. This increase in BODY
does not increase the user’s HP or change their Death Save.
The Centaur has 3 Option Slots for installing Cyberleg or Cyberlimb options. All options
count as if they were paired, and it costs the same as installing the option once. While
being piloted, the user gains the benefits of those options. Any options stored in a
Cyberleg or meat leg become inaccessible while piloting a Centaur.
The Centaur cannot be rendered inoperable by EMP effects, like Microwaver pulses, or
non-Black ICE Program Effects. While piloting a Centaur, the user cannot dodge Ranged
Attacks or Explosions, even if they have REF 8 or higher. The user also has access to the
exoskeleton’s integrated Heavy Laser Cannon.
▶ Militech Heavy Laser Cannon: An Excellent Quality Exotic Shotgun that can only fire
using the Shotgun Slug firing mode. The weapon is fired with the Heavy Weapons Skill
instead of the Shoulder Arms Skill. Instead of using ammunition, whenever this weapon
is fired it drains one of 16 charges from its easily rechargeable (1 hour) proprietary
Militech DuraPower battery pack, included with every purchase. Additional DuraPower
battery packs cost 500eb (Expensive). Reloading this weapon requires using two Actions,
and thus can only be done over the course of two Turns. This weapon is permanently
mounted on the Militech Centaur and can only be fired while piloting it.
Whenever you deal damage to a target through their armor using this weapon, you
ablate SP by 2 instead of 1. In addition, you ignite the target Mild On Fire. Multiple
instances of this fire cannot stack.
DRONES
▶ Arasaka Minotaur ◀
Arasaka Large-sized, bipedal, heavy combat drone. Equipped 4 MOVE • 18SP • 70HP 20,000eb
Minotaur with the following: (Super
• Militech Mk.31 HMG Perimeter of Defended Area
Luxury)
• Grenade Launcher with Drum Magazine containing 6
DV24 Electronics/Security
grenades.
Tech, 5 min to counter
• Observation Camera with Low Light / Infrared / UV
• Very Heavy Melee Weapon
PERSONAL DRONES
Unlike drones, personal drones don’t require a NET Architecture. Personal drones can be
operated directly using an Agent.
▶ Using Drones ◀
▶ Standby Mode: In Standby Mode, the drone is powered on but not operating. When in
Standby Mode, the drone cannot move, nor can it make or dodge attacks.
▶ Auto Mode: In Auto Mode, the drone follows within 8m/yds of its linked Agent,
constantly scanning for threats within 50m/yds. Use the drone’s Combat Number as its
Perception Skill Base. If the drone detects a threat to its user, or the user identifies any
number of entities as a threat (no Action needed), it attacks immediately. In combat, the
drone is GM-controlled and prioritizes any threat to its user before all else. At any time,
the user can call for the drone to break off and return using their Agent or a verbal
command, without an Action. Personal drones cannot dodge ranged attacks in this mode.
▶ Direct Control Mode: The drone can also be controlled directly via its linked Agent,
using an Action. When controlled directly, all attacks and defenses are made using the
user’s own skills as if they were firing their weapons in their own hands and dodging with
their own body. Personal drones cannot dodge ranged attacks in this mode.
Personal drones never travel more than 50 m/yds away from their user, no matter their
mode. Each drone has 48 hours of energy before it must charge for an hour in the sun
or at an outlet.
Drone Repair: Any personal drone can be fully repaired in one day, with an Electronics/Security
Tech Check vs. DV17. Repairing a drone restores all HP, SP, and functionality.
Arasaka Medium-sized, humanoid combat drone. Can hold 4 BODY • 6 MOVE • 12SP • 30HP 10,000eb
Robot R weapons or items as a human would. Cannot wear Combat Number: 12 (Super
Mk.2 armor or other wearables. Cannot use weapons with Luxury)
a BODY requirement. Equipped with the following: Roaming Range: 50 m/yds
• Kiroshi MonoVision (3 Option Slots)
Cannot be countered
• Two Cyberarms (4 Option Slots each)
• Two Cyberlegs (3 Option Slots each)
Unlike other drones, the Arasaka Robot R Mk.2 cannot be Countered using the
Electronics/Security Tech Skill. It can use any weapon as a human would. The Arasaka
Robot R Mk.2 can also use the Brawling Skill using its Combat Number as its Base.
Militech A six-legged spider drone, roughly the size of a 6 MOVE • 11SP • 25HP 10,000eb
MT0D12 chihuahua. Capable of combat, recon, and remote Combat Number: 10 (Super
“Flathead” hacking. Equipped with the following: Luxury)
• 4 Option Slots for Cyberleg or Cyberlimb options Roaming Range: 50 m/yds
• Observation Camera with Low Light / Infrared / UV
Cannot be countered
• Weapon Mount
Unlike other drones, the Militech Flathead cannot be Countered using the
Electronics/Security Tech Skill. Any One-Handed Melee or Ranged Weapon without a
BODY requirement can be attached to the Flathead’s only weapon mount over the course
of 1 minute (no Check required). Its Observation Camera can record up to one hour of
footage.
Like a spider, the Flathead can climb any solid surface, even walls, and ceiling, at the cost
of 2m/yds of movement for every m/yd traveled (2 squares for every 1 square). It has 4
Option Slots for installing Cyberleg or Cyberlimb options. All options count as if they
were paired, and it costs the same as installing the option once.
If the user of the Flathead is a Netrunner, the user can use the drone to remotely “Jack In”
to a NET Architecture. The user must be within the Roaming Range of the Flathead and
the drone must be within 2 m/yds of a NET access point. If the Flathead moves further
than 2m/yds from the NET access point, it causes the user to suffer an unsafe Jack Out.
QUICKHACKING
Modified from FreedomsFlame#9166‘s homebrew.
Like classic Netrunning, Quickhacking requires the Netrunner to have Interface Plugs, a
Cyberdeck, and Virtuality. Using a Quickhack requires a NET Action and uses the Interface
Role Ability. Hence, only Netrunners can Quickhack
Quickhacking requires special Programs called Quickhacks, which are a new type of
Non-Black ICE Attacker Program. They can have an ATK value but no DEF or REZ. Like any
other program, Quickhacks need to be Activated as a NET Action before they can be
used. Each Quickhack loaded on your Cyberdeck can only be Activated once per
Meatspace Round. You may install multiple copies of the same Quickhack to counter this
downside. Quickhacks automatically Deactivate after they are Activated. As with standard
Netrunning, you must choose between taking Meat Actions and NET Actions.
Anyone in Line of Sight with a Neural Link or Internal Agent may be targeted by a
Quickhack. Targets behind Cover are not considered to be in Line of Sight. Quickhacking
range is equal to twice the standard range of your Cyberdeck (12m by default, 16m with
Range Upgrade). Resolving a Quickhack uses:
Cyberware 2 Choose one piece of Cyberware that the target has and apply the 100eb
Malfunction corresponding effect. Multiple instances of the same malfunction (Premium)
don’t stack.
● Cyberarm: -2 to all Actions involving that hand.
● Cyberleg: -2 to MOVE (minimum 1).
● Cyberaudio Suite: -2 to Perception Checks involving hearing.
● Cybereye: -2 to Ranged Attacks and Perception Checks
involving vision.
● Neural Link: -4 to all actions involving speech.
● Linear Frame: -2 to Melee Attacks.
The effects last for 1 minute. Target can also use a Meat Action to
reboot one affected Cyberware, removing all malfunctions from it.
Overheat 1 Deals 2d6 Damage directly to the target's brain. Additionally, the 100eb
target's Cyberware catches Mild On Fire, along with their clothing. (Premium)
Until they spend a Meat Action to put themselves out, they take 2
damage to their HP whenever they end their Turn. Multiple
instances of this effect cannot stack. Damage dealt by this
Quickhack cannot cause a Critical Injury.
Ping 0 Make a Quickhacking Check vs. DV13. On a success, anyone within 50eb
your Quickhacking range is marked. For the duration of the Ping, (Costly)
marked targets can be Quickhacked, regardless of your Line of
Sight. Additionally, you also know what Cyberware they have. Lasts
30 seconds.
Reboot 2 If the target has at least one Cybereye, they suffer the Lost Eye 100eb
Optics Critical Injury for the next minute. The target does not take the (Premium)
Bonus Damage from the Critical Injury. Target can also use a Meat
Action to reboot their Cybereyes, removing the Critical Injury effect.
Short 2 Target suffers the Spinal Injury Critical Injury. If they already have 100eb
Circuit this Critical Injury, they do not suffer another Critical Injury. Can be (Premium)
used to target Active Defenses and drones. Instead of suffering the
Critical Injury, they take 2d6 Damage, directly to their HP/SDP.
Sonic Shock 2 If the target has a Cyberaudio Suite, they suffer the Lost Ear 100eb
Critical Injury. If they already have this Critical Injury, they do not (Premium)
suffer another Critical Injury.
Synapse 1 Deals 3d6 Damage directly to the target’s brain. If you manage to 500eb
Burnout roll two or more 6 on 3d6, the target also suffers the Brain Injury (Expensive)
Critical Injury. If they already have this Critical Injury, they do not
suffer another Critical Injury.
System 1 Deals 2d6 Damage directly to the target’s brain. If the damage dealt 100eb
Reset by this Quickhack would reduce a target to under 1 HP, they are (Premium)
instead Unconscious at 1 HP. Damage dealt by this Quickhack
cannot cause a Critical Injury.
▶ Self-ICE ◀
▶ Self-ICE
Class I 8 100eb 0
(Premium) (N/A)
Class II 10 500eb 0
(Expensive) (N/A)
GAME MECHANICS
▶ 2,000eb (V. Expensive): A new price category that falls between 1,000eb (V. Expensive)
and 5,000eb (Luxury). Despite being twice the price, the items are still classified as Very
Expensive for the purposes of Fixers being able to source them and Repair / Upgrade /
Fabricate / Invent DV/Time. When Fabricating a 2,000eb (V. Expensive) item, the Tech
must purchase 1,000eb worth of materials. Despite this new price category, the cost of
materials to Fabricate a 5,000eb (Luxury) item is still 1,000eb.
▶ 7,500eb (Luxury): A new price category that falls between 5,000eb (Luxury) and
10,000eb (Super Luxury). Despite being twice the price, the items are still classified as
Luxury for the purposes of Fixers being able to source them and Repair / Upgrade /
Fabricate / Invent DV/Time. When Fabricating a 7,500eb (Luxury) item, the Tech must
purchase 5,000eb worth of materials. Despite this new price category, the cost of
materials to Fabricate a 10,000eb (Super Luxury) item is still 5,000eb.