Cheat Sheet: Difference between revisions

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Created page with "__TOC__ <div style="font-family: monospace; color: #ffffff;"> <div style="border: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px; background-color: #111111;"> <span style="color:#00ffff;">A quick reference guide for commonly used rolls and rules in Cyberpunk Red. Keep this page open during sessions. Your GM will thank you.</span> </div> == Skill Checks == <div style="border-top: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px;"> <div style="border: 1px so..."
 
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= Cheat Sheet =
A quick reference guide for commonly used rolls and rules in Cyberpunk Red.
Keep this page open during sessions. Your GM will thank you.
__TOC__
__TOC__
<div style="font-family: monospace; color: #ffffff;">


<div style="border: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px; background-color: #111111;">
== Skill Checks ==
<span style="color:#00ffff;">A quick reference guide for commonly used rolls and rules in Cyberpunk Red.
Keep this page open during sessions. Your GM will thank you.</span>
</div>


== Skill Checks ==
'''Attacker's STAT + Skill + 1d10 vs. Defender's STAT + Skill + 1d10''' or vs. Task Difficulty Value (DV)
<div style="border-top: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px;">


<div style="border: 1px solid #00ffff; padding: 10px; background-color: #111111; text-align:center; margin-bottom:15px;">
You must BEAT the DV — surpass it by 1 or higher. Meeting it is not enough.
<span style="color:#ffd700; font-size:1.1em;">'''Attacker's STAT + Skill + 1d10 vs. Defender's STAT + Skill + 1d10'''</span><br>
<span style="color:#ffffff;">or vs. Task Difficulty Value (DV)</span><br><br>
<span style="color:#ff0000;">You must BEAT the DV — surpass it by 1 or higher. Meeting it is not enough.</span>
</div>


=== Task DVs ===
=== Task DVs ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Difficulty
! Difficulty !! DV
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | DV
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | Simple
| Simple || 9
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 9
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | Everyday
| Everyday || 13
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 13
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | Difficult
| Difficult || 15
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 15
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | Professional
| Professional || 17
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 17
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | Heroic
| Heroic || 21
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 21
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | Incredible
| Incredible || 24
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 24
|-
|-
| style="color:#00ffff; padding:8px;" | Legendary
| Legendary || 29
| style="color:#ffd700; padding:8px;" | 29
|}
|}


=== Special Roll Rules ===
=== Special Roll Rules ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | Rule
! Rule !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Check Explosion'''
| '''Check Explosion''' || Roll a 10 on 1d10 — roll again and add to the first roll. Do not explode again on a second 10.
| style="padding:8px; border-bottom:1px solid #330033;" | Roll a 10 on 1d10 — roll again and add to the first roll. Do not explode again on a second 10.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Check Implosion'''
| '''Check Implosion''' || Roll a 1 on 1d10 — roll again and subtract from your STAT + Skill + 1st roll. Do not implode again on a second 1.
| style="padding:8px; border-bottom:1px solid #330033;" | Roll a 1 on 1d10 — roll again and subtract from your STAT + Skill + 1st roll. Do not implode again on a second 1.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Trying Again'''
| '''Trying Again''' || If you fail a Check you cannot try again unless your chances of success have improved.
| style="padding:8px; border-bottom:1px solid #330033;" | If you fail a Check you cannot try again unless your chances of success have improved.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Complimentary Check'''
| '''Complimentary Check''' || With GM approval a character can make a complimentary Skill Check to give +1 bonus to the main Check.
| style="padding:8px; border-bottom:1px solid #330033;" | With GM approval a character can make a complimentary Skill Check to give +1 bonus to the main Check.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Taking Extra Time'''
| '''Taking Extra Time''' || Spend 4x the required time on a task to gain a +1 bonus to the Skill Check.
| style="padding:8px; border-bottom:1px solid #330033;" | Spend 4x the required time on a task to gain a +1 bonus to the Skill Check.
|-
|-
| style="color:#ffd700; padding:8px;" | '''Using LUCK'''
| '''Using LUCK''' || Each point of LUCK spent gives +1 to a Skill Check. LUCK refreshes at the start of each session.
| style="padding:8px;" | Each point of LUCK spent gives +1 to a Skill Check. LUCK refreshes at the start of each session.
|}
|}
</div>


== Combat ==
== Combat ==
<div style="border-top: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px;">


=== Initiative ===
=== Initiative ===
<div style="border: 1px solid #00ffff; padding: 10px; background-color: #111111; text-align:center; margin-bottom:15px;">
 
<span style="color:#ffd700; font-size:1.1em;">'''REF + 1d10'''</span><br>
'''REF + 1d10''' When combat starts everyone rolls Initiative. Highest goes first. Reroll each Round. Your Turn = 1 Move Action + 1 Other Action
<span style="color:#ffffff;">When combat starts everyone rolls Initiative. Highest goes first. Reroll each Round.</span><br>
<span style="color:#00ffff;">Your Turn = 1 Move Action + 1 Other Action</span>
</div>


=== Movement ===
=== Movement ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | Action
! Action !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Move Action'''
| '''Move Action''' || Move up to MOVE x2 meters/yards or MOVE number of squares.
| style="padding:8px; border-bottom:1px solid #330033;" | Move up to MOVE x2 meters/yards or MOVE number of squares.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Split Move'''
| '''Split Move''' || You can split your Move Action to perform a Check between movements (move, shoot, move).
| style="padding:8px; border-bottom:1px solid #330033;" | You can split your Move Action to perform a Check between movements (move, shoot, move).
|-
|-
| style="color:#ffd700; padding:8px;" | '''Special Movement'''
| '''Special Movement''' || Climbing, jumping, swimming etc. is done at 1/2 MOVE.
| style="padding:8px;" | Climbing, jumping, swimming etc. is done at 1/2 MOVE.
|}
|}


=== Attacks ===
=== Attacks ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | Attack Type
! Attack Type !! Roll
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Roll
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Ranged Attack'''
| '''Ranged Attack''' || REF + Relevant Weapon Skill + 1d10 vs. DV determined by range and weapon type.
| style="padding:8px; border-bottom:1px solid #330033;" | REF + Relevant Weapon Skill + 1d10 vs. DV determined by range and weapon type.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Melee Attack'''
| '''Melee Attack''' || DEX + Relevant Melee Attack Skill + 1d10 vs. Defender's DEX + Evasion + 1d10.
| style="padding:8px; border-bottom:1px solid #330033;" | DEX + Relevant Melee Attack Skill + 1d10 vs. Defender's DEX + Evasion + 1d10.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Aimed Shot'''
| '''Aimed Shot''' || -8 to Attack Check. ROF 1. On hit deal x2 damage after Armor subtracted. Works for Melee and Ranged.
| style="padding:8px; border-bottom:1px solid #330033;" | -8 to Attack Check. ROF 1. On hit deal x2 damage after Armor subtracted. Works for Melee and Ranged.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Autofire'''
| '''Autofire''' || SMGs and Assault Rifles only. -8 to Attack Check. ROF 1. Hits all targets in a 1m wide, 3m long cone. Each target hit takes 1d6 x (amount the DV was beaten, max x3) damage.
| style="padding:8px; border-bottom:1px solid #330033;" | SMGs and Assault Rifles only. -8 to Attack Check. ROF 1. Hits all targets in a 1m wide, 3m long cone. Each target hit takes 1d6 x (amount the DV was beaten, max x3) damage.
|-
|-
| style="color:#ffd700; padding:8px;" | '''Suppressive Fire'''
| '''Suppressive Fire''' || SMGs and Assault Rifles only. No Attack Check. Expend full magazine. All targets in a 3m wide, 10m long cone must make a DV15 REF Check or take 1d6 damage and hit the deck.
| style="padding:8px;" | SMGs and Assault Rifles only. No Attack Check. Expend full magazine. All targets in a 3m wide, 10m long cone must make a DV15 REF Check or take 1d6 damage and hit the deck.
|}
|}


=== Rate of Fire (ROF) ===
=== Rate of Fire (ROF) ===
<div style="border: 1px solid #ff00ff; padding: 10px; background-color: #111111; margin-top:15px; margin-bottom:15px;">
 
<span style="color:#ffffff;">As part of an Attack Action you can make a number of Checks equal to the ROF of your weapon.</span><br>
As part of an Attack Action you can make a number of Checks equal to the ROF of your weapon. This can be split across two weapons as long as both weapons are ROF 2.
<span style="color:#00ffff;">This can be split across two weapons as long as both weapons are ROF 2.</span>
</div>


=== Ranged Attack DVs by Range ===
=== Ranged Attack DVs by Range ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:20%;" | Weapon Type
! Weapon Type !! Point Blank (0-6m) !! Close (7-12m) !! Medium (13-25m) !! Long (26-50m) !! Extreme (51m+)
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:16%;" | Point Blank (0-6m)
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:16%;" | Close (7-12m)
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:16%;" | Medium (13-25m)
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:16%;" | Long (26-50m)
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:16%;" | Extreme (51m+)
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Medium Pistol'''
| '''Medium Pistol''' || 13 || 15 || 20 || 25 || 30
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 25
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 30
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Heavy Pistol'''
| '''Heavy Pistol''' || 13 || 15 || 20 || 25 || 30
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 25
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 30
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Very Heavy Pistol'''
| '''Very Heavy Pistol''' || 13 || 15 || 20 || 25 || 30
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 25
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 30
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''SMG'''
| '''SMG''' || 15 || 13 || 15 || 20 || 25
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 25
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Heavy SMG'''
| '''Heavy SMG''' || 15 || 13 || 15 || 20 || 25
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 25
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Shotgun'''
| '''Shotgun''' || 13 || 15 || 20 || 25 || 30
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 25
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 30
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Assault Rifle'''
| '''Assault Rifle''' || 17 || 13 || 15 || 17 || 20
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 17
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 17
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Sniper Rifle'''
| '''Sniper Rifle''' || 30 || 25 || 20 || 15 || 13
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 30
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 25
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 20
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Bow / Crossbow'''
| '''Bow / Crossbow''' || 15 || 13 || 15 || 17 || 20
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 17
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 20
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Grenade Launcher'''
| '''Grenade Launcher''' || 17 || 15 || 13 || 15 || 17
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 17
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 13
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 15
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 17
|-
|-
| style="color:#ffd700; padding:8px;" | '''Rocket Launcher'''
| '''Rocket Launcher''' || 17 || 15 || 13 || 15 || 17
| style="color:#ff0000; padding:8px;" | 17
| style="color:#00ffff; padding:8px;" | 15
| style="color:#00ffff; padding:8px;" | 13
| style="color:#00ffff; padding:8px;" | 15
| style="color:#ff0000; padding:8px;" | 17
|}
|}


=== Damage and Armor ===
=== Damage and Armor ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Concept
! Concept !! Rule
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Rule
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Dealing Damage'''
| '''Dealing Damage''' || Roll weapon damage dice. Subtract target's SP (Stopping Power). Remainder is damage to HP.
| style="padding:8px; border-bottom:1px solid #330033;" | Roll weapon damage dice. Subtract target's SP (Stopping Power). Remainder is damage to HP.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Armor Ablation'''
| '''Armor Ablation''' || Every hit that deals damage reduces the armor's SP by 1. Armor wears down over time.
| style="padding:8px; border-bottom:1px solid #330033;" | Every hit that deals damage reduces the armor's SP by 1. Armor wears down over time.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Minimum Damage'''
| '''Minimum Damage''' || A successful hit always deals at least 1 damage even if SP equals or exceeds rolled damage.
| style="padding:8px; border-bottom:1px solid #330033;" | A successful hit always deals at least 1 damage even if SP equals or exceeds rolled damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Head Shots'''
| '''Head Shots''' || Use the Aimed Shot rules targeting the head. The head has half the SP of body armor (rounded up).
| style="padding:8px; border-bottom:1px solid #330033;" | Use the Aimed Shot rules targeting the head. The head has half the SP of body armor (rounded up).
|-
|-
| style="color:#ffd700; padding:8px;" | '''Layering Armor'''
| '''Layering Armor''' || You cannot layer body armor. Only the higher SP counts. Cyberware armor (Skin Weave, Subdermal) does not stack with worn armor but uses the higher value.
| style="padding:8px;" | You cannot layer body armor. Only the higher SP counts. Cyberware armor (Skin Weave, Subdermal) does not stack with worn armor but uses the higher value.
|}
|}


=== Critical Injuries ===
=== Critical Injuries ===
<div style="border: 1px solid #ff0000; padding: 10px; background-color: #1a0000; margin-top:15px; margin-bottom:15px;">
<span style="color:#ff0000;">'''Critical Injuries occur when a single hit deals 5 or more damage after armor.'''</span><br>
<span style="color:#ffffff;">The attacker rolls 1d6 on the appropriate Critical Injury table (Body or Head). The injury takes effect immediately and stacks with any existing injuries.</span>
</div>


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff;"
'''Critical Injuries occur when a single hit deals 5 or more damage after armor.''' The attacker rolls 1d6 on the appropriate Critical Injury table (Body or Head). The injury takes effect immediately and stacks with any existing injuries.
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:10%;" | Roll
 
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Body Injury
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
! Roll !! Body Injury !! Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 1
| 1 || Dismembered Arm || Lose use of one arm. Drop anything held. +2 bonus damage to this attack.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Dismembered Arm
| style="padding:8px; border-bottom:1px solid #330033;" | Lose use of one arm. Drop anything held. +2 bonus damage to this attack.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 2
| 2 || Dismembered Hand || Lose use of one hand. Drop anything held. +2 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Dismembered Hand
| style="padding:8px; border-bottom:1px solid #330033;" | Lose use of one hand. Drop anything held. +2 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 3
| 3 || Collapsed Lung || -2 to all Actions. +2 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Collapsed Lung
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Actions. +2 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 4
| 4 || Broken Ribs || At end of every Turn take 1 additional damage. +2 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Broken Ribs
| style="padding:8px; border-bottom:1px solid #330033;" | At end of every Turn take 1 additional damage. +2 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 5
| 5 || Broken Arm || -2 to all Actions involving that arm. +2 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Broken Arm
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Actions involving that arm. +2 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px;" | 6
| 6 || Torn Muscle || -2 to all Actions involving that body part. +2 bonus damage.
| style="color:#ff0000; padding:8px;" | Torn Muscle
| style="padding:8px;" | -2 to all Actions involving that body part. +2 bonus damage.
|}
|}


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:10%;" | Roll
! Roll !! Head Injury !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Head Injury
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 1
| 1 || Lost Eye || -4 to all Ranged Attack Checks. +3 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Lost Eye
| style="padding:8px; border-bottom:1px solid #330033;" | -4 to all Ranged Attack Checks. +3 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 2
| 2 || Brain Injury || -2 to all Actions. +3 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Brain Injury
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Actions. +3 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 3
| 3 || Damaged Eye || -2 to all Ranged Attack Checks. +3 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Damaged Eye
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Ranged Attack Checks. +3 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 4
| 4 || Concussion || -2 to all Actions. +3 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Concussion
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Actions. +3 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | 5
| 5 || Broken Nose || -2 to all Perception Checks. +3 bonus damage.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | Broken Nose
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Perception Checks. +3 bonus damage.
|-
|-
| style="color:#ffd700; padding:8px;" | 6
| 6 || Damaged Ear || Deafened for 1 hour. -2 to all Perception Checks involving hearing. +3 bonus damage.
| style="color:#ff0000; padding:8px;" | Damaged Ear
| style="padding:8px;" | Deafened for 1 hour. -2 to all Perception Checks involving hearing. +3 bonus damage.
|}
|}


=== Wound States ===
=== Wound States ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | State
! State !! HP Threshold !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:20%;" | HP Threshold
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#00ff00; padding:8px; border-bottom:1px solid #330033;" | '''Healthy'''
| '''Healthy''' || Above Wound Threshold || No penalties.
| style="padding:8px; border-bottom:1px solid #330033;" | Above Wound Threshold
| style="padding:8px; border-bottom:1px solid #330033;" | No penalties.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Seriously Wounded'''
| '''Seriously Wounded''' || At or below Wound Threshold || -2 to all Actions. Wound Threshold = HP/2 rounded up.
| style="padding:8px; border-bottom:1px solid #330033;" | At or below Wound Threshold
| style="padding:8px; border-bottom:1px solid #330033;" | -2 to all Actions. Wound Threshold = HP/2 rounded up.
|-
|-
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | '''Mortally Wounded'''
| '''Mortally Wounded''' || Reduced to 0 HP || Incapacitated. Lose 1 HP per Round. Must make Death Saves each Round.
| style="padding:8px; border-bottom:1px solid #330033;" | Reduced to 0 HP
| style="padding:8px; border-bottom:1px solid #330033;" | Incapacitated. Lose 1 HP per Round. Must make Death Saves each Round.
|-
|-
| style="color:#ff0000; padding:8px;" | '''Dead'''
| '''Dead''' || Failed Death Saves || Character is dead. Three failed Death Saves = death.
| style="padding:8px;" | Failed Death Saves
| style="padding:8px;" | Character is dead. Three failed Death Saves = death.
|}
|}


=== Death Saves ===
=== Death Saves ===
<div style="border: 1px solid #ff0000; padding: 10px; background-color: #1a0000; margin-top:15px; margin-bottom:15px;">
 
<span style="color:#ffd700;">'''Formula: BODY + 1d10 vs. DV10'''</span><br><br>
'''Formula: BODY + 1d10 vs. DV10'''
<span style="color:#ffffff;">Made at the end of every Round while Mortally Wounded. Each failed save gives -1 to all future Death Saves (cumulative). Three failed saves = death. A successful Paramedic Check (DV17) by someone else stabilizes the character and stops the saves.</span>
 
</div>
Made at the end of every Round while Mortally Wounded. Each failed save gives -1 to all future Death Saves (cumulative). Three failed saves = death. A successful Paramedic Check (DV17) by someone else stabilizes the character and stops the saves.


=== Other Combat Actions ===
=== Other Combat Actions ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | Action
! Action !! Roll / Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Roll / Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Grab'''
| '''Grab''' || DEX + Brawling + 1d10 vs. Defender's DEX + Brawling + 1d10. On success target is Grabbed. Grabbed targets can try to break free on their Turn with same roll.
| style="padding:8px; border-bottom:1px solid #330033;" | DEX + Brawling + 1d10 vs. Defender's DEX + Brawling + 1d10. On success target is Grabbed. Grabbed targets can try to break free on their Turn with same roll.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Choke'''
| '''Choke''' || Requires target to be Grabbed. BODY + Brawling + 1d10 vs. BODY + Athletics + 1d10. On success target takes 1d6 damage ignoring SP.
| style="padding:8px; border-bottom:1px solid #330033;" | Requires target to be Grabbed. BODY + Brawling + 1d10 vs. BODY + Athletics + 1d10. On success target takes 1d6 damage ignoring SP.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Throw'''
| '''Throw''' || Requires target to be Grabbed. BODY + Brawling + 1d10 vs. BODY + Athletics + 1d10. On success target is thrown BODY/2 meters and takes 1d6 damage ignoring SP.
| style="padding:8px; border-bottom:1px solid #330033;" | Requires target to be Grabbed. BODY + Brawling + 1d10 vs. BODY + Athletics + 1d10. On success target is thrown BODY/2 meters and takes 1d6 damage ignoring SP.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Disarm'''
| '''Disarm''' || DEX + Brawling or Melee + 1d10 vs. Defender's REF + relevant skill + 1d10. On success target drops their weapon.
| style="padding:8px; border-bottom:1px solid #330033;" | DEX + Brawling or Melee + 1d10 vs. Defender's REF + relevant skill + 1d10. On success target drops their weapon.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Dodge / Dive for Cover'''
| '''Dodge / Dive for Cover''' || DEX + Evasion + 1d10 vs. Attacker's roll. Used as a reaction to being shot at. Character goes Prone.
| style="padding:8px; border-bottom:1px solid #330033;" | DEX + Evasion + 1d10 vs. Attacker's roll. Used as a reaction to being shot at. Character goes Prone.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Use a Skill'''
| '''Use a Skill''' || Any non-attack skill use counts as your Other Action for the Turn.
| style="padding:8px; border-bottom:1px solid #330033;" | Any non-attack skill use counts as your Other Action for the Turn.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Use a Drug or Item'''
| '''Use a Drug or Item''' || Using a drug, stim or item on yourself counts as your Other Action. Using one on someone else requires them to be adjacent and also costs your Other Action.
| style="padding:8px; border-bottom:1px solid #330033;" | Using a drug, stim or item on yourself counts as your Other Action. Using one on someone else requires them to be adjacent and also costs your Other Action.
|-
|-
| style="color:#ffd700; padding:8px;" | '''Reload'''
| '''Reload''' || Counts as your Other Action. Drum magazines take 2 Actions to reload.
| style="padding:8px;" | Counts as your Other Action. Drum magazines take 2 Actions to reload.
|}
|}


=== Cover ===
=== Cover ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | Cover Type
! Cover Type !! SP !! Examples
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:15%;" | SP
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Examples
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Thin Cover'''
| '''Thin Cover''' || 10 || Interior doors, drywall, car doors, wooden furniture.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | 10
| style="padding:8px; border-bottom:1px solid #330033;" | Interior doors, drywall, car doors, wooden furniture.
|-
|-
| style="color:#ffd700; padding:8px;" | '''Thick Cover'''
| '''Thick Cover''' || 20 || Brick walls, concrete barriers, engine blocks, reinforced doors.
| style="color:#00ffff; padding:8px;" | 20
| style="padding:8px;" | Brick walls, concrete barriers, engine blocks, reinforced doors.
|}
|}
</div>


== Healing ==
== Healing ==
<div style="border-top: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px;">


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Method
! Method !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Stabilize (First Aid / Paramedic)'''
| '''Stabilize (First Aid / Paramedic)''' || DV17 Paramedic or First Aid Check. Stops Death Save countdown. Does not restore HP.
| style="padding:8px; border-bottom:1px solid #330033;" | DV17 Paramedic or First Aid Check. Stops Death Save countdown. Does not restore HP.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Speedheal'''
| '''Speedheal''' || Restores 10 HP instantly. One use per day. Does not fix Critical Injuries.
| style="padding:8px; border-bottom:1px solid #330033;" | Restores 10 HP instantly. One use per day. Does not fix Critical Injuries.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Rest — Seriously Wounded'''
| '''Rest — Seriously Wounded''' || 1 day rest = recover BODY stat worth of HP.
| style="padding:8px; border-bottom:1px solid #330033;" | 1 day rest = recover BODY stat worth of HP.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Rest — Mortally Wounded'''
| '''Rest — Mortally Wounded''' || Must be stabilized first. 1 day rest after stabilization = recover BODY stat worth of HP.
| style="padding:8px; border-bottom:1px solid #330033;" | Must be stabilized first. 1 day rest after stabilization = recover BODY stat worth of HP.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Critical Injury Treatment'''
| '''Critical Injury Treatment''' || Requires a Medtech with appropriate Paramedic or Surgery skill. Time and DV vary by injury severity.
| style="padding:8px; border-bottom:1px solid #330033;" | Requires a Medtech with appropriate Paramedic or Surgery skill. Time and DV vary by injury severity.
|-
|-
| style="color:#ffd700; padding:8px;" | '''Enhanced Antibodies (Cyberware)'''
| '''Enhanced Antibodies (Cyberware)''' || Recover BODY x2 HP per day of rest after stabilization.
| style="padding:8px;" | Recover BODY x2 HP per day of rest after stabilization.
|}
|}
</div>


== Common Skill Rolls ==
== Common Skill Rolls ==
<div style="border-top: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px;">


<span style="color:#00ffff;">Skill checks that are used probably more often than combat. All use STAT + Skill + 1d10 vs. DV or opposed roll.</span>
Skill checks that are used probably more often than combat. All use STAT + Skill + 1d10 vs. DV or opposed roll.


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Situation
! Situation !! Roll !! Notes
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Roll
|-
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Notes
| Noticing something hidden || INT + Perception + 1d10 || vs. DEX + Stealth + 1d10 of the person hiding, or a set DV.
|-
| Sneaking past someone || DEX + Stealth + 1d10 || vs. INT + Perception + 1d10 of observer.
|-
| Lying convincingly || COOL + Deception + 1d10 || vs. INT + Human Perception + 1d10.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Noticing something hidden
| Detecting a lie || INT + Human Perception + 1d10 || vs. COOL + Deception + 1d10.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Perception + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | vs. DEX + Stealth + 1d10 of the person hiding, or a set DV.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Sneaking past someone
| Persuading or intimidating || COOL + Persuasion or Intimidation + 1d10 || vs. COOL + Composure + 1d10 or set DV depending on context.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | DEX + Stealth + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | vs. INT + Perception + 1d10 of observer.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Lying convincingly
| Picking a lock || INT + Security Tech + 1d10 || DV set by lock quality. Cheap lock DV9. Military grade DV21+.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | COOL + Deception + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | vs. INT + Human Perception + 1d10.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Detecting a lie
| Hacking a device (non-Netrun) || INT + Electronics/Security Tech + 1d10 || DV set by system security. Requires physical access.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Human Perception + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | vs. COOL + Deception + 1d10.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Persuading or intimidating
| Driving under pressure || REF + Drive + 1d10 || DV set by conditions. Pursuit, evasion and stunts all use this.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | COOL + Persuasion or Intimidation + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | vs. COOL + Composure + 1d10 or set DV depending on context.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Picking a lock
| Treating a wound || INT + First Aid or Paramedic + 1d10 || DV17 to stabilize. Higher DVs for surgery and critical injury treatment.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Security Tech + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | DV set by lock quality. Cheap lock DV9. Military grade DV21+.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Hacking a device (non-Netrun)
| Tracking someone || INT + Tracking + 1d10 || DV set by trail age and conditions. Urban environments DV15+.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Electronics/Security Tech + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | DV set by system security. Requires physical access.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Driving under pressure
| Repairing a vehicle or weapon || INT + Basic Tech or Cybertech + 1d10 || DV set by damage severity and available tools.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | REF + Drive + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | DV set by conditions. Pursuit, evasion and stunts all use this.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Treating a wound
| Gathering information / street knowledge || INT + Streetwise + 1d10 || DV set by obscurity of information. Common rumor DV9. Corpo secret DV21+.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + First Aid or Paramedic + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | DV17 to stabilize. Higher DVs for surgery and critical injury treatment.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Tracking someone
| Resisting interrogation or torture || WILL + Resist Torture/Drugs + 1d10 || vs. interrogator's COOL + Interrogation + 1d10 or set DV.
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Tracking + 1d10
|}
| style="padding:8px; border-bottom:1px solid #330033;" | DV set by trail age and conditions. Urban environments DV15+.
 
== Improvement Points (IP) ==
 
Improvement Points are earned at the end of a session (see the Chargen Guide and your GM for how much a given session is worth) and spent to raise Skill Levels and Role Ability Ranks. You can't skip Levels or Ranks — spend some time at the new one before buying the next.
 
=== Raising a Skill ===
 
Every Skill costs Improvement Points based on the Level you're buying, not your total Skill investment. Most Skills use the Typical cost. Skills marked '''(x2)''' in the Master Skill List (Autofire, Evasion, Martial Arts, Melee Weapon, Paramedic, and others) use the Difficult cost instead — twice the IP for the same Level.
 
{| class="wikitable"
! Skill Level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Repairing a vehicle or weapon
| '''Typical IP Cost''' || 20 || 40 || 60 || 80 || 100 || 120 || 140 || 160 || 180 || 200
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Basic Tech or Cybertech + 1d10
| style="padding:8px; border-bottom:1px solid #330033;" | DV set by damage severity and available tools.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Gathering information / street knowledge
| '''Difficult (x2) IP Cost''' || 40 || 80 || 120 || 160 || 200 || 240 || 280 || 320 || 360 || 400
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" | INT + Streetwise + 1d10
|}
| style="padding:8px; border-bottom:1px solid #330033;" | DV set by obscurity of information. Common rumor DV9. Corpo secret DV21+.
 
Starting a brand-new Skill at Level 1 costs the same as any other Level 1 purchase — 20 IP Typical, 40 IP Difficult.
 
=== Raising a Role Ability ===
 
Role Abilities (Combat Awareness, Interface, Moto, Charismatic Impact, and so on) use their own, steeper cost curve.
 
{| class="wikitable"
! Role Ability Rank !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10
|-
|-
| style="color:#ffd700; padding:8px;" | Resisting interrogation or torture
| '''IP Cost''' || 60 || 120 || 180 || 240 || 300 || 360 || 420 || 480 || 540 || 600
| style="color:#00ffff; padding:8px;" | WILL + Resist Torture/Drugs + 1d10
| style="padding:8px;" | vs. interrogator's COOL + Interrogation + 1d10 or set DV.
|}
|}


</div>
=== Multiclassing ===
 
You start with one Role and cannot buy a second until your first Role Ability reaches Rank 4. Once it does, you can spend IP to buy Rank 1 in a new Role Ability, and your character is considered to be transitioning to that new Role on The Street from that point on. You keep every benefit of your original Role Ability and can continue raising it normally. To pick up a third Role, your second Role Ability must also reach Rank 4 first, and so on down the line.
 
=== STAT Increases ===
 
Improvement Points do not raise STATs. STATs are set at character creation and change only through Cyberware, therapeutic Bodysculpting/Medical-Grade replacement, or specific GM-approved story events — never by spending IP. If a STAT looks low on a growing character, that's a Cyberware or plot conversation with your GM, not an IP purchase.


== Netrunning ==
== Netrunning ==
<div style="border-top: 1px solid #ff00ff; padding: 10px; margin-bottom: 20px;">


<div style="border: 1px solid #00ffff; padding: 10px; background-color: #111111; text-align:center; margin-bottom:15px;">
'''Netrunners can perform 1 Meat Action OR up to 3 Net Actions on their Turn'''
<span style="color:#ffd700; font-size:1.1em;">'''Netrunners can perform 1 Meat Action OR up to 3 Net Actions on their Turn'''</span>
</div>


=== Net Actions ===
=== Net Actions ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:25%;" | Action
! Action !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Jack In'''
| '''Jack In''' || Connect to Neuroport of target within 50m. Interface + 1d10 vs. target's WILL + 1d10. If Netrunner fails they jack in but target is aware.
| style="padding:8px; border-bottom:1px solid #330033;" | Connect to Neuroport of target within 50m. Interface + 1d10 vs. target's WILL + 1d10. If Netrunner fails they jack in but target is aware.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Jack Out'''
| '''Jack Out''' || Safely disconnect from a target's Neuroport.
| style="padding:8px; border-bottom:1px solid #330033;" | Safely disconnect from a target's Neuroport.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | '''Breach'''
| '''Breach''' || Bypass a Passwall in a target's Neuroport. Interface + 1d10 vs. Passwall DV.
| style="padding:8px; border-bottom:1px solid #330033;" | Bypass a Passwall in a target's Neuroport. Interface + 1d10 vs. Passwall DV.
|-
|-
| style="color:#ffd700; padding:8px;" | '''Quickhack'''
| '''Quickhack''' || Perform a Quickhack. Can only be done once all Passwalls are Breached. One Quickhack per target per Turn. Interface + 1d10 vs. Quickhack DV. Target can eject with WILL + Concentration + 1d10 vs. Netrunner's Interface + 1d10.
| style="padding:8px;" | Perform a Quickhack. Can only be done once all Passwalls are Breached. One Quickhack per target per Turn. Interface + 1d10 vs. Quickhack DV. Target can eject with WILL + Concentration + 1d10 vs. Netrunner's Interface + 1d10.
|}
|}


=== Quickhacks ===
=== Quickhacks ===


{| style="width:100%; background-color:#000000; color:#ffffff; font-family:monospace; border: 1px solid #ff00ff; margin-top:15px;"
{| class="wikitable"
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:30%;" | Quickhack
! Quickhack !! DV !! Effect
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff; width:10%;" | DV
! style="background:#111111; color:#ff00ff; padding:8px; border-bottom:1px solid #ff00ff;" | Effect
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" colspan="3" | <span style="color:#ffd700;">'''Simple Quickhacks'''</span>
| colspan="3" | '''Simple Quickhacks'''
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Impair Movement
| Impair Movement || 6 || Target's MOVE lowered by 1 for 60 seconds (20 Rounds). If reduced to 0 MOVE they cannot take a Move Action.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 6
| style="padding:8px; border-bottom:1px solid #330033;" | Target's MOVE lowered by 1 for 60 seconds (20 Rounds). If reduced to 0 MOVE they cannot take a Move Action.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Sonic Shock
| Sonic Shock || 6 || Causes Damaged Ear Critical Injury but not Bonus Damage for 60 seconds (20 Rounds).
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 6
| style="padding:8px; border-bottom:1px solid #330033;" | Causes Damaged Ear Critical Injury but not Bonus Damage for 60 seconds (20 Rounds).
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" colspan="3" | <span style="color:#ffd700;">'''Standard Quickhacks'''</span>
| colspan="3" | '''Standard Quickhacks'''
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Overheat
| Overheat || 8 || Target takes 4 damage directly to HP at end of their Turn until fire is extinguished. Bypasses armor. Extinguishing requires an Action (ROF1) on the target's Turn.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 8
| style="padding:8px; border-bottom:1px solid #330033;" | Target takes 4 damage directly to HP at end of their Turn until fire is extinguished. Bypasses armor. Extinguishing requires an Action (ROF1) on the target's Turn.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Short Circuit
| Short Circuit || 8 || GM chooses 3 pieces of cyberware (not Cyberarm, Cyberleg, Cybereye, Cyberaudio, Neuroport or Neuroport Expansion). Selected cyberware ceases to function for 60 seconds (20 Rounds).
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 8
| style="padding:8px; border-bottom:1px solid #330033;" | GM chooses 3 pieces of cyberware (not Cyberarm, Cyberleg, Cybereye, Cyberaudio, Neuroport or Neuroport Expansion). Selected cyberware ceases to function for 60 seconds (20 Rounds).
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" colspan="3" | <span style="color:#ffd700;">'''Difficult Quickhacks'''</span>
| colspan="3" | '''Difficult Quickhacks'''
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Cyberware Malfunction
| Cyberware Malfunction || 10 || Netrunner selects one piece of cyberware (not Neuroport or Neuroport Expansion) to become inoperable for 60 seconds (20 Rounds). Cyberlimbs act as dismembered meat counterparts.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 10
| style="padding:8px; border-bottom:1px solid #330033;" | Netrunner selects one piece of cyberware (not Neuroport or Neuroport Expansion) to become inoperable for 60 seconds (20 Rounds). Cyberlimbs act as dismembered meat counterparts.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Lure
| Lure || 10 || Target is forced to take a Move Action controlled by the Netrunner at start of their next Turn. Only works if target is unaware they are being hacked. Target cannot be forced into obvious danger.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 10
| style="padding:8px; border-bottom:1px solid #330033;" | Target is forced to take a Move Action controlled by the Netrunner at start of their next Turn. Only works if target is unaware they are being hacked. Target cannot be forced into obvious danger.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Slow
| Slow || 10 || Target's MOVE lowered by 1d6 for 60 seconds (20 Rounds). If reduced to 0 MOVE they cannot take a Move Action.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 10
| style="padding:8px; border-bottom:1px solid #330033;" | Target's MOVE lowered by 1d6 for 60 seconds (20 Rounds). If reduced to 0 MOVE they cannot take a Move Action.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Synapse Burnout
| Synapse Burnout || 10 || Deal 3d6 damage directly to target's HP. Bypasses armor and does not ablate it.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 10
| style="padding:8px; border-bottom:1px solid #330033;" | Deal 3d6 damage directly to target's HP. Bypasses armor and does not ablate it.
|-
|-
| style="color:#00ffff; padding:8px; border-bottom:1px solid #330033;" colspan="3" | <span style="color:#ffd700;">'''Advanced Quickhacks'''</span>
| colspan="3" | '''Advanced Quickhacks'''
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Puppet
| Puppet || 12 || Netrunner controls target's Action and Move Action on their next Turn. No restrictions beyond physical capability. All Checks use target's STATs and Skills.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 12
| style="padding:8px; border-bottom:1px solid #330033;" | Netrunner controls target's Action and Move Action on their next Turn. No restrictions beyond physical capability. All Checks use target's STATs and Skills.
|-
|-
| style="color:#ffd700; padding:8px; border-bottom:1px solid #330033;" | Shard Ejection
| Shard Ejection || 12 || Forcibly uninstall and eject one piece of chipware into an adjacent square. Does not work if target has a shard slot cover or tape over the slot.
| style="color:#ff0000; padding:8px; border-bottom:1px solid #330033;" | 12
| style="padding:8px; border-bottom:1px solid #330033;" | Forcibly uninstall and eject one piece of chipware into an adjacent square. Does not work if target has a shard slot cover or tape over the slot.
|-
|-
| style="color:#ffd700; padding:8px;" | System Reset
| System Reset || 12 || Target falls Unconscious for 60 seconds (20 Rounds) or until woken by taking damage. Target also falls Prone.
| style="color:#ff0000; padding:8px;" | 12
| style="padding:8px;" | Target falls Unconscious for 60 seconds (20 Rounds) or until woken by taking damage. Target also falls Prone.
|}
|}
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<div style="border: 1px solid #ff00ff; padding: 10px; margin-top: 20px; background-color: #111111; text-align:center;">
----
<span style="color:#00ffff;">This cheat sheet covers core rules only. For full rules consult your Cyberpunk Red core rulebook or the Edgerunner Mission Kit.</span><br>
<span style="color:#555555; font-size:0.8em;">— Cyberpunk Red is property of R. Talsorian Games.</span>
</div>


</div>
This cheat sheet covers core rules only. For full rules consult your Cyberpunk Red core rulebook or the Edgerunner Mission Kit. — Cyberpunk Red is property of R. Talsorian Games.

Latest revision as of 02:56, 17 July 2026

Cheat Sheet

A quick reference guide for commonly used rolls and rules in Cyberpunk Red. Keep this page open during sessions. Your GM will thank you.

Skill Checks

Attacker's STAT + Skill + 1d10 vs. Defender's STAT + Skill + 1d10 or vs. Task Difficulty Value (DV)

You must BEAT the DV — surpass it by 1 or higher. Meeting it is not enough.

Task DVs

Difficulty DV
Simple 9
Everyday 13
Difficult 15
Professional 17
Heroic 21
Incredible 24
Legendary 29

Special Roll Rules

Rule Effect
Check Explosion Roll a 10 on 1d10 — roll again and add to the first roll. Do not explode again on a second 10.
Check Implosion Roll a 1 on 1d10 — roll again and subtract from your STAT + Skill + 1st roll. Do not implode again on a second 1.
Trying Again If you fail a Check you cannot try again unless your chances of success have improved.
Complimentary Check With GM approval a character can make a complimentary Skill Check to give +1 bonus to the main Check.
Taking Extra Time Spend 4x the required time on a task to gain a +1 bonus to the Skill Check.
Using LUCK Each point of LUCK spent gives +1 to a Skill Check. LUCK refreshes at the start of each session.

Combat

Initiative

REF + 1d10 When combat starts everyone rolls Initiative. Highest goes first. Reroll each Round. Your Turn = 1 Move Action + 1 Other Action

Movement

Action Effect
Move Action Move up to MOVE x2 meters/yards or MOVE number of squares.
Split Move You can split your Move Action to perform a Check between movements (move, shoot, move).
Special Movement Climbing, jumping, swimming etc. is done at 1/2 MOVE.

Attacks

Attack Type Roll
Ranged Attack REF + Relevant Weapon Skill + 1d10 vs. DV determined by range and weapon type.
Melee Attack DEX + Relevant Melee Attack Skill + 1d10 vs. Defender's DEX + Evasion + 1d10.
Aimed Shot -8 to Attack Check. ROF 1. On hit deal x2 damage after Armor subtracted. Works for Melee and Ranged.
Autofire SMGs and Assault Rifles only. -8 to Attack Check. ROF 1. Hits all targets in a 1m wide, 3m long cone. Each target hit takes 1d6 x (amount the DV was beaten, max x3) damage.
Suppressive Fire SMGs and Assault Rifles only. No Attack Check. Expend full magazine. All targets in a 3m wide, 10m long cone must make a DV15 REF Check or take 1d6 damage and hit the deck.

Rate of Fire (ROF)

As part of an Attack Action you can make a number of Checks equal to the ROF of your weapon. This can be split across two weapons as long as both weapons are ROF 2.

Ranged Attack DVs by Range

Weapon Type Point Blank (0-6m) Close (7-12m) Medium (13-25m) Long (26-50m) Extreme (51m+)
Medium Pistol 13 15 20 25 30
Heavy Pistol 13 15 20 25 30
Very Heavy Pistol 13 15 20 25 30
SMG 15 13 15 20 25
Heavy SMG 15 13 15 20 25
Shotgun 13 15 20 25 30
Assault Rifle 17 13 15 17 20
Sniper Rifle 30 25 20 15 13
Bow / Crossbow 15 13 15 17 20
Grenade Launcher 17 15 13 15 17
Rocket Launcher 17 15 13 15 17

Damage and Armor

Concept Rule
Dealing Damage Roll weapon damage dice. Subtract target's SP (Stopping Power). Remainder is damage to HP.
Armor Ablation Every hit that deals damage reduces the armor's SP by 1. Armor wears down over time.
Minimum Damage A successful hit always deals at least 1 damage even if SP equals or exceeds rolled damage.
Head Shots Use the Aimed Shot rules targeting the head. The head has half the SP of body armor (rounded up).
Layering Armor You cannot layer body armor. Only the higher SP counts. Cyberware armor (Skin Weave, Subdermal) does not stack with worn armor but uses the higher value.

Critical Injuries

Critical Injuries occur when a single hit deals 5 or more damage after armor. The attacker rolls 1d6 on the appropriate Critical Injury table (Body or Head). The injury takes effect immediately and stacks with any existing injuries.

Roll Body Injury Effect
1 Dismembered Arm Lose use of one arm. Drop anything held. +2 bonus damage to this attack.
2 Dismembered Hand Lose use of one hand. Drop anything held. +2 bonus damage.
3 Collapsed Lung -2 to all Actions. +2 bonus damage.
4 Broken Ribs At end of every Turn take 1 additional damage. +2 bonus damage.
5 Broken Arm -2 to all Actions involving that arm. +2 bonus damage.
6 Torn Muscle -2 to all Actions involving that body part. +2 bonus damage.
Roll Head Injury Effect
1 Lost Eye -4 to all Ranged Attack Checks. +3 bonus damage.
2 Brain Injury -2 to all Actions. +3 bonus damage.
3 Damaged Eye -2 to all Ranged Attack Checks. +3 bonus damage.
4 Concussion -2 to all Actions. +3 bonus damage.
5 Broken Nose -2 to all Perception Checks. +3 bonus damage.
6 Damaged Ear Deafened for 1 hour. -2 to all Perception Checks involving hearing. +3 bonus damage.

Wound States

State HP Threshold Effect
Healthy Above Wound Threshold No penalties.
Seriously Wounded At or below Wound Threshold -2 to all Actions. Wound Threshold = HP/2 rounded up.
Mortally Wounded Reduced to 0 HP Incapacitated. Lose 1 HP per Round. Must make Death Saves each Round.
Dead Failed Death Saves Character is dead. Three failed Death Saves = death.

Death Saves

Formula: BODY + 1d10 vs. DV10

Made at the end of every Round while Mortally Wounded. Each failed save gives -1 to all future Death Saves (cumulative). Three failed saves = death. A successful Paramedic Check (DV17) by someone else stabilizes the character and stops the saves.

Other Combat Actions

Action Roll / Effect
Grab DEX + Brawling + 1d10 vs. Defender's DEX + Brawling + 1d10. On success target is Grabbed. Grabbed targets can try to break free on their Turn with same roll.
Choke Requires target to be Grabbed. BODY + Brawling + 1d10 vs. BODY + Athletics + 1d10. On success target takes 1d6 damage ignoring SP.
Throw Requires target to be Grabbed. BODY + Brawling + 1d10 vs. BODY + Athletics + 1d10. On success target is thrown BODY/2 meters and takes 1d6 damage ignoring SP.
Disarm DEX + Brawling or Melee + 1d10 vs. Defender's REF + relevant skill + 1d10. On success target drops their weapon.
Dodge / Dive for Cover DEX + Evasion + 1d10 vs. Attacker's roll. Used as a reaction to being shot at. Character goes Prone.
Use a Skill Any non-attack skill use counts as your Other Action for the Turn.
Use a Drug or Item Using a drug, stim or item on yourself counts as your Other Action. Using one on someone else requires them to be adjacent and also costs your Other Action.
Reload Counts as your Other Action. Drum magazines take 2 Actions to reload.

Cover

Cover Type SP Examples
Thin Cover 10 Interior doors, drywall, car doors, wooden furniture.
Thick Cover 20 Brick walls, concrete barriers, engine blocks, reinforced doors.

Healing

Method Effect
Stabilize (First Aid / Paramedic) DV17 Paramedic or First Aid Check. Stops Death Save countdown. Does not restore HP.
Speedheal Restores 10 HP instantly. One use per day. Does not fix Critical Injuries.
Rest — Seriously Wounded 1 day rest = recover BODY stat worth of HP.
Rest — Mortally Wounded Must be stabilized first. 1 day rest after stabilization = recover BODY stat worth of HP.
Critical Injury Treatment Requires a Medtech with appropriate Paramedic or Surgery skill. Time and DV vary by injury severity.
Enhanced Antibodies (Cyberware) Recover BODY x2 HP per day of rest after stabilization.

Common Skill Rolls

Skill checks that are used probably more often than combat. All use STAT + Skill + 1d10 vs. DV or opposed roll.

Situation Roll Notes
Noticing something hidden INT + Perception + 1d10 vs. DEX + Stealth + 1d10 of the person hiding, or a set DV.
Sneaking past someone DEX + Stealth + 1d10 vs. INT + Perception + 1d10 of observer.
Lying convincingly COOL + Deception + 1d10 vs. INT + Human Perception + 1d10.
Detecting a lie INT + Human Perception + 1d10 vs. COOL + Deception + 1d10.
Persuading or intimidating COOL + Persuasion or Intimidation + 1d10 vs. COOL + Composure + 1d10 or set DV depending on context.
Picking a lock INT + Security Tech + 1d10 DV set by lock quality. Cheap lock DV9. Military grade DV21+.
Hacking a device (non-Netrun) INT + Electronics/Security Tech + 1d10 DV set by system security. Requires physical access.
Driving under pressure REF + Drive + 1d10 DV set by conditions. Pursuit, evasion and stunts all use this.
Treating a wound INT + First Aid or Paramedic + 1d10 DV17 to stabilize. Higher DVs for surgery and critical injury treatment.
Tracking someone INT + Tracking + 1d10 DV set by trail age and conditions. Urban environments DV15+.
Repairing a vehicle or weapon INT + Basic Tech or Cybertech + 1d10 DV set by damage severity and available tools.
Gathering information / street knowledge INT + Streetwise + 1d10 DV set by obscurity of information. Common rumor DV9. Corpo secret DV21+.
Resisting interrogation or torture WILL + Resist Torture/Drugs + 1d10 vs. interrogator's COOL + Interrogation + 1d10 or set DV.

Improvement Points (IP)

Improvement Points are earned at the end of a session (see the Chargen Guide and your GM for how much a given session is worth) and spent to raise Skill Levels and Role Ability Ranks. You can't skip Levels or Ranks — spend some time at the new one before buying the next.

Raising a Skill

Every Skill costs Improvement Points based on the Level you're buying, not your total Skill investment. Most Skills use the Typical cost. Skills marked (x2) in the Master Skill List (Autofire, Evasion, Martial Arts, Melee Weapon, Paramedic, and others) use the Difficult cost instead — twice the IP for the same Level.

Skill Level 1 2 3 4 5 6 7 8 9 10
Typical IP Cost 20 40 60 80 100 120 140 160 180 200
Difficult (x2) IP Cost 40 80 120 160 200 240 280 320 360 400

Starting a brand-new Skill at Level 1 costs the same as any other Level 1 purchase — 20 IP Typical, 40 IP Difficult.

Raising a Role Ability

Role Abilities (Combat Awareness, Interface, Moto, Charismatic Impact, and so on) use their own, steeper cost curve.

Role Ability Rank 1 2 3 4 5 6 7 8 9 10
IP Cost 60 120 180 240 300 360 420 480 540 600

Multiclassing

You start with one Role and cannot buy a second until your first Role Ability reaches Rank 4. Once it does, you can spend IP to buy Rank 1 in a new Role Ability, and your character is considered to be transitioning to that new Role on The Street from that point on. You keep every benefit of your original Role Ability and can continue raising it normally. To pick up a third Role, your second Role Ability must also reach Rank 4 first, and so on down the line.

STAT Increases

Improvement Points do not raise STATs. STATs are set at character creation and change only through Cyberware, therapeutic Bodysculpting/Medical-Grade replacement, or specific GM-approved story events — never by spending IP. If a STAT looks low on a growing character, that's a Cyberware or plot conversation with your GM, not an IP purchase.

Netrunning

Netrunners can perform 1 Meat Action OR up to 3 Net Actions on their Turn

Net Actions

Action Effect
Jack In Connect to Neuroport of target within 50m. Interface + 1d10 vs. target's WILL + 1d10. If Netrunner fails they jack in but target is aware.
Jack Out Safely disconnect from a target's Neuroport.
Breach Bypass a Passwall in a target's Neuroport. Interface + 1d10 vs. Passwall DV.
Quickhack Perform a Quickhack. Can only be done once all Passwalls are Breached. One Quickhack per target per Turn. Interface + 1d10 vs. Quickhack DV. Target can eject with WILL + Concentration + 1d10 vs. Netrunner's Interface + 1d10.

Quickhacks

Quickhack DV Effect
Simple Quickhacks
Impair Movement 6 Target's MOVE lowered by 1 for 60 seconds (20 Rounds). If reduced to 0 MOVE they cannot take a Move Action.
Sonic Shock 6 Causes Damaged Ear Critical Injury but not Bonus Damage for 60 seconds (20 Rounds).
Standard Quickhacks
Overheat 8 Target takes 4 damage directly to HP at end of their Turn until fire is extinguished. Bypasses armor. Extinguishing requires an Action (ROF1) on the target's Turn.
Short Circuit 8 GM chooses 3 pieces of cyberware (not Cyberarm, Cyberleg, Cybereye, Cyberaudio, Neuroport or Neuroport Expansion). Selected cyberware ceases to function for 60 seconds (20 Rounds).
Difficult Quickhacks
Cyberware Malfunction 10 Netrunner selects one piece of cyberware (not Neuroport or Neuroport Expansion) to become inoperable for 60 seconds (20 Rounds). Cyberlimbs act as dismembered meat counterparts.
Lure 10 Target is forced to take a Move Action controlled by the Netrunner at start of their next Turn. Only works if target is unaware they are being hacked. Target cannot be forced into obvious danger.
Slow 10 Target's MOVE lowered by 1d6 for 60 seconds (20 Rounds). If reduced to 0 MOVE they cannot take a Move Action.
Synapse Burnout 10 Deal 3d6 damage directly to target's HP. Bypasses armor and does not ablate it.
Advanced Quickhacks
Puppet 12 Netrunner controls target's Action and Move Action on their next Turn. No restrictions beyond physical capability. All Checks use target's STATs and Skills.
Shard Ejection 12 Forcibly uninstall and eject one piece of chipware into an adjacent square. Does not work if target has a shard slot cover or tape over the slot.
System Reset 12 Target falls Unconscious for 60 seconds (20 Rounds) or until woken by taking damage. Target also falls Prone.

This cheat sheet covers core rules only. For full rules consult your Cyberpunk Red core rulebook or the Edgerunner Mission Kit. — Cyberpunk Red is property of R. Talsorian Games.