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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__ | ||
== 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 === | === Task DVs === | ||
{| | {| class="wikitable" | ||
! | ! Difficulty !! DV | ||
! | |||
|- | |- | ||
| Simple || 9 | |||
| | |||
|- | |- | ||
| Everyday || 13 | |||
| | |||
|- | |- | ||
| Difficult || 15 | |||
| | |||
|- | |- | ||
| Professional || 17 | |||
| | |||
|- | |- | ||
| Heroic || 21 | |||
| | |||
|- | |- | ||
| Incredible || 24 | |||
| | |||
|- | |- | ||
| Legendary || 29 | |||
| | |||
|} | |} | ||
=== Special Roll Rules === | === Special Roll Rules === | ||
{| | {| class="wikitable" | ||
! | ! 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 == | == Combat == | ||
=== Initiative === | === Initiative === | ||
'''REF + 1d10''' When combat starts everyone rolls Initiative. Highest goes first. Reroll each Round. Your Turn = 1 Move Action + 1 Other Action | |||
=== Movement === | === Movement === | ||
{| | {| class="wikitable" | ||
! | ! 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 === | === Attacks === | ||
{| | {| class="wikitable" | ||
! | ! 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) === | === 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 === | === Ranged Attack DVs by Range === | ||
{| | {| class="wikitable" | ||
! | ! 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 === | === Damage and Armor === | ||
{| | {| class="wikitable" | ||
! | ! 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 === | ||
{| | '''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. | ||
! | |||
! | {| class="wikitable" | ||
! | ! 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. | |||
| | |||
| | |||
|} | |} | ||
{| | {| class="wikitable" | ||
! | ! 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 === | === Wound States === | ||
{| | {| class="wikitable" | ||
! | ! 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 === | === 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 === | === Other Combat Actions === | ||
{| | {| class="wikitable" | ||
! | ! 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 === | ||
{| | {| class="wikitable" | ||
! | ! 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 == | == Healing == | ||
{| | {| class="wikitable" | ||
! | ! 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 == | == Common Skill Rolls == | ||
Skill checks that are used probably more often than combat. All use STAT + Skill + 1d10 vs. DV or opposed roll. | |||
{| | {| class="wikitable" | ||
! | ! 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. | |||
{| class="wikitable" | |||
! 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. | |||
{| class="wikitable" | |||
! 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 == | == Netrunning == | ||
'''Netrunners can perform 1 Meat Action OR up to 3 Net Actions on their Turn''' | |||
=== Net Actions === | === Net Actions === | ||
{| | {| class="wikitable" | ||
! | ! 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 === | === Quickhacks === | ||
{| | {| class="wikitable" | ||
! | ! Quickhack !! DV !! Effect | ||
! | |||
! | |||
|- | |- | ||
| | | colspan="3" | '''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). | |||
| | |||
| | |||
|- | |- | ||
| | | colspan="3" | '''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). | |||
| | |||
| | |||
|- | |- | ||
| | | colspan="3" | '''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. | |||
| | |||
| | |||
|- | |- | ||
| | | colspan="3" | '''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. | |||
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.