Cheat Sheet

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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.

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.