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. |
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.