Gear

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A little Night City Shopping

Everything you need to survive Night City. Weapons, chrome, wheels, software and armor. Prices are in Eurobucks (eb). Don't ask where it came from. Don't ask where it's going.

Melee Weapons

Weapon Type Examples Damage ROF Concealable Cost
Light Melee Weapon Combat Knife, Tomahawk 1d6 2 YES 50eb (Costly)
Medium Melee Weapon Baseball Bat, Crowbar, Machete 2d6 2 NO 50eb (Costly)
Heavy Melee Weapon Lead Pipe, Sword, Spiked Bat 3d6 2 NO 100eb (Premium)
Very Heavy Melee Weapon Chainsaw, Sledgehammer, Naginata 4d6 1 NO 500eb (Expensive)

Ranged Weapons

Weapon Type Skill Damage Magazine ROF Hands Concealable Cost
Medium Pistol Handgun 2d6 12 (M Pistol) 2 1 YES 50eb (Costly)
Heavy Pistol Handgun 3d6 8 (H Pistol) 2 1 YES 100eb (Premium)
Very Heavy Pistol Handgun 4d6 8 (VH Pistol) 1 1 NO 100eb (Premium)
SMG Handgun 2d6 30 (M Pistol) 1 1 YES 100eb (Premium)
Heavy SMG Handgun 3d6 40 (H Pistol) 1 1 NO 100eb (Premium)
Shotgun Shoulder Arms 5d6 4 (Slug) 1 2 NO 500eb (Expensive)
Assault Rifle Shoulder Arms 5d6 25 (Rifle) 1 2 NO 500eb (Expensive)
Sniper Rifle Shoulder Arms 5d6 4 (Rifle) 1 2 NO 500eb (Expensive)
Bows & Crossbows Archery 4d6 N/A (Arrow) 1 2 NO 100eb (Premium)
Grenade Launcher Heavy Weapons 6d6 2 (Grenade) 1 2 NO 500eb (Expensive)
Rocket Launcher Heavy Weapons 8d6 1 (Rocket) 1 2 NO 500eb (Expensive)

Exotic Weapons

Weapon Description Cost
Air Pistol Medium Pistol that fires paint (and acid!) balls. 100eb (Premium)
Battleglove Heavy gauntlet. Contains three Cyberarm/Cyberlimb option slots. 1,000eb (V. Expensive)
Constitution Arms Hurricane Shotgun with 2 ROF. Requires BODY 11+ to fire. 5,000eb (Luxury)
Dartgun Very Heavy Pistol that fires Non-Basic Arrows. 100eb (Premium)
Flamethrower Shotgun that fires incendiary shells. Fired with the Heavy Weapons Skill. 500eb (Expensive)
Kendachi Mono-Three Two-Handed Very Heavy Melee Weapon. Ignores armor lower than SP11. 5,000eb (Luxury)
Malorian Arms 3516 Excellent Quality Very Heavy Pistol famously wielded by Johnny Silverhand. Does 5d6 damage. 10,000eb (Super Luxury)
Microwaver Very Heavy Pistol that can shut down cyberware and carried electronics. 500eb (Expensive)
Militech "Cowboy" U-56 Grenade Launcher with 2 ROF. Requires BODY 11+ to fire. 5,000eb (Luxury)
Rhinemetall EMG-86 Railgun Assault Rifle that ignores armor lower than SP11. Heavy Weapons Skill. Requires BODY 11+ to fire. 5,000eb (Luxury)
Shrieker Very Heavy Pistol that causes the Damaged Ear Critical Injury. 500eb (Expensive)
Stun Baton A "less lethal" Medium Melee Weapon. 100eb (Premium)
Stun Gun A "less lethal" Heavy Pistol. 100eb (Premium)
Tsunami Arms Helix Assault Rifle that only fires in Autofire mode with a higher Autofire multiplier. Requires BODY 11+ to fire. 5,000eb (Luxury)

Special Weapons

Notable named weapons available in Night City.

Weapon Type Special Rules Cost
Rostovic DB-2 Satara Shotgun Tech Weapon. Charged Shot fires through Thin Cover ignoring 1/2 SP. Slug: 5d6. Shell: 3d6 to all in 6m area. 500eb (Expensive)
Tsunami Arms Nekomata Sniper Rifle Tech Weapon. Charged Shot fires through Thin and Thick Cover ignoring 1/2 SP. 1,000eb (V. Expensive)
Techtronika RT-46 Burya Very Heavy Pistol Tech Weapon. Charges without Move Action. Charged Shot fires through Thin Cover ignoring 1/2 SP. Requires Muscle & Bone Lace or Cyberarm or suffers Broken Arm Critical Injury. 1,000eb (V. Expensive)
Techtronika SPT32 Grad Sniper Rifle Power Weapon. +5 Critical Injury bonus damage. Can ricochet at -4. Requires bolt action before firing again. 500eb (Expensive)
Arasaka HJKE-11 Yukimura SMG Smart Weapon. +1 to Attack. Single Shot: 3d6 expending 3 rounds. Autofire: 2d6 x amount DV beaten (up to x3). 500eb (Expensive)
Arasaka HJSH-18 Masamune Assault Rifle Power Weapon. Single Shot: 5d6. Autofire: 2d6 x amount DV beaten (up to x4). 500eb (Expensive)
Arasaka TKI-20 Shingen Heavy SMG Smart Weapon. +1 to Attack. Single Shot: 3d6. Autofire: 2d6 x amount DV beaten (up to x4). 1,000eb (V. Expensive)
Budget Arms Carnage Shotgun Poor Quality — jams on roll of 1. Power Weapon. Slug: 5d6. Shell: 3d6 to all in 6m area. Requires BODY 10+ or suffers Torn Muscle Critical Injury. 100eb (Premium)
Constitutional Arms Unity Heavy Pistol Power Weapon. Single Shot: 3d6. Aimed Shot: 4d6. 500eb (Expensive)
Kang Tao L-69 Zhuo Shotgun Smart Weapon. Must use Improved Smart Ammo. Cannot fire slugs. Shell: 4d6 to all in 6m area. Fires 8 shells per Attack Check — will not fire with less than 8 shells. 1,000eb (V. Expensive)
Militech Crusher Very Heavy Pistol Power Weapon. Can only load Shotgun Shell ammo. Shell: 3d6 to all in 6m area. 1,000eb (V. Expensive)
Militech M-10AF Lexington Heavy Pistol Power Weapon. Single Shot: 3d6. 1,000eb (V. Expensive)
Militech M-76e Omaha Heavy Pistol Tech Weapon. Charged Shot: ROF2, expels 3 rounds, fires through Thin Cover ignoring 1/2 SP. 500eb (Expensive)

Armor

Armor Type Description SP Penalty Cost
Leathers Favored by Nomads and other 'punks who ride bikes. 4 None 20eb (Everyday)
Kevlar Can be made into clothes, vests, jackets, business suits, even bikinis. 7 None 50eb (Costly)
Light Armorjack Kevlar and plastic meshes inserted into the weave of the fabric. 11 None 100eb (Premium)
Bodyweight Suit Skinsuit with impact absorbing armorgel. Stores Cyberdeck and supports Interface Plugs. 11 None 1,000eb (V. Expensive)
Medium Armorjack Heavier Armorjack with solid plastic plating reinforced with thicker Kevlar mesh. 12 -2 REF, DEX, MOVE 100eb (Premium)
Heavy Armorjack The thickest Armorjack combining denser Kevlar and layered plastic and mesh weaves. 13 -2 REF, DEX, MOVE 500eb (Expensive)
Flak 21st century version of the time honored flak vest and pants. 15 -4 REF, DEX, MOVE 500eb (Expensive)
Metalgear Will stop almost anything but you'll be easier to hit than a one-legged bantha. 18 -4 REF, DEX, MOVE 5,000eb (Luxury)
Bulletproof Shield Transparent polycarbonate shield. Always takes up one arm. 10 HP Takes one arm 100eb (Premium)

Cyberware

Chrome costs Humanity. Every piece of cyberware installed reduces your Empathy stat. Install too much and you risk Cyberpsychosis. Choose wisely, choom.

Fashionware

7 Option Slots available. No Humanity Loss.

Name Install Description Cost HL
Biomonitor Mall Subdermal implant generating a readout of vitals. Can link to Agent. 100eb (Premium) 0
Chemskin Mall Dyes and pigments infused into skin to permanently change hue. +2 Personal Grooming if user also has Techhair. 100eb (Premium) 0
EMP Threading Mall Thin silver lines running in circuit-like patterns across the body. 10eb (Cheap) 0
Light Tattoo Mall Subdermal patches projecting colored tattoos under skin. +2 Wardrobe and Style if user has three or more tattoos. 100eb (Premium) 0
Shift Tacts Mall Color-changing lenses implanted into the eye. 100eb (Premium) 0
Skinwatch Mall Subdermally implanted LED watch. 100eb (Premium) 0
Techhair Mall Color-light-emitting artificial hair. +2 Personal Grooming if user also has Chemskin. 100eb (Premium) 0

Neuralware

Foundational Cyberware: Neural Link (5 Option Slots)

Name Install Description Cost HL
Neural Link Clinic Wired artificial nervous system. Required to use Neuralware and Subdermal Grip. Has 5 Option Slots. 500eb (Expensive) 7 (2d6)
Braindance Recorder Clinic Records user's experiences to memory chip or external device. Requires Neural Link. 500eb (Expensive) 7 (2d6)
Chipware Socket Clinic Single socket in back of neck. Required to use Chipware. Requires Neural Link. 500eb (Expensive) 7 (2d6)
Interface Plugs Clinic Plugs in wrist or head allowing connection to machines. Requires Neural Link. 500eb (Expensive) 7 (2d6)
Kerenzikov Clinic Speedware. +2 to Initiative. Only 1 piece of Speedware at a time. Requires Neural Link. 500eb (Expensive) 14 (4d6)
Sandevistan Clinic Speedware. +3 to Initiative for 1 minute as Action. 1 hour cooldown. Only 1 Speedware at a time. Requires Neural Link. 500eb (Expensive) 7 (2d6)
Chemical Analyzer N/A Chipware. Tests substance for precise chemical composition. Requires Chipware Socket. 500eb (Expensive) 3 (1d6)
Memory Chip N/A Data storage chip. 10eb (Cheap) 0
Olfactory Boost N/A Chipware. Use Tracking Skill to track via scent. Requires Chipware Socket. 100eb (Premium) 7 (2d6)
Pain Editor N/A Chipware. Ignores penalties from Seriously Wounded state. Requires Chipware Socket. 1,000eb (V. Expensive) 14 (4d6)
Skill Chip N/A Chipware. User has specific Skill at Level 3 unless Skill is already 3+. Requires Chipware Socket. 500eb or 1,000eb 7 (2d6)
Tactile Boost N/A Chipware. Detect motion within 20m by placing hand on surface. Requires Chipware Socket. 100eb (Premium) 7 (2d6)

Cyberoptics

Foundational Cyberware: Cybereye (3 Option Slots each)

Name Install Description Cost HL
Cybereye Clinic Artificial eye. 3 Option Slots. Some options must be paired. 100eb (Premium) 7 (2d6)
Anti-Dazzle Mall Immune to effects caused by flashes of light. Requires two Cybereyes, must be paired. 100eb (Premium) 2 (1d6/2)
Chyron Mall Projects subscreen into user's field of vision. Requires a Cybereye. 100eb (Premium) 2 (1d6/2)
Color Shift Mall Unlimited color and pattern changes for the eye. Requires a Cybereye. 100eb (Premium) 2 (1d6/2)
Dartgun Clinic Single shot Dartgun concealed in eye. Requires Cybereye and takes 3 Option Slots. 500eb (Expensive) 2 (1d6/2)
Image Enhance Mall +2 to Perception, Lip Reading, Conceal/Reveal Object. Requires two Cybereyes, must be paired. 500eb (Expensive) 3 (1d6)
Low Light/Infrared/UV Mall Ignore penalties from darkness, smoke, fog. Requires two Cybereyes, paired, 2 Option Slots each. 500eb (Expensive) 3 (1d6)
MicroOptics Clinic 400x magnification. Requires a Cybereye. 100eb (Premium) 2 (1d6/2)
MicroVideo Clinic Camera in eye recording audio and video. Requires Cybereye and takes 2 Option Slots. 500eb (Expensive) 2 (1d6/2)
Radiation Detector Clinic Radiation readings within 100m displayed as blue glow. Requires a Cybereye. 1,000eb (V. Expensive) 3 (1d6)
Targeting Scope Clinic +1 to Check when making Aimed Shot. Requires a Cybereye. 500eb (Expensive) 3 (1d6)
TeleOptics Clinic See detail up to 800m away. +1 to Aimed Shots against targets 51m or farther. Requires a Cybereye. 500eb (Expensive) 3 (1d6)
Virtuality Mall Projects cyberspace imagery over user's view of the world. Requires two Cybereyes, must be paired. 100eb (Premium) 2 (1d6/2)

Cyberaudio

Foundational Cyberware: Cyberaudio Suite (3 Option Slots). Cannot install more than 1.

Name Install Description Cost HL
Cyberaudio Suite Clinic Has 3 Option Slots. Cannot install more than 1. 500eb (Expensive) 7 (2d6)
Amplified Hearing Mall +2 to Perception for hearing Checks. Requires Cyberaudio Suite. 100eb (Premium) 3 (1d6)
Audio Recorder Clinic Records audio to Memory Chip or linked Agent. Requires Cyberaudio Suite. 100eb (Premium) 2 (1d6/2)
Bug Detector Mall Beeps when within 2m of a listening device. Requires Cyberaudio Suite. 100eb (Premium) 2 (1d6/2)
Homing Tracer Clinic Follow a linked tracer up to 1 mile. Requires Cyberaudio Suite. 100eb (Premium) 2 (1d6/2)
Internal Agent Mall Fully functional Agent installed internally. Can link to Cybereye Chyron. Requires Cyberaudio Suite. 100eb (Premium) 3 (1d6)
Level Damper Mall Immune to effects caused by loud noises. Requires Cyberaudio Suite. 100eb (Premium) 2 (1d6/2)
Radio Communicator Mall Communicate via radio. 1 mile range. Requires Cyberaudio Suite. 100eb (Premium) 2 (1d6/2)
Radio Scanner/Music Player Clinic Play music from Data Pool or Memory Chip or tune into radio within 1 mile. Requires Cyberaudio Suite. 50eb (Costly) 2 (1d6/2)
Radar Detector Clinic Beeps if active radar beam is within 100m. Requires Cyberaudio Suite. 500eb (Expensive) 2 (1d6/2)
Scrambler/Descrambler Mall Scramble outgoing and descramble incoming communications. Requires Cyberaudio Suite. 100eb (Premium) 2 (1d6/2)
Voice Stress Analyzer Mall +2 to Human Perception and Interrogation Checks. Requires Cyberaudio Suite. 100eb (Premium) 3 (1d6)

Internal Cyberware

7 Option Slots available.

Name Install Description Cost HL
AudioVox Clinic Voice synthesizer. +2 to Acting and Play Instrument when singing. 500eb (Expensive) 3 (1d6)
Contraceptive Implant Mall Prevents undesired pregnancy. 10eb (Cheap) 0
Enhanced Antibodies Mall After stabilization, user heals BODY x2 for each day spent resting. 500eb (Expensive) 2 (1d6/2)
Cybersnake Hospital Esophagus mounted Very Heavy Melee Weapon. Can be concealed. 1,000eb (V. Expensive) 14 (4d6)
Gills Hospital User can breathe underwater. 1,000eb (V. Expensive) 7 (2d6)
Grafted Muscle and Bone Lace Hospital Increases BODY by 2. Changes HP, Wound Threshold, and Death Save. Cannot raise BODY above 10. 1,000eb (V. Expensive) 14 (4d6)
Independent Air Supply Hospital 30 minutes of oxygen. Takes 1 hour to refill from ambient atmosphere. 1,000eb (V. Expensive) 2 (1d6/2)
Nasal Filters Clinic Immune to effects of toxic gases, fumes, and similar dangers. 100eb (Premium) 2 (1d6/2)
Radar/Sonar Implant Clinic Scans terrain within 50m. Cannot scan through cover. 1,000eb (V. Expensive) 7 (2d6)
Toxin Binders Clinic +2 to Resist Torture/Drugs. 100eb (Premium) 2 (1d6/2)
Vampyres Clinic Excellent Quality Light Melee Weapon in mouth. Can be concealed. User can add Poison or Biotoxin. 500eb (Expensive) 14 (4d6)

External Cyberware

7 Option Slots available.

Name Install Description Cost HL
Hidden Holster Clinic Stores weapon capable of concealment inside body. 500eb (Expensive) 7 (2d6)
Skin Weave Hospital Body and head armored at SP7. Does not stack with worn armor. Ablates. Recovers 1 SP per day of rest. 500eb (Expensive) 7 (2d6)
Subdermal Armor Hospital Body and head armored at SP11. Does not stack with worn armor. Ablates. Recovers 1 SP per day of rest. 1,000eb (V. Expensive) 14 (4d6)
Subdermal Pocket Clinic 2" x 4" storage space just under the skin with RealSkinn zipper. 100eb (Premium) 3 (1d6)

Cyberlimbs

Foundational Cyberware: Cyberarm (4 Option Slots) or Cyberleg (3 Option Slots)

Name Install Description Cost HL
Cyberarm Hospital Replacement arm. 4 Option Slots. Comes with Standard Hand. 500eb (Expensive) 7 (2d6)
Cyberleg Hospital Replacement leg. 3 Option Slots. Comes with Standard Foot. Most options must be paired. 100eb (Premium) 3 (1d6)
Big Knucks Clinic Armored knuckles. Medium Melee Weapon. Can be concealed. Only piece of Cyberware in a meat arm. 100eb (Premium) 3 (1d6)
Cyberdeck Clinic Cyberdeck installed in Cyberarm. Requires Cyberarm and takes 3 Option Slots. 500eb (Expensive) 3 (1d6)
Gorilla Arm Clinic Excellent Quality. Fist is a Melee Weapon. Wield two-handed weapons in one hand. If two installed can pry open doors, Choke and Slam as if BODY 11. 1,000eb (V. Expensive) 7 (2d6) each
Grapple Hand Clinic Fires hand with grapple line up to 30m. Cannot be used as a weapon. Requires Cyberarm. 100eb (Premium) 3 (1d6)
Mantis Blade Clinic Excellent Quality Melee Weapon. While deployed cannot hold anything in corresponding hand. Two Mantis Blades negate climbing movement penalty. 500eb (Expensive) 7 (2d6) each
Monowire Clinic Melee Attacks at up to 6m away. Critical Injury: attacker rolls twice on Critical Injury table and chooses result. 1,000eb (V. Expensive) 7 (2d6) each
Popup Grenade Launcher Clinic Single shot Grenade Launcher in Cyberarm. Can be concealed. Requires Cyberarm and 2 Option Slots. 500eb (Expensive) 7 (2d6)
Popup Melee Weapon Clinic Any Light, Medium, or Heavy Melee Weapon in Cyberarm. Can be concealed. Requires Cyberarm and 2 Option Slots. 500eb (Expensive) 7 (2d6)
Popup Ranged Weapon Clinic Any One Handed Ranged Weapon in Cyberarm. Can be concealed. Requires Cyberarm and 2 Option Slots. 500eb (Expensive) 7 (2d6)
Popup Shield Clinic Bulletproof Shield in Cyberarm. Can be concealed. Replaced at 0 HP. Requires Cyberarm and 3 Option Slots. 500eb (Expensive) 7 (2d6)
Rippers Clinic Carbo-glass claws. Medium Melee Weapon. Can be concealed. Only piece of Cyberware in a meat arm. 500eb (Expensive) 3 (1d6)
Scratchers Mall Carbo-glass fingernails. Light Melee Weapon. Can be concealed. Only piece of Cyberware in a meat arm. 100eb (Premium) 2 (1d6/2)
Slice N Dice Clinic Monofilament whip in thumb. Medium Melee Weapon. Can be concealed. Only piece of Cyberware in a meat arm. 500eb (Expensive) 3 (1d6)
Wolvers Clinic Long claws extended from knuckles. Heavy Melee Weapon. Can be concealed. Only piece of Cyberware in a meat arm. 500eb (Expensive) 7 (2d6)
Grip Foot Clinic Traction enhanced. Negates movement penalty when climbing. Requires two Cyberlegs, must be paired. 500eb (Expensive) 3 (1d6)
Jump Booster Clinic Negates movement penalty when jumping. Requires two Cyberlegs, 2 Option Slots each, must be paired. 500eb (Expensive) 3 (1d6)
Skate Foot Clinic Inline skates in feet. Can be concealed. +6m when using Run Action. Requires two Cyberlegs, must be paired. 500eb (Expensive) 3 (1d6)
Talon Foot Clinic Blade in foot. Light Melee Weapon. Can be concealed. Only piece of Cyberware in a meat leg. 500eb (Expensive) 3 (1d6)
Web Foot Clinic Thin webbing between toes. Negates movement penalty when swimming. Requires two Cyberlegs, must be paired. 500eb (Expensive) 3 (1d6)

Borgware

Heavy duty chrome for those who've committed to the metal life.

Name Install Description Cost HL
Artificial Shoulder Mount Hospital User can mount 2 Cyberarms under their first set of arms. 1,000eb (V. Expensive) 14 (4d6)
Implanted Linear Frame Beta Hospital Increases BODY to 14. Changes HP, Wound Threshold, Death Save. Requires BODY 8 and 2 Grafted Muscles and Bone Lace. 5,000eb (Luxury) 14 (4d6)
Implanted Linear Frame Sigma Hospital Increases BODY to 12. Changes HP, Wound Threshold, Death Save. Requires BODY 6 and Grafted Muscles and Bone Lace. 1,000eb (V. Expensive) 14 (4d6)
MultiOptic Mount Hospital User can mount up to 5 additional Cybereyes. 1,000eb (V. Expensive) 14 (4d6)
Sensor Array Clinic User can install up to 5 additional Cyberaudio Options. Requires Cyberaudio Suite but does not take up an Option Slot. 1,000eb (V. Expensive) 14 (4d6)

Netrunner Software

Programs for your Cyberdeck. Installing or uninstalling Hardware takes an hour. Choose your loadout carefully — you don't have room for everything and what you don't have can kill you.

Boosters

Name ATK DEF REZ Effect Cost
Eraser 0 0 7 +2 to all Cloak Checks while Rezzed. 20eb (Everyday)
See Ya 0 0 7 +2 to all Pathfinder Checks while Rezzed. 20eb (Everyday)
Speedy Gonzalvez 0 0 7 +2 to Speed while Rezzed. 100eb (Premium)
Worm 0 0 7 +2 to all Backdoor Checks while Rezzed. 50eb (Costly)

Defenders

Name ATK DEF REZ Effect Cost
Armor 0 0 7 Lowers brain damage received by 4 while Rezzed. Only 1 copy running at a time. Once per Netrun. 50eb (Costly)
Flak 0 0 7 Reduces ATK of all Non-Black ICE Attacker Programs against you to 0 while Rezzed. Only 1 copy running. Once per Netrun. 50eb (Costly)
Shield 0 0 7 Stops first successful Non-Black ICE Program Effect from dealing brain damage then Derezes itself. Only 1 copy running. Once per Netrun. 20eb (Everyday)

Attacker Programs

Name Class ATK DEF REZ Effect Cost
Banhammer Anti-Program 1 0 0 3d6 REZ to Non-Black ICE Program or 2d6 REZ to Black ICE Program. 50eb (Costly)
Sword Anti-Program 1 0 0 3d6 REZ to Black ICE or 2d6 REZ to Non-Black ICE Program. 50eb (Costly)
DeckKRASH Anti-Personnel 0 0 0 Enemy Netrunner forcibly Jacked Out suffering effect of all Rezzed enemy Black ICE encountered. 100eb (Premium)
Hellbolt Anti-Personnel 2 0 0 2d6 damage direct to enemy Netrunner's brain. Cyberdeck catches fire. 2 damage per Turn until extinguished. 100eb (Premium)
Nervescrub Anti-Personnel 0 0 0 Enemy Netrunner's INT, REF, DEX each lowered by 1d6 for one hour (minimum 1). 100eb (Premium)
Poison Flatline Anti-Personnel 0 0 0 Destroys a single Non-Black ICE Program on enemy Netrunner's Cyberdeck at random. 100eb (Premium)
Superglue Anti-Personnel 2 0 0 Enemy Netrunner cannot progress deeper or Jack Out safely for 1d6 Rounds. Once per Netrun. 100eb (Premium)
Vrizzbolt Anti-Personnel 1 0 0 1d6 damage to enemy Netrunner's brain. Lowers total NET Actions by 1 on their next Turn (minimum 2). 50eb (Costly)

Black ICE

Warning: Black ICE Programs are deadly. Anti-Personnel Black ICE hunts Netrunners. Anti-Program Black ICE hunts your Programs. Demons control NET Architecture and can affect Meatspace.

Name Class PER SPD ATK DEF REZ Effect Cost
Asp Anti-Personnel 4 6 2 2 15 Destroys a single Program on enemy Netrunner's Cyberdeck at random. 100eb (Premium)
Giant Anti-Personnel 2 2 8 4 25 3d6 damage to enemy Netrunner's brain. Forces unsafe Jack Out. Enemy suffers all Rezzed Black ICE effects as they leave. 1,000eb (V. Expensive)
Hellhound Anti-Personnel 6 6 6 2 20 2d6 damage to Netrunner's brain. Cyberdeck catches fire. 2 damage per Turn until extinguished. 500eb (Expensive)
Kraken Anti-Personnel 6 2 8 4 30 3d6 damage to enemy Netrunner's brain. Until end of their next Turn Netrunner cannot progress deeper or Jack Out safely. 1,000eb (V. Expensive)
Liche Anti-Personnel 8 2 6 2 25 Enemy Netrunner's INT, REF, DEX each lowered by 1d6 for one hour (minimum 1). 500eb (Expensive)
Raven Anti-Personnel 6 4 4 2 15 Derezes one Defender Program on enemy Netrunner's deck at random then deals 1d6 damage to their brain. 50eb (Costly)
Scorpion Anti-Personnel 2 6 2 2 15 Enemy Netrunner's MOVE lowered by 1d6 for one hour (minimum 1). 100eb (Premium)
Skunk Anti-Personnel 2 4 4 2 10 Enemy Netrunner hit makes all Slide Checks at -2. Each Skunk affects only one Netrunner but multiple Skunks stack. 500eb (Expensive)
Wisp Anti-Personnel 4 4 4 2 15 1d6 damage to enemy Netrunner's brain. Lowers total NET Actions by 1 on their next Turn (minimum 2). 50eb (Costly)
Dragon Anti-Program 6 4 6 6 30 6d6 damage to a Program. If enough to Derezz it is instead Destroyed. 1,000eb (V. Expensive)
Killer Anti-Program 4 8 6 2 20 4d6 damage to a Program. If enough to Derezz it is instead Destroyed. 500eb (Expensive)
Sabertooth Anti-Program 8 6 6 2 25 6d6 damage to a Program. If enough to Derezz it is instead Destroyed. 1,000eb (V. Expensive)

Cyberdeck Hardware

All Hardware takes 1 Option Slot unless noted. Installing or uninstalling takes 1 hour.

Name Description Cost
Backup Drive Saves Non-Black ICE Programs that would be destroyed. Netrunner can reinstall saved Programs if they have Slots. Takes 2 Hardware Option Slots. 100eb (Premium)
DNA Lock Cyberdeck locked/unlocked via biometric method. Locked deck requires biometric key or DV17 Electronics/Security Tech Check. Takes 2 Hardware Option Slots. 100eb (Premium)
Hardened Circuitry Cyberdeck cannot be disabled or destroyed by EMP effects or Non-Black ICE Program Effects. 100eb (Premium)
Insulated Wiring Cyberdeck and user's clothing cannot catch fire from Program effects. 100eb (Premium)
KRASH Barrier Immune to any Program Effect that forces Jack Out (safe or unsafe). Takes 2 Hardware Option Slots. 100eb (Premium)
Range Upgrade Cyberdeck can connect to an access point from up to 8m away. 100eb (Premium)

Vehicles

Land Vehicles

Vehicle Description SDP Seats Combat Speed Narrative Speed Cost
Roadbike Common CHOOH² powered bike. 35 2 20 MOVE 100 MPH / 161 KPH 20,000eb (Super Luxury)
Superbike Exotic CHOOH² streetbike capable of extreme speeds. 35 2 60 MOVE 300 MPH / 483 KPH 100,000eb (Super Luxury)
Compact Groundcar Common CHOOH² powered car. 50 4 20 MOVE 100 MPH / 161 KPH 30,000eb (Super Luxury)
High Performance Groundcar CHOOH² powered sportscar. 50 4 40 MOVE 200 MPH / 322 KPH 50,000eb (Super Luxury)
Super Groundcar Exotic CHOOH² sportscar capable of extreme speeds. 50 2 60 MOVE 300 MPH / 483 KPH 100,000eb (Super Luxury)

Sea Vehicles

Vehicle Description SDP Seats Combat Speed Narrative Speed Cost
Jetski Common CHOOH² personal watercraft. 35 2 20 MOVE 60 MPH / 97 KPH 20,000eb (Super Luxury)
Speedboat CHOOH² powered speedboat. 50 4 20 MOVE 60 MPH / 97 KPH 30,000eb (Super Luxury)
Cabin Cruiser Luxury CHOOH² powerboat with customized rooms for a small privileged few. 60 2 per room 10 MOVE 15 MPH / 24 KPH 30,000eb per room (min 2 rooms)
Yacht Luxury CHOOH² pleasurecraft with customized rooms. 100 4 per room 10 MOVE 15 MPH / 24 KPH 50,000eb per room (min 4 rooms)

Air Vehicles

Vehicle Description SDP Seats Combat Speed Narrative Speed Cost
Gyrocopter Tiny CHOOH² rotorcraft favored by flying enthusiasts. 35 2 20 MOVE 100 MPH / 161 KPH 20,000eb (Super Luxury)
Helicopter Full featured CHOOH² helicopter capable of sustained flight. 60 4 40 MOVE 200 MPH / 322 KPH 40,000eb (Super Luxury)
AV-4 Multipurpose Aerodyne Highly advanced CHOOH² vertical thrust flying vehicle. 100 6 40 MOVE 200 MPH / 322 KPH 50,000eb (Super Luxury)
AV-9 Super Aerodyne Exotic CHOOH² vertical thrust flying vehicle capable of extreme speeds. 60 2 60 MOVE 300 MPH / 483 KPH 100,000eb (Super Luxury)
Aerozep Modern cargo blimps ranging wildly in size. Customized rooms. 100 2 per room 20 MOVE 100 MPH / 161 KPH 30,000eb per room (min 2 rooms)

"Everything's for sale in Night City. The question is whether you can afford it — and whether you'll live long enough to use it."
— Cyberpunk Red is property of R. Talsorian Games. All game content used for fan purposes only.