Gear
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.