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
- Neuralware
- Cyberoptics
- Cyberaudio
- Internal
- External
- Cyberlimbs
- Borgware
- Cyberfingers
7 Option Slots available. No Humanity Loss unless noted.
| 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 |
| Heuristic Health Monitor | Clinic | Requires Biomonitor. Tracks tissue health, bone density, and muscle gains in real time. Lets you know your current HP at a glance via a proprietary Healthy Persons score. [Black Chrome] | 500eb (Expensive) | 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 |
FOUNDATIONAL: Neural Link
Wired artificial nervous system. Required to use all Neuralware and Subdermal Grip. Has 5 Option Slots. — Clinic — 500eb (Expensive) — HL 7 (2d6)
Note: All player characters start with a Neuroport which includes the Neural Link at no extra cost. See House Rules.
| Name | Install | Description | Cost | HL |
|---|---|---|---|---|
| Braindance Recorder | Clinic | Records user's experiences to memory chip or external device. Requires Neural Link. | 500eb (Expensive) | 7 (2d6) |
| Budget Chipware Socket | Clinic | Budget Chipware Socket. Ejects installed Chipware violently when user takes head damage -- chip flies up to 30m and may be destroyed on a roll of 1. Requires Neural Link. [Black Chrome] | 100eb (Premium) | 7 (2d6) |
| Chipware Socket | Clinic | Single socket in back of neck. Required to use Chipware. Requires Neural Link. | 500eb (Expensive) | 7 (2d6) |
| Ex-Disk | Hospital | Requires Neuroport Cyberdeck Port. Each installation adds one Hardware-only Option Slot. With 2+ Ex-Disks, user gains one additional NET Action per Turn while physically connected to an Access Point. [Interface RED Vol. 3] | 1,000eb (V. Expensive) | 3 (1d6) |
| Interface Plugs | Clinic | Plugs in wrist or head allowing direct connection to machines and Smartguns. 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) |
| Neuroport Cyberdeck Port | Hospital | Requires Neuroport. Neck-mounted port for a Cyberdeck. Increases Cyberdeck range to 20m for NET Architectures, 50m for Neuroports. Cyberdeck can be installed/uninstalled as an Action. Only one can be installed at a time. [CEMK] | 100eb (Premium) | 3 (1d6) |
| Reflex Co-Processor | Hospital | Requires Neural Link. User can dodge bullets regardless of their REF stat. [Black Chrome] | 500eb (Expensive) | 14 (4d6) |
| Sandevistan | Clinic | Speedware. +3 to Initiative for 1 minute as an Action. 1 hour cooldown. Only 1 piece of Speedware at a time. Requires Neural Link. | 500eb (Expensive) | 7 (2d6) |
| Self-ICE | Hospital | Requires Neuroport. Each installation (max 3) adds one Passwall and improves all Passwall DVs: DV6 base, DV8 at 2, DV10 at 3. [CEMK] | 500eb (Expensive) | 3 (1d6) |
| Chemical Analyzer | N/A | Chipware. Tests any substance for precise chemical composition. Requires Chipware Socket. | 500eb (Expensive) | 3 (1d6) |
| Explicit Memory Stimulator | N/A | Chipware. +2 to Concentration Checks made to remember information. Requires Chipware Socket. [Black Chrome] | 100eb (Premium) | 3 (1d6) |
| Memory Chip | N/A | Data storage chip. Plug into Chipware Socket to store or access data. | 10eb (Cheap) | 0 |
| Olfactory Boost | N/A | Chipware. Allows use of Tracking Skill to track targets via scent. Requires Chipware Socket. | 100eb (Premium) | 7 (2d6) |
| Pain Editor | N/A | Chipware. Ignores all penalties from the Seriously Wounded state. Requires Chipware Socket. | 1,000eb (V. Expensive) | 14 (4d6) |
| Skill Chip | N/A | Chipware. User has a specific Skill at Level 3 unless their Skill is already 3 or higher. 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) |
FOUNDATIONAL: Cybereye
Artificial eye replacement. Each Cybereye has 3 Option Slots. Some options must be paired (purchased and installed twice). — Clinic — 100eb (Premium) — HL 7 (2d6)
Budget option: Sponsored Cybereye (50eb, 2 Option Slots, comes with pre-installed Chyron that serves ads once per hour until dismissed -- -1 to all vision Checks until closed.)
| Name | Install | Description | Cost | HL |
|---|---|---|---|---|
| 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 a subscreen into the 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 a Cybereye and takes all 3 Option Slots. | 500eb (Expensive) | 2 (1d6/2) |
| Hardened Cybereye Casing | Clinic | Cybereye and all installed options hardened to military standards -- immune to EMP, electric shock, Microwaver, and Non-Black ICE program effects. Requires a Cybereye. [Black Chrome] | 500eb (Expensive) | 3 (1d6) |
| Image Enhance | Mall | +2 to Perception, Lip Reading, and Conceal/Reveal Object. Requires two Cybereyes, must be paired. | 500eb (Expensive) | 3 (1d6) |
| Low Light/Infrared/UV | Mall | Ignore penalties from darkness, smoke, and fog. Requires two Cybereyes, must be paired, takes 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 to Memory Chip or linked Agent. Requires a Cybereye, takes 2 Option Slots. | 500eb (Expensive) | 2 (1d6/2) |
| Radiation Detector | Clinic | Radiation readings within 100m displayed as a blue glow. Requires a Cybereye. | 1,000eb (V. Expensive) | 3 (1d6) |
| Targeting Scope | Clinic | +1 to Attack Check when making an 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 the user's view of the world. Requires two Cybereyes, must be paired. | 100eb (Premium) | 2 (1d6/2) |
FOUNDATIONAL: Cyberaudio Suite
Cybernetic audio system. Has 3 Option Slots. Cannot install more than one suite. — Clinic — 500eb (Expensive) — HL 7 (2d6)
Budget option: Discount Cyberaudio Suite (100eb, only 1 Option Slot, has a large and obvious outer component around the ears.) [Black Chrome]
| Name | Install | Description | Cost | HL |
|---|---|---|---|---|
| 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 up to 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 an 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) |
7 Option Slots available. No foundational cyberware required.
| 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 |
| Cyberskull | Hospital | Requires 3 Internal Option Slots. Head is no longer a 2x weak point on Aimed Shots. User immune to Cracked Skull and Broken Jaw Critical Injuries. Comes with a personalized Faceplate; additional Faceplates 100eb each. [Interface RED Vol. 3] | 5,000eb (Luxury) | 14 (4d6) |
| Cybersnake | Hospital | Esophagus-mounted Very Heavy Melee Weapon. Can be concealed. | 1,000eb (V. Expensive) | 14 (4d6) |
| Enhanced Antibodies | Mall | After stabilization, user heals BODY x2 for each day spent resting. | 500eb (Expensive) | 2 (1d6/2) |
| Firebreather | Hospital | Requires 2 Option Slots. Exotic shotgun installed in the throat, fired by opening the mouth and hyperextending the tongue. Loads a single incendiary shell. Incompatible with all weapon attachments. Can be concealed. [Interface RED Vol. 2] | 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. Multiple installations stack. | 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) |
| Internal Body Cyberware Hardened Shielding | Hospital | All Internal Body cyberware hardened to military standards -- immune to EMP, electric shock, Microwaver, and Non-Black ICE program effects. [Black Chrome] | 1,000eb (V. Expensive) | 14 (4d6) |
| Midnight Lady Sexual Implant | Clinic | Be a Venus, be the fire, be desire. | 100eb (Premium) | 7 (2d6) |
| Mr. Studd Sexual Implant | Clinic | All night, every night, and they'll never know. | 100eb (Premium) | 7 (2d6) |
| Nasal Filters | Clinic | Immune to effects of toxic gases, fumes, and similar airborne dangers. | 100eb (Premium) | 2 (1d6/2) |
| NeuTongue | Hospital | Cybernetic tongue that alters sense of taste. Virtual seasoning can be added to food via linked Agent. Can be deactivated at will, eliminating the sense of taste entirely. [Interface RED Vol. 2] | 100eb (Premium) | 7 (2d6) |
| RacerBracer | Hospital | Cervical spine upgrade. User is immune to the Whiplash Critical Injury. Rocklin Augmentics brand. [Black Chrome] | 500eb (Expensive) | 7 (2d6) |
| 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) |
| Trauma Response Nanomatrix | Hospital | Requires Skinweave or Subdermal Armor. Once per day as an Action, repair your Skinweave or Subdermal Armor to full SP. Each additional installation increases daily uses by 1. [Black Chrome] | 1,000eb (V. Expensive) | 7 (2d6) |
| Vampyres | Clinic | Excellent Quality Light Melee Weapon implanted in mouth. Can be concealed. User can add Poison or Biotoxin to the blades. | 500eb (Expensive) | 14 (4d6) |
7 Option Slots available. No foundational cyberware required.
| Name | Install | Description | Cost | HL |
|---|---|---|---|---|
| Hidden Holster | Clinic | Stores any weapon capable of concealment inside the 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) |
| Sycust FleshWeave | Hospital | Skinweave variant. Body and head armored at SP7. After 10 minutes without strenuous activity, nanomachines repair both locations to full SP automatically. [Interface RED Vol. 3] | 1,000eb (V. Expensive) | 7 (2d6) |
FOUNDATIONAL: Cyberarm or Cyberleg
Cyberarm — Replacement arm with 4 Option Slots. Comes with a Standard Hand at no extra HL cost. — Hospital — 500eb (Expensive) — HL 7 (2d6)
Cyberleg — Replacement leg with 3 Option Slots. Comes with a Standard Foot at no extra HL cost. Most options must be paired (purchased and installed in two Cyberlegs). — Hospital — 100eb (Premium) — HL 3 (1d6)
Budget option: Neo-Soviet Cyberarm (100eb, 3 Option Slots, no pairing required -- but without BODY 8+ you take -1 to all rolls using it, and all installed options are always visible even under RealSkinn.) [Black Chrome]
| Name | Install | Description | Cost | HL |
|---|---|---|---|---|
| Standard Hand | Clinic | Standard cybernetic hand. Can be installed in a meat arm as the only piece of cyberware in that arm. | 100eb (Premium) | 2 (1d6/2) |
| Standard Foot | Clinic | Standard cybernetic foot. If installed in a meat leg does not count toward cyberware limit and does not take an Option Slot. | 100eb (Premium) | 2 (1d6/2) |
| Big Knucks | Clinic | Armored knuckles. Medium Melee Weapon. Can be concealed. Can be the only piece of Cyberware in a meat arm. | 100eb (Premium) | 3 (1d6) |
| Cyberdeck | Clinic | Cyberdeck installed in Cyberarm. Requires Cyberarm, takes 3 Option Slots. | 500eb (Expensive) | 3 (1d6) |
| Extra-Jointed Cyberlimb Upgrade | Clinic | Cyberlimb Option. +2 to Contortionist Checks. One per cyberlimb. Maximum benefit from 4 cyberlimbs (+8 total). [Black Chrome] | 500eb (Expensive) | 3 (1d6) |
| Flashbulb | Clinic | Cyberarm Option. Requires 2 Option Slots. As an Action, force a target within 25m to make a DV15 Resist Torture/Drugs Check or suffer Damaged Eye Critical Injury for 1 minute. Anti-Dazzle protects against this. [Black Chrome] | 500eb (Expensive) | 7 (2d6) |
| Gorilla Arm | Clinic | Excellent Quality. Fist is a Heavy Melee Weapon. Wield two-handed weapons in one hand. Two installed: 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) |
| Grip Foot | Clinic | Traction-enhanced feet. Negates movement penalty when climbing. Requires two Cyberlegs, must be paired. | 500eb (Expensive) | 3 (1d6) |
| Integrated Cyberdeck Upgrade | Clinic | Adds one extra slot (Program or Hardware) to an arm-installed Cyberdeck. Can only upgrade the Cyberdeck on the same arm. [Black Chrome] | 500eb (Expensive) | 7 (2d6) |
| Jump Booster | Clinic | Hydraulics in legs negate movement penalty when jumping. Requires two Cyberlegs, 2 Option Slots each, must be paired. | 500eb (Expensive) | 3 (1d6) |
| Mantis Blade | Clinic | Excellent Quality Heavy Melee Weapon. Requires 2 Option Slots. While deployed cannot hold anything in corresponding hand. Two Mantis Blades negate climbing movement penalty. | 500eb (Expensive) | 7 (2d6) each |
| Medscanner | Clinic | Medscanner installed in Cyberarm. +2 to First Aid and Paramedic. Requires Cyberarm, takes 2 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| MicroWaldo | Clinic | Cyberarm and Neuralware Option. Eight articulated probes for precision work. Medtechs gain +1 to Surgery Checks. Raven Microcybernetics brand. [Interface RED Vol. 3] | 1,000eb (V. Expensive) | 7 (2d6) |
| Monowire | Clinic | Melee Attacks at up to 6m away. On Critical Injury: attacker rolls twice on the Critical Injury table and chooses the result. | 1,000eb (V. Expensive) | 7 (2d6) each |
| Popup Grenade Launcher | Clinic | Single shot Grenade Launcher in Cyberarm. Can be concealed. Requires Cyberarm, takes 2 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| Popup Melee Weapon | Clinic | Any Light, Medium, or Heavy Melee Weapon installed in Cyberarm. Can be concealed. Requires Cyberarm, takes 2 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| Popup Net Launcher | Clinic | Exotic net launcher in Cyberarm. Requires 3 Option Slots. Can be concealed. On hit, target is grappled -- cannot Move, takes -2 to physical Actions. Net has 15 HP. Replacement nets 50eb each. [Black Chrome] | 500eb (Expensive) | 7 (2d6) |
| Popup Ranged Weapon | Clinic | Any One-Handed Ranged Weapon installed in Cyberarm. Can be concealed. Requires Cyberarm, takes 2 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| Popup Shield | Clinic | Bulletproof Shield in Cyberarm. Can be concealed. Replaced at 0 HP. Requires Cyberarm, takes 3 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| Popup Shotgun | Clinic | Shotgun with 2 shots installed in Cyberarm. Can be concealed. Requires 3 Option Slots. Incompatible with all weapon attachments except Smartgun Link. [Black Chrome] | 1,000eb (V. Expensive) | 7 (2d6) |
| Prehensile Cyberfoot | Clinic | Cyberleg Option. Foot functions like a hand -- can grip, hold objects, or make unarmed attacks. [Interface RED Vol. 3] | 1,000eb (V. Expensive) | 3 (1d6) |
| Projectile Launch System | Clinic | Borgware. Cyberarm Option. Requires 2 Option Slots. One-Handed Rocket/Grenade Launcher in Cyberarm. When loaded with a Rocket acts as Rocket Launcher; with a Grenade acts as Grenade Launcher. Can be concealed. [CEMK] | 1,000eb (V. Expensive) | 14 (4d6) |
| Quick Change Mount | Clinic | Cyberarm can be removed or installed as an Action. Re-attaching a previously used arm does not cause additional Humanity Loss. | 100eb (Premium) | 7 (2d6) |
| Reinforced Cyberlimb Upgrade | Clinic | Cyberlimb Option. This limb is immune to Broken Arm (Cyberarm) or Broken Leg (Cyberleg) Critical Injury. [Black Chrome] | 1,000eb (V. Expensive) | 3 (1d6) |
| Rippers | Clinic | Carbo-glass claws. Medium Melee Weapon. Can be concealed. Can be the only piece of Cyberware in a meat arm. | 500eb (Expensive) | 3 (1d6) |
| Scratchers | Mall | Carbo-glass fingernails. Light Melee Weapon. Can be concealed. Can be the only piece of Cyberware in a meat arm. | 100eb (Premium) | 2 (1d6/2) |
| Shoulder Cam | Clinic | Camera mounted in shoulder tracking independently of user. Records video and audio to Memory Chip or linked Agent. Can be concealed. Requires Cyberarm, takes 2 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| 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) |
| Slice N Dice | Clinic | Monofilament whip in thumb. Medium Melee Weapon. Can be concealed. Can be the only piece of Cyberware in a meat arm. | 500eb (Expensive) | 3 (1d6) |
| Subdermal Grip | Clinic | Subdermal plate allows use of Smartguns without Interface Plugs. Requires Neural Link. Can be the only piece of Cyberware in a meat arm. | 100eb (Premium) | 3 (1d6) |
| Talon Foot | Clinic | Blade in foot. Light Melee Weapon. Can be concealed. Can be the only piece of Cyberware in a meat leg. | 500eb (Expensive) | 3 (1d6) |
| Techscanner | Clinic | Scanner diagnoses machinery and electronics. +2 to Basic Tech, Cybertech, Land/Sea/Air Vehicle Tech, Electronics/Security Tech, and Weaponstech. Requires Cyberarm, takes 2 Option Slots. | 500eb (Expensive) | 7 (2d6) |
| Tool Hand | Clinic | Fingers contain screwdriver, wrench, small drill, and other tools. Can be the only piece of Cyberware in a meat arm. | 100eb (Premium) | 3 (1d6) |
| Web Foot | Clinic | Thin webbing between toes negates movement penalty when swimming. Requires two Cyberlegs, must be paired. | 500eb (Expensive) | 3 (1d6) |
| Wolvers | Clinic | Long claws extended from knuckles. Heavy Melee Weapon. Can be concealed. Can be the only piece of Cyberware in a meat arm. | 500eb (Expensive) | 7 (2d6) |
| Zero Gravity Thrusters | Clinic | Cyberleg Option. Micro-thrusters allow controlled movement in zero-gravity environments. [Interface RED Vol. 3] | 1,000eb (V. Expensive) | 3 (1d6) |
Heavy duty chrome for those who have committed to the metal life. Most Borgware has significant prerequisites -- check full rules carefully before purchasing.
| Name | Install | Description | Cost | HL |
|---|---|---|---|---|
| Artificial Shoulder Mount | Hospital | Mount 2 additional Cyberarms beneath your first set of arms. | 1,000eb (V. Expensive) | 14 (4d6) |
| Borgware Hardened Shielding | Hospital | A single piece of Borgware is hardened to military standards -- immune to EMP, electric shock, Microwaver, and Non-Black ICE program effects. Purchase once per piece of Borgware you want protected. [Black Chrome] | 1,000eb (V. Expensive) | 14 (4d6) |
| Dynalar Modular Finger Enthusiast Cyberhand | Hospital | Borgware. Cyberarm Option. Requires 2 Option Slots. Contains space for up to 8 Cyberfingers. Comes with 8 Standard Cyberfingers. See Cyberfingers tab. [Black Chrome] | 500eb (Expensive) | 14 (4d6) |
| Implanted Linear Frame Beta | Hospital | Increases BODY to 14. Changes HP, Wound Threshold, Death Save. Requires BODY 8 and 2 installations of Grafted Muscle 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 Muscle and Bone Lace. | 1,000eb (V. Expensive) | 14 (4d6) |
| Kiroshi MonoVision | Hospital | Replaces two meat eyes with a single wide-angle cyberoptic visor. 3 Option Slots -- all options count as if paired. Cannot be installed in a MultiOptic Mount. If this is your only sight and you receive Lost Eye, the effect is doubled. [Interface RED Vol. 3] | 500eb (Expensive) | 14 (4d6) |
| MultiOptic Mount | Hospital | Mount up to 5 additional Cybereyes beyond your standard two. | 1,000eb (V. Expensive) | 14 (4d6) |
| Sensor Array | Clinic | Install up to 5 additional Cyberaudio Options. Requires Cyberaudio Suite. Does not take up a Cyberaudio Option Slot. | 1,000eb (V. Expensive) | 14 (4d6) |
FOUNDATIONAL: Modular Finger Cyberhand
A cybernetic hand with slots for modular Cyberfingers. Can be installed as the only piece of cyberware in a meat arm. Comes with 5 Standard Cyberfingers. Holds up to 5 Cyberfingers. — Hospital — 100eb (Premium) — HL 3 (1d6)
Dynalar Modular Finger Enthusiast Cyberhand (Borgware) — Upgraded version holding up to 8 Cyberfingers. Requires a Cyberarm and 2 Option Slots. Comes with 8 Standard Cyberfingers. — Hospital — 500eb (Expensive) — HL 14 (4d6) [Black Chrome]
All Cyberfingers are Mall installation unless noted. All HL values round down. Source: Black Chrome.
| Name | Description | Cost | HL |
|---|---|---|---|
| Standard Cyberfinger | Just a finger. Standard replacement digit. | 20eb (Everyday) | 0 |
| Airhypo Cyberfinger | An Airhypo concealed within the finger. | 100eb (Premium) | 3 (1d6) |
| Ballpoint Cyberfinger | A ballpoint pen concealed within the finger. | 100eb (Premium) | 0 |
| Bullet Storage Cyberfinger | Holds two rounds of any bullet-type ammunition concealed within the finger. | 100eb (Premium) | 3 (1d6) |
| Dartgun Cyberfinger | Dartgun Exotic Weapon with a single shot concealed in the finger. Does not require a Concealment Check if a glove is worn over it. | 500eb (Expensive) | 7 (2d6) |
| Flashlight Cyberfinger | A flashlight concealed within the finger. | 100eb (Premium) | 3 (1d6) |
| Homing Tracer Cyberfinger | Points in the direction of its linked tracer up to 1 mile away. Typically sold with a removable fingernail linked tracer. | 500eb (Expensive) | 3 (1d6) |
| Laser Pointer Cyberfinger | Projects a laser pointer from the fingertip. | 100eb (Premium) | 3 (1d6) |
| Lighter Cyberfinger | A lighter concealed within the finger. The original party trick. | 100eb (Premium) | 3 (1d6) |
| Lockpick Cyberfinger | Electronic lockpick concealed within the finger. | 100eb (Premium) | 2 (1d6/2) |
| Microphone Cyberfinger | A microphone concealed within the finger. | 100eb (Premium) | 2 (1d6/2) |
| Mini Air Supply Cyberfinger | A tiny oxygen supply concealed within the finger. | 500eb (Expensive) | 2 (1d6/2) |
| One Shot Special Cyberfinger | A single-shot firearm concealed within the finger. Literal fingergun. | 100eb (Premium) | 7 (2d6) |
| Spray Paint Cyberfinger | Spray paint applicator concealed within the finger. Tag without a spraycan. | 100eb (Premium) | 3 (1d6) |
| Squirt Cyberfinger | Squirts liquids from the fingertip. Fill with whatever you like. | 100eb (Premium) | 3 (1d6) |
| Wirecutter/Scissor Cyberfingers | Two adjacent Cyberfingers that function as wire cutters and scissors. | 100eb (Premium) | 2 (1d6/2) |
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.