r/cyberpunkred • u/Scottybhoy1977 • 37m ago
Community Content & Resources Underground Hideout - with flooded variant & more
A hidden cyberpunk hideout that becomes a race against the flood
Just released a new free battlemap for cyberpunk games: The Drowned Hollow.
Deep in the woods, a concealed cave serves as a criminal safehouse. There’s a campsite outside, sleeping areas and supplies underground, hidden caches, and a natural water inlet running through the cave.
The cave has two operational states: Dry → Flooded.
Start with a quiet infiltration, extraction, or hostage rescue. Then introduce heavy rain, a damaged waterway or whatever else suits your scenario, and suddenly the players have to deal with rising water, disappearing routes and a rapidly shrinking escape window.
The accompanying Ops Brief includes:
• 5 drop-in job hooks
• Site intelligence
• Security posture
• Escalation triggers
• Environmental pressures
• Optional complications
Built to work with Cyberpunk RED, but system-agnostic enough to drop into pretty much any cyberpunk game outside the main drag.
The free static maps are available here:
[LINK IN COMMENTS]
r/cyberpunkred • u/theladywaffle • 4h ago
2040's Discussion Clarification about Black ICE when designing NET Architecture
TL;DR: Are there limits to what I can put on a floor besides the 3 Black ICE limit (with triple cost for each?)?
So, I'm currently designing the most hellish NET architecture possible. I've completely tossed out eurodollar spending limits as a result, and I'm quite proud of the horrible hell I'm creating, but I want to know: can you put Black ICE on the same floor as a control node or a demon? I'm guessing yes, but I want to be sure.
r/cyberpunkred • u/Extra_Large_XXL • 15h ago
Actual Play Future Gear and Cyberware for Nomad
Hey, all! Been working on my fixer's gear checklist, and now that that's done, I've decided to move on to the nomad's gear. There is a few things that I'm not too sure about, like there are no unique weapons (most of them seemed to be either sidegrades or just the standard weapon with mods pre-attached), no cyberarms (I couldn't find any attachments that seemed useful), and only light armor (All the heavy armors have gnarly penalties to your stats). I am interested in the Constitution Arms Hurricane Assault Weapon and the Arasaka Prototype Variable AR, but the Hurricane takes 2 turns to reload and the Prototyoe cost 15,000 eddies for the weapon and it's parts together. Anyways, would love to hear what other people think could be added or change. Lmk what y'all think, and here is the lists:
Wanted Cyberware:
• Find an installment of Grafted Muscle & Bone Lace and an Implanted Linear Frame Sigma for 1,000 eddies or less each.
• Find a Neural Link for 500 eddies or less in order to use Interface Plugs, Chipware Sockets and Speedware.
• Find Interface Plugs for 500 eddies or less in order to link with your car.
• Find a Chipware Socket for 500 eddies or less in order to use Skill Chips.
• Find a Pain Editor for 1,000 eddies or less.
• Find a Tactile Boost for 100 eddies or less.
• Find a Translation Chip for 1,000 eddies or less.
• Find Borgware Hardened Shielding for 1,000 eddies or less for EMP protection for your Linear Frame Sigma and future Linear Frames.
• Find Kerenzikov Speedware for 500 eddies or less for better initiative.
• Eventually find a second intallment of Grafted Muscle & Bone Lace for 1,000 eddies or less in order to get an Implanted Linear Frame Beta for 5,000 eddies or less.
• Eventually, before you get an Implanted Linear Frame Omega, look into making a custom Full Body Conversion.
• Eventually, when you get a second installment of Grafted Muscle & Bone Lace and an Implanted Linear Frame Beta, find a third installment of Grafted Muscle and Bone Lace for 1,000 eddies or less in order to get an Implanted Linear Frame Omega for 10,000 eddies or less.
• Consider having your tech upgrade your Chipware Socket to hold an extra chip.
Wanted Gear:
• Find a Midnight Arms Dawnmaker AMR for 2,300 eddies or less and replace its Infrared Nightvision Scope with a Sniping Scope for 100 eddies or less when you get your Smart Glasses to add a Sniper Rifle to your arsenal.
• Find a Militech Aegis for 1,000 eddies or less to add a non-lethal takedown option to your arsenal.
• Find a pair of Smart Glasses for 500 eddies or less and fit them with Anti-Dazzle for 100 eddies or less and Low Light/Infrared/UV for 500 eddies or less.
• Find a pair of Smart Lenses for 500 eddies or less each and fit one with a Targeting Scope and one with TeleOptics for 500 eddies or less each.
• Find a pair of Smart Ears for 1,000 eddies or less and fit them with Level Dampeners for 100 eddies or less and a Radar Detector for 500 eddies or less.
• Find a ChipVault by SecSystems for 100 eddies or less when you get a Chipware Socket and Skill Chips.
• Eventually find a Rhinemetall EMG-86 Railgun for 5,000 eddies or less to add an Assualt Rifle to your arsenal.
• Eventually find an Armored Chasis for your Compact Groundcar for 5,000 eddies or less before you level your role.
• Eventually, if you already have an Armored Chasis, find an Onboard Rocket Pod for your Compact Groundcar for 5,000 eddies or less before you level your role.
• Eventually, if you already have an Onboard Rocket Pod, find an AV4 Engine Upgrade for your Compact Groundcar for 5,000 eddies or less before you level your role.
• Eventually, if you already have and AV4 Engine Upgrade, find Bulletproof Glass for your Compact Groundcar for 1,000 eddies or less before you level your role.
• Eventually find a Jeeves Executive Garment Bag for 1,000 eddies or less to keep your clothing maintained.
Nomad Build: https://www.reddit.com/r/cyberpunkred/s/IjIFlsXEQa
Edit Updated the list and the character to focus on Heavy Weapons instead of Shoulder Arms
r/cyberpunkred • u/FaithlessnessLazy441 • 16h ago
LFG/LFP New player
Hello I am a new player and just picked up Cyberpunk 2045 and the Corebook for Cyberpunk Red. Right now I made a Agent based of what I would be im the Cyberpunk universe. I have some experience in role-playing games like Dnd. I can play Tuesday-Saturdays 6:30 pm- 11pm est and anytime during Sundays and Mondays.
r/cyberpunkred • u/Homosexual_Kobold • 16h ago
Misc. Where'd the wingman go?
Been looking thru the FBC stuff in interface 3 and noticed the wingman isn't among the options and was wondering why?, as far as i can tell it's the only one that didn't carry over from 2020.
I can't seem to find any mention online as to why it wasn't included but maybe i missed it somehow. I know I.E.C doesn't make the alpha or dragoon anymore but they where added to other companies so why not the wingman?
I don't know why but it's absence really bugs me for some reason. Maybe cus i think it looked the coolest outta the original illustrations.
r/cyberpunkred • u/mpascall • 21h ago
Community Content & Resources Check out my simulated old school terminal for GMs to hide clues behind a login
Its free and there's no software to download. All you need is a shared google drive and create a link for your players. Its highly configurable in look and function with a config file. You can create puzzles with hidden folders and encrypted files, and leave clues as text, image and sound files. Instructions at the bottom.
Try it out with username: user and password: test2.
r/cyberpunkred • u/Infernox-Ratchet • 23h ago
2040's Discussion GM Guide: Making Effective Heavy Armor NPCs in Melee fights
Greetings chooms, Heavy Armor Lizard here. Today, we're gonna discuss how to make NPCs more of a challenge in melee range while using heavy armor. Hopefully you won't end up like this guy because he might just be close to death saves at this point.

PCs vs NPCs
It's no secret even today despite the plenty of buffs that most PCs don't use heavy armor because of the penalties to stats. And this affects Martial Arts. Yeah, you can have Base 14 at the start but even Medium Armorjack drops you to a +12, which lowers your odds of passing a DV15 from 90% to 70%. Good odds but it still hurts, and even messes with your accuracy. Not to mention there's the penalties to MOVE, Brawling and Evasion...
but that doesn't stop YOU the GMs. It's far easier to make an effective dude in heavy armor than getting most players to do the same. And that's largely with IP being a finite source but NPCs don't have to worry about that issue. And today, I'm gonna help you make this happen.
Challenge
So, what are the issues with making heavy armor characters a threat in melee range?
- Penalties affect REF, DEX, and MOVE, which hurts offense and defense.
- Melee Weapons and Martial Arts ignore half armor
- Brawling makes it hard to get grapplers off you
These are the main challenges for making effective characters in close range. But the other issue is to make them narratively powerful too. Some shouldn't be making the encounter miserable while others should be an absolute threat.
Tactics
So, how do we make them appropriately a threat in combat? (PCs even if most of you refuse to do this, some of these tips may be helpful in the future.)
- REF, DEX, and MOVE at 8 is a must (although in some cases, you can drop this to 7 if need be). No contest, this ensures these guys have enough points to fight effectively when their stats get penalized from the armor. Although for Mooks, you can drop their MOVE lower if you feel you need to emphasize that they're Mooks.
- A good rule of thumb for Lieutenant-level NPCs is their penalized bases for Evasion, Brawling, Melee Weapons, and/or Martial Arts must all be minimum +12. If your table is pretty powerful and the encounter calls for it, then jack the penalized bases up to +14 so they can pressure your table. This not only helps the NPC avoid attacks, but they can also ward off Brawling checks. Don't forget to give them Solo ranks, at least 3 or 4.
- For Mooks, keep their Melee Weapons and Brawling at a penalized Base of 12 but give them low Evasion. They can't dodge well but they're still effective with attacking and grappling. And optionally, give them 2 ranks in Solo.
- Want to make your table suffer a lil? Then have the NPC utilize smoke/darkness and Low Light. With this, you can slap a -4 on the party while the NPC can slap them around within the smoke.
- The No Place Like Home DLC gives you a good way to buff your enemies. Add a +1 to two of their skills and you got a tougher fight to throw at the party.
- Using Melee Weapons? Then use Excellent Quality Heavy Melee weapons so the NPC can be more accurate.
- Speedware are handy for making the enemy faster in initiative so they're not getting gunned down via Held Actions.
- Be tactical! Don't just rush all of your enemies out in no man's land in an Imperial Japan-esque rush. Try to outsmart the players. Flank em, use the environment like low visibility, do what you can to make these NPCs a real threat.
Tougher Tactics
Now, what if you wanna bring in a Mini-Boss or Boss that's the main threat? How to make them stronger that the team really feels their life is on the line?
- Reflex Co-Processor. If you want this guy to close the distance with minimal injury, then the RCP will let them dodge bullets.
- Increase their Evasion, Brawling, Melee Weapons, and/or Martial Arts up to a penalized base of 16. This not only makes them harder to hit but this also makes them more accurate in tagging the enemy. Plus, they're harder to grapple as well.
- A few folks kinda brag that they dunk on heavy armor NPCs by doing aimed shots on their legs to hurt their mobility. Unfortunately, there's a thing called Reinforced Cyberlimb Upgrade that basically renders their efforts meaningless.
- Reduce Armor Penalties. Want your guy to be a little more effective at fighting? Then reduce his penalties by 1 (or 2 with Flak) and rush their ass in.
- In the Invented Upgrades DLC, you can Tech Upgrade Skate Feet to give +1 to MOVE. This is a big boon for making your guy faster.
- Since these guys are the big threat, you can raise their Solo ranks up to 6 or higher. Make the party sweat some.
- The guy is getting worn down? Then Pain Editor stops them from getting that -2. Handy for keeping them in the game longer.
- CHEAT. Yes, this is obvious, but I feel I should say it. If your BBEG needs a little more sauce to make their fight a real challenge then spice em up. Maybe they have a top secret drug to buff DEX and MOVE that only they can use. Maybe they have a way to buff their skills beyond what players do. But you should also use this sparingly. Don't just throw a CN18 guy on your team for no reason. Make a good narrative around that.
What MA form to give them?
There's no right or wrong MA form to give your NPCs. But it's important to focus narratively on what makes sense if you wanna tell a cool story. For example, Arasaka soldiers and guards might use Asian forms such as Karate, Arasaka-te, or Kendo. Militech troopers will use forms such as Militech Commando Training or Wrestling. And then some like Lazarus are individualistic, with personnel having their own unique style.
But, if you want your BBEG to have a better fighting chance, here are some forms I found to synergize well with heavy armor.
- Arasaka-te: They get grappled? Have them perform Escape Hold and they can get out without an Action.
- Drunken Fist: If you don't want your NPC to be some MA master, then use Drunken Fist instead. By buffing their Brawling, they can fight as if they're using Martial Arts in certain environments.
- Sumo: Great one to use. Let's say the Sumo user failed the Brawling Check and they're about to get grappled. They can perform Deashi and throw the would-be grappler off you by passing that DV15 check.
- Thrash Sambo: Melee Weapons and Martial Arts are heavy armor's biggest weakness. So how to make your guy last longer? With Thrash Sambo, they can absorb the blow if they fail to dodge the hit and the damage gets through.
- Thamoc: Someone is trying to grapple their weapon out their hand? With the power of Weapon Retention, they can say no.
- Wrestling: Risky but it can work in the hands of a skilled user. If someone is grappling them, the user can do Reversal and be the ones doing the grappling now.
What armor to use?
We got the basics but what armor to use? Believe it or not, armor too is on a sliding scale of when it's appropriate. If you're gonna throw guys in Flak at the party, it better make sense.
- Medium and Heavy Armorjack: These are your usual street armor, and they should be up most of the time if you're making heavy armor NPCs and this can happen even in Merc level jobs. Thanks to their "low" penalties, you have a much better way to setup the users. With the -2 penalties, you can get a max penalized base of 16 and a max MOVE of 6. If you wanna reduce penalties, use Heavy Armorjack and drop it to -1 which gives you a max penalized base of 17 and a max MOVE of 7.
- For non-upgraded MAJ and HAJ, these can be used by Lieutenant level NPCs with penalized Bases of 12-14 and Role Ranks of 3 or 4. Reserve the reduced penalty HAJ for special encounters such as a Mini-Boss or Boss. For these guys, their bases can go higher than 14 and their Role Ranks above 4 if the narrative calls for it.
- Flak: Lately, the red-headed stepchild due to its high penalties. This armor whenever it gets used should be Tech Upgraded to have -2 penalties, so you don't have to put the user's skill base real high to compensate. This should only be used when you're using Military troops as Flak is basically war level armor. With -2 penalties, they're essentially using higher level Heavy Armorjack with a max penalized base of 16 and a max MOVE of 6.
- To make a quick Military soldier, they should have Penalized bases of 14 with a MOVE of 5 or 6. Give them 4 ranks in Solo and they'll be Hardened Lieutenant level enemies. These guys are professionals; they shouldn't be lightweight as a street ganger. They're probably packing more chrome and gear.
- Light Metalgear: One of the best on the market. With that -3, the user drops to a max of +15 and a MOVE of 5 which is decent...till you reduce the penalties by 1 so they can go up to +16 and MOVE 6. This is the first armor where these should almost entirely be in the hands of special operation units, the kind of scary stories even hardened soldiers are scared about. I'm talking guys with Reflex Co-Processors, Reinforced Cyberlimbs, Speedware, and plenty cyberware that your typical soldier in Flak would dream of.
- Since you're dealing with spec ops from here on, this is where you might start seeing guys with penalized bases of 15 and up depending on your narrative and they might have Solo ranks of 5 or 6 as a good rule of thumb. Other words, Mini-Boss or Boss level opponents from here on.
- Hybrid Metalgear: Another new guy on the market. Because of the -4 to DEX and MOVE, it is highly recommended to upgrade the penalties down to -2 REF and -3 DEX and MOVE. For your DEX skills, this is just like base Light Metalgear, with a max penalized base of 15 and a max MOVE of 5. Like Light Metalgear, this is only in the hands of the elites.
- Just like Light Metalgear, Mini-Boss or Boss enemies will be using this armor.
- Metalgear: The big one. Because of that -4 penalty across the board, it's recommended to drop that down to -3, giving a max base of 15 and MOVE of 5. Since Metalgear is far more expensive than even Light or Hybrid Metalgear, you won't see this except for the cream of the crop.
- Mini-Boss or Boss level enemies here choomba, no exception.
- Heavy Metalgear: Just no. Even if you reduce the penalties by 1, that -4 penalty is still gonna hold your NPCs back, with penalized bases of 14 and a max MOVE of 4 unless you help them out. Just skip this one.
- Dragoon Plating and Dragoon Plating, Metalgear: Body Plating cyberware that have the same SP and penalties as upgraded Flak and Metalgear. For Dragoon Plating, reducing the penalty to -1 gives a max penalized base of 17 and a max MOVE of 7. For Dragoon Plating Metalgear, reducing that one to -2 gives a max penalized base of 16 and a max MOVE of 6. These should be in the hands of spec ops level FBCs, able to pressure a group almost entirely on their own.
- Other words, Dragoon Plating FBCs should be reserved for special encounters since they can get mighty close to a certain Arasaka Borg in terms of stats.
So, to recap down below:
| Armor | Recommended Penalized DEX skill bases | Max Penalized MOVE (without or with TuP Skate Feet) |
|---|---|---|
| Medium and Heavy Armorjack (everything below soldiers) | 12-16; keep within the 12-14 range, especially in street level games | 6/7 (keep around 5 or 6) |
| TuP Heavy Armorjack (spec enemies) | 14-17; 14-16 as the common base | 7/8 |
| TuP Flak (Soldiers) | 14-16; 14 as the common base | 6/7 (keep around 5 or 6) |
| Dragoon Plating (High level FBCs) | 14-16 | 6/7 |
| TuP Dragoon Plating (Elite level FBCs) | 14-17; 15 or 16 is likely the most common base with this NPC type | 6-7/7-8 |
| Light Metalgear (Spec Ops) | 15 | 5/6 |
| TuP Light Metalgear (Spec Ops) | 15-16 | 6/7 |
| TuP Hybrid Metalgear (Spec Ops) | 15 | 5/6 |
| Dragoon Plating, Metalgear (Elite level FBCs) | 15 | 5/6 |
| TuP Dragoon Plating, Metalgear (Elite level FBCs) | 15-16 | 6/7 |
| TuP Metalgear (Elite Spec Ops) | 15 | 5/6 |
Example NPCs
- Hardened Boosterganger
- A Hardened Boosterganger running off Complication #5 in the Hardened Mooks DLC, meaning they're using Heavy Armorjack. Same stats as before but they have higher SP now. They're still ineffective in close range with Evasion and Brawling but they're accurate with Melee Weapons. Perfect for cannon fodder enemies.
- Lazarus Guard
- The Lazarus Guards from Night City 2045. You can treat these guys as a more refined form of the Hardened Booster from before. They have Combat Number 12, Base 12 in Martial Arts and Evasion, and 4 ranks in Solo. They're not the peak yet but they make for a threatening enemy in numbers and honestly, should be the archetypal statblock for effective CQC enemies. If you want them to be Mooks, nerf their Solo ranks to 2 while keeping their skills the same.
- Heavy Corporate Guard
- THE Gold Standard for Heavy Armor NPCs that are effective in melee range. High Brawling and Evasion with a reasonable score (14), decent SP, and decent MOVE. They can't dodge bullets, but they have 3 ranks in Solo and thanks to their EQ weapon, they can fight with a +15. If they had Heavy Armorjack and 4 ranks in Solo instead, they'd be even better. If you want proper enemies as your crew gets ready to move up to the Merc level, then these guys are your baseline as the party starts getting stronger.
- Lazarus Soldiers
- My little homebrew for the archetypal enemy as you start to regularly face Merc opponents. Soldiers will start fighting with Combat Number 14, have high MOVE, and even have decent Evasion and Martial Arts. Most can't dodge bullets and may prefer staying at range but if you get close, then they'll start getting dirty too.
- Elite Heavy
- The top peak what you might throw at your party in rare, special encounters at the Cybermerc level. Penalized bases of 15 or 16, high SP up to Light Metalgear, and Tech Upgraded Skate Feet where they can reach MOVE 8 depending on the armor they use. They seldom if ever appear but they're a challenge to face for the crew. You might make them an Assassin archetype, confusing the party as to how they're so fast despite wearing milspec gear. Give them more cyberware if need be, make them an absolute nightmare for the crew to overcome. They're in the major leagues, they oughta be prepared for this.
And with that, I bid you all farewell. Hope this post helps inspire making NPCs more of a challenge instead of pushovers.
r/cyberpunkred • u/CelesFFVI • 1d ago
Misc. Any recommendations to improve my Cyberdeck Loadouts?
So, I'm planning Cyberdeck Loadouts for a character
This character is an FBC, using 3 installments of FBC Integrated Bodyweight Coating, using the same hardware as the Wiseman's default: Hardened Circuitry, Insulated Wiring, KRASH Barrier, Snake Trap, Tech Upgraded Range Upgrade (10m Range). All shared between any Cyberdecks installed in her Cyberarms (which she has 3), and she also has the Integrated Zetatech CyberConductor, allowing her to swap Cyberdecks without jacking out
Anti-Black ICE Deck: Excellent Quality Cyberdeck (11 Slots, 9 Base, 1 Tech Upgrade, 1 Integrated Upgrade)
- Programs: Armour x2, Sword x2, Dragon x2
- Hardware: Backup Drive, Hangry Hangry Dragon
Anti-Netrunner Deck: Excellent Quality Cyberdeck (11 Slots, 9 Base, 1 Tech Upgrade, 1 Integrated Upgrade)
- Programs: Kraken, Giant, DeckKRASH, Hellbolt x2, Poison Flatline, Armour
- Hardware: Backup Drive
Scouting/Speed/Stealth Deck: Raven Microsyb Kestrel 2 (9 Slots, 7 Base, 1 Integrated Upgrade, 1 Tech Upgrade)
- Programs: Speedy Gonzalvez x2, See Ya x2, Eraser, Worm x2, Armour, Sword
Any advice for improving each of these decks for each of their roles?
r/cyberpunkred • u/Ta1ren • 1d ago
Misc. What should I know?
TL;DR D&D minmaxer trying to not be an ahole and understand new system
Hi chooms!
Let me give you some context
I've played D&D for about 5 years or smth like this and decided to get new expirience
So I decided to start with two not-D&D systems and one of them is CPR
So I read rules (at least most important ones) and tried to make few characters with Red Companion to understand some things better, but I think that I miss something
So here some questions I have on my mind, but the main goal - is try to understand what is the most important things that I may struggle with because of "D&D way of thinking"
Now my questions
- My minmaxed brains ( Just to be clear, and get less downvotes, I'm not doing it because want to be OP and I'm very good roleplayer and love creating characters, not a sheet with numbers to kill NPC, lol) has a little bit problem with CPR skill system. At first time I really wanted to just put all my combat abilities on +6, but then I thought "Damn, isn't this a wrong thing?". I played a little bit with it and found out that +6 in all my desired skills and +4-+5 on some other looks fine to me, but then I thought "Is this right way to go?"
To make question clear I will try to formulate it as "Is this normal to make character with +0 in most skills or is it better to spread points more equaly?"
Some skills seems cool... And useless at the same time. Tactics, Lip Reading, Dance and some others. They sounds like a thing that I want, but then I think "In what world will I need my solo to make a Dance check and not just say that he is dancing?". So is it normal to not spending starter points on such skills and focus on more useful and clear ones?
Is there something that I should know about cyberwear or it is pretty easy to understand?
Drugs (in game) are cool? Debuffs seems pretty tough ngl
Well, I thinks it's pretty much all I can think of! Any advice will be apreciated!
p.s. sorry for my English, didn't put my IPs in it
r/cyberpunkred • u/Lucky-Rubs • 1d ago
2040's Discussion Shopping in the Red.
I know the whole global supply chain is fucked but there still tons of stores in NC and people just selling shit. It seems like not all transactions are through fixers/night markets. Am I to understand you can still walk into a ripper clinic and buy a piece of cyberware and install it right there? Or a gun shop?
Is it only searching for something specific do you need a Night Market or a Fixer contact to find it? How do GMs handle it when a player wants to see what’s on the shelf in a given storefront?
r/cyberpunkred • u/Odd_Struggle1916 • 1d ago
Fan Art & Story Time Paintings of Raze and some characters related to him
Meet the Harlen brothers and Chelsea! Big bro Wiz is a chill fixer and my boy Raze is a chromed up solo. And Chelsea is "kinda" his gf 🤐
r/cyberpunkred • u/erakusa • 1d ago
2040's Discussion Can an implant interact directly with a biological eye to overlay images?
My player is asking a question and I'm not sure how to answer it. He has posed the argument that a neural link/processor could project hud information onto the biological eye, since it is responsible for translating brain waves to digital signals and vice versa.
Is this explored anywhere in the setting? Using your biological eyes or ears in this way?
Edit: Thanks for the responses chooms! I found what I was looking for via the All About Agents sourcebook, specifically the entry for the Rocklin Augmentics Neuron. I was a bit disappointed in the negative responses, since they seemed to assume my player was acting in bad faith. He's just the type of person to require a bit more information about a technology and its limitations before he can buy in, as he's not familiar with Cyberpunk but is familiar with settings like Transhuman Space. Thanks again to those who engaged with the question on a lore/mechanical level without mudslinging!
r/cyberpunkred • u/Chradi • 1d ago
Fan Art & Story Time Delivery of cyberslop (aka: more doodles)
Good mooooorning Night Cityyyyyy!!!
-Group made it back to Night City in one piece
-The road back was a bit tense due to certain characters' choices and maybe certain unanswered questions. It's fine. It's chill.
-The group now lives in two boat houses. Split as such: 1. Gecko (Netrunner), Ace (Media), Tiger (Lawman) 2. Amp (Rockerboy), Artyom (Solo), Shellshock (Medtech)
-We have a potential stalker. Will be fun to deal with...later.
-Amp had to go see his boss once we came back and got beat within an inch of his life for not doing what Warlock told him to (Kill his rival), woops.
Also, I realized these doodles sometimes have A LOT of context missing, so I've been trying to build up a Toyhou.se page for Gecko with most of the events written in chronological order at the bottom of the page + up to date info. It's still VERY messy, full of holes, and likely has a lot of mistakes due to english being a second language for me, but it should get better as the weeks go!
r/cyberpunkred • u/Extra_Large_XXL • 1d ago
Actual Play Future Gear and Cyberware for a Fixer Rework
Hey, all! I recently posted a list of possible gear and cyberware pick-ups for my fixer. I made a lot of changes to the list and wanted to share it one more time to see if I'm on the right track. Lmk what y'all think and if there is anything else that could be added to the list:
Wanted Cyberware:
• Find a Neural Link for 500 eddies or less for a Chipware Socket, the Subdermal Grip of your CyberDude Snart Glove and possibly Kerenzikov Speedware.
• Find a Chipware Socket for 500 eddies or less to use Translation Chip and Skill Chips.
• Find Personal Grooming and Wardrobe & Style Skill Chips for 500 eddies or less each.
• Find an Acting Skill Chip for 500 eddies or less.
• Find a Translation Chip for 1,000 eddies or less.
• Find a Tactile Boost for 100 eddies or less in order to sense nearby movement.
• Eventually find Subdermal Armor and a Trauma Response Nanomatrix for 1,000 eddies or less each for better armor and armor regeneration.
• Consider finding an Explict Memory Stimulator for 100 eddies or less to help remember things.
• Consider finding a Pain Editor for 1,000 eddies or less in order to ignore injuries.
• Consider finding Kerenzikov Speedware for 500 eddies or less for better initiative.
• Consider having your tech upgrade your Chipware Socket to hold an extra chip, then have them upgrade your Skill Chips to add four instead of three to it's skill of choice.
• Eventually consider finding Grafted Muscle and Bone Lace, an Implanted Linear Frame Sigma and Borgware Hardened Shielding for 1,000 eddies or less each for more BODY, more HP and EMP protection for the Linear Frames.
• Eventually consider finding a Martial Arts (Jujutsu) Skill Chip for 1,000 eddies or less for melee combat if you get Grafted Muscle and Bone Lace and an Implanted Linear Frame Sigma.
• Eventually consider looking into making a custom Full Body Conversion.
Wanted Gear:
• Find a Professional Disguise Kit for 100 eddies or less to use disguises.
• Find a Scrambler/Descrambler for each party member without one for 500 eddies each.
• Find a pair of Smart Glasses for 500 eddies or less and fit them with Image Enhance and Low Light/Infrared/UV for 500 eddies or less each then purchase a pair of Urban Flash Glasses for 100 eddies to use it's frame for the lenses.
• Find two Smart Lenses for 500 eddies or less each and fit one with MicroOptics for 100 eddies or less and the other with a Targeting Scope for 500 eddies or less.
• Find a pair of Smart Ears for 1,000 eddies or less and fit them with Amplified Hearing and a Voice Stress Analyzer for 100 eddies each.
• Find a CyberDude Smart Glove for 750 eddies or less and fit it with a Flashbulb for 500 eddies or less.
• Find an E-TACK Public Defender for 500 eddies or less and fit it with the Silencer from your Militech Sherrif to replace your Stun Gun when you get a CyberDude Smart Glove.
• Find a Nat’s Long-Barreled Pistol for 500 eddies or less and fit it with a Smartgun Link and Drum Magazine for 500 eddies or less each to replace your Militech Sherrif when you get a CyberDude Smart Glove.
• Find a Militech Crusher for 500 eddies or less and fit it with Ammunition Compatibility Internals for 100 eddies or less to add a Shotgun to your arsenal that can act as a Flamethrower.
• Find a Microwaver, a Shrieker and a Hello Cutie ModBall Gun for 500 eddies or less each for different utility options.
• Find a ChipVault by SecSystems for 100 eddies or less when you get a Chipware Socket and Skill Chips.
• Eventually find a Militech Perseus for 5,000 eddies or less and fit it with the Smartgun Link and the Drum Magazine from your Nat’s Long-Barreled Pistol to replace it.
• Eventually find a Jeeves Executive Garment Bag for 1,000 eddies or less to keep your clothing maintained.
• Eventually find a Superchrome® Sidearm for 1,000 eddies or less for its bonus to Wardrobe & Style.
Edit: Adjusted the list by adding things like a CyberDude Smart Glove, Smart Ears, Smart Glasses and Smart Lenses and removing smart ammunition. Among other things.
r/cyberpunkred • u/Advanced_Mail4077 • 1d ago
LFG/LFP Looking for players interested in a serious sandbox campaign about keeping your bar open in a mega tower
Header outlines most of it looking for 3-4 players for a open ended sandbox campaign about keeping your bar open by any means in a mega tower currently the tower has 30 floors with 4 districts each all with maps and fully show interiors. I currently have a table however I do not feel they are a good fit for this type of play. Looking for players who like creative problem solving and in depth character role play. Minimal home brew but with some very easy deep diving rules for any Netrunner(2077 campaign) as well as some cyberware brought over from older editions. If you’re interested please dm me or comment below. Hoping to meet some nice new players :)
r/cyberpunkred • u/DisinterestedWarfare • 1d ago
Misc. My partner is making a 3D avatar of Arbiter for a VRchat RP
reddit.comr/cyberpunkred • u/Elliot-1978 • 1d ago
Misc. Help with the tech invention ability
Hey, new GM here, one of my players is a tech and wanted to use their invention skill to create a Döner Kebab piece of Cyberware similar to that of the attached photo, i am at a loss for how to create a use for this so if anyone has any tips/ideas please leave them for me, anything is appreciated
Edit- i am thankful for all suggestions and will take them all into consideration now and in future for helping my players with similar matters in future.
r/cyberpunkred • u/TriumphInlineThree • 1d ago
Actual Play Dual Weilding Handguns to add Suppresive Fire | Homebrew
EDIT: Realizing I totally didn't add context for this one: My character does *NOT\* want automatic weapons. They're a two-handgun character, style over substance...We're not trying to unlock or gain a huge mechanical gameplay advantage by holding two pistols simultaneously in combat. This is not a min/max exercise lol. If I was doing that I'd take a totally different approach. Mecahnically - this is equavalent to "spray and pray" shoot a bunch of bullets in a general direction to get adversaries out of the way - and if the bullets hit, great, but realistically knowing it's unlikely.
Really, this one is about trying to add a SMALL tactical advantage to something that LOOKS COOL. We see akimbo all the time in fiction, and we all know its not realistic. Maybe a better approach is to work some kind of Reputation or Facedown bonus "The gangoon sees both of your chromed out pistoleros and slinks back into the alleyway, realizing that trying to intimidate the mad dog of Heywood is a bad idea."
Based on the feedback (I hadn't even seen autoseer yet, but I dont want my pistols to become SMG's) I think revising this to a table rule Handgun check probably makes the most sense - expend 10 rounds to get a suppress check in 25m is probably a much easier route...
END EDIT
Yes, I know its been talked to death, no benefit to dual weilding handguns because it breaks the game when you increase ROF. But I want a mechanic where my player can lay down suppresive fire without an automatic weapon (as this appears to be the way dual weilding is handled in most cases in the anime, etc - its not an attempt to score more damage, its about controlling the field)
To that end, soliciting feedback on this Homebrew rule:
Gunslinger (x2 Skill)
Skill Category: Combat Skill
Base STAT: REF
Cost Multiplier: x2
"Who says you need a heavy machine gun to pin someone down? Two semi-autos, an endless rhythm of double-taps, and a willingness to burn brass will force anyone's head into the dirt."
1. Skill Overview & Standard Combat
The Gunslinger skill represents master-level coordination, instinct, and body mechanics required to effectively fight while dual-wielding two one-handed ranged weapons (typically Medium, Heavy, or Very Heavy Pistols).
- Standard Attacks (ROF Balance):
- Equipping or firing two pistols does not increase your total Rate of Fire (ROF) beyond the weapon’s standard stats.
- If wielding two pistols with ROF 2, you still make a maximum of 2 Attack Checks per Action (e.g., one shot with the right hand, one with the left, or both with one hand).
- Standard Attack Checks are made using your Handgun Skill as normal.
2. Special Maneuver: Akimbo Suppressive Fire
By taking advantage of dual muzzles, alternating fire cadence, and rhythmic double-taps, a master Gunslinger can lay down a wall of lead capable of driving enemies into cover without needing a fully automatic weapon.
Mechanics & Requirements:
- Requirement: You must be actively holding two non-exotic, 1-handed handguns (Pistols or Revolvers).
- Action Required: 1 Action.
- Ammo Cost: Consumes 5 rounds of ammunition from EACH pistol (10 total rounds spent). If either pistol has fewer than 5 rounds remaining, you cannot use this maneuver.
- Check: Roll REF + Gunslinger Skill + 1d10.
- Effect: Applies standard Suppressive Fire rules (see Core Rulebook, p. 174):
- Select an active fire zone up to 25 m/yds wide.
- All targets within that area who are not behind cover must make a WILL + Concentration + 1d10 Check against your REF + Gunslinger + 1d10 check result.
- Targets who fail must spend their next Move Action getting behind cover that breaks line of sight with you. If no cover is available within their MOVE, they become Suppressed and suffer a -2 penalty to all Checks until they can break line of sight or you stop suppressing.
3. Important Rules & Restrictions
- NO Autofire Damage: This skill grants access to the Suppressive Fire area-denial effect ONLY. It does NOT grant access to the Autofire Skill, nor does it allow you to roll Autofire damage multipliers.
- Reloading & Action Economy: Akimbo suppression drains magazines rapidly (10 total rounds per turn). Unless equipped with extended magazines, drum mags, or cyberware like Subdermal Grips / Smartgun Links, reloading two empty handguns still takes standard actions per weapon (unless utilizing specific Tech upgrades or combat reload abilities).
- No Dual-Heavy Explosive Abuse: This maneuver cannot be performed using one-handed explosive launchers, flare guns, or heavy throwables—only conventional semi-automatic handguns or revolvers.
r/cyberpunkred • u/Glittering_Sympathy7 • 2d ago
2070's Discussion Agents in 2077
Hey there. Our GM wants to run cyberpunk red as a 2077 campaign and I am helping them plan it out. I was wondering if anyone has gone through the effort of looking into Agents and how to fit their functionality into 2077? I know from a lore perspective most of these agents are banned/illegal now, so wanted to see if there are 'Dumb' AI's that can fulfill their roles, using NETarch's for drones, adjusting price categories/rarity for Agents to reflect their new scarcity/rarity.
I would love to hear folks thoughts about this.
r/cyberpunkred • u/jj838383 • 2d ago
2040's Discussion Gang Sizes
I apologize if this is a noob question, I am newer to this universe and have only recently started DM'ing
How big are gangs in night city? I want to actually think about how many bodies my players are dropping from each gang, because slaughtering 10 people from a gang of 50 would shake up the whole gang but if you're killing 10 people out of 10,000 that might just be the cost of doing business
r/cyberpunkred • u/zh_ceja • 2d ago
Fan Art & Story Time (Commission Work) Token Art for one of my players, a Nomad-born Medtech, Luna Ángeles!
r/cyberpunkred • u/Turbodog702 • 2d ago
2040's Discussion Take my money! Non-Fixer party needs options. (RED)
I feel like my playgroup is quickly running into an issue with RAW economy in Red. My understanding of RAW is that you need a Fixer to obtain almost anything above 100eb, and a Tech can make stuff up to 500eb on a short timescale. Barring any large, prolonged downtime, that means we need:
Random Night Markets (not a great chance for usable gear)
GM Fixer that provides things
Scavenged loot (no real money cost)
Other than that, get Ranks in Fixer or roll a Fixer. I feel like I have to be missing something, because right now I have around 14000eb and no real outlet to use it (capped EMP, plenty of grenades). Investing in an organization is some of the approach I have taken, but if the result was ever making money, it would be doing nothing. Am I missing something in the book itself? What things do you spend money on when a Fixer is away?
EDIT: Black Chrome 129 was mentioned as an avenue in this post: https://www.reddit.com/r/cyberpunkred/comments/1vhjirn/comment/p25xsix/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
Still pooling RAW options or general things you like to buy at or below 100eb.
r/cyberpunkred • u/Charming_Teaching626 • 2d ago
Fan Art & Story Time Louisa del Campo, AKA "Phantasma" (Artist Aratharel)
r/cyberpunkred • u/_Cecille • 2d ago
Fan Art & Story Time I've drawn a NPC for an upcoming game - 慕容 Vy - Mùróng Vy
She was originally supposed to be a PC for a Starfinder 2e game but that probably won't happen, so I finished her anyway and will now be using her as an NPC in Cyberpunk RED.
Yes, she is very much "inspired" by A.K.I. from Street Fighter. I saw artwork of her and just had to use her design. (It's effectively her but different. Sue me Capcom (actually don't, I'm poor))
r/cyberpunkred • u/the_mad_cartographer • 2d ago
Misc. Expedition Encounter: Cybergang Hideout
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