Rules reference
Equipment in Cyberpunk RED
Gear basics and how equipment impacts play. Cyberpunk RED is a tabletop RPG set in Night City in the year 2045, a dystopian future where corporations rule, cyberware is common, and life is cheap. Players take on the roles of Edgerunners: cyberpunks, netrunners, solos, and other denizens of the mean streets trying to survive and thrive in a world of chrome and corruption.
Key points
Equipment changes what’s possible in the fiction: access, leverage, and risk management. This page focuses on the gear that matters most.
- 10 Roles: Netrunner, Solo, Tech, Medtech, Media, Exec, Lawman, Fixer, Nomad, Rockerboy
- d10 system: Roll Stat + Skill + 1d10 against Difficulty Value
- Improvement Points (IP): Used instead of XP for advancement
- Cyberware system: Enhance abilities but cost Humanity
- Role Abilities: Unique powers for each Role
- Combat system: Fast-paced action with armor, weapons, and cyberware
Cyberpunk RED checks are Stat + Skill + 1d10 vs a Difficulty Value (DV). Your Role Ability defines your specialty, and cyberware adds power at a Humanity cost.
- Pick Stat + Skill that matches what you’re doing.
- Roll 1d10, add Stat + Skill, and compare to the DV.
- Resolve success/failure with concrete changes in the scene (access gained, alarm triggered, target down, etc.).
The best gear changes what’s possible: access, safety, speed, and options. Track what lets you do something you couldn’t do before.
If a roll is dangerous, gear can change position: better tools, better cover, better information.
- Mistake: Tracking too many tiny items. Fix: Track gear that changes options, safety, speed, or access.
- Mistake: Buying gear without a use case. Fix: Ask: what scene does this gear make easier or safer?