Cyberpunk Red Réf Tables
Cyberpunk Red Réf Tables
Cyberpunk Red Réf Tables
EZ REFERENCE
Skill Checks Opposed Skill Checks
Character’s STAT + SKILL + 1d10 Attacker’s STAT + SKILL + 1d10
vs vs
Difficulty Value (DV) Defender’s STAT + SKILL + 1d10
Ranged Attacks Melee Attacks
Attacker’s REF + Marksmanship + 1d10 Attacker’s DEX + Brawling + 1d10 or
vs DV Based on Range & Weapon Attacker’s DEX + Melee Weapon + 1d10
or if Defender REF > 9 vs
Defender’s DEX + Evasion Skill + 1d10 Defender’s DV Based on Range & Weapon
Automatic Fire
Range in Meters and DV at that Range Damage Effect
Weapon 0-12m 13-25m 26-50m 51m-100m >100m For every point above the
3 Round DV, roll 1 extra damage roll
Burst SMG 12 15 22 28 NA up to a maximum of 3. Each
roll is opposed by armor
Assault Rifle 12 10 12 18 NA seperately.
Supressive Instead of aiming against range, you will make the attack against the enemy’s
WILL+Concentration+1D10; each enemy within 25 meters who isn’t behind cover that fails the roll
Fire must use their next Move Action to get to cover (page 38 of the Rulebook).
BASICS
Cyberware
Cyberware Description Damage
Reinforced knucklebones, giving fists the impact value of
Big Knucks (paired) 2d6
brass knuckles.
Cyberarm (Rippers) Rippers concealed in a cyberarm. 2d6
Cyberaudio (Amped Hearing) Adds +1 to any sound-related Task check. NA
Micro radio implant gives you the ability to talk to any receiver
Cyberaudio (Radio Link) NA
on the same band frequency for up to 1 mile/1.6km
You can leap 6 m/yds straight up, or make a running jump of
Cyberlegs (Paired Jump Boosters) NA
up to 8 m/yds.
Cyberoptic (Camera) Images can be recorded on the built-in chip and downloaded. NA
Can see clearly in dim light (faint moonlight, distant
Cyberoptic (Low Light) NA
streetlamps).
A built in targeting sight allows you to add +1 to ranged
Cyberoptic (Targeting) NA
attacks.
Sockets that allow user to interface with machines and
Interface Plugs NA
cybertech.
User is boosted for five full turns (+3 to Initiative rolls) before
Reflex Boost (Speedware) the boost cuts out. He must then wait 2 turns before NA
reboosting
Three inch carbo-glass claws in your fingers for cutting,
Rippers (paired) 2d6
stabbing
Mono-filament wire mounted in one finger cuts through any
Slice & Dice (single) organic material or plastics. Can be used as a garrote, cutter 2d6
or slicewhip.
NETRUNNING
EZ REFERENCE
Resolving NET Actions
Netrunner Abilities
Character’s Interface Level + 1d10
Ability Effect
vs Find out location of systems in an area.
Scanner The Higher you are, more you spot. GM
Difficulty Value (DV) to determine how much you learn.
Allows you to break through a Password.
Backdoor If you already know the Password you
don’t need to use this.
NETRUNNING
Redeye’s Cyberdeck Reveals the “map” of the network Archi-
tecture. The higher you are, the more
MODEL Kendachi 22342 Pathfinder you know of the "map." This tells you
generally what is in the system you have
just broken into. It is up to the GM's Des-
RATING cretion to determine how much you find.
Standard
Allows you to attempt to flee a conflict
with a Black ICE program. If you are able
SLOTS 6 Slide to roll a successful Slide check against
the programs Perception + 1d10 you
escape and move on to an adjacent floor.
Allows you to make an attack against a
Program or or enemy Netrunner. If you
Actions in a Turn Zap are able to roll a successful ZAP check
against the programs Defense Value +
Interface Actions 1d10 you deal 1d6 REZ Damage to the
1-3 1 Program or Netrunner’s brain.
Programs
Name Class ATT DEF REZ Effect
Speedy Gonzalvez Booster 0 0 7 Increases SPD by +4
Banhammer Attacker 2 0 0 3d6 REZ to Hellhounds. 2d6 REZ to other programs
Stops first successsful non-Hellhound attack from dealing
Flack Defender 0 0 1
damage. Derezzes after use.
ENCOUNTERS
Street Scum
INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
3 4 7 3 2 4 0 4 4 2
STARTING HITS SERIOUSLY WOUNDED DEATH SAVE
20 10 4
Rippers
CYBERWARE Three inch carbo-glas claws in your fingers for cutting, stabbing
Booster
INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
4 6 8 3 4 4 0 4 6 3
STARTING HITS SERIOUSLY WOUNDED DEATH SAVE
30 15 6
Reflex Boost
Slice & Dice
(Speedware)
Mono-filament wire mounted in one finger cuts
CYBERWARE through any organic material or plastics. Can be
User is boosted for five full turns (+3 to Initiative
rolls) before the boost cuts out. He must then wait
used as a garrotte, cutter or slicewhip.
2 turns before reboosting
Private Security
INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
5 6 8 3 5 4 0 4 5 3
STARTING HITS SERIOUSLY WOUNDED DEATH SAVE
25 13 5
Marksmanship Driving
SKILLS (REF) +3 (REF) +3 Kevlar
Cyberaudio
Cyberoptics
(Radio)
(Low Light)
CYBERWARE Can see clearly in dim light (faint moonlight, distant
Micro radio implant gives you the ability to talk to
any receiver on the same band frequency for up to
streetlamps)
1 mile/1.6km