CP RED - Quickhacks

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System Breach

Quickhacks for Cyberpunk RED

Untitled is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games
and is not approved or endorsed by RTG. This content references materials that are the property
of R. Talsorian Games and its licensees.
The Basics
Like any form of Netrunning, Quickhacking requires a Neural Link, Interface Plugs, and a
Cyberdeck. Unlike standard Netrunning, however, some form of Virtuality interface is also
mandatory.

Using a Quickhack requires a NET Action and uses the Quickhacking (x2) Skill. Like any other
program, each Quickhack loaded on your Cyberdeck can only be activated once per Meatspace
Round. Quickhacks automatically Deactivate themselves after use.

Anyone in Line of Sight with a Neural Link may be targeted by a Quickhack. Targets behind cover
are not considered to be in Line of Sight. Quickhack range is equal to twice the standard range
of your Cyberdeck (12m by default, 16m with Range Upgrade). Resolving a Quickhack uses
Interface + Quickhacking + ATK + 1d10 vs Interface + DEF + 1d10.

As with standard Netrunning, you must choose between taking Meat Actions and NET Actions.

Defense Barriers (Neuralware)


All Neural Links come stock with a Basic Defense Barrier.

Name Effect Cost HL


Basic Defense
Barrier +10 DEF (does not take up a Neuralware Option Slot) - -
Improved +2 DEF (stacks with other Defense Barriers) 100eb 3
Defense Barrier Requires Chipware Socket. (Premium) (1d6)
Fortified +4 DEF, -2 ATK (stacks with other Defense Barriers) 500eb 7
Defense Barrier Requires Chipware Socket (Expensive) (2d6)
-2 DEF (stacks with other Defense Barriers)
Immediately after you are the target of a quickhack, you may
retaliate with a +2 Quickhack that deals 1d6 damage directly 500eb 7
Attack Barrier to the attacker’s brain. Requires Chipware Socket. (Expensive) (2d6)
Quickhack Program List
Unless otherwise specified, all Quickhacks last until the start of your next Turn.
Name ATK Effect Cost
Choose one piece of cyberware that the target has
and apply the corresponding effect:
● Cyberarm: -2 to all Actions involving that
hand
● Cyberleg: -2 to MOVE (minimum 1)
● Cyberaudio Suite: -2 to Perception Checks
involving hearing
● Cybereye: -2 to Ranged Attacks and
Perception Checks involving vision
● Neural Link: -4 to all actions involving
Cyberware speech 50eb
Malfunction 1 ● Linear Frame: -2 to Melee Attacks (Costly)
If the target is operating a weapon with a Smartgun
Link Attachment, it suffers a Jam. Implanted
weapons (Popup Weapons, Rippers, etc.) may also 100eb
Weapon Glitch 1 be Jammed (Premium)
The target’s cyberware catches fire, along with their
clothing. Until they spend a Meat Action to put
themselves out, they take 2 damage to their HP
whenever they end their Turn. Multiple instances of 500eb
Overheat 0 this effect cannot stack (Premium)
If the target has one or more Cybereyes, they suffer
a -4 penalty to Ranged Attacks and Perception 100eb
Reboot Optics 0 Checks involving vision (Premium)
If the target has a Cyberaudio Suite, they suffer the
effects of the Lost Ear Critical Injury (barring the 100eb
Sonic Shock 1 damage) (Premium)
Choose one of the following effects:
● If the target has one or more Cyberlegs,
they suffer -4 to MOVE (minimum 1)
● If the target has one or more Cyberarms, a
(non-organic) arm of your choice is
rendered unusable, and any items that are 100eb
Cripple Movement 0 in the arm’s hand are dropped immediately (Premium)
Anyone within your cyberdeck’s range of the target
may also be targeted with Quickhacks, regardless
of Line of Sight. May target allies (including 20eb
Ping 2 yourself) in order to hack targets behind cover. (Everyday)

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