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CPR - (CPDR) - Alternative Rules v1.1
CPR - (CPDR) - Alternative Rules v1.1
CPR - (CPDR) - Alternative Rules v1.1
The Head can also be aimed for, just as a location (to avoid
armour or cover).
, the armour is penetrated by the
, but they don't suffer such a high
damage of that attack. Unlike previous editions of Cyberpunk,
penalty either: .
with now only two locations to ablate, I didn't want the Crew
needing to re-buy armour every time there was a fight.
Another option is to All Thick cover materials and most Thin cover have a Durability
(equal to a fifth of their HP as written in the core rulebook). See
. The reduced total must still be below for reference.
enough to succeed at the attack after this reduction, any points (Thick 10, Thin 5), (Thick 8, Thin 4),
that still exceed the DV can be used for Hit Bonus Damage, again (Thick 6, Thin 3), (Thick 5, Thin 2), (Thick
up to +5 max. So, when your enemy "rolls a ten", watch out... 4, Thin 1), (Thick 3, Thin N/A; destroyed on impact).
Engine and transmission. This is used for a Vital Aimed Shot for
(if the operator is also suffering a penalty from damage, standard double damage after SP reduction to SDP.
Wounded State as well, these stack) and ; Vehicle suffers an additional 5 bonus
damage to their SDP, this is applied whether damage penetrated
. SP or not.
until
they reboot their Cyberdeck.
2,500 EB
Basically all STATs remain as written, only the Effect and Cost 2, 4, 4, 2, 10
has changed, Zombie replaces Liche (both effect and listing on Causes 3d6 damage direct to the Enemy Netrunner's brain. Until
the table, Liche can be added on a 3 or 18 result, GM call). this Program is Derezzed, an enemy Netrunner hit by this Effect
makes all Slide Checks at a -2. Each Skunk Black ICE can only
affect a single Netrunner at a time, but the effects of multiple
When Black ICE is activated on a Cyberdeck, it works the same
Skunks can stack.
way as a NET Architecture. That is, the Cyberdeck is treated as
Until the Netrunner performs a reboot of their
the Core and is surrounded by the Black ICE Wall. Black ICE
Cyberdeck, the Netrunner makes all Slide Checks at -2.
cannot effect other ICE as they are programs meant to stop
intruders (Intrusion Countermeasure Electronics - ICE), but it
can do what it's intended design is, and stop enemy netrunners
from accessing the Cyberdeck. This means that any enemy
250 EB has to make a Death Save versus Brain Death as if they were
4, 4, 4, 2, 15 Mortally Wounded. If the Netrunner is already Mortally
Causes 2d6 damage direct to the Enemy Netrunner's brain and Wounded, or the damage from this program causes them to
lowers the amount of total NET Actions the Netrunner can become Mortally Wounded, Brain Death occurs automatically
accomplish on their next Turn by 1 (minimum 2). (no Death Save). Brain death from this program is the result of
Until the Netrunner performs a reboot of their having their entire mind wiped, leaving an empty shell.
Cyberdeck, lower the amount of total NET Actions available to
the Netrunner by 1 (minimum 1). 500 EB
2, 6, 2, 2, 15
Causes 3d6 damage direct to the Enemy Netrunner's brain and
Netrunner's MOVE is lowered by 1 (minimum 1) for the next
500 EB hour. The STAT effect is largely psychosomatic and leave no
4, 6, 2, 2, 15 permanent effects.
Causes 3d6 damage direct to the Enemy Netrunner's brain and The Netrunner's reduced MOVE symptoms now
Derezzes one program they currently have Rezzed at random. lasts for for an entire day. The effects are still largely
Destroys the above Derezzed program, or psychosomatic and leave no permanent effects.
another program installed on the Netrunner's cyberdeck at
random. 2,500 EB
6, 4, 6, 2, 20
5,000 EB Causes 4d6 damage direct to the Enemy Netrunner's brain and
6, 4, 6, 6, 30 Netrunner's INT, REF & DEX are each lowered by 1 (minimum
Causes 4d6 damage direct to the Enemy Netrunner's brain and 1) for the next hour. The STAT effects are largely psychosomatic
Derezzes one program they currently have Rezzed at random. and leave no permanent effects.
Destroys the above Derezzed program, or The Netrunner's reduced INT, REF & DEX
another program installed on the Netrunner's cyberdeck at symptoms now lasts for an entire day. The effects are still largely
random. psychosomatic and leave no permanent effects.
2,500 EB
4, 8, 6, 2, 20
Causes 3d6 damage direct to the Enemy Netrunner's brain and Cyberdeck Programs are re-written to be consistent with these
Derezzes one program they currently have Rezzed at random. Alternative Netrunning rules; programs no longer have REZ or
Destroys the above Derezzed program. Or DEF. It is either Rezzed or not, and netrunner defends.
another program installed on the Netrunner's cyberdeck at
random.
250 EB 500 EB
6, 4, 4, 2, 15 0. A NTI -D ECK
Causes 3d6 damage direct to the Enemy Netrunner's brain and Unless KRASH Barrier is installed, an Enemy Netrunner's
Derezzes one program they currently have Rezzed at random. Cyberdeck crashes resulting in an unsafe Jack Out and a
Derezzed program cannot be Deactivated until reduction of 1 to OSI Rating. OSI Disruption is increased by 1 if
this Raven Black ICE is Derezzed itself. Or one random non- blocked by KRASH Barrier.
Activated program cannot be Activated until this Black ICE is
Derezzed. 1,000 EB
2. A NTI -D ECK , A NTI -P ERSONNEL
2,500 EB Causes 3d6 damage direct to the Enemy Netrunner's brain and
8, 6, 6, 2, 25 and OSI Disruption to increase by 1 with Enemy Netrunner's
Causes 4d6 damage direct to the Enemy Netrunner's brain and Cyberdeck until rebooted.
Derezzes one program they currently has Rezzed at random. Unless KRASH Barrier is installed, their
Derezzed program cannot be Deactivated until Cyberdeck automatically crashes resulting in an unsafe Jack Out
this Sabretooth Black ICE is Derezzed itself. Or one random with the reduction to OSI Rating. Also unless Insulated Wiring is
non-Activated program cannot be Activated until this Black ICE installed, their Cyberdeck catches fire along with their clothing.
is Derezzed. While on fire, until they spend a Meat Action to put themselves
out, the Netrunner receives 2 damage to their HP at the end of
their Turn. Cyberdeck's OSI Rating reduced by 2 if it catches fire
(regardless of KRASH Barrier blocking the deck from crashing).
5,000 EB OSI Disruption increased by 1 if blocked by KRASH Barrier.
8, 2, 6, 2, 25
Causes 4d6 damage direct to the Enemy Netrunner's brain and 100 EB
Netrunner's INT, TECH & COOL are each lowered by 2 2. A NTI -P ROGRAM
(minimum 1) for an entire day. The STAT effects are largely Derezzes one program the Enemy Netrunner currently has
psychosomatic and leave no permanent effects. Rezzed.
Automatically causes Brain Injury Critical, if the
Netrunner is already suffering from this injury, the Netrunner
500 EB 500 EB
0. A NTI -P ERSONNEL Increases your Speed by +2 as long as this Program remains
Enemy Netrunner's INT, REF, and DEX are each lowered by 1 Rezzed.
for the next hour (minimum 1). The effects are largely
psychosomatic and leave no permanent effects. 500 EB
Increases all Intrusion Checks you make by +2 as long as this
500 EB Program remains Rezzed.
1. A NTI -D ECK , A NTI -P ERSONNEL
Causes 3d6 damage direct to the Enemy Netrunner's brain and
and OSI Disruption to increase by 1 with Enemy Netrunner's
Cyberdeck until rebooted. Should this cause the Cyberdeck to 250 EB
crash, OSI Rating of Cyberdeck is reduced by 2. Adds an additional 4 NET-SP, as long as this Program remains
Unless KRASH Barrier is installed, their Rezzed. Only 1 copy of this Program can be running at a time.
Cyberdeck automatically crashes resulting in an unsafe Jack Out
and the reduction of 2 to OSI Rating. OSI Disruption is still 100 EB
increased by 1 if blocked by KRASH Barrier. Reduces the ATK of all Non-Black ICE Attacker Programs run
against you to 0 as long as this Program remains Rezzed. Only 1
1,000 EB copy of this Program can be running at a time.
1. A NTI -D ECK , A NTI -P ERSONNEL , A NTI -P ROGRAM
Causes 3d6 damage direct to the Enemy Netrunner's brain and 500 EB
and OSI Disruption to increase by 1 with Enemy Netrunner's Ignores the first occurrence of a Critical Effect this Round. After
Cyberdeck until rebooted. Should this cause the Cyberdeck to stopping this effect, the Shield Derezzes itself. Only 1 copy of
crash, OSI Rating of Cyberdeck is reduced by 2, and a single this Program can be running at a time.
Non-Black ICE Program installed on the Cyberdeck is also
Destroyed at random.
Unless KRASH Barrier is installed, their
Cyberdeck automatically crashes resulting in an unsafe Jack Out, Sword and Banhammer have been renamed, as specialised
the reduction of 2 to OSI Rating and a single Non-Black ICE Attacker Non-Black ICE Programs called "ICE-Breakers"
Program also Destroyed at random. OSI Disruption is still 2,500 EB
increased by 1 if blocked by KRASH Barrier. 2
Does 4d6 REZ to a Black ICE Wall, or 2d6 REZ to a White ICE
500 EB Wall. Formerly written as Sword.
2. A NTI -D ECK
Enemy Netrunner cannot progress deeper through the 500 EB
Architecture's ICE or Jack Out safely for 1d6 Rounds (Enemy 1
Netrunner can still perform an unsafe Jack Out, though). Does 3d6 REZ to either a White ICE or Black ICE Wall. Formerly
written as Banhammer.
500 EB
1. A NTI -P ROGRAM
Destroys a single Non-Black ICE Program installed on the
Netrunner target's Cyberdeck at random. Its common knowledge that things never sit still in the computer
world, especially when it comes to NET security. To reflect this,
500 EB at the end of a job, or in between, a netrunner (or NET
1. A NTI -D ECK , A NTI -P ERSONNEL Architecture owner) should roll a d10 for each program (not
Causes 3d6 damage direct to the netrunner's brain and lowers copies of) and ICE they have (White or Black).
the amount of total NET Actions the Netrunner can accomplish If a result of '1' comes up, copies of their version of that
on their next Turn by 1 (minimum 2). program is now outdated, see below for the effect. This effect
Until the Netrunner performs a reboot of their is in place for each copy until the netunner pays 50% of the
Cyberdeck, lower the amount of total NET Actions available to program cost to replace that copy for an updated version for
the Netrunner by 1 (1 minimum). that program (a Fixer or Night Market connections may be
required to find the latest Attacker, Black ICE and ICE-Breaker
programs). Outdated programs cost 25% (if you're desperate).
A NET Vault is a less accessible NET Architecture where the , and finally
most sensitive data is stored, for whatever purpose the they'll take damage as The Black Wall crashes into them, equal
building/facility has. These are always accessed through a to
dedicated Access Point, which requires to be within 6m of. (a Critical will result
High level data for big corporations will always use NET Vaults, in a Critical Injury to the Head).
which can sometimes be at a Fortress Difficulty Rating itself
(depending on corporation and data).
Much simpler, Nomads can still access vehicles as per the rules,
but they can buy them from the Pack at 50% cost (2020 prices).
Access to the vehicle isn't always guaranteed until bought by the
Nomad, however, any Upgrade paid for (see below) will also All Assault Rifle entries on the Clip Chart have the capacity
count towards the vehicles cost to buy. increased by 5 (30, 40 and 50), it just makes autofire easier.
With Upgrades, the Role Ability defines what is available in their
Pack, the Upgrade itself must still be paid for. This weapon's magazine now holds 60 bullets, not 40.
As well as the benefit with Critical hits, any damage roll that
would indicate armour ablation (a six is rolled and damage
penetrates armour), 2 points of SP are ablated instead of 1.