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CP: RED Quick Hack 2.

0
Homebrew Rules

DISCLAIMER
Additional disclaimer: The following is based on the play test of R.Talsorian Games’
Gen Con rule set for Quick Hacking.

Brining in Quick Hack from 2077 can result in some overpowered game replay results.
While it may be fun for a player Netrunner to shut down a building’s worth of enemies all
at once by hacking all their cyberware, it can be a bit of an issue for game play at a
table when the rest of the group watch the Netrunner resolve all the combat encounters
in one swift stroke.

It also would not be fun for players to have all their fun cyberware hacked, effectively
removing their agency with little recourse.

This rule set is an attempt to bring some of the fun of a Netrunner not always having to
dive into an architecture looking for security measures or data, but allow them to also
have direct involvement using their role ability to play a part directly in combat.

A key difference in this rule set is that it is designed to work within the Cyberpunk Red
setting instead of 2077. If you intend to use this in a 2077 setting, you will need to make
some changes. Mainly, in 2077, everyone (or nearly so) has NeuroPort. It is this piece
of Cyberware that the Netrunner is accessing with a Quick Hack.

For Cyberpunk Red, this Homebrew system is bridging the gap between 2020 and
2077. That is, an essential piece of cyberware is the Neural Link. It will be the
processing system for working all Neuralware but also processing all the signals from
any other external cyberware. Because the Neural Link is required to get any other form
of cyberware to function, the HL is being reduced to (3) 1D6/2. It will continue to have 5
option slots for any Neuralware.

It is this piece of cyberware that a Netrunner can attempt to Quick Hack and affect the
target.

Netrunners can target anyone with a Neural Link within 50 m/yrds and in LoS, unless
they are within a Net Architecture and the Netrunner has Scanned which allows them to
target anyone within the Net Architecture and within 50 m/yrds.
The Netrunner will not know the precise location of this target, only the general
direction.

Once the target is selected the Netrunner must use a Net Action to attempt a Quick
Hack. The Netrunner must also have a Quick Hack program slotted in their Cyberdeck.
A Netrunner rolls their Interface+Quick Hack Program ATK+D10 against the target’s
Will+Concentration and any Personal ICE the target may have.

Netrunner’s Interface+D10+Quick Hack Program ATK vs. Target’s


Will+Concentration+Personal ICE

If the Netrunner beats the DV, they have successfully Quick Hacked into the target’s
Neural Link and can apply any of their Quick Hack programs.

If the Netrunner fails the DV, they have been detected by the target. The target can use
an Action then roll their Will+Concentration+D10 vs the Netrunner’s Interface+d10. If
they succeed, the Netrunner is Forced Out. A Forced Out target cannot be targeted by
the same Netrunner’s Quick Hack attempt for 1 hour.

Force Out: Netrunner is detected (failed Quick Hack DV) Target’s Willpower +
Concentration+D10 vs Netrunners Interface+D10

Quick Hack Programs

Program Name ATK Effect Cost

Overheat 2 Set’s the target ablaze with Strong Fire 100eb


(premium)

Short Circuit 2 EMPs a piece of Cyberware on the Target, 100eb


the Cyberware can not have option slots. (premium)

Molasses 2 Slows target’s movement by ½ for 1D6 100eb


rounds (premium)

System Shock 2 2D6 damage to the target’s brain. This 100eb


damage bypasses armor and does not (premium)
cause ablation.

Inferno 3 Sets the target ablaze with Deadly Fire 500eb


(Expensive)
Cyberware Malfunction 3 EMPs a piece of the Target’s Cyberware. 500eb
This Cyberware can have option slots. (Expensive)

Whistle 3 Take control of the target’s Move Action. 500eb


You can’t walk the target into immediate (Expensive)
physical damage, but they are unaware of
being steered.

Synapse Burn Out 3 3D6 damage to the target’s brain. This 500eb
damage bypasses armor and does not (Expensive)
cause ablation.

Quick Sand 3 The Target’s MOVE is reduced by ½ for 1 500eb


minute. (Expensive)

Puppet 4 You dictate the Target’s entire Action for the 1000eb (V.
next round. Expensive)

System Reset 4 The Target is knocked unconscious for 1 1000eb (V.


minute. Expensive)

Neuropathic Feedback 4 2D6 Damage directly to the Target’s body 1000eb (V.
each found for 1D6+2 Rounds Expensive)

New / Updated Cyberware

NAME EFFECT HL COST

Neural Link Foundational for all Neuralware and (3) 1D6 500eb
cyberware. A Neural Link is the intermediary (Expensive)
between the user’s Neuralware and
Cyberware and their body and brain.
Contains 5 slots.

Padlock Personal ICE Don’t let those Netrunners in! Increases the (2) 100eb
user’s base DV to be Quick Hacked by +1. 1D6/2 (Costly)
Neuralware, requires 1 slot. Only 1 Personal
ICE can be used at one time.

Vault Personal ICE Increases the user’s base DV to be Quick (2) 500eb
Hacked by +2. Neuralware requires 1 slot. 1D6/2 (Expensive)
Only 1 Personal ICE can be used at one time.

Mind Fort Personal ICE Increases the user’s base DV to be Quick (2) 1000eb (V.
Hacked by +4. Neuralware requires 2 slots. 1D6/2 Expensive)
Only 1 Personal ICE can be used at one time.

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