TEXT: cyberpunk red FAQ
  cyberpunk red FAQ
  last updated 7.28.2021
  last updated 7.28.2021
  BY NEIL BRANQUINHO
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  Rules clarifications and questions answered about Cyberpunk RED  
  Version 1.3 • Additions since 1.2 marked with @ 
  Covers the Cyberpunk RED Corerulebook.
  Copyright  © 2021 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of CD Projekt Red S.A. All rights reserved under the Universal Copyrights Convention. All 
  situations, governments, and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly coincidental.
  
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  CYBERPUNK RED FAQ
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  @ We've had some questions along the lines of "does rule X apply to dice roll Y", so we've 
  prepared the following table to help explain it all.
  Roll Type
  Critical Success 
  or Failure  
  Applies?
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  or Extra Time?
  Subject to 
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  Wound 
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  Skill Checks 
  (STAT + Skill 
  + 1d10)
  YES
  YES
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  YES
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  Initiative
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  YES
  NO
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  Death 
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  NO
  YES (only 
  those that 
  increase 
  Death Save)
  Charismatic 
  Impact and 
  Interface 
  Checks
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  YES
  YES
  YES
  YES
  YES
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  Q: When making a Character, do you get the full benefits of their Special Ability at Rank 4? 
  I.e. if I make a Medtech, do they have 4 points to distribute between the three specialties 
  (Surgery, Pharmaceuticals, and Cryotech Operation)?
  A: Yes. Treat it as having gained a Rank, four separate times.
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  Q: Do area attacks (grenades, shotgun shells, rockets, and so forth) reduce the SP of armor 
  in just the body location? Or in both the body and head locations?
  A: SP is only reduced in the body location.  All area attack effects cannot be used to make an aimed shot and 
  thus cannot target the head.
  Q: What happens when you roll a 1 when attacking with a Poor Quality Melee Weapon?
  A: The grip falls off, the blade bends weirdly, the handle becomes loose, or perhaps because of the weapon's 
  terrible design, something even more annoying happens. Whatever happens, you'll need to use an Action to 
  reverse it before that weapon can be swung again.
  
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  CYBERPUNK RED FAQ
  Q: How does the Spot Weakness Specialty of the Solo’s Combat Awareness Role Ability 
  interact with Autofire, where you multiply the damage before you subtract any armor SP?
  A: You add the damage just after the Autofire damage is multiplied, right before you subtract the armor's SP.
  Total Damage = [(2d6 * amount you rolled above Autofire DV, up to 
  weapon's Autofire limit) + Spot Weakness damage bonus] –  SP
  Q: How does the Spot Weakness Specialty of the Solo’s Combat Awareness Role Ability 
  interact with a Head Aimed shot, where you multiply the damage after you subtract any 
  armor SP?
  A: You roll damage, then add Spot Weakness Damage, then subtract SP, then multiply the damage that gets 
  through the armor by two.
  Total Damage = [(weapon damage + Spot Weakness damage] – SP] * 2
  Q: How are surprise attacks handled? An example would be a player doesn't see the Solo 
  hiding around the corner and walks past them. What about silent killing. What rules you 
  could provide for GM and players to resolve silent instant kills, ambushes and surprise 
  attacks?
  A: Use the Ambush rules on pg. 399 of the core rulebook: Anyone about to be ambushed gets to make 
  Perception vs Stealth Contested Check against all prospective ambushers. If even one Perception Check wins 
  out, they'll raise the alarm and bam you are in combat. If all Stealth checks win, theoretically, they can all use 
  the Hold Action and fire at the same time, after which bam you are in combat, roll Initiative. You can still miss 
  a shot due to poor marksmanship, but if they don't see you, try taking Extra Time and using a Complementary 
  Skill (both pg. 130) to make that headshot of your dreams possible. You can't dodge something you don't sense 
  coming, so all Melee makes a great stealth tool, capable of no-roll head aimed shots.
  Completely Silent Instant Kills are essentially perfect ambushes with silent weapons (bows and crossbows, 
  dart guns, thrown melee weapons, melee weapons) that do enough damage to instantly reduce a victim to 0 
  HP, after which the target must also fail their Death Save immediately. This is the fate of nameless night guards 
  without helmets who meet the swift skeletal hand of fate embodied by your player Solo. Attempting to make a 
  silent kill should be a risky moment of high tension within a “stealth mission”. It shouldn't just be the roll, but also 
  the context of the silent kill that should make it dramatic and tense.
  
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  CYBERPUNK RED FAQ
  Q: Some questions about anti-electronics weapons like Microwavers and EMPs. First, how 
  do they interact with drones and defenses like turrets. Do they shut them down entirely or 
  do they do damage as if they were normal weapons of the type (pistols and grenades). 
  Second, how do they interact with vehicles like motorcycles or ground cars? Finally, what’s 
  the largest electronic device they can shut down? Can they shut down something the size of 
  a fridge or cryotank or an external linear frame?
  A: If it's not EMP shielded, an EMP effect that's powerful enough to do so can impact any device.
  But if you read the full text of the EMP Ammunition (pg. 345) and the Microwaver (pg. 348), you'll see that 
  these EMP options are anti-personnel in nature, and their effects are temporary. They aren't intended to interact 
  with vehicles, or non-held electronics as written. As written, they only impact “cyberware” and “held electronics”. 
  This is intentional for game balance.
  It's up to your GM how the Microwaver or EMP Ammunition could work on things they are not designed to 
  work on. Be warned. It would be, dare I say, imbalanced if the Tech Role in Countering Electronic Security with 
  the appropriate Skill could be easily replaced with a 500eb rechargeable gun.
  Q: There seem to be three options for defenses: controlled by a demon, controlled by a 
  Character, and not controlled at all. How do you determine Initiative for the defense in each 
  option?
  A: Initiative is determined as follows.
  • Controlled by Demon: Initiative of the Demon (see Demons, top of pg. 212)
  • Controlled by Character: Initiative of the Character
  • Not Controlled: These enter Initiative at the exact moment their “trigger” goes off, and then stay in Initiative at 
  that spot in the queue if they have a repeating effect. If the defense triggers combat, act as if it won Initiative 
  and put them at the top of the queue.
  Q: Can someone with a REF of 8 dodge an indefinite amount of bullets in a turn, or will they 
  tire out after a set number?
  A: Somebody with REF 8 can theoretically dodge an indefinite amount of bullets in a turn, but they will eventually 
  roll a one and get shot of course…
  @ Q: Assuming you can dodge ranged attacks, do you declare your intention to make an 
  Evasion Check before or after your opponent makes their Attack Check?
  A: You declare, and make, your Evasion Skill Check before your opponent makes their Attack Check. Your 
  Evasion Skill Check sets the DV for the Attack Check.
  @ Q: What Check do I make to see if I succeed at a Choke or Throw Action against an oppo-
  nent I've grappled?
  A: No Check needed. If you have the target grappled you automatically succeed if you choose to perform a 
  Choke or Throw Action against them.
  
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  CYBERPUNK RED FAQ
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  Q: When you roll two or more 6s on an area attack’s damage (grenades, shotgun shells, 
  rockets, and so forth) how do you determine Critical Injuries for anyone in the area of effect? 
  Do you apply Critical Injuries to everyone? And if so, do you roll each person’s Critical Injury 
  separately? And which of the two tables do you roll on?
  A: For an area attack that rolls two or more 6s for damage, everyone hit by the attack gets a Critical Injury. 
  Everybody rolls what Critical Injury to the body they get separately.
  Q: When a Critical Injury is applied outside of rolling two 6s on damage (via a Martial Arts 
  Special Maneuver, an Aimed Shot to the legs, as the result of a ramming attack with a vehicle, 
  and so forth) do you apply the bonus damage and the effect of the injury or just the effect 
  of the injury?
  A: Yep, in those cases, you apply the bonus damage and the Critical Injury effect. We specify whenever you don’t 
  cause bonus damage with a Critical Injury. Teargas Ammunition specify that they don’t cause bonus damage 
  with their injury effect, so look out for that.
  Q: Do martial arts crits stack? For example, If a PC rolls Bone Breaking Strike and is successful 
  then applies the bonus 5 Damage directly to HP and the broken ribs Critical Injury and then 
  rolls 2 6s on the damage roll, do you apply another 5 damage and an extra crit? Seems 
  unlikely that a strike specifically targeting the ribs could also apply Dismembered Leg.
  A: If the damage you roll for Bone Breaking Strike gets double 6’s, you get both Broken Ribs and another Critical 
  Injury, which you roll for. The GM is always free to throw out a Critical Injury result they feel doesn’t make sense 
  but feel free to get creative and descriptive. Sure, you broke their ribs but maybe in the process they dropped 
  their machete and mangled their leg? Or maybe just after you broke their ribs they staggered back into that 
  jagged piece of metal left over when someone blew up their Cover earlier.
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  Q: Can you buy cyberweapons (that aren’t already listed as Poor or Excellent) in Poor and 
  Excellent variations? And if so, do you adjust the cost the same way as you would a normal 
  weapon?
  A: Nope, you cannot. You might want to get a Tech to upgrade them for you instead. We are talking cyber-
  weapons, so, for clarification, we are talking about Scratchers, Rippers, Wolvers, Slice'n'dice, Cybersnake, Talon 
  Foot, Big Knucks, and Vampyres.
  However, Popup Melee Weapon cyberware can allow you to install any Light, Medium, or Heavy Melee 
  weapon effectively as a cyberweapon, even Exotic ones, or ones of Poor or Excellent Quality. Can't give you a 
  discount at the Night Market, but they'll treat you right if you tell them the Mayor sent you. I might get a kickback 
  too. Win-Win.
  
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  CYBERPUNK RED FAQ
  Q: Are the implanted linear frames affected by EMP devices (such as the Microwaver), 
  and if so, what happens mechanically?
  A: Yes, indeed they are! Mechanically, when your implanted linear frame gets shorted out by an EMP, 
  your BODY and Death Save drop back to what they was without the chrome until the frame is operational 
  again. However, you still keep your HP boost. The reason for this is that part of your skeleton is upgraded 
  by an internal frame, that’s what factors into your HP regardless of if your hydraulic muscles are temporarily 
  disabled.
  You aren’t rendered immobile but the GM should feel free to add a penalty to difficult tasks to reflect having 
  to lift up all that extra weight without mechanical assistance.
  Q: According to the rule any cyberware without a foundational component is limited to 7 
  slots. Are these slots per category (7 for Fashionware, another 7 for Internal Cyberware, 
  etc.) or do you have 7 slots in the entire body that must be divided among the the different 
  categories?
  A: Cyberware slots are separate for all locations. So, you have 7 slots for Fashionware, 7 slots for Internal, and 
  so forth.
  Q: If the same piece of cyberware is uninstalled and reinstalled later without therapy to 
  recover Humanity in between would the person take Humanity Loss again?
  A: Yep, you would take that Humanity Loss again! Although some cyberware breaks this rule: notably Chipware 
  and arms using the Quick Change Mount. It’s also important to mention that this is only the case if the cyber was 
  uninstalled, not severed or ripped out. Reattaching a severed cyberarm, for instance, does not count as installing 
  it, as once a cyberarm is installed it is considered a part of you, even if it’s just been cut off and is now on the floor.
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  Q: What are the consequences of living an exclusively kibble lifestyle? Why would an edg-
  erunner choose to live better than that if there’s no reason to spend the eddies?
  A: Living a Kibble Lifestyle is detailed on page 377. Whenever you live above the lifestyle you pay for at the 
  beginning of the month, the GM charges you for all expenditures. However, the GM won’t charge you when 
  your expenditures are considered “within your lifestyle”. Kibble is the most restrictive Lifestyle you can live. It is 
  described on page 337 as:
  “You eat horrible food that you might not buy for a dog you liked. Once a month, you can see a movie or 
  braindance”
  So, living the Kibble Lifestyle, you are paying for every drink, club fee, taxi fare, meal that doesn’t come from a 
  bag, almost anything on page 376… That can add up. You can see how a Fixer, Rockerboy, Media, etc. might 
  find it hard to work under these restrictions… But a gritty gutterpunk Solo might not give a damn.
  Q: I'm not a Fixer. What can I grab from a vendit, Oasis, or the stall run by that weird choomba 
  on the corner? In other words, what can I buy without the help of a Fixer or a Night Market?
  A: You can buy anything 100eb (Premium) or less.
  
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  CYBERPUNK RED FAQ
  Q: I'm a Fixer. What can I buy (or help my clients/choombas buy) without a Night Market?
  A: The answer depends on your Operator Rank:
  • At Rank 3: You can buy/source anything 500eb (Expensive) or less.
  • At Rank 7: You can buy/source anything 1000eb (Very Expensive) or less.
  • At Rank 9: You can buy/source anything 5000eb (Luxury) or less.
  • At Rank 10: You can buy/source anything, including Super Luxury items.
  Q: I'm not a Fixer. What can I buy when I’m at a Night Market?
  A: You can buy anything the GM generated the Night Market to have for sale. To get an idea of what might be 
  available, visit the Night Market generator on page 338.
  Q: I'm a Fixer. What can I buy at a Night Market I've helped set up using my Role Ability?
  A: At role ability rank 5, a Fixer gains the ability to help set up a Night Market once a month. While at a Night 
  Market they have helped set up, they can buy anything, up to and including Super Luxury items. Go wild, 
  because you'll have to wait a month before you can do it again! Just one additional note: for truly unique and 
  one of a kind items you need a Midnight Market and those only get set up if a Fixer with a Rank 9+ Operator 
  is involved.
  Q: I'm a Fixer. What can I buy at a Night Market I didn't help set up?
  A: If you didn’t help set it up, you’re just another customer. You can buy anything the GM generated the Night 
  Market to have for sale. To get an idea of what might be available, visit the Night Market generator on page 
  338.
  Q: So, we picked up some… merchandise from our last gig. Some weapons. A cyberarm or two. That 
  sort of thing. How do we sell it and how much can we get for it?
  A: Choombas, the Mayor’s Office would like to congratulate you for your entrepreneurial spirit. Your gumption 
  is exactly what Night City needs in these transitional times. Here’s the deal. In the Time of the Red, the labels 
  like “new” and “used” don’t matter much to most people. These days what’s more important are ideas like 
  “functional” versus “broken”. And the answer is, as long as it works, you can sell an item for how much it costs. 
  If Cyberpunk RED says a piece of gear costs 500eb, you can sell it for 500eb.
  But, Mister Mayor, you ask, how do people make a profit like that?
  There you go, thinking like a champ! We’re proud of you! There’s some fine print here and you should always 
  read the fine print (except when you’re signing a contract the Mayor gives you. I promise, my contracts are 
  always on the level). Here’s the caveats.
  First, if you’re selling something, you’re probably selling it to a Fixer and that means one of two things. Either 
  you’re selling directly or you’re selling on consignment.
  If you’re selling directly, the Fixer’s no gonk. They’re gonna use their Operator Role Ability to strike a better 
  deal. That means it’ll be your COOL + Trading + Your Operator Rank (if you’ve got it) + 1d10 vs. their COOL + 
  Trading + Your Operator Rank (and they DO have it) + 1d10. If you win, they’ll give you the base price for it. If 
  they win, they’ll pay you 10% to 20% (depending on their Operator Rank) less than the base price. Then they’ll 
  turn around and try to sell it for 10% to 20% (again, depending on Operator Rank) more to someone else. That 
  means most Fixers are making between 10% and 40% profit on everything they sell.
  
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  CYBERPUNK RED FAQ
  Some Fixers will sell on consignment. Which means they’ll take your goods, sell them, and charge you a 
  fee for it. Your average Rank 4 Operator Fixer counts as “Professional Services, Good” on the Services and 
  Entertainment table (page 376). An hour of their time costs you 100eb. It is up to your GM how much time 
  they actually spend selling the items. Maybe it is just half an hour and they pro rate it. Maybe it is a flat hour 
  minimum. Either way, the GM will let you know what the Fixer’s fee is and take it out of how much cash you earn.
  Of course, you could always go a third route. In the Time of the Red, barter rules. Want an Excellent Quality 
  Cyberdeck? That’s 1,000eb (Very Expensive). Don’t have that sort of scratch? Well, you did nab two Shotguns 
  (500eb [Expensive] each) from some Corp muscle last week. You could sell them via a Fixer, sure, or you could 
  see if the person running the electronics booth at this particular Night Market is interested in making a trade. 
  That’s a great way to get full value from your “acquired” gear without having to worry about giving someone 
  else a cut of the profits.
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  Q: Ruleswise, an Access Point is a place where a Netrunner can jack into a NET Architecture 
  but what is it in the game world? And does the Netrunner have to plug a cable into it or is 
  it a short range wireless connection, like Bluetooth? Also, it says you can’t connect through 
  walls. Once you are connected, can you leave a room so long as you still stay within 6m/
  yds of the Access Point?
  A: Access points can be whatever you want, but typically are placed where a user in the real world interacts 
  with the NET Architecture. Some examples are: the computers, an electrical panel, the printer, the turret in the 
  ceiling, the Stun panel in the elevator, the climate control unit for the building on the roof. Anything controlled 
  by a Control Node in the NET Architecture is also likely an Access Point. Sometimes, they are pretty strange, 
  but the Netrunner can always use their Scanner ability to find them easily. 
  Your interface cables are plugged into your cyberdeck, which lets you connect wirelessly to an Access Point 
  with a technology indeed similar to Bluetooth. You'll need to stay within 6m/yrds of the access point to stay 
  connected to it. If you go behind a wall, that will break the connection, as the signal cannot penetrate walls.
  Q: How does Jacking Out affect your hacking teammates? Or is Netrunning intended to be 
  a solo affair?
  A: Netrunning can, indeed, be a team activity. An Architecture only resets the moment all Netrunners are jacked 
  out of it. So yes, another Netrunner can hold your place for you. There’s one caveat to this: an enemy Netrunner 
  that already has control of the NET Architecture’s lowest floor might have administrator privileges, which allows 
  the architecture to reset so long as the admin level Netrunner is the only one left in the system.
  Q: Agents and CitiNet don't have the NET architecture so netrunners cannot jack-in. But in 
  one of the Screamsheets in the corebook, an NPC's Agent was hacked to get data from it. 
  If PCs want to hack an Agent, what is the best way? Can it be done from a distance or does 
  someone need to get their hands on it? What is the skill that should be used here? Electronics/
  Securities Tech?
  A: (Warning: Some minor spoilers for the Big Break Screamsheet ) The Agent in the Screamsheet was the target 
  of a manual hack using the Electronics/Securities Tech Skill during a failed break-in that happened before the 
  events of the Screemsheet. This was more like jailbreaking a phone, and not at all Netrunning.
  
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  Agents and the CitiNet don't have NET Architectures and cannot be Netrun. If a player wants to get information 
  off an Agent, they'll need physical access to it and either use the password, or make a good enough Electronics/
  Securities Tech Check, set by the GM. If you aren't good at computers, you could always “convince”  the owner 
  of the phone to give you the password, voice sample, fingerprint, retinal pattern, or whatever else is required.
  Q: Can we get some clarification on how Black ICE lying in wait works? Can it only be trig-
  gered by a netrunner or can it be triggered by a netrunner’s Black ICE? If you put your Black 
  ICE on a floor, will it attack enemy Black ICE that travels to that floor?
  A: Anti-personnel Black ICE will be triggered only by an enemy Netrunner. Anti-program Black ICE will trigger 
  on any enemy program that comes to the floor, be it enemy Black ICE or a enemy Netrunner’s non-Black ICE 
  programs. So, yes, that means if your Netrunner comes across an Anti-program Black ICE and has no programs 
  currently running, the Black ICE won’t attack.
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  Q: Lawman Role Ability to call for back up- can it be used prior to entering combat or only 
  "when you are in danger"? It appears to be rather unremarkable at first glance.
  A: This is not meant to be strict rules text. You can be in danger and not be in combat. Also, ultimately, it is your 
  Boss's call if you were in enough “danger” to call. Technically, this means as long as your Boss likes you, you 
  are golden. The rule is written to make you feel like you have to at least try to justify your actions as a Lawman. 
  There is a secret here...and it's that you can bend the department's guidelines a lot before you step over them.
  The effects of the Role Ability are rather powerful. Even at Rank 4, your Backup is adding eight heavy pistol 
  attacks per round, and four bodies to the fight, each individually armored, with 100 total combined HP. On the 
  table, this ability is quite a sight. It does require some roleplaying – but we hope that roleplaying will make you 
  feel like a Lawman.
  Obviously... if you are doing crimes...don't rat yourself out by calling the police on yourself... If you can justify 
  a raid AND get paid on the side though... that's just good business.
  Q: Would a Solo’s Combat Awareness Threat Detection apply to Human Perception or is it just 
  Perception Only? And does it apply to all Perception Checks or just those specifically related 
  to combat like detecting an ambush?
  A: The Solo’s Threat Detection applies to all Perception Checks, although not Human Perception Checks. Those 
  are two different Skills.
  Q: The Operator feature “Grease” for ranks 5 and 6 says the following: “You know how to 
  get along perfectly with 2 additional cultures (3 in total) in your area as well as gaining a 
  single language which you don’t already know associated with each culture at Skill Level 4.” 
  Does this mean you get one new language each culture has in common, or one new language 
  per new culture you learn to get along with?
  A: You get one Language Skill at Level 4 per culture you “get along well with” in Grease as you level up your 
  Role Ability. The only limiting phrase is that the languages you choose must be from the cultures you “get along 
  well with”. You also can’t pick the same language twice, or otherwise pick a language you already have Levels 
  in. For example, upon reaching Operator Rank 3 our Fixer, Three Piece, picks up Spanish at Level 4 because 
  of their familiarity with a Nomad Pack that regularly travels between Night City and Mexico City. Later, upon 
  reaching Operator Rank 5, Three Piece gains Russian at Level 4 because of regular dealings with contacts at 
  Zhirafa and Portuguese at Level 4 because they have spent a significant amount of time working with a local 
  community of Brazilian expats.
  
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  CYBERPUNK RED FAQ
  @ Q: What Skill would a Tech use to fabricate poisons, street drugs, biotoxins, or explosives 
  with their Maker Role Ability?
  A: All four can be manufactured using Basic Tech Skill.
  @ Q: What Skill would a Tech use to fabricate cyberdeck programs or hardware with their 
  Maker Role Ability?
  A: Both would be made using the Electronics/Security Tech Skill.
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  Q: What Skill is used for repairing armor?
  A: Basic Tech. Repairing anything not directly covered by another Tech skill is always Basic Tech.
  Q: Does a Character need to pay for parts when repairing broken technology like armor or 
  a car?
  A: The sidebar on page 140 deals with this. No payment is required, but it will take a big chunk of time. That's 
  time you could have spent Hustling.
  Q: When buying Skills with a specialty (Language, Local Expert, Science, Play Instrument, 
  and Martial Arts) do you get a new specialty with each Levels of the Skill or do you buy each 
  specialty as a separate Skill?
  A: You buy each specialty as a separate Skill. For example, if I wanted access to both the Karate and Akido 
  Martial Arts Special Moves, I might to purchase 4 Levels in Martial Arts (Karate) and 3 Levels in Martial 
  Arts (Akido). When performing a straight Martial Arts Special Move I would use the appropriate Martial Art 
  specialty. For example, if I were making a Bone Breaking Strike I would use my Martial Arts (Karate) 4 but if I 
  were using Iron Grip, I would use Martial Arts (Akido) 3. If I were making a straight Martial Arts Attack Check 
  I would pick the highest of the two [Martial Arts (Karate) 4], not combine them into Martial Arts 7.
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  Q: What does “meat hit” mean in regard to ammunition types? Specifically, Biotoxin (page 
  345), Poison (page 346), and Sleep (page 346).
  A: Here we use the term Meat to refer to entities that are not entirely inorganic. Entities like drones or full borgs 
  are not considered Meat. When we use the term Meat followed by a specific body part (such as when we say 
  meat eyes with teargas ammunition), the rule is checking if that particular body part is cybernetic or not.
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk Red/RTG-CPR-CoreBookFAQv1.3.pdf