Rules reference
Combat in Cyberpunk RED
Turn flow, actions, and common combat rules. Cyberpunk RED is a tabletop RPG set in Night City in the year 2045, a dystopian future where corporations rule, cyberware is common, and life is cheap. Players take on the roles of Edgerunners: cyberpunks, netrunners, solos, and other denizens of the mean streets trying to survive and thrive in a world of chrome and corruption.
Key points
Combat rules matter most when they keep scenes moving. This page focuses on decision points and the system’s core resolution loop.
- 10 Roles: Netrunner, Solo, Tech, Medtech, Media, Exec, Lawman, Fixer, Nomad, Rockerboy
- d10 system: Roll Stat + Skill + 1d10 against Difficulty Value
- Improvement Points (IP): Used instead of XP for advancement
- Cyberware system: Enhance abilities but cost Humanity
- Role Abilities: Unique powers for each Role
- Combat system: Fast-paced action with armor, weapons, and cyberware
Cyberpunk RED checks are Stat + Skill + 1d10 vs a Difficulty Value (DV). Your Role Ability defines your specialty, and cyberware adds power at a Humanity cost.
- Pick Stat + Skill that matches what you’re doing.
- Roll 1d10, add Stat + Skill, and compare to the DV.
- Resolve success/failure with concrete changes in the scene (access gained, alarm triggered, target down, etc.).
Autofire is an alternative fire mode on weapons that have the Autofire feature (SMGs and Assault Rifles). It costs an Action and burns 10 rounds, and you use the dedicated Autofire skill instead of the weapon's normal skill: roll 1d10 + REF + Autofire against the DV for the range (read off the weapon's Autofire Range Table, not the normal one).
- On a hit, damage is 2d6 multiplied by how much you beat the DV.
- The multiplier is capped by the weapon's Autofire rating: 3x on SMGs, 4x on Assault Rifles (so most Autofire weapons land in the 2x-4x range).
- Only targets with REF 8 or higher may attempt to dodge Autofire.
Brawling is unarmed fighting: attack with 1d10 + DEX + Brawling. Damage scales with the attacker's BODY stat rather than a weapon:
- BODY 1-2: 1d6
- BODY 3-4: 2d6
- BODY 5-6: 3d6
- BODY 7-10: 4d6
Martial Arts uses the same BODY-based damage but hits harder in practice: it ignores half the defender's armor SP (round up) and unlocks special moves such as holds, throws, and chokes. Cyberarms deal a minimum of 2d6 regardless of BODY.
Instead of “I attack,” state the goal: “I push them back from the door” or “I buy time for the escape.” This makes outcomes clearer.
Once the winner is clear, wrap it. Don’t grind out the last 10% if it doesn’t change the story.
- Mistake: Unclear turns and slow decisions. Fix: State intent, pick one action, resolve fast, and move on.
- Mistake: Grinding after the outcome is obvious. Fix: End scenes early and narrate the final advantage.