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.).
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.