Cyberpunk RED skill
Electronics/Security Tech
Electronics/Security Tech is a skill in Cyberpunk RED: Bypassing alarms, cracking electronic locks, and building the security hardware Night City runs on.
Last reviewed
Key facts
- Stat
- TECH
- Category
- technique
Overview
Electronics/Security Tech is the hands-on half of security work. Where a Netrunner attacks a system from the NET, this skill puts your fingers on the panel: alarm boards, camera feeds, maglocks, motion grids, and ordinary consumer electronics. It cuts both ways. The same TECH training that loops a camera lets you install a perimeter nobody else on the crew could beat. Techs sell it between jobs, and infiltrators bring it so a run does not stall at one locked door.
How it works
Linked Stat: TECH Category: Technique, alongside Basic Tech, Cybertech, and Weapons Tech. Resolution: Roll 1d10 plus TECH plus skill level against the device DV. A natural 10 rolls again and adds, a natural 1 rolls again and subtracts. Creation Cap: 6, paid out of 86 starting skill points.
Tips and playstyle
Best for: Crews with no Netrunner, Techs who build and sell security, and infiltrators who want a quiet door. Character concepts: An ex-corporate alarm installer, a Tech moonlighting on break-ins, a Solo who kills the cameras before anyone else moves. Synergies: Stealth gets you to the panel, Basic Tech handles the non-electronic hardware, and a Netrunner working the NET side splits the system in half.
Frequently asked questions
Do I still need this if the crew has a Netrunner?
Usually. Air-gapped locks, dumb alarm boxes, and hardwired cameras have no NET presence, so someone opens them by hand.
Does the skill repair gear as well as defeat it?
Yes. Installing, maintaining, and repairing electronics all sit here, which makes it a Tech's paying work between runs.