Browse all articles in cyberpunk red.

Cyberpunk RED First Session Guide: Run A Low-Prep First Job
Run a first Cyberpunk RED session with a clear crew hook, a visible job, two real approaches, and a closing consequence without turning the night into rules homework.

Cyberpunk RED Guide: How to Start Playing, for Players and GMs
A source-checked Cyberpunk RED hub for new players, returning edgerunners, Netrunners, and GMs: what to buy, how the d10 check works, how to run a first job, and where every rule lives.

Cyberpunk RED vs 2077, 2020, and the Edgerunners Mission Kit: Which to Play
A source-checked Cyberpunk RED comparison guide: how the tabletop game relates to Cyberpunk 2077, what Cyberpunk 2020 veterans must relearn, what the Edgerunners Mission Kit covers, and which entry point fits your table.

Cyberpunk RED vs Shadowrun: Choose Street-Level Cyberpunk Or Cyberpunk Fantasy
A source-checked Cyberpunk RED versus Shadowrun comparison: genre, magic, netrunning, rules expectations, and the clear table-fit verdict.

Cyberpunk RED Cyberware Guide: Humanity, Slots, And Cyberweapons
A source-checked Cyberpunk RED cyberware guide: Humanity Loss and EMP, cyberpsychosis, therapy, foundations and Option Slots, cyberweapons, and what Black Chrome adds to a build.

Cyberpunk RED Cyberpsychosis Guide: Keep The Mechanics Human
A careful Cyberpunk RED cyberpsychosis guide: the Core Rulebook EMP thresholds, when the GM takes over, therapy and recovery, safety tools, and GM practice that avoids a violence shortcut.

Cyberpunk RED Cyberware Slots Guide: Build Capacity Before Chrome
Plan Cyberpunk RED cyberware Option Slots: foundation slot counts, the 7-slot Fashionware and body pools, paired options, meat-limb exceptions, stacking, and Black Chrome variants.

Cyberpunk RED Humanity Loss Guide: EMP, Therapy, And Cyberpsychosis
How Humanity Loss works in Cyberpunk RED: Humanity = EMP x 10, cyberware and trauma loss, when EMP drops, therapy that restores 2d6 or 4d6, and how to run cyberpsychosis responsibly.

Cyberpunk RED Gear Guide: Weapons, Vehicles, Night Markets, And The Night Market Index
A source-checked Cyberpunk RED gear guide: the eight Price Categories, how Night Markets and Fixers control access, how to read the official Night Market Index, core weapon and vehicle stats, and how to pick gear for the job the crew is actually running.

Cyberpunk RED Armor Guide: Protect The Plan, Not Just The Character
A source-aware Cyberpunk RED armor guide for choosing protection by Stopping Power, head and body coverage, armor penalties, ablation, concealment, special properties, and the job the crew needs to finish.

Cyberpunk RED GM Guide: Jobs, Screamsheets, And Trauma Team
A practical Cyberpunk RED GM guide for building jobs that put the crew under pressure, turning Screamsheets into leads, and running Trauma Team coverage, extraction, and medical aftermath fairly.

Cyberpunk RED Netrunning Guide: NET Architecture, Black ICE, And Crew Play
How Cyberpunk RED netrunning works at the table: Interface and NET Actions, building NET Architectures, Black ICE and Demons, Slide, programs, and keeping the Netrunner inside the crew's physical job.

Cyberpunk RED Cyberdecks Guide: Buy Capacity For The Jobs You Run
Choose a Cyberpunk RED Cyberdeck by its shared program-and-hardware slots, required interface gear, upgrade tradeoffs, and campaign availability.

Cyberpunk RED Netrunning Programs Guide: Build A Deck For The Job
Choose Cyberpunk RED Netrunning programs by job: understand Boosters, Defenders, Attackers, activation, REZ, and how deck slots shape real crew decisions.

Cyberpunk RED Night City Guide: Districts, Gangs, And Corporations As Job Pressure
A Cyberpunk RED Night City guide for GMs: the Core Rulebook zones and Threat Ratings, how to prep a district, how to run gangs and factions, and how to make corporations into concrete job pressure.