The short answer
A strong Cyberpunk RED job is a pressure system, not a plot the crew is expected to follow. Put a valuable outcome in reach, give it a cost, show who will react, and let the players decide how far they are willing to go. The GM's job is to present the people, places, dangers, and consequences honestly enough that those decisions matter.
The Core Rulebook's Running Cyberpunk chapter supports that approach with Beat Charts, encounters, NPC guidance, and Screamsheet adventures, and its Trauma Team chapter makes injuries a practical cost. This guide covers all three: how to prep a job, how to hand the crew a lead through a Screamsheet, and how to run Trauma Team without turning it into a reset button.

Hot take
Do not protect your prepared story from the players. Protect their ability to make informed, consequential choices instead.
If the crew avoids the route you expected, the session has not failed. It shows that the job has a real world around it. Move the pressure to the route they chose: the client changes terms, a witness gets nervous, a rival acts first, the neighborhood notices, or the medical bill comes due. The same goes for the tools in this guide. A Screamsheet that tells the truth is just your notes in a costume, and a Trauma Team that erases every consequence is a rewind button. Both work best when they save or reveal one thing and leave the rest of the job standing.
Start with a job, not a plot
Prepare six things before the session. They fit on one page and leave room for the players to surprise you.
| Prep item | Ask this question | Example |
|---|---|---|
| Objective | What can the crew get, protect, learn, or change? | Get a missing courier out before dawn. |
| Payoff | Why is the job worth the risk? | Cash, a favor, a safe place, or a damaged reputation repaired. |
| Opposition | Who loses if the crew succeeds? | A fixer, a landlord, a gang, or a corporate security contractor. |
| Clock | What changes if the crew delays? | The courier is moved, the story breaks, or the building locks down. |
| Human stake | Who pays for a careless solution? | A contact, a neighborhood business, or a crew member's family. |
| Two routes | What are two obvious ways in? | Bargain, infiltrate, investigate, fight, make a trade, or call in a favor. |
The table should know enough to choose a route, but not every hidden fact. Reveal useful information when the crew earns it, asks the right person, scouts, spends resources, or accepts a risk. A missed roll should complicate the situation or spend time. It should not erase the only path forward.
If you want more structure, the Core Rulebook's Beat Chart gives a job five beats: a Hook, alternating Developments and Cliffhangers, a Climax, and a Resolution. Developments are the quiet beats (clues, conversations, revelations) and Cliffhangers are action. Use it as a pacing check on your pressures, not a script the crew must walk through. The book also says the team itself is the best hook, since Cyberpunk characters have little reason to trust strangers.
Screamsheets
A Screamsheet turns a job hook into something the public already has an opinion about. It gives the crew a visible version of events, a voice with an agenda, and one detail they can act on. The truth can be elsewhere, and that is the point.
What the Core Rulebook says
In the Core Rulebook, a screamsheet is a newspaper laid out digitally and transmitted to newsboxes around the city, which print it on the spot. You can dial a newsbox to print only the sections you want, at 0.1eb per page, or download a screamsheet to your Agent, and an Agent can also pull news updates on subjects you follow. Most screamsheets update four times a day.
The book's GM section then uses the format for three Screamsheet adventures: a news page paired with a page or two of instructions for running a scenario, each meant to fill about a session. That is the model to copy. The public page is the hook, and your notes hold the rest.
Build the public story first
A playable Screamsheet needs less material than a full newspaper page. Write only what the crew can see, then keep the hidden answer in your prep.
| Visible piece | What the crew learns | What you keep behind the screen |
|---|---|---|
| Headline | The public problem or accusation. | Who benefits from the wording. |
| Short account | What witnesses, officials, or rivals claim happened. | What was omitted or staged. |
| Quoted voice | A person with an obvious stake. | What they need before they will speak honestly. |
| Concrete detail | A location, time, name, shipment, reward, or deadline. | Why acting on it becomes risky. |
| Side effect | Who is now scared, angry, or looking for an advantage. | How that pressure changes if the crew delays. |
The article does not need to name the mission. A damaged apartment block, a missing courier, a ruined deal, or a security lockdown can be enough. The crew chooses whether the lead becomes a rescue, theft, investigation, negotiation, or sabotage job. They might learn the truth from the page, challenge it, exploit it, or discover who planted it, and all four outcomes are useful.
Make bias useful
A Screamsheet should reveal the lie that enough people have agreed to repeat. Pick one perspective before writing. A corporate publication can emphasize safety and property damage. A neighborhood sheet can emphasize who vanished and who cannot afford the official explanation. A gossip channel can make a private debt sound like entertainment.
Bias should create choices without hiding the only way forward. Give the crew a reason to question the page and at least one way to test it: a contact, camera record, location, rival, delivery route, or public deadline. A Media character can turn that question into an investigation, but every Role should be able to act on the lead.
Turn the page into a one-night job
Use this five-step conversion when you need a session quickly:
- Choose a public incident the crew can understand in one sentence.
- Add one concrete detail that points somewhere the crew can go now.
- Decide who wants that detail ignored, recovered, altered, or sold.
- Prepare two visible approaches and one complication that follows from delay.
- Decide what changes in the city after the crew acts, walks away, or makes the story louder.
For example, a report about a warehouse fire can point to an injured witness, a missing container, or a contractor being blamed. The crew might extract the witness, steal the container, prove the contractor was framed, or sell the information. Prepare the people and pressures around those options, not a required scene order.
Use the headline generator as a prompt
The Core Rulebook's Screamsheet Headline Generator first rolls a category (international, national, state, local, financial, or gossip) and then builds a headline from word columns. Treat the category as a way to choose the scale of a lead.
| Story scale | Useful job pressure |
|---|---|
| International or national | A distant event changes the price, availability, or danger of something local. |
| State or local | A policy, outage, raid, accident, or dispute creates an immediate route or deadline. |
| Financial | Someone needs a loss hidden, a delivery found, or a deal protected. |
| Gossip | A personal connection becomes a public weapon before anyone can contain it. |
Roll or choose when inspiration is low, then connect the result to a crew contact, district, debt, or recent consequence. The generator gives you a signal. The players create the story by deciding what it means to them.
Where to find screamsheet material
Start with the Core Rulebook for the format, the Headline Generator, and the three GM Screamsheet adventures. For later official material, check the publisher's listings and the original DLC. Interface RED Volume 4 includes Halloween Screamsheets, and Interface RED Volume 5 includes the Screamsheet Generator DLC, a set of prompt tables for writing your own headlines.
The Cyberpunk RED Sourcebooks Guide explains where these collections fit, and the Cyberpunk RED Interface RED guide explains how to bring a selected DLC into play without treating a collection as required rules.
Five-minute screamsheet brief
- What does the public think happened?
- Who gets hurt if that version becomes permanent?
- What detail lets the crew make a decision immediately?
- Who reacts if they investigate loudly?
- What still happens if they leave the page in the newsbox?
Then stop. Let the article make the city feel alive and give the crew a reason to choose a direction. The Cyberpunk RED First Session Guide shows how to use one as a low-prep opening job.
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Trauma Team
Trauma Team is an extraction with a clock, not a button that erases a firefight. The Core Rulebook opens its healing chapter by defining Trauma Team as a specialized paramedical squad that retrieves clients who have been wounded or otherwise incapacitated. Its arrival can save a covered person, shift the balance of a scene, and leave everyone still on the ground with a hard decision.
Trauma Team is most interesting when it saves the person but not the plan. If the AV-4 makes every consequence vanish, coverage becomes a reset button. If it never arrives or always betrays the client, coverage becomes a trap. The useful middle is a professional response that does exactly what it promises: get its policy holder out.
Coverage in the Core Rulebook
| Rule | What the Core Rulebook says |
|---|---|
| Plans | Silver (500eb per month) and Executive (1,000eb per month). |
| Surgery | Executive covers Treatments requiring Surgery. Silver members pay hospital prices for them, or the team does what it can with Paramedic and drops them at a hospital. |
| Transfer | Both plans transfer one to one: one uncovered friend, not two at once, and not after you already called for yourself. |
| Calling | Calling is an Action you can take whenever you are injured. |
| Agent and Biomonitor | A registered card on an Agent with a linked Biomonitor calls automatically when HP drops below BODY or a Critical Injury dismembers a body part. |
| Abuse | Calling for extremely minor injuries may mean they "forget" your next call. |
| Exec access | An Exec's Teamwork provides company-paid Silver coverage at Rank 6, upgraded to Executive at Rank 8. |
The corporate background adds texture: the book describes Trauma Team as a surviving regional provider short on parts, drugs, and trained staff, and now armored almost as heavily as a Psycho Squad. Edgerunner groups sometimes chip in on a single card. That gives you a service that is dependable, stretched, and impatient.
Know what the call changes
| Question | Why it matters at the table |
|---|---|
| Who is covered? | The team responds for its policy holder, not automatically for the entire crew. |
| Who is the patient? | The patient may be the person who leaves first, even if they were not the crew's objective. |
| What is still dangerous? | Enemies, fire, traffic, security, and a bad location do not pause for the call. |
| Who notices the arrival? | Neighbors, rivals, police, clients, and cameras can all learn something from it. |
| What is left behind? | Cargo, evidence, a contact, a teammate, and the original job can all remain on the ground. |
The one-to-one transfer rule creates a sharp crew choice: use the card for the wounded teammate, an injured contact, a client who can pay later, or the person whose survival changes the whole job.
Run the arrival as a clear clock
When a player calls, roll a d6: that many Rounds pass before the team arrives, and it then joins at the top of the Initiative Queue. The team is five people (a Doctor, a Medical Assistant, a Pilot, and two Security Officers) in an AV-4 with a heavy weapon mount and medical equipment. The book runs them like a Lawman's Backup, with a single Combat Number, and notes that they cannot dodge bullets. They aim to land close, get patients into Cryopump bags on the turn they arrive, and leave under covering fire once all policy holders are aboard.
Say aloud what the crew knows: help is inbound, it is for a specific client, and the scene keeps moving until the team lands. Then prepare three pressures:
- Reach the patient. The crew needs a route, cover, a vehicle, or a decision about who stays exposed.
- Hold the extraction window. Opponents may retreat, press the advantage, chase the same target, or decide the policy holder is now valuable.
- Decide what leaves. A medical team can remove a client. It will not carry every secret, person, objective, and loose end unless the crew makes that happen.
Use the book's stat block for exact values instead of improvising them.
Stabilization still comes first
Trauma Team is not the only route out of a wound. The Core Rulebook's medical rules separate Wound States, Critical Injuries, stabilization, Quick Fixes, Treatments, natural healing, and hospital care. A Treatment takes four hours per attempt and you cannot perform one on yourself. For cyberware locations, the Cybertech Skill can stand in for First Aid, Paramedic, or Surgery. Those layers give the crew choices before the AV-4 arrives and after it leaves.
| Moment | Useful question | Live route |
|---|---|---|
| During the fight | Can someone keep the patient alive long enough to move? | First Aid, Paramedic, cover, extraction, or a call for help. |
| After the fight | What injury still needs real treatment? | A Medtech, a clinic, a hospital, or a debt. |
| During recovery | What will the crew lose by waiting? | Time, money, access, a job, or a relationship. |
| After treatment | What changes because the patient survived? | A favor, a bill, a witness, a new obligation, or a harder next job. |
The Medtech guide covers the Role that handles care before and after the extraction. Let the Medtech make the medical reality clear, and let the whole crew decide how to respond.
Use coverage without punishing the player
Good Trauma Team play follows a simple contract:
- A valid policy and call should matter.
- A dangerous scene can still complicate the extraction honestly.
- The team prioritizes its client and does not become a free combat squad for the crew.
- The book's warning about frivolous calls should only bite when the table has seen the reason.
- The GM should not invent a hidden exclusion to preserve a planned failure.
Players can invest in coverage because it is dependable. The GM can make the response dramatic because dependable help arriving in a bad place changes everyone's calculation.
Make the av-4 a story event
Choose one or two visible effects, not all of them:
| Arrival effect | What it creates |
|---|---|
| Traffic and noise | A route closes, a crowd forms, or someone has to move now. |
| Professional security | Enemies reassess, but the crew still needs to protect its own objective. |
| Public attention | A client, rival, or journalist now knows who was hurt and where. |
| Medical authority | A desperate bystander asks for help, or a contact tries to get aboard. |
| Rapid departure | The patient is safe while the rest of the crew is suddenly short a specialist, witness, or bargaining chip. |
The Core Rulebook's Night City also includes a small rival ambulance outfit that tries to reach Trauma Team calls first and bill the patient, which is a ready-made complication.
Recovery, cyberware, and the next job
Critical Injury treatment can lead to replacement limbs, cyberware, therapy, or a decision to live with the aftermath. The Cyberpunk RED Cyberware Guide explains therapeutic replacement, elective chrome, Humanity, and long-term care. When Humanity or cyberpsychosis enters the scene, the Cyberpsychosis Guide covers player agency, table boundaries, and recovery.
Do not turn injury into a mandatory chrome upgrade or an excuse for body horror. Ask the player how much medical detail belongs on screen, respect table boundaries, and make every recovery path a real choice. A character can be injured, repaired, changed, indebted, or simply tired without losing agency.
About the trauma deck
The Cyberpunk RED line also includes a Trauma Deck table aid. No copy was available to verify its contents, so this guide makes no claims about its cards or procedures. Use the Core Rulebook for the Trauma Team, stabilization, recovery, and hospital rules summarized here.
Let Night City react
Jobs are more memorable when success creates a new problem someone can see. A loud extraction may make a block safer for one night and uninhabitable for a contact next week. An exposed executive might offer a deal, send a threat, or become a bargaining chip. A favor from a neighborhood can become the reason a crew has somewhere to sleep after its next failure.
The Night City guide turns this into prep. Its districts section makes a local resource, authority, route, security signal, and exit readable before the crew chooses an approach. Its gangs and factions section gives an organization an objective, resource, boundary, and reaction. Its corporations section turns a company project, internal division, public promise, or deadline into fair pressure. Use the Cyberpunk RED Vehicles Guide when the route, crew vehicle, cargo, or getaway is part of the decision. The goal is to show that the crew's choices leave tracks.
Use supplements carefully
The sourcebooks guide separates the Core Rulebook baseline from later books and DLC so you can decide what your campaign actually needs. Start with the core procedures. Add a supplement when it gives your table a tool, scenario, or setting element you will use. The Cyberpunk RED Danger Gal Dossier guide shows how published factions and named NPCs can make pressures personal, and the Interface RED guide covers the DLC collections.
First-session gm checklist
Before the first session, make sure you can answer these questions:
- Why is this crew taking the job together today?
- What does success look like before the first roll?
- Which person, group, or district will react to the outcome?
- What happens if the crew delays, walks away, or succeeds loudly?
- What are two reasonable approaches the crew can see now?
- Which player interest, Skill, contact, or personal stake can matter in the job?
- What table boundaries need to be clear before the pressure gets intense?
Then stop preparing. The crew will create the next layer by choosing a side, a route, a target, or a debt. Save unused prep and bring it back only when it still makes sense in the world. The Cyberpunk RED First Session Guide walks through that first night in more detail.
Where to go next
- Return to the Cyberpunk RED guide hub for the full library.
- Read the Cyberpunk RED First Session Guide for a low-prep opening job.
- Use the Night City guide to put district, faction, and corporate pressure behind a job.
- Use the sourcebooks guide to choose material responsibly.
- Read the Medtech guide, Media guide, and Lawman guide for the Roles closest to medical, public-story, and response pressure.
- Use the Cyberpunk RED Roles Guide when a new table is building its first crew.
- Browse the guide directory for every live guide.
Sources and scope
This guide was checked against the Cyberpunk RED Core Rulebook, especially Running Cyberpunk, Beat Charts, Screamsheets (including the Headline Generator), the Trauma Team chapter, the Trauma Team corporate entry, and the Exec's Teamwork ability. Interface RED contents are limited to what the publisher's listings state. It does not reproduce rules tables, stat blocks, headline tables, published Screamsheet pages, or adventure text. Use the book for exact mechanics, values, and adjudication.


