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Cyberpunk RED Cyberdecks Guide: Buy Capacity For The Jobs You Run
cyberpunk red

Cyberpunk RED Cyberdecks Guide: Buy Capacity For The Jobs You Run

8 min read
By Andrew Blase

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  1. Guides
  2. >Cyberpunk RED
  3. >Netrunning Guides
  4. >Cyberpunk RED Cyberdecks Guide: Buy Capacity For The Jobs You Run

The short answer

A Cyberpunk RED Cyberdeck holds a Netrunner's programs and hardware in one shared pool of slots. The Core Rulebook sells three: a Poor Quality deck (100eb, 5 slots), a standard Cyberdeck (500eb, 7 slots), and an Excellent Quality deck (1,000eb, 9 slots). Using any of them requires Interface Plugs and a Neural Link, and Virtuality Goggles keep the Netrunner aware of Meatspace.

The short answer

A Cyberdeck is not a generic power upgrade. It is the limited space where a Netrunner decides which programs and hardware deserve to come on the next job. The Core Rulebook's deck quality levels differ only in slot count: more slots let you support a broader or more specialized plan, but they do not remove the need to choose that plan.

On this page

  • The short answer
  • Hot take
  • What a cyberdeck is
  • Capacity is the real stat
  • Programs and hardware compete
  • Upgrade the whole setup, not just the box
  • Buy for the campaign, not a menu
  • Prepare a deck for the crew's objective
  • Where to go next
  • Sources and scope

Buy the deck that fits the crew's recurring work, then fill it with tools that make a physical operation better. If a loadout cannot explain which access point, defense, route, or file it changes, it is probably solving a problem the campaign has not created.

Kaito Morales compares compact cyberdecks with Linh Tran at an electronics repair counter

Hot take

The most exciting Cyberdeck leaves one difficult capacity choice unresolved.

If every slot answers a different imaginary emergency, the Netrunner has brought a catalog instead of a point of view. Leave a meaningful gap, make a choice for the current job, and let a future Tech project, favor, or painful failure reveal what the deck needs next.

What a cyberdeck is

The Core Rulebook describes Cyberdecks as modular platforms for programs and hardware. A Netrunner can only be plugged into one deck at a time, and switching decks costs a Meat Action, so a new deck rarely solves an Architecture obstacle in the moment. The deck is one part of the kit, and the plan still has to come from the crew.

Part of the setupWhy it matters
Neural Link and Interface PlugsThe required connection that lets the character use a Cyberdeck.
Virtuality GogglesKeep the Netrunner aware of the physical scene while the NET is overlaid on it.
CyberdeckHolds the installed programs and hardware that define the run's options.
ProgramsProvide active tools for progress, protection, and conflict in the NET.
HardwareChanges the deck's practical capabilities while consuming the same limited space.

The Netrunner Role Guide explains the character-side decisions around Interface and crew coordination. This guide focuses on the deck as a loadout: what it can carry, what it cannot carry, and why that limitation improves the job.

Capacity is the real stat

The Core Rulebook sells three quality levels that differ only by the number of shared slots.

CyberdeckCostSlots
Poor Quality Cyberdeck100eb (Premium)5
Cyberdeck500eb (Expensive)7
Excellent Quality Cyberdeck1,000eb (V. Expensive)9

Treat the table as a capacity choice rather than a purchase ladder. Two extra slots only matter when the Netrunner can name the additional decision they support.

If the campaign often runs...Capacity should support...Avoid buying space for...
Small infiltrations and first runsA compact, legible toolkit for getting in, responding to one threat, and helping the crew leave.Every possible countermeasure in the game.
Investigation and client workEnough flexibility to find a route, protect the work, and secure or conceal information.Combat options the table never sees.
Repeated hostile ArchitecturesDeliberate coverage for the threats and objectives that recur in play.A theoretical perfect build assembled before the GM has shown a pattern.
A long Netrunner-focused campaignA clear upgrade path shaped by previous jobs, losses, and contacts.Treating a higher-quality deck as automatic permission to ignore scarcity.

This is why a basic deck can be the right deck. A focused build teaches the player what each tool does and keeps NET turns clear for the rest of the table. Add capacity after the campaign proves that a recurring job needs it.

Programs and hardware compete

Programs and hardware use the same slots. Keep that rule in mind whenever an item looks appealing. A normal program takes 1 slot. Hardware takes 1 slot unless its entry says otherwise, and several Core Rulebook pieces, such as the Backup Drive, DNA Lock, and KRASH Barrier, take 2. A Netrunner's own non-Demon Black ICE takes 2 slots per program. Installing or uninstalling any of them takes an hour, so the loadout is settled before the job, not during it.

The Core hardware list shows the kind of tradeoffs involved: Hardened Circuitry shrugs off EMP and non-Black ICE program effects, Insulated Wiring keeps the deck and your clothes from catching fire, and a Range Upgrade stretches the access-point range from 6m to 8m. Each is a slot that is not a program.

Use this decision check before installing anything:

  1. What exact problem did the last few jobs create?
  2. Does this option address that problem, or only sound generally useful?
  3. What installed tool must leave to make room?
  4. Will the rest of the crew notice a better choice when it is used?
  5. Is a new deck, an upgrade, a favor, or a different plan the more interesting answer?

The Netrunning Programs Guide covers Boosters, Defenders, Attackers, activation, and program damage. Read it before filling slots by category alone.

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Upgrade the whole setup, not just the box

More capacity can come from a different deck or from a setup that changes where the capacity lives. Each option has a price and prerequisites:

OptionSourceWhat it adds
Cyberdeck (Cyberarm Option)Core Rulebook1 extra program-or-hardware slot. Needs a Cyberarm and takes 3 of its Option Slots. The deck is permanently installed.
Bodyweight SuitCore Rulebook1 extra hardware-only slot while worn, plus SP11 head and body armor.
Integrated Cyberdeck UpgradeBlack Chrome1 more program-or-hardware slot for a deck already integrated into the same Cyberarm.
Lotos NetsuitBlack Chrome1 hardware-only slot stored on the suit, SP13 armor, and an Excellent Quality Cyberdeck, at the cost of -2 REF, DEX, and MOVE.

Treat those upgrades as character choices. A Cyberarm integration costs Humanity and an arm's Option Slots, and uninstalling the deck breaks it. A worn setup changes the character's protection, mobility, and equipment assumptions, and hardware on the suit stops working when the suit comes off. The Cyberware Guide helps with Neural Links, Interface Plugs, Cyberarms, Humanity, and installation context; the source entry supplies the exact effects.

Buy for the campaign, not a menu

This is campaign advice, not an equipment-availability rule. A listed price does not make an upgrade automatic inventory in every campaign. Let the GM and table decide what local contacts, recent jobs, and the campaign's market can supply.

The Gear Guide gives this campaign-facing purchasing advice more context. For a Cyberdeck, ask:

Market questionWhy it matters
Does this market stock the right electronics category?A realistic source creates a lead instead of an instant order.
Who introduces the crew to the seller?A Fixer contact or past job can change access.
Is this a replacement, a repair, or an upgrade?Each answer creates a different time and cost pressure.
What does the seller want besides money?The purchase can become a favor, a rivalry, or a future job.

This keeps the equipment table-facing. A damaged deck can send the crew to a specialist. A rare upgrade can be the reward for a dangerous favor. A new deck can become evidence of who knows the Netrunner is worth investing in.

Prepare a deck for the crew's objective

Before the run, write one sentence that the whole table can hear: "This deck helps us _." Good endings are physical and concrete: reach the records room, control the loading bay, blind the cameras, retrieve the evidence, or keep the exit open.

Then check the setup in order:

  1. Confirm the Netrunner has the required connection gear and an access plan.
  2. Confirm the installed tools serve the stated objective.
  3. Identify the one likely NET threat that could derail the plan.
  4. Tell the crew what physical opening the deck is meant to create.
  5. Decide when the team leaves rather than trying to solve every system in the building.

The NET Architecture Guide shows how access points, ordered floors, Control Nodes, Black ICE, and Demons connect that loadout to a job site.

Where to go next

Read the Netrunning Guide for the complete procedure, the Netrunner Role Guide for Interface and crew play, and the Gear Guide for campaign-facing purchasing advice. Return to the Cyberpunk RED Guide Hub or guide directory for the live library.

Use the Core Rulebook for full hardware entries, program lists, Black ICE rules, and NET procedures. Use Black Chrome for its exact upgrade prerequisites and effects.

Sources and scope

This guide summarizes the Cyberdeck, programs-and-hardware capacity, required interface gear, and switching rules in the Cyberpunk RED Core Rulebook, plus relevant Cyberdeck-capacity options in Black Chrome. It lists the Core Rulebook's deck slots and prices and summarizes the Core and Black Chrome capacity upgrades, but does not reproduce the full hardware table, program tables, or complete item text. Use the cited sources for exact rules and values.

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