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Cyberpunk RED Netrunning Programs Guide: Build A Deck For The Job
cyberpunk red

Cyberpunk RED Netrunning Programs Guide: Build A Deck For The Job

8 min read
By Andrew Blase

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  1. Guides
  2. >Cyberpunk RED
  3. >Netrunning Guides
  4. >Cyberpunk RED Netrunning Programs Guide: Build A Deck For The Job

The short answer

Cyberpunk RED sorts normal Netrunning programs into Boosters, which add to a Check or Speed while Rezzed, Defenders, which stop or reduce attacks while Rezzed, and Attackers, which damage or disable a Netrunner or program and then deactivate. Each normal program takes 1 Cyberdeck slot shared with hardware, each can be activated once per Meatspace Round, and a program at 0 REZ is Derezzed until the Netrunner spends 2 NET Actions to reset it.

The short answer

Cyberpunk RED programs are not a list to complete. They are limited deck slots that decide what kind of problem the Netrunner can solve while the crew holds the physical job together. Start with the work your campaign actually gives the crew, then choose a small mix of progress, protection, and response tools that supports it.

On this page

  • The short answer
  • Hot take
  • Three program jobs
  • Programs have a tempo
  • Rez, derezzing, and replacement pressure
  • Start with a job, then fill slots
  • Do not confuse programs with Black ICE
  • Make the deck visible to the crew
  • Where to go next
  • Sources and scope

Programs and hardware share the same Cyberdeck space. That makes deck building a practical trade: one more answer to an expected NET problem means one less slot for a different answer. A focused deck becomes memorable because the player knows what it is for before the access point is found.

Kaito Morales loads physical program modules into a cyberdeck while Hana Okafor secures a service doorway

Hot take

The first program decision should be "What do I want the crew to dare?" not "What gives me the biggest number?"

A tool that helps the team reach a file, keep an exit open, survive a known threat, or leave evidence behind can change the whole job. A deck filled only with answers to private NET combat invites the Netrunner to solve a problem that no one else can see. Make the loadout create openings the rest of the table can use.

Three program jobs

The Core Rulebook organizes non-Black ICE programs into three broad jobs. This is the best first filter when deciding what belongs in a deck.

Program typeTable purposeDeck-building question
BoosterAdds to one kind of Check, or to Speed, while it is Rezzed.Which recurring task must succeed for this crew's usual jobs?
DefenderStops or reduces attacks from programs or other Netrunners while it is Rezzed.What danger is common enough to reserve a slot for protection?
AttackerDamages or disables an eligible program or Netrunner, then deactivates after use.What target is worth spending a response on when pressure rises?

The Core Rulebook's examples make the classes concrete. Boosters such as Worm, See Ya, and Eraser add +2 to Backdoor, Pathfinder, and Cloak Checks, and Speedy Gonzalvez adds +2 Speed. Defenders such as Armor, Flak, and Shield blunt brain damage or enemy Attackers, but only one copy of each can run at a time and each copy works once per Netrun. Attackers carry a target class: Anti-Program tools like Sword and Banhammer hit programs, and Anti-Personnel tools like Hellbolt, Vrizzbolt, and DeckKRASH hit the Netrunner. A program only works against the target its class names.

The labels explain function, not a mandatory recipe. An investigation-heavy campaign may value tools that support getting in, learning what is ahead, and leaving without a trace. A campaign with hostile Netrunners or repeated digital defenses may make a different mix worthwhile. Let the regular job pattern, not anxiety about every imaginable encounter, decide the loadout.

Programs have a tempo

Programs are active tools inside the Architecture, not passive character-sheet bonuses. The Core Rulebook makes activation and deactivation NET Actions, lets each loaded program activate only once per Meatspace Round, and has Attackers deactivate themselves after their attack. Duplicate copies get around the once-per-Round limit, and their effects stack unless the entry says otherwise. Installing or uninstalling a program takes an hour, so the deck is fixed before the job. Those rules create a useful tempo:

  1. Read the immediate threat and the crew's physical objective.
  2. Activate the tool that changes the next decision.
  3. Use its advantage before the scene moves on.
  4. Decide whether the program is still worth keeping active or whether its slot and actions must serve a new problem.

This is why a deck cannot be evaluated only by its printed effect. A useful program needs the right target, a safe moment to activate it, and enough crew support for the Netrunner to turn its effect into progress. A strong floor plan and a focused deck reinforce one another.

Rez, derezzing, and replacement pressure

Programs can take damage while they are running. The Core Rulebook uses REZ as a program's durability, and a program reduced to zero REZ is Derezzed rather than automatically removed from the Cyberdeck. The Netrunner restores it to full REZ by spending 2 NET Actions: one to deactivate it and one to activate it again. A Destroyed program is a different problem: it is erased and must be bought again. Some Black ICE, such as Killer, Sabertooth, and Dragon, destroys a program outright when its damage would Derezz it, which is why the Backup Drive hardware exists.

That distinction creates good aftermath decisions. If the crew has a safe exit, the Netrunner may accept temporary damage and reset later. If the job is still escalating, protecting a key active program can matter as much as protecting the Netrunner. Treat a destroyed tool as a story cost as well as a purchase: who can supply the replacement, what does the crew give up to acquire it, and why did that program matter to the character?

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Start with a job, then fill slots

Avoid treating a cyberdeck as a shopping list. Use a short planning pass instead:

  1. Name the job pattern: infiltration, investigation, hostile site work, recurring defense, or something specific to the campaign.
  2. Choose one Booster that supports the action the Netrunner expects to take most often.
  3. Choose one Defender only if it answers a threat the table actually sees.
  4. Add an Attacker when the crew's jobs reasonably create an eligible target worth confronting.
  5. Leave room for hardware only when it supports the same job pattern rather than a hypothetical future build.
  6. After each run, replace a slot only when the session showed a real gap.

This approach also makes upgrades easier to judge. Black Chrome adds options that can expand the practical capacity of certain integrated or worn setups, but an extra slot is only useful when it serves a real recurring decision. The Cyberware Guide can help when the deck setup depends on Neural Link, Interface Plugs, Cyberarm integration, or other prerequisites.

Do not confuse programs with Black ICE

Programs are the Netrunner's normal toolkit. Black ICE is a separate category with its own behavior, a 2-slot deck footprint when a Netrunner runs it, and more dangerous encounter consequences. A Demon is different again: it is an intelligent Black ICE system that operates Control Nodes to defend a physical space.

That distinction matters in play. A Booster, Defender, or Attacker is a deliberate tool choice for the Netrunner. Black ICE changes the shape of NET conflict. A Demon turns the surrounding location into part of the fight. Read the NET Architecture Guide when you need the job-site side of Control Nodes, floors, Black ICE, and Demons.

Make the deck visible to the crew

The Netrunner does not need to recite every active effect. Tell the group the concrete change the selected program enables:

Instead of sayingSayWhat the crew learns
"I activate a Booster.""I can find the route through this system faster."The team needs to create time or move when the route appears.
"I use a Defender.""I can absorb this digital pressure for a moment."The crew has a short window to finish its physical objective.
"I fire an Attacker.""I can disable the program blocking the door controls."The group can decide whether opening that path is worth the attention.

This keeps the rules accurate without turning the turn into a private report. The program matters because it changes the shared operation, not because it has an impressive name on the deck.

Where to go next

Use the Netrunning Guide for the complete job-site procedure and the NET Architecture Guide to build a physical location worth hacking. Return to the Cyberpunk RED Guide Hub or guide directory for every live guide.

Read the Cyberdecks Guide for slot counts, hardware, and upgrades, and use the Core Rulebook for full program statistics and Black ICE rules. Use Black Chrome for its exact additional equipment options and prerequisites.

Sources and scope

This guide summarizes Cyberdeck program use, Boosters, Defenders, Attackers, activation, REZ, Derezzing, Black ICE distinctions, and program-hardware slot tradeoffs from the Cyberpunk RED Core Rulebook. It also notes that Black Chrome includes additional relevant Cyberdeck-capacity options. It names example programs and summarizes their roles, but does not reproduce program tables, statistics, prices, full effects, hardware tables, or Black ICE statistics. Use those books for exact rules and values.

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