RPG
The Role Players Guild
Reference LibraryFind a GameGame StoresCharacter BuilderMarket
Sign-in/Register
RPG
The Role Players Guild

Join the Guild. Become a legend.

Everything you need to run, play, and build around tabletop RPGs — for every system.

f

Platform

  • Reference Library
  • Game Finder
  • Store Finder
  • Character Builder
  • Market

Systems

  • Tales of the Valiant
  • D&D 5e
  • D&D 2024
  • Pathfinder 2e
  • Call of Cthulhu
  • Cyberpunk RED

Resources

  • All Articles
  • Class Guides
  • Spell Database
  • Monster Guides
  • GM Business Guides
  • Game Store Guides

Company

  • About Us
  • Contact
  • Come On The Podcast
  • Privacy Policy
  • Terms of Service
  • Data Deletion
Prefer our guides in Google results?Add us as a preferred source

© 2026 The Role Players Guild. All rights reserved.

Not affiliated with Wizards of the Coast, Kobold Press, or Paizo.

Cyberpunk RED Nomad Guide: Moto, The Family Motorpool, And Vehicle Upgrades
cyberpunk red

Cyberpunk RED Nomad Guide: Moto, The Family Motorpool, And Vehicle Upgrades

12 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Cyberpunk RED
  3. >Role Guides
  4. >Cyberpunk RED Nomad Guide: Moto, The Family Motorpool, And Vehicle Upgrades

The short answer

Moto is the Nomad Role Ability in Cyberpunk RED. The Nomad adds their Moto Rank to Drive Land Vehicle, Pilot Air Vehicle, Pilot Sea Vehicle, and the three vehicle-tech Skill Checks, and each time Moto goes up they either add a stock Family vehicle of their Rank or lower to the Family Motorpool or give one of those vehicles an upgrade of their Rank or lower. Only one Family vehicle can be out at a time until Rank 10.

The short answer

A Nomad brings the crew a garage with a family attached. Moto makes the Nomad better at every driving, piloting, and vehicle-repair check, and each new Rank adds a Family vehicle or an upgrade to one. Those vehicles are on loan from the Family, so they come with rules and people who expect them back in one piece. Plan jobs around routes, cargo, and exits, and let the Family make demands of its own.

On this page

  • The short answer
  • Hot take
  • How moto works
  • Which vehicles unlock at each rank
  • Loans, swaps, and repairs
  • Nomad vehicle upgrades
  • Nomad access in Black Chrome
  • Picking your first vehicles
  • Put the family on the map
  • Nomads in a Night City game
  • Make every trip a choice
  • The Nomad brings a garage and a second loyalty
  • Where to go next
  • Sources and scope

Reina Solis repairs a freight hauler at a rain-dark Night City freight stop

Hot take

The best Nomad vehicle is the one that makes the crew argue about where to go next.

Most new Nomads spend their first pick on the fastest or best-armed ride on the list. Ask what the crew keeps running out of instead. If jobs end in a foot chase, a Compact Groundcar with a Seating Upgrade does more than a Roadbike. If the crew keeps losing gear at checkpoints, a Smuggling Upgrade earns its place before any gun mount does. Moto pays off when a vehicle opens a route nobody else at the table could use.

How moto works

The Core Rulebook splits Moto into two parts: raw skill and access to the Family's vehicles.

Vehicle familiarity. A Nomad adds their Moto Rank to any Drive Land Vehicle, Pilot Air Vehicle, Pilot Sea Vehicle, Air Vehicle Tech, Land Vehicle Tech, or Sea Vehicle Tech Skill Check. A starting character begins with a Role Ability at Rank 4, so a new Nomad already has a +4 on those checks before Skill points go in.

Family Motorpool. Each time Moto goes up, the Nomad picks one of these:

  • add a stock vehicle (minimum specs) of their Moto Rank or lower to the vehicles they can borrow from the Family, or
  • give one of those permitted vehicles a single upgrade of their Moto Rank or lower.

The book's multiclassing example shows how it plays: a Solo who buys Moto at Rank 1 picks a bike as his first vehicle. Moto also costs the usual Role Ability Improvement Points, from 60 IP for Rank 1 up to 600 IP for Rank 10.

Which vehicles unlock at each rank

Moto RankFamily vehicles available
1 to 4Compact Groundcar, Gyrocopter, Jetski, Roadbike
5 to 6Helicopter, High Performance Groundcar, Speedboat
7 to 8AV-4, Cabin Cruiser, Superbike
9 to 10Aerozep, AV-9, Super Groundcar, Yacht

For scale, the Core Rulebook lists a Roadbike, Jetski, or Gyrocopter at 20,000eb and a Compact Groundcar at 30,000eb, all Super Luxury. Even the Rank 1 to 4 list puts a vehicle worth more than most edgerunners will ever save into the Nomad's hands.

Loans, swaps, and repairs

The Family keeps these vehicles on a tight leash:

  • One out at a time. A Nomad can only have one Family vehicle in use.
  • Swaps take a night. A call to the Family gets the current vehicle exchanged for another loaned one, arriving the next morning if the Family is close.
  • Destroyed means a week and 500eb. The Family fully repairs a destroyed vehicle, which takes a week, and the Nomad pays 500eb. The book says even Family Heads pay, because it saves face; the Family might waive it for a broke Nomad, at a cost to their reputation.
  • Daily damage is yours. Routine repairs, like digging bullets out of the doors, are the Nomad's job.

At Rank 10 the Nomad becomes one of the Family's leaders. They can have every Family vehicle out at once, but any new vehicle costs market price and each new upgrade costs 1,000eb.

Nomad vehicle upgrades

Upgrades are the other half of each Moto pick. Unless an entry says otherwise, each one can go on a vehicle only once. The book adds that they are rarely sold on the open market; if they are, Rank 1 upgrades cost Very Expensive and the rest cost Luxury.

RankUpgradeWhat it does, in shortLimits
1Bulletproof GlassTurns the glass into thin bulletproof cover; a second pick makes it thickEach window takes damage separately
1Communications CenterOnboard Agent console plus a kit of radios, scramblers, a scanner, tracers, and a recorder-
1NOSOnce per day per tank, spend your Action on an extra Move Action while drivingExtra picks add tanks
1Onboard FlamethrowerFixed flamethrower the driver fires with an ActionNo reloading while driving; stackable
1Onboard Machine GunFront-mounted, autofire-only assault rifle with 30 roundsNo reloading while driving; stackable
1Seating UpgradeTwo more seats (a sidecar is an option), which can be rigged as ejector seatsNot repeatable on bikes, jetskis, or gyrocopters
1Smuggling UpgradeTwo Hidden Holsters and one hidden cargo space, found only with a DV17 Conceal/Reveal checkNot repeatable on bikes, jetskis, or gyrocopters
1Heavy Chassis+20 SDP and 10 tons of towing; required for heavier mountsNot on bikes, jetskis, or gyrocopters
1Onboard Melee WeaponA Very Heavy Melee Weapon on the hull, used by the driverLand and sea vehicles; stackable
1Combat PlowRamming costs the vehicle no damage and no Whiplash; NOS adds 2d6 to ram damageLand and sea vehicles, not bikes or jetskis
1Deployable Spike StripTrailing vehicles make a DV17 Drive Land Vehicle check or take 4d6 to a weak pointGroundcars only
1Housing CapacityAdds a bed, toilet, shower, and kitchen (a Kombi), or a room on larger craftCompact and High Performance cars need Heavy Chassis
5Armored ChassisVehicle body becomes SP13Glass unaffected
5Security UpgradeDNA locks that shock intruders, plus an active cloak while the vehicle sits still-
5Onboard Rocket PodFront-mounted launcher with three rocketsRequires Heavy Chassis
5Vehicle Heavy Weapon MountA swivel seat for any two-handed ranged weapon, fired and reloaded by a passengerRequires Heavy Chassis
5Hover UpgradeLand vehicle can cross water at Cabin Cruiser speedLand vehicles
5Enhanced Interface Plug IntegrationA plugged-in rider with REF 8+ can use Evasion to dodge for the bike and passengerBikes only
7AV-4 Engine UpgradeThe vehicle can fly, moving as an AV-4 and piloted with Pilot Air VehicleLand vehicles

The Tech Role can also help. The Core Rulebook lets a Tech's Upgrade Expertise install any vehicle upgrade that only needs Moto Rank 1, and since Upgrade Expertise allows one such upgrade per item, a crew with both Roles can add one extra Rank 1 option to a Family vehicle. See the Tech guide for how that check works.

Nomad access in Black Chrome

Black Chrome adds a Nomad Access value to its vehicle listings. When Moto goes up, a Nomad can take one of those vehicles if its Nomad Access is equal to or lower than their Moto Rank. The vehicle arrives with its listed upgrades already fitted, and those do not cost extra Moto picks. Later picks can add upgrades as normal. The book's example is a Rank 5 Nomad taking a truck with Nomad Access 4 that comes armored and plowed, then adding a heavy weapon mount at Rank 6.

Free Download

Get the Free GM Session Kit

Session Zero template, recap format, and a pricing cheat sheet - everything you need to run a better table and, if you want, get paid for it.

No spam, unsubscribe anytime.

Picking your first vehicles

A starting Nomad works from the Rank 1 to 4 list and the Rank 1 upgrades. Match the pick to the job the crew keeps taking.

Crew problemVehicle pickUpgrade to pair with it
Getting four or more people outCompact GroundcarSeating Upgrade, then Bulletproof Glass
Moving contraband past checksCompact GroundcarSmuggling Upgrade
Losing pursuersRoadbike or Compact GroundcarNOS; Deployable Spike Strip on the car
Jobs on the waterfront or bayJetskiNOS or an onboard weapon
Reaching rooftops and far sitesGyrocopterCommunications Center
No safe place to sleepCompact GroundcarHeavy Chassis, then Housing Capacity (a Kombi)

That last row matters more than it looks. The Core Rulebook points Nomads to an extra housing option through Moto, and a car with Housing Capacity is a home the crew can move when the landlord, or a gang, comes knocking.

Put the family on the map

The Core Rulebook's Nomad Lifepath asks how big the Pack is, whether it works on land, in the air, or at sea, what it does (cargo, smuggling, passenger transport, construction, and more), what the Nomad does for it, its overall philosophy, and who is gunning for it. Those answers tell the GM what the Family wants in return for the loans.

Before the first session, answer five more:

  1. Who in the Family signed off on this vehicle?
  2. What does the Family need moved, guarded, or fixed next?
  3. Which route, market, or depot knows this vehicle on sight?
  4. Who loses face if the crew brings it back wrecked?
  5. What job will the Nomad refuse, even for good money?

Family help should be real and should cost something. A call can arrange a swap, warn the crew off a route, or bring in a favor. It should not make every travel problem vanish.

Nomads in a Night City game

The book is direct about why a Nomad sticks around the city: in 2045 the Families run much of the cargo on the highways and sea lanes, work construction crews rebuilding after the 4th Corporate War, and keep enclaves in Night City or just outside it. It recommends tying the Nomad to the crew through something personal, such as a Fixer who works with the Pack or a Medtech the Pack owes a favor.

Make every trip a choice

Before a vehicle scene, tell the players what each route costs. A fast road may be watched. A quiet road may flood. A market shortcut may need a favor. A corporate route may want credentials. The Nomad's bonus on vehicle checks lets them take the risky option on purpose.

The rest of the crew still has work to do on the road. A Fixer finds the fuel or the buyer, a Netrunner checks a gate, a Tech keeps the engine running, a Solo covers the stop, and a Media or Exec knows who will care about the route. Use the Cyberpunk RED Vehicles Guide for chase pressure and vehicle damage, and pick vehicles by the job, not by what looks best on the character sheet.

The Nomad brings a garage and a second loyalty

A Nomad changes what the crew can attempt before a job starts, and adds a second set of people the crew has to keep happy. Both halves belong in the pitch.

  • Reach: the crew can take work that means getting somewhere awkward, leaving quickly, or moving cargo that will not fit in a rented car.
  • A motorpool nobody paid for: each Moto Rank opens Family vehicles, so the crew's options grow without the crew's money.
  • A movable address: a vehicle with Housing Capacity gives the group somewhere to sleep that a landlord, or a gang, cannot simply stake out.
  • Repair on the road: Moto covers vehicle repair, so a damaged getaway becomes a problem the crew can still solve.

The cost is that the Family has claims of its own. A borrowed vehicle is someone's property, a favor from the Pack is a debt the crew now carries, and a wrecked car is a conversation with a person who has a name. Ask the GM which Family member the crew answers to when something goes wrong, and let that answer shape how carefully they drive.

Where to go next

  • Return to the Cyberpunk RED Guide Hub.
  • Use the Cyberpunk RED Gear Guide for vehicle source material and campaign availability.
  • Read the Cyberpunk RED Vehicles Guide for vehicle choice, chase pressure, damage, and the route the crew must keep open.
  • Read the Cyberpunk RED Roles Guide to compare Moto with the other Role Abilities.
  • Browse the Cyberpunk RED guide directory for every live guide.

Sources and scope

This guide summarizes the Nomad, Moto, Family Motorpool, Nomad vehicle upgrade, vehicle, and Nomad Lifepath material in the Cyberpunk RED Core Rulebook, plus the Nomad Access rule in Black Chrome. Upgrade descriptions are shortened; use the Core Rulebook for full upgrade text and vehicle statistics.

Share this article

Email

More in cyberpunk red

Cyberpunk RED First Session Guide: Run A Low-Prep First Job
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.

Andrew Blase
2026-08-02
8 min read
Cyberpunk RED Guide: How to Start Playing, for Players and GMs
cyberpunk red

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.

Andrew Blase
2026-08-01
15 min read
Cyberpunk RED vs 2077, 2020, and the Edgerunners Mission Kit: Which to Play
cyberpunk red

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.

Andrew Blase
2026-08-01
25 min read
Previous Article
Cyberpunk RED Rockerboy Guide: Charismatic Impact, Fans, And...
Next Article
Cyberpunk RED Netrunner Guide: Interface, Cyberdecks, And Cr...
Google Setting

Make the Guild a Preferred Source

Google lets you name the sites you actually want to hear from. Mark us as one and our guides turn up more often in your AI Overviews, AI Mode, and Top Stories. It changes your results only, takes one click, and you can undo it whenever you like.

Add Us on Google