🔌 Expansions
“Think of these as DLC for your meat-reality. Optional upgrades — but once you install ‘em, you won’t want to go back.”
These are optional rule systems from the Interface RED supplements. They expand the base Cyberpunk RED experience with new mechanics, mini-games, and subsystems. Your GM decides which expansions are active at your table.
Optional Content
Nothing in this section is required to play Cyberpunk RED. These systems add depth to specific aspects of the game — investigation, pets, heavy military hardware — but your campaign runs perfectly fine without them.
⚡ Quick Reference
Expansions At A Glance
Expansion What It Adds Source Investigation Focus stat, Evidence Checks, mystery-solving mechanics IR5 Ch.05 Solo of Fortune Mercenary Level, ACPA power armor, machine guns, combat drugs, military-grade gear IR5 Ch.09 12 Days of Gunmas 12 classic CP2020 Exotic weapons updated for RED IR2 Ch.07 Night City Vendors 12 exotic heavy weapons, 15 cyberdecks, 11 hardware, 12 cyberware IR3 Ch.03/05/06 Hornet’s Pharmacy 4 combat drugs, 3 poison compounds, 2 pharmaceuticals, assassin drone, gas jet cyberware IR4 Ch.01 Night City Housing 40 housing options across 4 tiers, furniture sets, 11 home accessories IR2 Ch.05, IR4 Ch.06 Cyberpets 8 bio-enhanced companions with full stat blocks, keeping/training/cybering rules IR5 Ch.06 Flash of Luck Heist-movie flashback mechanic — spend Luck to retcon past actions HR Ch.07 Headquarters Crew base of operations with 12 upgradeable Improvements HR Ch.07
🔍 Investigation
A full mystery-solving framework. Introduces Focus (a derived stat tracking mental stamina) and Evidence Checks (skill rolls that chip away at a mystery’s Complexity). Includes clue types, obstacles, and sample mysteries for GMs to drop into campaigns.
⚔️ Solo of Fortune 2045
The Mercenary Level expansion — play above The Street with tactical missions, ACPA (Assisted Combat Power Armor), machine guns, military-grade ammunition, combat drugs, and full operational budgets. Includes rules for building custom ACPAs, 10 pre-built models, and expanded DV tables.
🔗 Related Topics
- Player Handbook — Core rules hub
- Skills — The skills that power these systems
- Combat — Core tactical rules (not optional!)
🎄 The 12 Days of Gunmas
Twelve fan-favorite weapons from Cyberpunk 2020, leaked by the mysterious Netrunner S.A.N.T.A. for the Techs of Night City to reproduce. Exotic assault rifles, revolvers, a chainknife, a flamethrower, and more — from the Arasaka WAA Bullpup to the self-destructing Teen Dreem.
🏪 Night City Vendors
Three of Night City’s most colorful merchants open their catalogs — Woodchipper’s Garage (12 exotic heavy weapons), Midnight with the Upload (15 cyberdecks + 11 hardware for Netrunners), and Mr. Amaze’s Cyberware Emporium (12 pieces of chrome from Dock 13). Weapons, decks, hardware, and cyberware from across the city’s informal economy.
💊 Hornet’s Pharmacy
The private catalog of Hornet, one of Night City’s premier Fixers. Operating out of a converted railcar in an abandoned Heywood station, he deals in chemical warfare — four new combat drugs (Berserker, Prime Time, Sixgun, Timewarp), three additive compounds for enhancing poisons, two Medtech pharmaceuticals (Sedative, Veritas), an Arasaka-era assassination drone, and a cyberarm-mounted gas jet.
🏠 Night City Housing
Four tiers of housing from coffin-sized cubes to Corporate conapts with jacuzzis. Forty unique living spaces scattered across Night City, each with furniture sets and mechanical home accessories — including a weaponizable shower head and a cleaning drone with its own NET Architecture.
🐾 Cyberpets
Biotechnica’s line of cyber-enhanced biological companions — from the pocket-sized Neon Newt (a living flamethrower) to the terrifying Cyberbear (an apex predator with its own martial art). Eight models across four threat tiers, with full rules for keeping, training, and cybering your new best friend.
⚡ Flash of Luck
A heist-movie flashback mechanic. Spend Luck Points to retroactively declare a past action — “twelve hours earlier, I slipped a lockpick behind the bar.” Three tiers of improbability (2/4/8 LP), once per Beat, max three per Mission. Keeps heist planning fluid instead of paralytic.
🏠 Headquarters
A crew base-building system. Earn HQ Improvement Points equal to your Group IP after each mission, then spend them on 12 upgrades — Evidence Wall, Garage, Lockup, Lounge, Medbay, Morale Boost (×10 levels), Rent Reduction, Server Room, Studio, Training Area, Workshop, and Workstation. Each costs 40 HQ IP and can be upgraded once.