🦾 Cyberware
“Meat is weak. Chrome is forever… until your mind starts to crack.”
This page covers how cyberware works: installation, option slots, the categories, and the rules that trip people up. For Humanity Loss and Cyberpsychosis, see Humanity. For browsing specific items, see the Database.
Not a Complete Catalog
The tables below highlight key items from each category — they are not exhaustive. See the Core Rulebook pp. 110-116 and the Database for the full listings.
🏥 Installation
Facility Types
| Type | What It Is | Surgery DV | Examples |
|---|---|---|---|
| Mall | Walk-in, like ear piercing | DV 13 | Fashionware, Anti-Dazzle, Scratchers |
| Clinic | Needs a Medtech and clinic | DV 15 | Neural Link, Cybereyes, most options |
| Hospital | Major surgery, full facility | DV 17 | Cyberarms, Cyberlegs, Borgware |
- Installation cost is included in the purchase price
- A Medtech with Surgery can install at the listed DV — no hospital needed
- You cannot install cyberware on yourself (except Mall-level)
- You cannot install cyberware if you have an untreated Critical Injury to the target area
Humanity Cost
Every piece of chrome has a Humanity Loss (HL) value. The tables below show HL as fixed (dice):
- At character creation: HL is the fixed number (e.g.,
7means lose exactly 7) - After character creation: HL is rolled as dice (e.g.,
7 (2d6)means roll 2d6) - When Humanity reaches 0 → Cyberpsychosis — character becomes an NPC
→ Full Humanity rules, therapy, and recovery: Humanity
🔌 Option Slots
Many cyberware pieces have Option Slots — space for installing enhancements:
| Base Cyberware | Slots | What Goes In | Limit |
|---|---|---|---|
| Neural Link | 5 | Neuralware (Kerenzikov, Sandevistan, etc.) | 1 Neural Link |
| Cybereye | 3 per eye | Cybereye options (Low Light, Image Enhance, etc.) | Up to 2 eyes (+ MultiOptic Mount) |
| Cyberaudio Suite | 3 | Audio options (Radio, Amplified Hearing, etc.) | 1 Suite only (+ Sensor Array for +5 slots) |
| Cyberarm | 4 per arm | Arm options (Popup weapons, Grapple Hand, etc.) | Up to 2 arms (+ Artificial Shoulder Mount) |
| Cyberleg | 3 per leg | Leg options (Jump Booster, Skate Foot, etc.) | Up to 2 legs |
Slot Rule
Each option takes 1 slot unless stated otherwise. Some options take 2-3 slots — always check the item description.
🏗️ The 8 Categories
💄 Fashionware
Cosmetic enhancements — pure style, zero risk. All Mall install, all HL 0.
| Item | Cost | HL | Effect |
|---|---|---|---|
| Light Tattoo | 100eb | 0 | Glowing subdermal tattoos |
| Techhair | 100eb | 0 | Color/style-changing hair |
| Chemskin | 100eb | 0 | Color/texture-changing skin |
| Shift Tacts | 100eb | 0 | Color-changing contact lenses |
| EMP Threading | 100eb | 0 | Light-emitting skin patterns |
| Skinwatch | 100eb | 0 | Subdermal LED watch |
Combo Bonus
Techhair + Chemskin = +2 to Personal Grooming. Only category with zero Humanity cost.
🧠 Neuralware
The foundation — everything serious starts here. All require a Neural Link.
| Item | Cost | HL (Dice) | Install | Effect |
|---|---|---|---|---|
| Neural Link | 500eb | 7 (2d6) | Clinic | Required for all Neuralware, Chipware, and Subdermal Grip. 5 option slots. |
| Chipware Socket | 500eb | 7 (2d6) | Clinic | Holds Skill Chips and chipware. Does not use a Neural Link slot. |
| Interface Plugs | 500eb | 7 (2d6) | Clinic | Connect to Cyberdecks, Smartguns, vehicles. Multiple installs allowed. |
| Kerenzikov | 500eb | 14 (4d6) | Clinic | Speedware. Passive +2 Initiative. See Speedware limit. |
| Sandevistan | 500eb | 7 (2d6) | Clinic | Speedware. Activate: +3 Initiative 1 min (1 hr cooldown). See Speedware limit. |
| Skill Chip | 500eb / 1,000eb ×2 | 7 (2d6) | N/A | Skill at level 3 (useless if already 3+). See Skill Chips. |
| Pain Editor | 1,000eb | 14 (4d6) | N/A | Chipware. Ignore Seriously Wounded penalties. |
See also: Braindance Recorder, Chemical Analyzer, Olfactory Boost, Memory Chip, Tactile Boost in the CRB.
👁️ Cyberoptics
Artificial eyes — 3 option slots each. Base Cybereye: 100eb, HL 7 (2d6), Clinic.
| Option | Cost | HL (Dice) | Slots | Effect |
|---|---|---|---|---|
| Low Light/IR/UV | 500eb | 3 (1d6) | 2 | Ignore darkness/smoke/fog penalties. Must be paired. |
| Image Enhance | 500eb | 3 (1d6) | 1 | +2 Perception, Lip Reading, Conceal/Reveal. Must be paired. |
| Anti-Dazzle | 100eb | 2 (1d6/2) | 1 | Immune to flashbang/flash effects. Must be paired. |
| Targeting Scope | 500eb | 3 (1d6) | 1 | +1 to Aimed Shots. |
| TeleOptics | 500eb | 3 (1d6) | 1 | See clearly up to 800m. +1 Aimed Shot at 51m+. |
| MicroVideo | 500eb | 2 (1d6/2) | 2 | Camera in eye, records to chip or Agent. |
| Virtuality | 100eb | 2 (1d6/2) | 1 | Projects cyberspace imagery. Must be paired. |
See also: Chyron, Color Shift, Dartgun, MicroOptics, Radiation Detector in the CRB. For pairing rules see Paired Options.
🎧 Cyberaudio
Enhanced hearing — 3 option slots. Max 1 Suite. Base Suite: 500eb, HL 7 (2d6), Clinic.
| Option | Cost | HL (Dice) | Effect |
|---|---|---|---|
| Radio Communicator | 100eb | 2 (1d6/2) | Radio comms, 1 mile range |
| Amplified Hearing | 100eb | 3 (1d6) | +2 to hearing-based Perception |
| Internal Agent | 100eb | 3 (1d6) | Built-in phone, no external device needed |
| Bug Detector | 100eb | 2 (1d6/2) | Detects listening devices within 2m |
| Level Damper | 100eb | 2 (1d6/2) | Immune to deafening effects |
| Scrambler/Descrambler | 100eb | 2 (1d6/2) | Encrypt/decrypt radio transmissions |
| Voice Stress Analyzer | 100eb | 3 (1d6) | +2 Human Perception and Interrogation |
See also: Audio Recorder, Homing Tracer, Radar Detector, Radio Scanner in the CRB.
🫁 Internal Body Cyberware
Hidden implants — hard to detect.
| Item | Cost | HL (Dice) | Install | Effect |
|---|---|---|---|---|
| Nasal Filters | 100eb | 2 (1d6/2) | Mall | Immune to inhaled gas and drugs |
| Toxin Binders | 100eb | 2 (1d6/2) | Clinic | +2 Resist Torture/Drugs |
| Enhanced Antibodies | 500eb | 2 (1d6/2) | Mall | Heal BODY×2 HP/day when resting |
| Independent Air Supply | 1,000eb | 2 (1d6/2) | Clinic | Breathe 30 min without air |
| Grafted Muscle/Bone Lace | 1,000eb | 14 (4d6) | Hospital | +2 BODY (stacks, max 10) |
| Subdermal Armor | 1,000eb | 14 (4d6) | Hospital | Body and head SP 11. Does not stack with worn armor. |
See also: AudioVox, Cybersnake, Gills, Radar/Sonar, Vampyres in the CRB.
🦴 External Body Cyberware
Visible modifications and utility implants.
| Item | Cost | HL (Dice) | Install | Effect |
|---|---|---|---|---|
| Subdermal Grip | 100eb | 3 (1d6) | Clinic | Can’t be disarmed; enables Smartgun use. See Smartgun Link. |
| Hidden Holster | 500eb | 7 (2d6) | Clinic | Concealed weapon mount inside body |
| Subdermal Pocket | 100eb | 3 (1d6) | Clinic | 5×10cm storage space under skin |
| Skin Weave | 500eb | 7 (2d6) | Hospital | Body and head SP 7. Does not stack with worn armor. |
💪 Cyberlimbs
Full arm/leg replacements with option slots.
| Base Limb | Cost | HL (Dice) | Install | Slots |
|---|---|---|---|---|
| Cyberarm | 500eb | 7 (2d6) | Hospital | 4 |
| Cyberleg | 100eb | 3 (1d6) | Hospital | 3 |
Key Cyberarm Options:
| Option | Cost | HL (Dice) | Slots | Effect |
|---|---|---|---|---|
| Popup Ranged Weapon | 500eb | 7 (2d6) | 2 | Concealable one-handed ranged weapon |
| Popup Melee Weapon | 500eb | 7 (2d6) | 2 | Concealable melee weapon |
| Popup Shield | 500eb | 7 (2d6) | 3 | Bulletproof Shield, concealable |
| Grapple Hand | 100eb | 3 (1d6) | 1 | Fires hand on cable up to 30m |
| Wolvers | 500eb | 7 (2d6) | 1 | Heavy Melee (3d6). Also fits meat arm. |
| Rippers | 500eb | 3 (1d6) | 1 | Medium Melee (2d6). Also fits meat arm. |
| Big Knucks | 100eb | 3 (1d6) | 1 | Medium Melee (2d6). Also fits meat arm. |
| Slice ‘N Dice | 500eb | 3 (1d6) | 1 | Medium Melee (2d6), monowhip. Also fits meat arm. |
See also: Cyberdeck, Medscanner, Techscanner, Shoulder Cam, Quick Change Mount, Scratchers, Tool Hand, Standard Hand in the CRB. For meat arm rules see Meat Arm Installs.
Key Cyberleg Options:
| Option | Cost | HL (Dice) | Slots | Effect |
|---|---|---|---|---|
| Jump Booster | 500eb | 3 (1d6) | 2 | No penalty when jumping. Must be paired. |
| Skate Foot | 500eb | 3 (1d6) | 1 | +6m MOVE when running. Must be paired. |
| Grip Foot | 500eb | 3 (1d6) | 1 | No penalty when climbing. Must be paired. |
| Talon Foot | 500eb | 3 (1d6) | 1 | Light Melee Weapon (kick). Also fits meat leg. |
| Web Foot | 500eb | 3 (1d6) | 1 | No penalty when swimming. Must be paired. |
Most leg options must be paired (both legs, HL paid twice). Arms do not need to be paired. See Paired Options.
Coverings (no option slot used):
| Covering | Cost | HL | Effect |
|---|---|---|---|
| Plastic Covering | 100eb | 0 | Colors and patterns |
| Realskinn™ Covering | 500eb | 0 | Looks like real skin |
| Superchrome® Covering | 1,000eb | 0 | Shiny chrome, +2 Wardrobe & Style |
🤖 Borgware
Full-body conversion — endgame chrome.
| Item | Cost | HL (Dice) | Install | Effect |
|---|---|---|---|---|
| Linear Frame Σ (Sigma) | 5,000eb | 14 (4d6) | Hospital | BODY set to 12. Requires BODY 6, Grafted Muscle & Bone Lace. |
| Linear Frame ß (Beta) | 1,000eb | 14 (4d6) | Hospital | BODY set to 14. Requires BODY 8, 2× Grafted Muscle & Bone Lace. |
| Artificial Shoulder Mount | 1,000eb | 14 (4d6) | Hospital | Mount 2 extra Cyberarms. Max 1. |
| MultiOptic Mount | 1,000eb | 14 (4d6) | Hospital | Mount 5 extra Cybereyes. Max 1. |
| Sensor Array | 1,000eb | 14 (4d6) | Clinic | +5 extra Cyberaudio slots. Max 1. Requires Cyberaudio Suite. |
Humanity Warning
Most Borgware costs 14 HL (4d6) per piece. Two pieces = 28 HL gone. Budget very carefully.
Full Body Conversions
Borgware is the gateway to Full Body Conversions — replacing your entire meat body with a cybernetic chassis. See Full Body Conversions for the complete rules on going Borg, all 13 FBC bodies, and FBC-specific cyberware.
⚠️ Rules & Gotchas
Speedware
One at a Time
Only 1 piece of Speedware can be installed at a time. Kerenzikov and Sandevistan are both Speedware — you cannot have both.
Paired Options
Paired = Buy Twice, Pay HL Twice
Some Cybereye and Cyberleg options require installation in both of the base cyberware. You buy the option twice and pay HL separately for each.
Paired Cybereye: Anti-Dazzle, Image Enhance, Low Light/IR/UV, Virtuality Paired Cyberleg: Grip Foot, Jump Booster, Skate Foot, Web Foot
Skill Chips
Capped at Level 3
A Skill Chip gives you a skill at Level 3. If your skill is already 3 or higher, the chip does nothing. It doesn’t stack or add on top.
- ×2 cost skill chips (Martial Arts, Autofire, etc.) cost 1,000eb instead of 500eb
- First-time chipware install always costs HL. Re-installing chipware you’ve already used does not
- Chipware does not take up a Neural Link Option Slot
- You can install multiple Chipware Sockets (each costs HL separately)
- Swapping a chip is 1 Action
Meat Arm Installs
No Cyberarm Needed
These Cyberarm Options can each be installed as the only piece of cyberware in a meat arm — no full Cyberarm required:
Big Knucks, Rippers, Scratchers, Wolvers, Slice ‘N Dice, Subdermal Grip, Tool Hand
Standard Hand can also be installed in a meat arm and doesn’t count toward the one-cyberware limit.
Smartgun Link
How Smartguns Work
A Smartgun is any ranged weapon with a Smartgun Link attachment (+1 to Ranged Attacks). To use it, you need:
- Interface Plugs (plug in when drawing; unplugs if disarmed, reconnects free) OR
- Subdermal Grip (connects automatically when held)
- Both require a Neural Link
Cyberarm in Combat
Brawling Boost
With a Cyberarm, your Brawling damage is always at least 2d6, even if your BODY would normally give less.
A Cyberarm can also punch through steel cover (normally requires BODY 10+).
Cyberlegs & Falling
Fall Protection
Characters with 2 Cyberlegs take no damage and no Critical Injury from falls up to 30m. Beyond 30m, Cyberlegs provide no benefit.
Repairing Cyberware
Cybertech Skill
Critical Injuries to cybered body parts (Cyberarm, Cyberleg, Cybereye, Cyberaudio) can be Quick Fixed or Treated using the Cybertech skill instead of First Aid/Paramedic/Surgery. Same DVs, same time.
Cybertech cannot stabilize wound states — that still requires medical skills.
EMP Vulnerability
EMP Ammo & Microwavers
EMP ammunition and Microwaver weapons deal no damage, but on a hit force a DV15 Cybertech Check. Failure = GM chooses 2 pieces of cyberware to become inoperable for 1 minute. Disabled Cyberlimbs act as if dismembered (but still hang loosely).
Hardened Shielding (1,000eb, HL 3) on a Cyberlimb protects it from EMP/Non-Black ICE effects.
Harvesting from Corpses
Scavenging Chrome
Only a Medtech can harvest cyberware from a corpse without destroying it (DV = installation DV, takes 4 hours). Crude extraction (machete time) gets the part out in a minute but destroys it — needs Cybertech repair before use.
Skin Weave & Subdermal Armor
Does NOT Stack with Worn Armor
Both Skin Weave (SP 7) and Subdermal Armor (SP 11) provide body and head SP but do not stack with worn armor. You use whichever SP is higher. They ablate normally and recover 1 SP per day of rest.
❓ Quick Answers
Can I install cyberware during combat?
No. Even Mall-level cyberware takes time. The only exception is swapping Chipware in an already-installed Chipware Socket (1 Action).
Can I have two Cyberarms?
Yes! Each has its own 4 option slots. You pay HL for each arm separately.
Can I see cyberware on someone?
Fashionware and external cyberware are visible. Internal cyberware is hidden. Cyberlimbs with Realskinn™ covering look natural; Plastic or Superchrome® coverings are obviously chrome.
What happens if I want to remove cyberware?
Removing cyberware restores half the HL it cost (rounded down). Requires the same facility tier as installation. See Removing Cyberware.
What's the cheapest way to get Smartgun benefits?
Subdermal Grip (100eb, HL 3) + Neural Link (500eb, HL 7) = 600eb total. Cheaper than Interface Plugs (500eb, HL 7) but only works with weapons you’re holding.
🔗 Related Topics
- Humanity — Humanity Loss, Cyberpsychosis, Therapy, Removal
- Exotics — BioExotics® packages (animal/fantasy body mods with reduced HL)
- Full Body Conversions — Going fully metal: FBC bodies and Biosystem rules
- Database — Browse all cyberware items with full stats
- Starting Cyberware — What chrome you pick at character creation
- Damage and Wounds — Critical Injuries affecting cyberlimbs
- Money — Affording your chrome
- Healing — Ripperdocs treat injuries AND install chrome
(Source: Cyberpunk RED Core Rulebook, pp. 110-116, 187-190, 228-231)