🦾 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

TypeWhat It IsSurgery DVExamples
MallWalk-in, like ear piercingDV 13Fashionware, Anti-Dazzle, Scratchers
ClinicNeeds a Medtech and clinicDV 15Neural Link, Cybereyes, most options
HospitalMajor surgery, full facilityDV 17Cyberarms, 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., 7 means lose exactly 7)
  • After character creation: HL is rolled as dice (e.g., 7 (2d6) means roll 2d6)
  • When Humanity reaches 0Cyberpsychosis — character becomes an NPC

→ Full Humanity rules, therapy, and recovery: Humanity


🔌 Option Slots

Many cyberware pieces have Option Slots — space for installing enhancements:

Base CyberwareSlotsWhat Goes InLimit
Neural Link5Neuralware (Kerenzikov, Sandevistan, etc.)1 Neural Link
Cybereye3 per eyeCybereye options (Low Light, Image Enhance, etc.)Up to 2 eyes (+ MultiOptic Mount)
Cyberaudio Suite3Audio options (Radio, Amplified Hearing, etc.)1 Suite only (+ Sensor Array for +5 slots)
Cyberarm4 per armArm options (Popup weapons, Grapple Hand, etc.)Up to 2 arms (+ Artificial Shoulder Mount)
Cyberleg3 per legLeg 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.

ItemCostHLEffect
Light Tattoo100eb0Glowing subdermal tattoos
Techhair100eb0Color/style-changing hair
Chemskin100eb0Color/texture-changing skin
Shift Tacts100eb0Color-changing contact lenses
EMP Threading100eb0Light-emitting skin patterns
Skinwatch100eb0Subdermal 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.

ItemCostHL (Dice)InstallEffect
Neural Link500eb7 (2d6)ClinicRequired for all Neuralware, Chipware, and Subdermal Grip. 5 option slots.
Chipware Socket500eb7 (2d6)ClinicHolds Skill Chips and chipware. Does not use a Neural Link slot.
Interface Plugs500eb7 (2d6)ClinicConnect to Cyberdecks, Smartguns, vehicles. Multiple installs allowed.
Kerenzikov500eb14 (4d6)ClinicSpeedware. Passive +2 Initiative. See Speedware limit.
Sandevistan500eb7 (2d6)ClinicSpeedware. Activate: +3 Initiative 1 min (1 hr cooldown). See Speedware limit.
Skill Chip500eb / 1,000eb ×27 (2d6)N/ASkill at level 3 (useless if already 3+). See Skill Chips.
Pain Editor1,000eb14 (4d6)N/AChipware. 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.

OptionCostHL (Dice)SlotsEffect
Low Light/IR/UV500eb3 (1d6)2Ignore darkness/smoke/fog penalties. Must be paired.
Image Enhance500eb3 (1d6)1+2 Perception, Lip Reading, Conceal/Reveal. Must be paired.
Anti-Dazzle100eb2 (1d6/2)1Immune to flashbang/flash effects. Must be paired.
Targeting Scope500eb3 (1d6)1+1 to Aimed Shots.
TeleOptics500eb3 (1d6)1See clearly up to 800m. +1 Aimed Shot at 51m+.
MicroVideo500eb2 (1d6/2)2Camera in eye, records to chip or Agent.
Virtuality100eb2 (1d6/2)1Projects 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.

OptionCostHL (Dice)Effect
Radio Communicator100eb2 (1d6/2)Radio comms, 1 mile range
Amplified Hearing100eb3 (1d6)+2 to hearing-based Perception
Internal Agent100eb3 (1d6)Built-in phone, no external device needed
Bug Detector100eb2 (1d6/2)Detects listening devices within 2m
Level Damper100eb2 (1d6/2)Immune to deafening effects
Scrambler/Descrambler100eb2 (1d6/2)Encrypt/decrypt radio transmissions
Voice Stress Analyzer100eb3 (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.

ItemCostHL (Dice)InstallEffect
Nasal Filters100eb2 (1d6/2)MallImmune to inhaled gas and drugs
Toxin Binders100eb2 (1d6/2)Clinic+2 Resist Torture/Drugs
Enhanced Antibodies500eb2 (1d6/2)MallHeal BODY×2 HP/day when resting
Independent Air Supply1,000eb2 (1d6/2)ClinicBreathe 30 min without air
Grafted Muscle/Bone Lace1,000eb14 (4d6)Hospital+2 BODY (stacks, max 10)
Subdermal Armor1,000eb14 (4d6)HospitalBody 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.

ItemCostHL (Dice)InstallEffect
Subdermal Grip100eb3 (1d6)ClinicCan’t be disarmed; enables Smartgun use. See Smartgun Link.
Hidden Holster500eb7 (2d6)ClinicConcealed weapon mount inside body
Subdermal Pocket100eb3 (1d6)Clinic5×10cm storage space under skin
Skin Weave500eb7 (2d6)HospitalBody and head SP 7. Does not stack with worn armor.

💪 Cyberlimbs

Full arm/leg replacements with option slots.

Base LimbCostHL (Dice)InstallSlots
Cyberarm500eb7 (2d6)Hospital4
Cyberleg100eb3 (1d6)Hospital3

Key Cyberarm Options:

OptionCostHL (Dice)SlotsEffect
Popup Ranged Weapon500eb7 (2d6)2Concealable one-handed ranged weapon
Popup Melee Weapon500eb7 (2d6)2Concealable melee weapon
Popup Shield500eb7 (2d6)3Bulletproof Shield, concealable
Grapple Hand100eb3 (1d6)1Fires hand on cable up to 30m
Wolvers500eb7 (2d6)1Heavy Melee (3d6). Also fits meat arm.
Rippers500eb3 (1d6)1Medium Melee (2d6). Also fits meat arm.
Big Knucks100eb3 (1d6)1Medium Melee (2d6). Also fits meat arm.
Slice ‘N Dice500eb3 (1d6)1Medium 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:

OptionCostHL (Dice)SlotsEffect
Jump Booster500eb3 (1d6)2No penalty when jumping. Must be paired.
Skate Foot500eb3 (1d6)1+6m MOVE when running. Must be paired.
Grip Foot500eb3 (1d6)1No penalty when climbing. Must be paired.
Talon Foot500eb3 (1d6)1Light Melee Weapon (kick). Also fits meat leg.
Web Foot500eb3 (1d6)1No 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):

CoveringCostHLEffect
Plastic Covering100eb0Colors and patterns
Realskinn™ Covering500eb0Looks like real skin
Superchrome® Covering1,000eb0Shiny chrome, +2 Wardrobe & Style

🤖 Borgware

Full-body conversion — endgame chrome.

ItemCostHL (Dice)InstallEffect
Linear Frame Σ (Sigma)5,000eb14 (4d6)HospitalBODY set to 12. Requires BODY 6, Grafted Muscle & Bone Lace.
Linear Frame ß (Beta)1,000eb14 (4d6)HospitalBODY set to 14. Requires BODY 8, 2× Grafted Muscle & Bone Lace.
Artificial Shoulder Mount1,000eb14 (4d6)HospitalMount 2 extra Cyberarms. Max 1.
MultiOptic Mount1,000eb14 (4d6)HospitalMount 5 extra Cybereyes. Max 1.
Sensor Array1,000eb14 (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.

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


  • 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)