🛸 Drones

“A drone doesn’t call in sick, take a bribe, or fall asleep on watch. It just does the job.”

Drones come in two flavors: Security Drones (big, deadly, tied to NET Architectures) and Personal Drones (smaller, Agent-linked, accessible to anyone with eddies). This page covers how both types work, how to use them, and how to counter them.


⚡ Quick Reference

Drones At A Glance

DroneTypeMOVESPHPCounter DVCost
GRAF3Security21160DV 175,000eb
Savannah EagleSecurity6730DV 2115,000eb
Savannah PantherSecurity81140DV 2115,000eb
KTech Doberman 500Personal81125Cannot counter5,000eb
My First GRAF3Personal15DV 9500eb
ObserverPersonal615DV 171,000eb
TransporterPersonal620DV 215,000eb

Security Drones = need NET Architecture. Personal Drones = need Agent only.


🏭 Security Drones (Active Defenses)

Security drones are Active Defenses — they require a NET Architecture to operate (see Netrunning). They patrol a defended perimeter and engage intruders automatically.

How They Work

  1. Trigger: Default trigger is “target enters defended area without wearing proper pass or badge.” A Netrunner controlling the Architecture can change this.
  2. Perception: Drones use their Combat Number as their Perception Skill Base to detect threats.
  3. Combat: In combat, security drones are controlled by the GM. They prioritize threats based on their programming.
  4. Countering: A character can disable a security drone with Electronics/Security Tech vs. the listed DV. Takes 5 minutes and you must remain within 6 m/yds of the drone.

Player-Owned Security Drones

PCs can buy them, but they require a NET Architecture to run. Treat PC-owned drones just like NPC-owned ones — they follow their programming, they can be hacked, and they can be destroyed. Don’t worry, they can always be repaired.

The Zhirafa Lineup

Zhirafa Technical Manufacturing produces the three most common security drones in Night City. All are animal-inspired biomimicry designs created by founder Artyom Sokolov.


📱 Personal Drones

Personal drones are linked to an Agent (your phone) — no NET Architecture needed. They’re smaller, more fragile, and accessible to anyone.

Universal Rules

All personal drones share these rules:

Linking & Countering

  • Linking to a new Agent requires 5 uninterrupted minutes with both Agents within 6 m/yds of the drone.
  • Countering requires Electronics/Security Tech vs. the listed DV, 5 minutes, and staying within 6 m/yds for the duration.
  • If countered, the drone can be linked to a new Agent with 1 Action.

Operation Modes

Most personal drones have 2-3 modes. Switching modes does not require an Action.

ModeAvailable OnWhat It Does
StandbyAllPowered on but inactive. Cannot move, attack, or dodge.
SentryKTech Doberman 500Follows within 8m, auto-detects threats, attacks if user is threatened.
TrackingKTech Doberman 500Tracks a specific scent. Cannot attack.
AutoObserver, TransporterFollows preset behavior (orbiting/filming or delivering packages). Cannot attack or dodge.
Direct ControlAll except DobermanUser controls drone via Agent, using 1 Action per turn (same as Netrunner Interface → Control). Uses your own skills for attacks/defense. Cannot dodge ranged attacks.

Direct Control Key Rule

When you directly control a drone, attacks and defenses use your own skills as if you were firing its weapons and dodging with your own body. But personal drones can never dodge ranged attacks, no matter how high your REF.

Signal Tether

Personal drones have a maximum range from their linked Agent:

DroneRange
KTech Doberman 50050 m/yds
My First GRAF36 m/yds
Observer6 m/yds
TransporterUnlimited (via CitiNet)

If a tethered drone moves beyond range, it stops functioning (and lands safely if flying). The Transporter is the exception — it uses CitiNet for long-range delivery, but loses function if CitiNet is disrupted.

Battery Life

DroneBatteryRecharge
KTech Doberman 50048 hours1 hour (sun or outlet)
My First GRAF33 hours1 hour
Observer48 hours1 hour
Transporter48 hours1 hour

The Personal Drone Catalog


⚔️ Drones in Combat

Attacking Drones

Drones are physical objects — shoot them, hit them, EMP them. They use HP and SP just like everything else.

MethodEffect
Ranged/Melee attacksDeal damage normally. Subtract SP, remainder to HP.
EMPForces DV 15 Cybertech Check (same as cyberware). Failure = drone inoperable for 1 minute.
Hacking (Countering)Electronics/Security Tech vs. DV. Takes 5 min, must stay within 6 m/yds.
NetrunningSecurity drones can be controlled via NET Architecture by a Netrunner.

Repairing Drones

Damaged drones are repaired using Electronics/Security Tech (×2 skill) vs. the standard repair DV for the drone’s price category:

Price CategoryRepair DVTime
Expensive (500eb)171 day
Very Expensive (1,000eb)211 week
Luxury (5,000eb)242 weeks
Super Luxury (15,000eb)291 month

Destroyed Drones

A drone at 0 HP is destroyed and cannot be repaired — you need a new one (or a Tech with Fabrication).


❓ Quick Answers


  • Money — Affording drones (Luxury/Super Luxury = need a Fixer)
  • Repair & Crafting — Fixing broken drones
  • Netrunning — NET Architectures that run security drones
  • NET Defenses — Security drones as Active Defenses in NET Architectures
  • Database — Browse all drone entries

(Source: Interface RED Volume 1, “All About Drones” pp. 54–59; Cyberpunk RED Black Chrome, “KTech Doberman 500” p. 45)