🌐 Netrunning

“The NET is dead. Long live the NET. Every secure system is just a puzzle waiting to be solved.”

In the Time of the Red, the old global NET is gone — destroyed in the DataKrash. What remains are isolated local networks called Architectures. Netrunners jack in locally through physical cable connections to breach corporate systems, steal data, control security devices, and fight Black ICE.


⚡ Quick Reference

Netrunning At A Glance

Core Resolution: Interface + 1d10 vs. DV

Interface RankNET Actions per Turn
1-32
4-63
7-94
105

Your Resources:

  • Interface Rank = your Netrunner Role Rank → determines NET Actions per Turn
  • Cyberdeck Slots hold your Programs and Hardware

Required Gear

ItemTypeNotes
Neural LinkCyberwareRequired to use Interface Plugs
Interface PlugsCyberwareRequired to connect to Cyberdeck
CyberdeckEquipmentHolds Programs and Hardware
Virtuality GogglesEquipmentSee NET while moving in Meatspace

Cyberdecks

QualitySlotsCost
Poor5100eb
Standard7500eb
Excellent91,000eb

You can only be plugged into one Cyberdeck at a time — switching requires a Meat Action.

Without Virtuality Goggles

If you Netrun without goggles (old-school style), you are effectively Unconscious in the real world until you Jack Out.


🎬 Actions: Meat vs. NET

On your Turn, you choose:

  • Take a Meat Action (shoot, move, talk) OR
  • Take all your NET Actions (hack, fight ICE, use Programs)

You always get your Move Action regardless of which you choose.

Example: Choosing Actions

Situation: Ghost (Interface 4) is jacked in. A ganger spots him.

Option A: Use 3 NET Actions to continue hacking Option B: Use Meat Action to shoot the ganger

Ghost chooses Option A, but first uses his Move Action to duck behind cover.


📋 NET Actions

ActionWhat It Does
Jack In/OutEnter or exit a NET Architecture (must be within 6m of access point)
Activate/Deactivate ProgramTurn a Program on or off — no roll needed, just costs 1 NET Action. Each can only be Activated once per Round.
Use Interface AbilityScanner, Backdoor, Cloak, Control, Eye-Dee, Pathfinder, Slide, Virus, Zap

What’s Free (Not a NET Action)

  • Moving between floors — unlimited on your Turn, but blocked by Passwords
  • Saving a copy of a File to your deck

🔑 Interface Abilities

Each ability (except Scanner and Zap) resolves as: Interface + 1d10 vs. DV

Scanner (Uses Meat Action)

Use a Meat Action to find the Meatspace location of access points to any NET Architectures in an area. The higher the Check (Interface + 1d10), the more you spot from further away. It is up to the GM’s discretion to determine how much you find.

Example: Scanner

Situation: You enter a corporate office building looking for ways to jack in. Your roll: Interface 7 + 1d10 (7) = 14 Result: The GM determines you spot two access points — one behind the front desk terminal and one in the server closet on the second floor.

Backdoor

Break through Passwords blocking your path in the Architecture using a NET Action (Interface + 1d10 vs. Password DV). If you already know the password, you automatically pass through.

Failed Backdoor?

You can retry — each attempt costs another NET Action. There’s no limit on retries, but every action spent hammering a Password is time Black ICE is closing in and your team is waiting in Meatspace.

Example: Backdoor

Situation: DV10 Password blocks Floor 3. Your roll: Interface 7 + 1d10 (9) = 16 Result: Password bypassed. You can proceed.

Cloak

Hide traces of your presence and any Virus you left in the Architecture using a NET Action (Interface + 1d10). The Pathfinder DV for another Netrunner to overcome your Cloak equals your Cloak Check. If you don’t Cloak before Jacking Out, another Netrunner can automatically discover what actions you took.

Example: Cloak

Situation: You’ve left a nasty Virus on a Corp network and want to cover your tracks. Your roll: Interface 7 + 1d10 (9) = 16 Result: An enemy Netrunner will have to beat DV 16 with their Pathfinder before they can find any trace of you or your Virus.

Control

Take control of devices connected to a Control Node (cameras, drones, turrets, doors, elevators, sprinklers, etc.) using a NET Action (Interface + 1d10 vs. Node DV). Operating each individual device attached to the node requires a separate NET Action once you hold the node, and can be done from anywhere in the Architecture. Each Control Node can only be activated once per Turn.

The DV to wrest a Control Node from another Netrunner or Demon equals the Control Check they made. You lose control of all Control Nodes when you Jack Out.

Example: Control

Situation: DV10 Control Node managing security cameras. Your roll: Interface 7 + 1d10 (5) = 12 — Success! Next NET Action: Reposition cameras so your crew can sneak past. (Each camera = 1 NET Action to operate.)

Eye-Dee

Identify what a found piece of data (like a File) is and its value using a NET Action (Interface + 1d10 vs. File DV). Some Files have a DV that must be beaten to learn anything from them.

Example: Eye-Dee

Situation: You find an interestingly titled File. Your roll: Interface 7 + 1d10 (6) = 13 vs. DV9 — success. Result: It’s a dummy left in the Architecture just to waste a Netrunner’s time. At least you didn’t download it for nothing.

Pathfinder

Use a NET Action to partially reveal the “map” of the Architecture (Interface + 1d10). You see into the Architecture a number of floors equal to your Check, or up to the first Password with a DV higher than your roll — whichever happens first. This tells you generally what is on each floor, but not the DV of anything.

Example: Pathfinder

Your roll: Interface 7 + 1d10 (3) = 10 Result: You see 3 floors deep, but a DV11 Password on Floor 3 blocks further vision. You can see there’s a Hellhound on Floor 2 — time to prepare.

Why Pathfinder is ESSENTIAL

Pathfinder lets you see Black ICE without triggering it. Without Pathfinder, you walk into floors blind and get ambushed. With Pathfinder, you know what’s coming and can activate Armor, ready your Attacker programs, and plan your route.

Slide

Attempt to flee combat with a single Non-Demon Black ICE using a NET Action. Roll Interface + 1d10 vs. the Black ICE’s PER + 1d10. On success, you escape to an adjacent floor (but not past a Password). The Black ICE stops following you and becomes ICE lying in wait where you Slid away from it.

Restrictions: You can only Slide once per Turn. You cannot Slide preemptively — only when already in combat with the ICE. You cannot Slide away from a Demon.

Example: Slide

Situation: You’re fighting a Hellhound (PER 6) and need to run. Your roll: Interface 7 + 1d10 (7) = 14 vs. Hellhound PER 6 + 1d10 (7) = 13 Result: You escape to the next floor. The Hellhound stays behind, lying in wait. Unfortunately, there’s another Hellhound here — and you can’t Slide again until next Turn!

Virus

Once you reach the lowest level of the Architecture, you can leave your own Virus to perform up to 2 actions or changes, within reason (Interface + 1d10 vs. GM-set DV). Using the Virus Ability is the only way to make changes to an Architecture that persist after you Jack Out.

More powerful Viruses require higher DVs and can require multiple NET Actions to place (GM determines). The DV to destroy a Virus equals the Virus Check you made to create it.

Example: Virus

Situation: You want to leave a Virus that changes all passwords every 5 minutes. GM ruling: 9 NET Actions to place, DV12. Over 3 Turns: You spend all 3 NET Actions per Turn on the Virus. Then roll Interface 7 + 1d10. Result: Roll 15 — success! Now an enemy Netrunner has to beat DV15 to clean up your Virus.

Zap

Make a basic attack against a Program or enemy Netrunner using a NET Action. Roll Interface + 1d10 vs. the target’s DEF + 1d10 (Program) or Interface + 1d10 (Netrunner). On a hit, deal 1d6 damage to the Program’s REZ or directly to the Netrunner’s brain.

Example: Zap

Situation: You’ve used all your Attacker Programs this Turn but the Hellhound has 2 REZ left. Your roll: Interface 7 + 1d10 (8) = 15 vs. Hellhound DEF 2 + 1d10 (4) = 6 Result: Hit! You deal 1d6 = 4 to its REZ. Hellhound Derezzed!


🏢 NET Architecture Structure

Think of a NET Architecture like an elevator with floors. Each floor has something behind the “door”:

Floor ContentsPurpose
FileData, intel, blackmail material. Saving a copy is free.
PasswordBlocks movement. Use Backdoor to break, or know the password.
Control NodeConnected to cameras, turrets, doors, etc. Use Control to seize.
Black ICEHostile Programs that attack you on entry. See Encountering Black ICE.

Example: A Simple Architecture

FloorContentsDV
1File6
2Password8
3Control Node (cameras)10
4Password8
5Asp (Black ICE)
6Control Node (door)10
7Hellhound (Black ICE)

Jacking In and Out

  • Jack In: Use a NET Action within 6m of an access point (blocked by walls). You enter at Floor 1 of the Architecture.
  • Safe Jack Out: Use a NET Action while still within range. All your Programs leave with you. The Architecture resets — you’d start from scratch if you come back.
  • Unsafe Jack Out: Happens if you move out of range, get forced out by DeckKRASH/Giant, or disconnect. You suffer the Effect of all Black ICE you encountered but didn’t Derezz as you leave.

Stay Near Your Access Point!

If you physically move out of 6m/yd range of the access point while jacked in, you’re automatically and unsafely Jacked Out. Keep your team between you and any threats.


⚔️ NET Combat

Encountering Black ICE

When you move to a floor with Black ICE lying in wait, an encounter triggers immediately:

  1. Speed Check: Interface + any SPEED bonus + 1d10 vs. Black ICE SPD + 1d10
  2. If ICE wins the Speed Check: It gets a free hit — you (or one random Rezzed Program, for Anti-Program ICE) suffer its Effect immediately, before anyone takes their Turn.
  3. ICE enters Initiative at the top of the queue (above the highest existing Initiative).
  4. On each of its Turns: ICE attacks once, rolling ATK + 1d10 vs. your Interface + 1d10.

Encountering ICE Is Instant

Moving to a floor with ICE triggers the Speed Check immediately. You don’t get to act first. This is why Pathfinder is essential — scout ahead to know where ICE is.

Black ICE Behavior

  • Relentless: Black ICE chases you through the entire Architecture until Derezzed or you Slide away.
  • Anti-Program ICE continues chasing you even if you have no Programs Rezzed — it treats you as a “Program source.”
  • Immune to Passwords: ICE passes through Passwords freely. Passwords only block Netrunners.
  • After Slide: ICE that loses a Slide contest stops chasing and becomes “lying in wait” where the chase ended.

Attacking Black ICE

  1. Roll to hit: Interface + Program ATK + 1d10 vs. Black ICE DEF + 1d10
  2. If you hit: Roll your Program’s damage dice against the Black ICE’s REZ
  3. If REZ reaches 0: Black ICE is Derezzed (disabled)

Defending Against Black ICE

When Black ICE attacks you:

  • Roll: Interface + 1d10 vs. Black ICE ATK + 1d10
  • If ICE wins: You suffer its Effect (brain damage, debuffs, fire, etc.)
  • Defender Programs may reduce or block damage

Derezzing vs. Destroying

ResultWhat Happens
Derezzed (0 REZ)Program disabled. Still on your deck. 2 NET Actions to restart (1 Deactivate + 1 Activate).
DestroyedProgram permanently deleted. Must buy a new copy.

When Does Destruction Happen?

Anti-Program Black ICE (Killer, Sabertooth, Dragon) Destroy instead of Derezzing if their damage would reduce a Program to 0 REZ. Regular attacks only Derezz.

Your Own Black ICE

You can load Non-Demon Black ICE onto your Cyberdeck (2 slots each). When you Activate it (NET Action), you choose:

  1. Lie in wait at your current floor (can’t do this during combat)
  2. Target in combat — attacks a valid target; enters Initiative at the top

To retarget: Deactivate (1 NET Action), then Activate again (1 NET Action). The GM plays all Black ICE turns. Your Black ICE is single-minded — it can only do what it was coded to do.


📦 Programs

Programs are loaded on your Cyberdeck (limited by slots). Activating or Deactivating is a NET Action. Each loaded Program can only be Activated once per Round. Installing/Uninstalling takes 1 hour. Multiple copies stack unless stated otherwise.

Program Stats

StatMeaning
ATKBonus to your attack roll (Interface + ATK + 1d10)
DEFBonus to the Program’s defense when targeted
REZHit Points — at 0, the Program is Derezzed

Program Classes

ClassBehaviorKey Rule
BoosterStays active while RezzedRez before you need the bonus. Copies stack.
DefenderStays active while RezzedOnly 1 copy at a time. Once per Netrun.
Anti-Program AttackerFire once, auto-deactivatesCan only target Programs/ICE, not Netrunners.
Anti-Personnel AttackerFire once, auto-deactivatesCan only target Netrunners, not Programs/ICE.

Full program stats, icons, and strategy: Programs


🔥 Black ICE

Black ICE are hostile Programs that hunt Netrunners or their Programs through an Architecture. Once triggered, they chase relentlessly until Derezzed or Slid away from.

Black ICE Stats

StatMeaning
PERHow hard to Slide away from (Interface + 1d10 vs. PER + 1d10)
SPDReaction speed. High SPD = free hit on encounter
ATKAttack bonus each Turn (ATK + 1d10 vs. Interface + 1d10)
DEFDefense bonus when you attack it
REZHit Points. Reduce to 0 to Derezz.

Black ICE Types

TypeTargetsExamples
Anti-PersonnelNetrunners (brain damage, debuffs)Raven, Wisp, Asp, Hellhound, Liche, Kraken, Giant
Anti-ProgramYour Rezzed Programs (Destroys on Derezz)Killer, Sabertooth, Dragon
DemonsYour team in Meatspace via Control NodesImp, Efreet, Balron

Full stat blocks, costs, icons, and effects: Black ICE


👹 Demons

Demons are Black ICE Intelligent Systems that operate Control Nodes to defend their Architecture in both the NET and Meatspace. They are too large for Cyberdecks and only exist within Architectures.

Key Demon Rules

  • Abilities: Only have Zap and Control (operate devices via Control Nodes)
  • Awareness: Constantly aware of their entire Architecture. Unimpeded by Passwords. Always know when you enter.
  • No SPD/PER/DEF: You cannot Slide away from a Demon. They don’t get a free hit on encounter. Defend with Interface + 1d10.
  • Priority: Act on Control Node triggers first, then Zap leftover NET Actions.
  • Trigger-based intelligence: Like video game AI — predetermined rules, not true AI. A turret Demon attacks anyone without the right badge, period.
  • Limit: 1 Demon per 6 floors of Architecture.

Full stat blocks: Demons


🔧 Hardware

Hardware uses Cyberdeck slots (like Programs) but is passive — no activation needed. All Hardware takes 1 slot unless noted. Installing/Uninstalling takes 1 hour.

HardwareSlotsCostEffect
Backup Drive2100eb”Saves” destroyed Non-Black ICE Programs. Meat Action to re-install saved Programs. Erases if removed from deck. Restored once-per-Netrun Programs keep their used state.
DNA Lock2100ebBiometric lock (thumbprint, iris, blood). Locked deck needs key or DV17 Electronics/Security Tech to access.
Hardened Circuitry1100ebDeck immune to EMP, Microwaver pulses, and Non-Black ICE Program Effects that disable/destroy it.
Insulated Wiring1100ebDeck and clothing can’t catch fire from Program effects (counters Hellhound, Hellbolt).
KRASH Barrier2100ebImmune to any Program Effect that forces Jack Out (counters DeckKRASH, Giant).
Range Upgrade1100ebJack In from 8m instead of 6m.

Cyberdeck Upgrades (Gear)

ItemCostEffect
Bodyweight Suit1,000ebSP11 armor (head+body) with built-in Cyberdeck storage. Adds 1 extra Hardware-only slot.
Cyberdeck Cyberarm Option500ebDeck installed into Cyberarm. Adds 1 extra Program/Hardware slot. Requires Cyberarm.

📖 A Typical Netrun

Step-by-Step Walkthrough

Prep (before jacking in):

  1. Use Scanner (Meat Action) to find access points
  2. Sneak to within 6m of the access point
  3. Have teammates guard your body

Turn 1 (3 NET Actions at Interface 4):

  1. Jack In to the Architecture
  2. Rez See Ya (+2 Pathfinder)
  3. Use Pathfinder to scout the Architecture

Turn 2 (3 NET Actions):

  1. Rez Armor (reduce brain damage by 4)
  2. Backdoor through the Password on Floor 2
  3. Move to Floor 3 — encounter Hellhound! Speed Check triggers immediately.

Turn 3 (combat with Hellhound):

  1. Rez Sword and attack: Interface + ATK + 1d10 vs. Hellhound DEF + 1d10
  2. If hit: deal 3d6 to Hellhound’s 20 REZ
  3. Zap for extra 1d6 if needed

Turn 4+ (after clearing ICE):

  1. Control the security cameras (Control Node)
  2. Eye-Dee the files
  3. Work toward lowest floor for Virus
  4. Cloak your tracks before Jacking Out

🎯 Tips

  1. Use Pathfinder first — Know what’s ahead before rushing in
  2. Rez Armor before ICE floors — Brain damage adds up fast
  3. Slide is your escape — Don’t fight every ICE, especially high-REZ ones
  4. Stay near the access point — Moving out of range = unsafe Jack Out
  5. Coordinate with your team — Control Nodes open doors, disable turrets
  6. Insulated Wiring is nearly mandatory — Fire is the most common hazard
  7. Carry backup copies of critical Programs — Anti-Program ICE Destroys what it Derezzes
  8. Pathfinder + boosters — See Ya (+2 Pathfinder) lets you scout deeper and past stronger Passwords

❓ Quick Answer Reference


  • Netrunner — Role page (character creation, lifepath, abilities)
  • Quickhacking — Optional 2070s-era remote cyberware attacks
  • Programs — Complete program database
  • Black ICE — Complete Black ICE database
  • Demons — Demon stat blocks
  • Combat — Meatspace combat rules
  • Humanity — Cyberware costs

(Source: Cyberpunk RED Core Rulebook, pp. 195-210)