🌐 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

Required Gear
| Item | Type | Notes |
|---|---|---|
| Neural Link | Cyberware | Required to use Interface Plugs |
| Interface Plugs | Cyberware | Required to connect to Cyberdeck |
| Cyberdeck | Equipment | Holds Programs and Hardware |
| Virtuality Goggles | Equipment | See NET while moving in Meatspace |
Cyberdecks
| Quality | Slots | Cost |
|---|---|---|
| Poor | 5 | 100eb |
| Standard | 7 | 500eb |
| Excellent | 9 | 1,000eb |
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
| Action | What It Does |
|---|---|
| Jack In/Out | Enter or exit a NET Architecture (must be within 6m of access point) |
| Activate/Deactivate Program | Turn a Program on or off — no roll needed, just costs 1 NET Action. Each can only be Activated once per Round. |
| Use Interface Ability | Scanner, 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 Contents | Purpose |
|---|---|
| File | Data, intel, blackmail material. Saving a copy is free. |
| Password | Blocks movement. Use Backdoor to break, or know the password. |
| Control Node | Connected to cameras, turrets, doors, etc. Use Control to seize. |
| Black ICE | Hostile Programs that attack you on entry. See Encountering Black ICE. |
Example: A Simple Architecture
Floor Contents DV 1 File 6 2 Password 8 3 Control Node (cameras) 10 4 Password 8 5 Asp (Black ICE) — 6 Control Node (door) 10 7 Hellhound (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:
- Speed Check:
Interface + any SPEED bonus + 1d10vs.Black ICE SPD + 1d10 - 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.
- ICE enters Initiative at the top of the queue (above the highest existing Initiative).
- On each of its Turns: ICE attacks once, rolling
ATK + 1d10vs. yourInterface + 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
- Roll to hit:
Interface + Program ATK + 1d10vs.Black ICE DEF + 1d10 - If you hit: Roll your Program’s damage dice against the Black ICE’s REZ
- If REZ reaches 0: Black ICE is Derezzed (disabled)
Defending Against Black ICE
When Black ICE attacks you:
- Roll:
Interface + 1d10vs.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
| Result | What Happens |
|---|---|
| Derezzed (0 REZ) | Program disabled. Still on your deck. 2 NET Actions to restart (1 Deactivate + 1 Activate). |
| Destroyed | Program 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:
- Lie in wait at your current floor (can’t do this during combat)
- 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
| Stat | Meaning |
|---|---|
| ATK | Bonus to your attack roll (Interface + ATK + 1d10) |
| DEF | Bonus to the Program’s defense when targeted |
| REZ | Hit Points — at 0, the Program is Derezzed |
Program Classes
| Class | Behavior | Key Rule |
|---|---|---|
| Booster | Stays active while Rezzed | Rez before you need the bonus. Copies stack. |
| Defender | Stays active while Rezzed | Only 1 copy at a time. Once per Netrun. |
| Anti-Program Attacker | Fire once, auto-deactivates | Can only target Programs/ICE, not Netrunners. |
| Anti-Personnel Attacker | Fire once, auto-deactivates | Can 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
| Stat | Meaning |
|---|---|
| PER | How hard to Slide away from (Interface + 1d10 vs. PER + 1d10) |
| SPD | Reaction speed. High SPD = free hit on encounter |
| ATK | Attack bonus each Turn (ATK + 1d10 vs. Interface + 1d10) |
| DEF | Defense bonus when you attack it |
| REZ | Hit Points. Reduce to 0 to Derezz. |
Black ICE Types
| Type | Targets | Examples |
|---|---|---|
| Anti-Personnel | Netrunners (brain damage, debuffs) | Raven, Wisp, Asp, Hellhound, Liche, Kraken, Giant |
| Anti-Program | Your Rezzed Programs (Destroys on Derezz) | Killer, Sabertooth, Dragon |
| Demons | Your team in Meatspace via Control Nodes | Imp, 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.
| Hardware | Slots | Cost | Effect |
|---|---|---|---|
| Backup Drive | 2 | 100eb | ”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 Lock | 2 | 100eb | Biometric lock (thumbprint, iris, blood). Locked deck needs key or DV17 Electronics/Security Tech to access. |
| Hardened Circuitry | 1 | 100eb | Deck immune to EMP, Microwaver pulses, and Non-Black ICE Program Effects that disable/destroy it. |
| Insulated Wiring | 1 | 100eb | Deck and clothing can’t catch fire from Program effects (counters Hellhound, Hellbolt). |
| KRASH Barrier | 2 | 100eb | Immune to any Program Effect that forces Jack Out (counters DeckKRASH, Giant). |
| Range Upgrade | 1 | 100eb | Jack In from 8m instead of 6m. |
Cyberdeck Upgrades (Gear)
| Item | Cost | Effect |
|---|---|---|
| Bodyweight Suit | 1,000eb | SP11 armor (head+body) with built-in Cyberdeck storage. Adds 1 extra Hardware-only slot. |
| Cyberdeck Cyberarm Option | 500eb | Deck installed into Cyberarm. Adds 1 extra Program/Hardware slot. Requires Cyberarm. |
📖 A Typical Netrun
Step-by-Step Walkthrough
Prep (before jacking in):
- Use Scanner (Meat Action) to find access points
- Sneak to within 6m of the access point
- Have teammates guard your body
Turn 1 (3 NET Actions at Interface 4):
- Jack In to the Architecture
- Rez See Ya (+2 Pathfinder)
- Use Pathfinder to scout the Architecture
Turn 2 (3 NET Actions):
- Rez Armor (reduce brain damage by 4)
- Backdoor through the Password on Floor 2
- Move to Floor 3 — encounter Hellhound! Speed Check triggers immediately.
Turn 3 (combat with Hellhound):
- Rez Sword and attack:
Interface + ATK + 1d10 vs. Hellhound DEF + 1d10- If hit: deal 3d6 to Hellhound’s 20 REZ
- Zap for extra 1d6 if needed
Turn 4+ (after clearing ICE):
- Control the security cameras (Control Node)
- Eye-Dee the files
- Work toward lowest floor for Virus
- Cloak your tracks before Jacking Out
🎯 Tips
- Use Pathfinder first — Know what’s ahead before rushing in
- Rez Armor before ICE floors — Brain damage adds up fast
- Slide is your escape — Don’t fight every ICE, especially high-REZ ones
- Stay near the access point — Moving out of range = unsafe Jack Out
- Coordinate with your team — Control Nodes open doors, disable turrets
- Insulated Wiring is nearly mandatory — Fire is the most common hazard
- Carry backup copies of critical Programs — Anti-Program ICE Destroys what it Derezzes
- Pathfinder + boosters — See Ya (+2 Pathfinder) lets you scout deeper and past stronger Passwords
❓ Quick Answer Reference
How many NET Actions do I get?
Based on your Interface rank: 1-3 = 2, 4-6 = 3, 7-9 = 4, 10 = 5
What IS my Interface level?
For Netrunners, Interface = your Role Rank. A Rank 4 Netrunner has Interface 4.
Can I shoot AND hack in the same turn?
No. You choose: Meat Action OR all your NET Actions. You can’t split them.
When does Black ICE trigger?
Immediately when you move to its floor. A Speed Check happens right then. If ICE wins, it gets a free hit before you can act. Then ICE enters Initiative at the top.
What happens if I Jack Out during combat?
Safe Jack Out (within range, using a NET Action) = you leave cleanly, but the Architecture resets. Unsafe Jack Out (forced/out of range) = you suffer all un-Derezzed ICE Effects on the way out.
Can I attack Black ICE from a different floor?
No. You can only interact with things on your current floor.
Can I Slide away from a Demon?
No. Demons have no PER score — you can’t Slide from them. You must Derezz them or Jack Out.
Do Passwords block ICE from chasing me?
No. Black ICE passes through Passwords freely. Passwords only block Netrunners.
What's Derezzed vs. Destroyed?
Derezzed = disabled, still on your deck, 2 NET Actions to restart. Destroyed = permanently deleted, buy a new copy. Anti-Program ICE Destroys what it Derezzes.
Does Anti-Program ICE stop chasing if I have no Programs active?
No. It continues following you even with no Programs Rezzed — it treats you as a “Program source.”
🔗 Related
- 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)