🔥 Black ICE
“The old Netrunners called them Intrusion Countermeasures Electronics. We just call them the thing that kills you.”
Black ICE are deadly Programs that defend NET Architectures. Once triggered, they hunt down Netrunners or their Programs relentlessly. You can also load your own Black ICE onto your Cyberdeck — but they take 2 slots each.
📋 General Rules
- Triggering: When you move to a floor with Black ICE lying in wait, an encounter triggers immediately (see Encounter Rules)
- Activating/Deactivating your own Black ICE costs 1 NET Action
- Installing/Uninstalling takes 1 hour
- Deck Size: Black ICE takes 2 slots per Program
- The GM plays all Black ICE turns — they are single-minded and autonomous
Reading Black ICE Stats
| Stat | Meaning |
|---|---|
| PER | Perception — how hard to Slide away from (Interface + 1d10 vs. PER + 1d10) |
| SPD | Speed — determines initiative on encounter (Interface + Speed bonus + 1d10 vs. SPD + 1d10). If ICE wins, you take a free hit before acting. |
| ATK | Attack — added to its roll each Turn (ATK + 1d10 vs. your Interface + 1d10) |
| DEF | Defense — added to its roll when you attack it (DEF + 1d10 vs. your Interface + ATK + 1d10) |
| REZ | Hit Points — reduce to 0 to Derezz. |
Black ICE Behavior
- Relentless: Chases you through the entire Architecture until Derezzed or you successfully Slide
- Anti-Program ICE continues chasing you even with no Programs Rezzed — treats you as a “Program source”
- Ignores Passwords: ICE moves through Passwords freely (Passwords only block Netrunners)
- After Slide: Stops chasing and becomes “lying in wait” where the chase ended
- Cannot be reasoned with: Single-minded. Only does what it’s coded to do.
☠️ Anti-Personnel Black ICE
These hunt and kill Netrunners — dealing brain damage, debuffs, or worse.
| Name | PER | SPD | ATK | DEF | REZ | Cost | Effect |
|---|---|---|---|---|---|---|---|
| Raven | 6 | 4 | 4 | 2 | 15 | 50eb | Derezzes 1 random Rezzed Defender, then 1d6 brain damage |
| Wisp | 4 | 4 | 4 | 2 | 15 | 50eb | 1d6 brain damage. Target loses 1 NET Action next Turn (min 2) |
| Scorpion | 2 | 6 | 2 | 2 | 15 | 100eb | Target’s MOVE lowered by 1d6 for 1 hour (min 1, psychosomatic) |
| Asp | 4 | 6 | 2 | 2 | 15 | 100eb | Destroys 1 random installed Program on target’s deck |
| Skunk | 2 | 4 | 4 | 2 | 10 | 500eb | While Rezzed: target takes -2 to all Slide Checks. Only affects 1 Netrunner; multiple Skunks stack. |
| Liche | 8 | 4 | 4 | 2 | 25 | 500eb | REZ of all target’s Rezzed Non-Black ICE Programs lowered by 1d6 |
| Hellhound | 6 | 6 | 6 | 2 | 20 | 500eb | 2d6 brain damage. Deck catches fire (2 HP/Turn until extinguished via Meat Action, non-stacking) |
| Kraken | 6 | 2 | 8 | 4 | 30 | 1,000eb | 3d6 brain damage. Can’t go deeper or safely Jack Out until end of next Turn (unsafe Jack Out still works) |
| Giant | 2 | 2 | 8 | 4 | 25 | 1,000eb | 3d6 brain damage. Target forcibly and unsafely Jacked Out — suffers all other Rezzed ICE effects on the way out (not including Giant) |
🔧 Anti-Program Black ICE
These hunt and Destroy your Rezzed Programs. If an Anti-Program ICE’s damage reduces a Program to 0 REZ, that Program is Destroyed (permanently deleted) — not just Derezzed.
| Name | PER | SPD | ATK | DEF | REZ | Cost | Effect |
|---|---|---|---|---|---|---|---|
| Killer | 4 | 6 | 4 | 4 | 20 | 500eb | 4d6 REZ to a random Rezzed Program. Destroyed if reduced to 0. |
| Sabertooth | 8 | 4 | 8 | 4 | 25 | 1,000eb | 6d6 REZ to a random Rezzed Program. Destroyed if reduced to 0. |
| Dragon | 4 | 4 | 8 | 4 | 30 | 1,000eb | 6d6 REZ to each of the Netrunner’s Rezzed Programs. Destroyed if reduced to 0. |
Anti-Program ICE Is Devastating
- Killer hits one random Program for 4d6 — enough to one-shot any Booster or Defender (REZ 7)
- Dragon hits all your Programs simultaneously for 6d6 each — a single hit can wipe your entire loadout
- Backup Drives (Hardware, 2 slots) can save destroyed Programs for recovery
👹 Demons
“In the Time of the Red, what we call ‘Demons’ are actually very specific types of Black ICE Intelligent Systems.”
Demons are specialized Black ICE that operate Control Nodes to defend their Architecture in both the NET and Meatspace. They control turrets, drones, cameras, and other physical defenses to target the Netrunner and their party in the real world.
Demons are NOT True AIs — they are restricted, trigger-based systems (like video game AI). A turret Demon attacks anyone without the right badge. Period. If the marketing manager’s badge was swapped, the Demon treats them as an intruder.
How Demons Work
| Rule | Detail |
|---|---|
| Abilities | Only Zap and Control (no other Interface Abilities) |
| Awareness | Constantly aware of entire Architecture. Unimpeded by Passwords. Always knows when you enter. |
| No SPD/PER/DEF | Cannot be Slid from. No free hit on encounter. Defends with Interface + 1d10. |
| Priority | Acts on Control Node triggers first, Zaps with leftover NET Actions |
| Initiative | Enters at the top when detecting intruder (camera or entry) |
| Combat Number | Combined STAT+Skill for Meatspace attacks via drones/turrets. Roll: Combat Number + 1d10 |
| Cannot run Programs | Cannot use Programs or other Black ICE |
| Limit | Max 1 Demon per 6 floors of Architecture |
| Too big for decks | Demons cannot be loaded onto Cyberdecks |
Demon Stat Blocks
| Name | REZ | Interface | NET Actions | Combat # | Cost |
|---|---|---|---|---|---|
| Imp | 15 | 3 | 2 | 10 | 1,000eb |
| Efreet | 25 | 4 | 3 | 12 | 5,000eb |
| Balron | 30 | 7 | 4 | 14 | 10,000eb |
Fighting Demons
- You can’t run. No Slide, no escaping — Derezz it or Jack Out.
- Zap is your tool — Demons have no DEF, so you roll
Interface + 1d10vs. theirInterface + 1d10- Disable the Control Nodes first — Take control away from the Demon so it can’t direct turrets at your teammates
- Fight smart with your team — Your crew can destroy the physical turrets/drones in Meatspace while you attack the Demon in the NET
🔧 Using Your Own Black ICE
You can load Non-Demon Black ICE onto your Cyberdeck (2 slots each). When you Activate it (NET Action), 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
Retargeting: Deactivate (1 NET Action) + Activate again (1 NET Action). Your ICE is just as single-minded as enemy ICE.
🔗 Related
- Netrunning — Complete Netrunning rules and mechanics
- Programs — Netrunner tools (Boosters, Defenders, Attackers)
- Netrunner — Netrunner role page
(Source: Cyberpunk RED Core Rulebook, pp. 204-211)