🔥 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

StatMeaning
PERPerception — how hard to Slide away from (Interface + 1d10 vs. PER + 1d10)
SPDSpeed — determines initiative on encounter (Interface + Speed bonus + 1d10 vs. SPD + 1d10). If ICE wins, you take a free hit before acting.
ATKAttack — added to its roll each Turn (ATK + 1d10 vs. your Interface + 1d10)
DEFDefense — added to its roll when you attack it (DEF + 1d10 vs. your Interface + ATK + 1d10)
REZHit 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.

NamePERSPDATKDEFREZCostEffect
Raven64421550ebDerezzes 1 random Rezzed Defender, then 1d6 brain damage
Wisp44421550eb1d6 brain damage. Target loses 1 NET Action next Turn (min 2)
Scorpion262215100ebTarget’s MOVE lowered by 1d6 for 1 hour (min 1, psychosomatic)
Asp462215100ebDestroys 1 random installed Program on target’s deck
Skunk244210500ebWhile Rezzed: target takes -2 to all Slide Checks. Only affects 1 Netrunner; multiple Skunks stack.
Liche844225500ebREZ of all target’s Rezzed Non-Black ICE Programs lowered by 1d6
Hellhound666220500eb2d6 brain damage. Deck catches fire (2 HP/Turn until extinguished via Meat Action, non-stacking)
Kraken6284301,000eb3d6 brain damage. Can’t go deeper or safely Jack Out until end of next Turn (unsafe Jack Out still works)
Giant2284251,000eb3d6 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.

NamePERSPDATKDEFREZCostEffect
Killer464420500eb4d6 REZ to a random Rezzed Program. Destroyed if reduced to 0.
Sabertooth8484251,000eb6d6 REZ to a random Rezzed Program. Destroyed if reduced to 0.
Dragon4484301,000eb6d6 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

RuleDetail
AbilitiesOnly Zap and Control (no other Interface Abilities)
AwarenessConstantly aware of entire Architecture. Unimpeded by Passwords. Always knows when you enter.
No SPD/PER/DEFCannot be Slid from. No free hit on encounter. Defends with Interface + 1d10.
PriorityActs on Control Node triggers first, Zaps with leftover NET Actions
InitiativeEnters at the top when detecting intruder (camera or entry)
Combat NumberCombined STAT+Skill for Meatspace attacks via drones/turrets. Roll: Combat Number + 1d10
Cannot run ProgramsCannot use Programs or other Black ICE
LimitMax 1 Demon per 6 floors of Architecture
Too big for decksDemons cannot be loaded onto Cyberdecks

Demon Stat Blocks

NameREZInterfaceNET ActionsCombat #Cost
Imp1532101,000eb
Efreet2543125,000eb
Balron30741410,000eb

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 + 1d10 vs. their Interface + 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:

  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

Retargeting: Deactivate (1 NET Action) + Activate again (1 NET Action). Your ICE is just as single-minded as enemy ICE.


  • Netrunning — Complete Netrunning rules and mechanics
  • Programs — Netrunner tools (Boosters, Defenders, Attackers)
  • Netrunner — Netrunner role page

(Source: Cyberpunk RED Core Rulebook, pp. 204-211)