📦 Programs
“Every Netrunner’s arsenal is only as good as their loadout.”
Programs are a Netrunner’s tools for combat, defense, and exploration. They are loaded onto your Cyberdeck (limited by slots) and must be Activated (Rezzed) to use.
đź“‹ General Rules
- Activating/Deactivating a Program costs 1 NET Action — no roll required, it just works
- Each loaded Program can only be Activated once per Meatspace Round
- A Rezzed Program cannot be Activated again until it’s Deactivated first
- Attack Programs auto-Deactivate after use
- You can run multiple copies of the same Program and effects stack (unless noted otherwise)
- Installing/Uninstalling a Program takes 1 hour
Reading Stats
| Stat | Meaning |
|---|---|
| ATK | Bonus to your attack roll when using this Program (Interface + ATK + 1d10) |
| DEF | Bonus to the Program’s defense roll when targeted by Anti-Program attacks |
| REZ | Hit Points — when reduced to 0, the Program is Derezzed (disabled, 2 NET Actions to restart) |
Why REZ Matters on Non-Combat Programs
Even Boosters (REZ 7) and Defenders (REZ 7) can be targeted and Derezzed by Anti-Program Black ICE like Killer (4d6), Sabertooth (6d6), or Dragon (6d6). Worse — if Anti-Program ICE’s damage would Derezz your Program, it’s Destroyed instead (permanently deleted). Protect your loadout or carry backup copies.
🔋 Boosters
Boosters provide ongoing passive bonuses while Rezzed. Activate them before you need the bonus — it costs a NET Action, so plan ahead. Multiple copies of the same Booster stack.
| Program | ATK | DEF | REZ | Cost | Effect |
|---|---|---|---|---|---|
| Eraser | 0 | 0 | 7 | 20eb | +2 to all Cloak Checks |
| See Ya | 0 | 0 | 7 | 20eb | +2 to all Pathfinder Checks |
| Speedy Gonzalvez | 0 | 0 | 7 | 100eb | +2 to Speed (encounter checks vs Black ICE) |
| Worm | 0 | 0 | 7 | 50eb | +2 to all Backdoor Checks |
Booster Strategy
- See Ya is arguably the most important — Pathfinder lets you see ahead, and higher checks mean seeing more floors and past stronger Passwords
- Speedy Gonzalvez helps you win the Speed Check when encountering Black ICE, avoiding free hits
- Stacking works — 2 copies of See Ya gives +4 to Pathfinder
🛡️ Defenders
Defenders protect you from damage while Rezzed.
Critical limitation: Only 1 copy of each Defender can be running at a time, and each copy can only be used once per Netrun — if you Derezz and re-Rez the same copy, it won’t protect you again. Bring multiple copies if your deck has the slots.
| Program | ATK | DEF | REZ | Cost | Effect |
|---|---|---|---|---|---|
| Armor | 0 | 0 | 7 | 50eb | Reduces all brain damage received by 4 |
| Flak | 0 | 0 | 7 | 50eb | Reduces ATK of all Non-Black ICE Attacker Programs against you to 0 |
| Shield | 0 | 0 | 7 | 20eb | Blocks the first successful Non-Black ICE attack entirely, then auto-Derezzes |
Defender Strategy
- Armor is your bread and butter. Rez it before entering any floor with Black ICE — it reduces ALL brain damage by 4
- Shield is cheap insurance. It blocks one hit entirely, then self-destructs
- Flak specifically counters enemy Netrunner Attacker Programs — useless against Black ICE, but invaluable in Netrunner-vs-Netrunner fights
- Since each is “once per Netrun,” bring multiple copies if your deck has slots
⚔️ Anti-Program Attackers
Weapons against Black ICE and other Programs. After attacking, they auto-deactivate. Class-restricted: cannot target Netrunners.
| Program | ATK | DEF | REZ | Cost | Effect |
|---|---|---|---|---|---|
| Sword | 1 | 0 | 0 | 50eb | 3d6 REZ vs. Black ICE, 2d6 REZ vs. Non-Black ICE Programs |
| Banhammer | 1 | 0 | 0 | 50eb | 3d6 REZ vs. Non-Black ICE Programs, 2d6 REZ vs. Black ICE |
Anti-Program Strategy
- Sword is your main weapon — it does 3d6 vs Black ICE (the most common threat)
- Banhammer is the reverse — better vs Non-Black ICE Programs. Carry one for Netrunner-vs-Netrunner fights
- Since they auto-deactivate, you need to re-Activate each Round. Carry multiple copies for sustained combat
- Both have ATK 1, adding to your hit roll
đź’€ Anti-Personnel Attackers
Weapons against enemy Netrunners. After attacking, they auto-deactivate. Class-restricted: cannot target Programs or Black ICE.
| Program | ATK | DEF | REZ | Cost | Effect |
|---|---|---|---|---|---|
| Vrizzbolt | 1 | 0 | 0 | 50eb | 1d6 brain damage. Target loses 1 NET Action next Turn (min 2). |
| DeckKRASH | 0 | 0 | 0 | 100eb | Enemy forcibly and unsafely Jacked Out — suffers all Rezzed Black ICE effects on the way out. |
| Hellbolt | 2 | 0 | 0 | 100eb | 2d6 brain damage. Unless insulated, target’s deck catches fire — 2 HP damage per Turn until extinguished (Meat Action). Non-stacking. |
| Nervescrub | 0 | 0 | 0 | 100eb | Target’s INT, REF, DEX each lowered by 1d6 for 1 hour (min 1). Psychosomatic, no permanent effects. |
| Poison Flatline | 0 | 0 | 0 | 100eb | Destroys 1 random Non-Black ICE Program on target’s deck. |
| Superglue | 2 | 0 | 0 | 100eb | Target can’t go deeper or Jack Out safely for 1d6 Rounds (can still unsafe Jack Out). Once per Netrun. |
đź§Ş Expansion Programs
These programs appear in supplemental sources or homebrew. Check with your GM before using.
| Program | Class | ATK | Cost | Effect | Source |
|---|---|---|---|---|---|
| Magic Sword | Anti-Program | 2 | 100eb | 3d6 REZ vs Black ICE, 2d6 REZ vs Non-Black ICE. Upgraded Sword. | Elflines Online |
| Vortal | Anti-Personnel | 1 | 50eb | Target suffers -2 INT for 1 hour. Non-stacking. | Elflines Online |
đź”— Related
- Netrunning — Complete Netrunning rules and mechanics
- Black ICE — Hostile programs that hunt Netrunners
- Netrunner — Netrunner role page
(Source: Cyberpunk RED Core Rulebook, pp. 201-204)