⚡ Quickhacking

“The downside of Neuroports is their ability to connect to the outside world. Anything that can connect, you see, can be connected to.”

Optional Rules for 2070s Campaigns


📖 Overview

2070s Era Only

Quickhacking requires Neuroports — cyberware that became common after 2045. These rules are optional for campaigns set in the 2070s (Edgerunners era).

In the 2070s, Netrunners can perform Quickhacks — rapid attacks on enemy cyberware through their Neuroport. If a target doesn’t have a Neuroport, they cannot be Quickhacked.


⚡ Quick Reference

Quickhacking At A Glance

Range: 50m (must see target) Requirement: Target has Neuroport

Flow:

  1. Jack In (Interface vs. WILL)
  2. Breach Passwalls (Interface vs. DV)
  3. Execute Quickhack (Interface vs. DV)

Limit: One Quickhack per target per Turn


🎬 Net Actions

Netrunners can perform either:

  • 1 Meat Action (physical action like shooting) OR
  • Up to 3 Net Actions (hacking)

Plus their normal Move Action.


📋 Types of Net Actions

1. Jack In

Connect to a target’s Neuroport within 50 m/yds (must be visible).

Interface + 1d10 vs. Target’s WILL + 1d10

ResultWhat Happens
You winJacked In, target unaware
You loseJacked In, but target knows they’ve been hacked

Ejection: Target can attempt to eject you on their turn:

WILL + Concentration + 1d10 vs. Netrunner’s Interface + 1d10

If ejected, you cannot attempt to Jack In to that target again for 60 minutes.

2. Jack Out

Safely disconnect from a target’s Neuroport. No check required.

3. Breach

Bypass a Passwall (security layer) in the target’s Neuroport.

Interface + 1d10 vs. Passwall DV

Self-ICE InstalledPasswall DV
1DV 6
2DV 8
3DV 10

4. Perform a Quickhack

Once all Passwalls are breached, you can execute a Quickhack.

Interface + 1d10 vs. Quickhack DV

Limit: Only one Quickhack attempt per target per Turn.


🧠 Quickhack List

Simple Quickhacks (DV 6)

QuickhackEffectDuration
Impair MovementTarget’s MOVE lowered by 1. At 0 MOVE, they cannot move.60 sec (20 rounds)
Sonic ShockTarget suffers Damaged Ear Critical Injury effect (no bonus damage).60 sec (20 rounds)

Standard Quickhacks (DV 8)

QuickhackEffectDuration
OverheatTarget is on fire. Takes 4 damage directly to HP at end of their turn. Bypasses armor.Until extinguished
Short CircuitGM chooses 3 pieces of cyberware (not limbs/eyes/ears). Selected cyberware stops working.60 sec (20 rounds)

Difficult Quickhacks (DV 10)

QuickhackEffectDuration
Cyberware MalfunctionNetrunner selects 1 piece of cyberware to become inoperable. Cyberlimbs act as Broken Arm/Leg.60 sec (20 rounds)
LureForce target to take Move Action you control. Only works if target unaware. Cannot force into danger.Next turn
SlowTarget’s MOVE lowered by 1d6.60 sec (20 rounds)
Synapse BurnoutDeal 3d6 damage directly to HP. Bypasses armor.Instant

Advanced Quickhacks (DV 12)

QuickhackEffectDuration
PuppetControl target’s Action and Move Action on their next turn.1 turn
Shard EjectionForcibly eject 1 piece of chipware into adjacent square.Instant
System ResetTarget falls Unconscious and Prone. Woken by taking damage.60 sec (20 rounds)

📊 Quick Reference Table

NameDVCategory
Impair Movement6Simple
Sonic Shock6Simple
Overheat8Standard
Short Circuit8Standard
Cyberware Malfunction10Difficult
Lure10Difficult
Slow10Difficult
Synapse Burnout10Difficult
Puppet12Advanced
Shard Ejection12Advanced
System Reset12Advanced

🛡️ Defending Against Quickhacks

Self-ICE

Self-ICE cyberware adds Passwalls to your Neuroport. Each installation:

  • Adds 1 Passwall that must be breached
  • Increases DV for all Passwalls (+2 per Self-ICE)
  • Maximum 3 Self-ICE installations

Ejecting a Hacker

On your turn, spend an Action to attempt ejection:

WILL + Concentration + 1d10 vs. Netrunner’s Interface + 1d10

Success forces the Netrunner out for 60 minutes.

No Neuroport = Immune

The simplest defense: don’t have a Neuroport. Some paranoid individuals and old-school solos refuse neural cyberware specifically for this reason.


❓ Quick Answer Reference



(Source: Cyberpunk Edgerunners Mission Kit, pp. 15-17)