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3 6 5 2 4
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
4 — 4 6 3
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
Bodyguard
35 18 6
▶ Hit Points ▶ Serously Wounded ▶ Death Save
6
▶ Armor
Armor:
Weapons
Kevlar Weapons Armor: Kevlar®
Info on
Weapon
Head
Poor Quality Shotgun
7 SP Poor
5d6 Quality Shotgun 5d6Head 7 SP
Quality can be
found on
Body
Very Heavy Pistol7 SP Very
4d6 Heavy Pistol 4d6Body 7 SP
page 342
▶ Skill Bases Athletics 9, Brawling 11, Concentration 6, Conversation 5, Drive Land Vehicle 10,
Education 5, Endurance 9, Evasion 7, First Aid 4, Handgun 10, Human Perception 5,
Interrogation 6, Language (Native) 5, Language (Streetslang) 5, Local Expert (Your Home) 5,
Perception 9, Persuasion 6, Resist Torture/Drug 8, Shoulder Arms 10, Stealth 7
▶ Cyberware & Special Equipment Slug Ammo x25, Very Heavy Pistol Ammo x25, Radio Communicator
2 6 5 2 4
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
boosterganger
2 — 4 4 3
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
20 10 4
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor:
Weapons
Kevlar Weapons Armor: Leather
Head
Poor Quality VH7Pistol
SP Poor
4d6 Quality Shotgun 5d6Head 4 SP
Body
Rippers 7 SP Very
2d6 Heavy Pistol 4d6Body 4 SP
▶ Cyberware & Special Equipment VH Pistol Ammo x30, Disposable Cellphone, Rippers, Techhair
412
RUNNING CYBERPUNK
4 6 4 4 3
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
3 — 3 3 3
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
road ganger
25 13 3
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: Leather
Head
Very Heavy Pistol7 SP 4d6 Poor
Light Quality Shotgun 1d65d6Head
Melee Weapon 4 SP
Body
Crossbow 7 SP 4d6 Very Heavy Pistol 4d6Body 4 SP
▶ Skill Bases Archery 10, Athletics 10, Brawling 6, Concentration 5, Conversation 6, Drive Land Vehicle
12, Education 6, Endurance 5, Evasion 6, First Aid 6, Handgun 10, Human Perception 5, Land
Vehicle Tech 10, Language (Native) 6, Language (Streetslang) 6, Local Expert (Your Home) 6,
Melee Weapon 8, Perception 6, Persuasion 5, Stealth 8, Tracking 8, Wilderness Survival 8
▶ Cyberware & Special Equipment VH Pistol Ammo x20, Arrow Ammo x20, Rope, Flashlight, Neural Link (Interface Plugs)
3 7 4 2 2
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
security operative
3 — 3 5 3
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
30 15 5
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: Kevlar®
Head
Poor Quality Assault
7 SPRifle Poor
5d6 Quality
MediumShotgun
Melee 5d6Head 7 SP Info on
2d6 Weapon
Body
Very Heavy Pistol7 SP Very Weapon
4d6 Heavy Pistol 4d6Body 7 SP Quality can be
found on
page 342
▶ Skill Bases Athletics 8, Autofire 10, Brawling 6, Concentration 7, Conversation 5, Education 5, Evasion 6,
First Aid 4, Handgun 10, Human Perception 5, Interrogation 6, Language (Native) 5, Language
(Streetslang) 5, Local Expert (Your Home) 5, Melee Weapon 6, Perception 5, Persuasion 4,
Resist Torture/Drugs 5, Shoulder Arms 10, Stealth 6
▶ Cyberware & Special Equipment Rifle x40, VH Pistol Ammo x20, Radio Communicator
413
RUNNING CYBERPUNK
7 5 4 7 4
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
5 — 5 3 4
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
30 15 3
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
netrunner
6
▶ Armor
Armor:
Weapons
Kevlar Weapons Armor: Bodyweight Suit
Head
Very Heavy Pistol7 SP Poor
4d6Quality Shotgun
Head5d6 11 SP
Body 7 SP Very Heavy Pistol Body4d6 11 SP
▶ Skill Bases Interface 4, Athletics 9, Basic Tech 13, Brawling 6, Conceal/Reveal Object 11, Concentration
9, Conversation 6, Cryptography 11, Deduction 11, Education 11, Electronics/Security Tech 11,
Evasion 6, First Aid 9, Forgery 13, Handgun 10, Human Perception 6, Language (Native) 9,
Language (Streetslang) 9, Local Expert (Your Home) 13, Library Search 9, Perception 11,
Persuasion 6, Pick Lock 11, Resist Torture/Drugs 7, Stealth 8
▶ Cyberware & Special Equipment VH Pistol Ammo x50, Flashlight, Virtuality Goggles, Neural Link (Interface Plugs)
The Netrunner, Reclaimer Chief, and Security Officer as presented here are considered
Lieutenants (mid-level adversaries). A good rule of thumb is to throw out 1 Lieutenant
for every 2 Edgerunners in the Crew.
3 6 6 5 4
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
5 — 4 6 4
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
reclaimer chief
40 20 6
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: L Armorjack
Head
Shotgun 75d6
SP LightPoor Quality
Melee WeaponShotgun1d6 5d6Head 11 SP
Body Pistol
Heavy 73d6
SP Very
Heavy Heavy
Melee Pistol
Weapon 3d6 4d6Body 11 SP
▶ Skill Bases Athletics12, Basic Tech 9, Brawling 8, Concentration 7, Conversation 6, Deduction 7, Drive
Land Vehicle 10, Education 5, Electronics/Security Tech 9, Endurance 11, Evasion 8, First Aid
7, Handgun 10, Human Perception 6, Land Vehicle Tech 7, Language (Native) 5, Language
(Streetslang) 5, Local Expert (Your Home) 5, Melee Weapon 10, Paramedic 7, Perception 8,
Persuasion 6, Pick Lock 7, Resist Torture/Drugs 10, Shoulder Arms 10, Stealth 10, Weaponstech
9, Wilderness Survival 7
▶ Cyberware & Special Equipment Slug Ammo x25, H Pistol Ammo x25, Agent, Grapple Gun, Radio Communicator, Tent
& Camping Equipment, Nasal Filters, Neural Link (Chipware Socket, Tactile Boost)
414
RUNNING CYBERPUNK
4 8 (6) 6 (4) 4 6
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
5 — 6 (4) 7 4
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
security officer
40 20 7
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: M Armorjack
Head Rifle
Assault 7 SP 5d6 PoorMedium
Quality Shotgun
Melee 5d6Head 13 SP
2d6
Body
Very Heavy Pistol7 SP 4d6 VeryWeapon
Heavy Pistol 4d6Body 13 SP
▶ Skill Bases Athletics 10 (8), Autofire 12 (10), Brawling 10 (8), Concentration 7, Conversation 6, Deduction
6, Drive Land Vehicle 12 (10), Education 6, Evasion 10 (8), First Aid 6, Handgun 10 (8), Human
Perception 6, Interrogation 8, Language (Native) 6, Language (Streetslang) 6, Local Expert
(Your Home) 6, Melee Weapon 10 (8), Perception 6, Persuasion 8, Resist Torture/Drugs 10,
Shoulder Arms 10 (8), Stealth 8 (6), Tactics 6
▶ Cyberware & Special Equipment Rifle Ammo x50, VH Pistol Ammo x30, Bulletproof Shield (10 HP) Binoculars,
Disposable Cellphone, Flashlight, Handcuffs x2, Radio Communicator, Radio
Scanner/Music Player, Neural Link (Kerenzikov Speedware)
The Outrider and Pyro as presented here are considered Mini Bosses (high level adversar-
ies). A good rule of thumb is to throw out 1 Mini Boss for every 3 Edgerunners in the Crew.
6 8 8 3 5
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
6 — 6 6 6
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
40 20 6
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
outrider
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: L Armorjack
Head Rifle
Assault 7 SP PoorLight
5d6 Quality Shotgun
Melee 5d6Head 11 SP
1d6
Body
Very Heavy Pistol7 SP VeryWeapon
4d6 Heavy Pistol 4d6Body 11 SP
▶ Skill Bases Moto Family 4, Animal Handling 8, Athletics 14, Autofire 12, Basic Tech 5, Brawling 14,
Concentration 10, Conversation 6, Criminology 10, Drive Land Vehicle 14, Education 8,
Endurance 10, Evasion 14, First Aid 5, Handgun 14, Human Perception 8, Land Vehicle Tech 7,
Language (Native) 8, Language (Streetslang) 8, Local Expert (Badlands) 10, Local Expert (Your
Home) 8, Melee Weapons 12, Perception 14, Persuasion 7, Resist Torture/Drugs 12, Shoulder
Arms 14, Stealth 12, Streetwise 9, Tracking 10
▶ Cyberware & Special Equipment Rifle Ammo x60, VH Pistol Ammo x40, Handcuffs x2, Homing Tracers, Radio
Communicator, Cyberaudio Suite (Amplified Hearing), Cybereye (Targeting Scope,
TeleOptics), Neural Link (Interface Plugs)
415
RUNNING CYBERPUNK
5 8 6 7 4
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
4 — 6 5 3
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
35 18 5
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: L Armorjack
pyro
Head
Flamethrower 7 SP PoorHeavy
3d6 Quality Shotgun
Melee 5d6Head 11 SP
3d6
Body Pistol
Heavy 7 SP VeryWeapon
3d6 Heavy Pistol 4d6Body 11 SP
▶ Skill Bases Combat Awareness 4, Athletics 11, Basic Tech 12, Brawling 10, Concentration 8,
Conversation 5, Demolition 13, Drive Land Vehicle 10, Education 7, Evasion 13, First Aid 9,
Handgun 14, Heavy Weapons 14, Human Perception 5, Interrogation 10, Language (Native) 7,
Language (Streetslang) 7, Local Expert (Your Home) 7, Melee Weapon 13, Perception 12,
Persuasion 6, Resist Torture/Drugs 14, Science (Chemistry) 10, Stealth 10, Streetwise 8,
Tactics 8
▶ Cyberware & Special Equipment Flamethrower Ammo (Incendiary Shotgun Shells) x8, VH Pistol Ammo x50, Incen-
diary Grenade x1, Flashbang Grenade x1, Cyberaudio Suite (Level Dampners),
Cybereye x2 (Anti-Dazzle x2), Nasal Filters
The Cyberpsycho is built to be a full on boss battle. Don't put them on the board unless
you're sure your Edgerunners are up for the challenge!
5 8 8 5 4
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
7 — 8 10 0
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
cyberpsycho
55 28 10
▶ Hit Points ▶ Seriously Wounded ▶ Death Save
6
▶ Armor
Armor: Kevlar Weapons Weapons Armor: Subdermal
HeadGrenade 7Launcher
Popup SP Poor
6d6 Quality Shotgun 4d65d6Head
Cybersnake 11 SP
BodyHeavy SMG
Popup 7 SP Very
3d6 Heavy Pistol
Wolvers 3d64d6Body 11 SP
▶ Skill Bases Athletics 16, Autofire 14, Basic Tech 11, Brawling 15, Concentration 6, Conversation 2,
Drive Land Vehicle 10, Education 7, Endurance 10, Evasion 13, First Aid 6, Handgun 12,
Heavy Weapons 14, Human Perception 2, Interrogation 13, Language (Native) 7, Language
(Streetslang) 7, Local Expert (Your Home) 7, Melee Weapon 17, Perception 9, Persuasion 6,
Resist Torture/Drugs 15, Stealth 10, Tracking 10
▶ Cyberware & Special Equipment Armor Piercing Grenade x2, Heavy Pistol Ammo x100, Cyberarm x2 (Popup
Grenade Launcher x2, Popup Heavy SMG, Wolvers), Cyberleg x2 (Jump Boosters
x2), Cybersnake, Grafted Muscle & Bone Lace, Neural Link (Chipware Socket, Pain
Editor), Subdermal Armor
416