Cyberpunk Red Core Rulebook

(3 customer reviews)

Our Price: £44.99

The Cyberpunk Red Core Rulebook contains everything you need to play the newest edition of the classic Cyberpunk tabletop roleplaying game.

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Description

The long awaited successor to Cyberpunk 2020 and prequel setting to the new Cyberpunk 2077 video game – Cyberpunk Red – is almost here.

The 4th Corporate War’s over and the big dogs have retreated to their corners to lick their wounds. That leaves everyone else to fend for themselves in a shattered world. And that’s just fine. ‘cause you’ve got your interface plugs in your wrists, metal in your limbs, and chips in your skull. You’re wired in, loaded with chrome, and ready to take it to the Edge.

There’s a world full of opportunities out there. Maybe this time you can do more than save yourself. Maybe.

Cyberpunk Red is the newest edition of the classic Cyberpunk tabletop roleplaying game.

Cyberpunk Red Contents:

  • This core rulebook contains everything you need to play the game.
  • Each character role has a unique and expansive special ability.
  • The Lifepath system means every player character has their own unique, fleshed-out background.
  • Combat is for keeps, with deadly firearms and melee weapons, potent martial arts, and a visceral critical injury system.

Additional information

Weight 1460 g
Dimensions 280 × 220 × 32 mm

3 reviews for Cyberpunk Red Core Rulebook

  1. Tyler Kerr (verified owner)

    With streamlined rules and stunning artwork, this edition of Cyberpunk plays like the original with a bit more polish.

  2. Mac_86 (verified owner)

    This is a great rulebook the rules are concise and easy to follow, while the character creation is deep and offers 3 ways to create your character catering to both new and seasoned players.

    The book also contains a large amount of lore and information about the setting which most rpgs would put in a separate sourcebook.

    Great rulebook for a brilliant rpg

  3. chadderton79 (verified owner)

    As always R.Talsorian presents amazing work with the setting, little details to bring it to life. The changes to the timeline erasing Cyberpunk v3/2036 gives us a more natural progression of the series. The production value of the book is fantastic with truly stellar artwork. It still suffers from R.Talsorian’s layout often hiding useful information and not telling you where it is, however it’s nowhere near as present as it is in their earlier works.

    The biggest welcome change is in Netrunning. In Cyberpunk 2020 Netrunning is a nightmare which, while fantastically detailed, only a dedicated Netrunning campaign can make use of the rules without leaving most of the group sat around waiting while the Netrunner has his own mini-adventure. Cyberpunk Red fixes this by changing both the mechanics and lore of the game with Netrunning taking more or less the same speed as everyone else’s actions. The simplified architecture for datafortresses from a large layered grid pattern to a simple elevator layout is fantastic and very welcome. It’s probably the best hacking mechanic in a game yet.

    The flip side is the combat. In Cyberpunk 2020 combat is something to be feared, no matter how tough you are, you hope your rep can make them back off. I’ve seen and had characters die from bad rolls or mouthing off to the wrong person. In Cyberpunk Red it feels as though it’s designed so that there’s no danger to characters. The combination of bizarrely high DVs with lowered max attributes, armour piercing ammo not piercing armour only ablating it faster if it penetrates (seriously wtf…), and (in my opinion ridiculously) high hit-point pools sadly means that it rapidly becomes a drawn out experience.

    Luckily the Interlock system is brilliant, and one of the best out there. As such it’s very easy to overhaul the combat system to bring it more in line with Cyberpunk 2020 to give us the best of both worlds.

    My other nitpick is the IP award system being a needlessly complex mess, which got ditched rapidly. In fairness it may prove useful for someone with little to no experience as a GM, but my recommendation is to just stick with player engagement and not on success or failure of rolls or even success or failure of the job in game. Award somewhere between 30 to 60 IP and you’re golden. From a Ref perspective you can get so much mileage out of jobs going wrong, and creating enemies or hitting the character’s rep in game is better than penalising the players for a run of bad dice rolls or if they love to roleplay their character but suck at it.

    So how does it compare? It’s not bad by any stretch but needs a lot of work to bring it up to the standard set by it’s predecessor in Cyberpunk 2020.

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