Again that post is dedicated to newcomers, so we are going to focus on them and how the game is intended to be played the first time: “It’s always Street level” (p.392). That’s why this post will not address FBC at all. They are “endgame content” (quoting James Hutt here) therefore not a priority to understand.
Of course for your second campaign or even at the end of your first, you can go epic level, no problem, that’s your game. Have fun.
As stated in my very long post about Combat, everything is about choices in CPR : Character creation, Character improvement, Gears and Tactics. And everything is linked. If you play the game as intended, a job will pay around 1000eb + loot. That’s not a big amount of money but it’s directly linked to the Street level philosophy, that’s why you shouldn’t give more unless very hard job.
And with such a small amount of money we are back to the main point : Choices. Which cyberwares will you buy and why ?
There are only few cyberwares that improve STAT. And it’s only one specific STAT : BODY. There isn’t a single Skill related to BODY and that’s by design. James Hutt told us why they decided against STAT improvement during an interview with JonJon the wise : "Gamebreaking".
Source : James Hutt Answers Questions About Cyberpunk Red, Tabletop Cyberpunk : 01:22:20 No Stats Upgrade In Red
More damage in hand to hand combat
More HP & better Death save
More Initiative > better battlefield control
More perception
More movement while running
More Chance to hit
Negate some malus (seriously wounded, Night & Smoke, movement penalty)
Immunity against some critical injury
Immunity against x2 damage multiplier when being hit by a headshot
Better resistance
Make some weapons/armor/item concealable and will conceal without a check
Nullify the need to spend an action in order to stow some weapon, item.
Immunity to Disarm action
Immunity to agent hacking
Set any skill to level 3.
Improve some skills
Give you permission to do some new stuff
etc....
I’m not going through each cyberwares in the game. I just want you to get the mindset around cyberwares in CPR with some examples. It’s far from being exhaustive. That’s not the point.
Cybereyes : They cost a lot in term of Humanity loss because you need 2 eyes for the most effective option and you have to pay twice as much money and humanity loss. Except if you go for the Kiroshi MonoVision, but that's a dangerous choice as critical injuries to the eyes gonna hurt you twice as much. And EMP gonna blind you.
Low Light/ Infrared/ UV : 2slots and must be paired - negate night and smoke malus (-4) it's a must have.
Image Enhance : 1 slot and must be paired - +2 to Perception (visual), Lip reading, and Conceal/Reveal
Radar/Sonar Implant : Internal body cyberware, detect movement out on the open and not behind cover like a door, range : 50m.
Tactile boost : Chipware, it boosts the user's sense of touch, allowing them to detect motion within 20m/yds of them, as long as their hand is touching a surface.
With these cyberwares it's harder to ambush you. On the outside it's even more complicated.
I explained it before in my guides, you can't bring your Hurricane shotgun everywhere. GM should prepare scene where you can't bring a visible weapon at all (neither a carryall bag).
Pop-up weapons, cyberweapon (Wolfers, Cybersnake) & cybereye/cyberfinger dartgun
Concealment: no check required
You also have the cheaper hidden holster only work with already concealable weapon. Still saving you from a Conceal/Reveal check.
You can’t always wear an armor SP11 as it’s quite visible, it’s worst with head armor as it’s not cool at all. Style over Substance choom !
Subdermal armor is here for you with a nice SP11 for your head and body. You can go to this nice event in a beautiful dress, you are still protected without anyone noticing.
That's also the best friend of paranoid Solo, you will survive a headshot(sniper).
Later with a lot more money you can have a SP13 heavy subdermal armor without any armor penalties if you have body 14. (full tank mode without being a FBC yet).
Increasing INIT
Kerenzikov : +2 initiative roll
Sandevistan (don’t). +3 initiative roll after activation
Initiative is important because :
You will shoot first then go to cover
You cannot hold an action to the next turn. If you have the highest score, nobody can hold an action against you. And if you play with cover smartly... it's gonna be hard to hit you.
GMBL will increase your BODY by 2 each time (max BODY 10)
Internal Linear Frame can set your BODY up to 17 (very costly).
At character creation you can reach up to BODY 12 with a starting BODY of 4 and 2000eb
The benefits are :
More HP, and by consequence the Seriously wounded malus will be triggered later (half your HP).
Better death save = a far better survivability
More damage in hand to hand combat (more D6 for striking and more direct damage for Choke and Throw)
Body 8 à Allows you to wield 2handed Melee weapon with one hand
Body 11 à Allows you to use mounted weapon with your bare hand (Hurricane, Helix, CowBoy, etc..)
Drawbacks
Costly in eddies and Humanity loss (start game)
Internal Linear Frame are not so hard to spot unless you TechUP them (GM fiat here).
Pain editor: The seriously wounded malus (-2) when reaching half your HP is a real pain in the ass. Fortunately, the Pain editor will negate this malus. That’s 1000eb and 4D6 humanity loss. Worth it.
Nasal filter : immunity against gas attack
Toxin binder : +2 to Resist & Drug : Poison, Biotoxin, Drugs, & Sleep ammo. (RAW : flashbang)
Some very annoying injuries for a 2handed specialist or a dual wielding character are Crushed finger, Broken arm, Dismembered hand, and Dismembered arm. In general, you also dislike having a Broken leg or a Dismembered leg (RAW, you can't do anything against this one) as movement is central in a tactical ruleset.
Reinforced Cyberlimb Upgrade will protect you against broken arm and broken leg, but you need a cyberlimb.
Artificial Shoulder Mount : More limb is the universal answer: you can afford to lose a limb, hand or have your finger crushed because you have more of them. Cost quite a lot in term of humanity loss. Keep in mind your additional arm can have a Quick Change Mount when Social encounters requires you not to have to many arms.
Flashbang being a thing, you also want to protect your eyes and ears against critical injuries dedicated to these organs.
Cybereyes option : Anti-dazzle
Cyberaudio option : Level damper
Later you even have Cyberskull for immunities to Cracked skull and Broken jaw (rare has it requires a Aimed shot to the head AND to roll a critical injury AND to roll one of these two).
Cyberskull will negate the x2 damage when hit in the head. That's huge... the price is huge too 5000eb - borgware
These cyberwares are the most effective way to counter the fact that stowing a weapon cost one action.
Shoulder arm mount : more limb = Two 2handed weapon or 4 1handed weapon or 1 2handed weapon and 2 1handed weapon can be hold at the same time. What are the benefits ? Go read my guide Dual wielding in CPR.
Then it's all about :
Pop-up weapons : 1handed Melee, 1handed Ranged, Shotgun (2ammo) and Grenade Launcher (1 ammo)
Cyberweapons : Wolfer, Cybersnake, etc...
Cybereye option : Dartgun
Grapple hand : negate climbing movement penalty after using it. And when finished... you don't spend an action to stow it. That's useful during a chase.
Bonus : Immunity to Disarm action and remember that's also a way to get Conceal without a check.
Subdermal grip + Interface plug (+ Smartlink) : +1 to hit
Targeting scope : + 1 to hit when performing a Aimed shoot
Teleoptics : +1 to hit at 51m+
With an Excellent Quality weapon that's the way to raise your chance to hit, which is kinda important.
I know that Battlemap are not the best for chasing scene, just use Theatre of the Mind. That's a very important part of the game because Cyberleg option aren't useful if you never put your player in a situation where they can be useful:
Jump booster: negate jump movement penalty (not the one for jumping without at start)
Grip foot: negate climbing movement penalty
Web foot: negate swimming movement penalty
Skate foot: add 6m when performing a Run action
And don't forget that:
Vermillon Linear Frame: negate jump movement penalty and have an equivalent of skate foot (without the skate)
LF-001 SWAT Linear Frame: negate climbing and swimming movement penalty
Chipware socket and Skill chip : will SET a skill to level 3.
Sounds not so useful.... think about it :
If you have REF 7+ & Air vehicle (x2 skill) or land vehicule chip : Base 10 and you can drive / pilot whatever you want without a check.
If you have TECH 8 + Medscanner & Paramedic (x2 skill) chip : Total 13 in paramedic without spending an IP point in it. If you have some Luck to spend, you can fix some pretty bad Critical Injury. (and save lives obviously)
If you have REF8 + a Smartlinked and EQ weapon + Precision attack 1 & Heavy Weapon (x2 skill) chip or Autofire (x2) chip : Total 14 in heavy weapon or for Suppressive fire. More than enough against a lot of opponents.
If you have COOL 8 + 3 light tatoo + Agent and clothes up to date + A sytlish Superchrome weapon & Wardobe and Style chip : Total 17 in Wardrobe & style (you can go higher)
Let's build some fun packages because combat packages are easy to build and misses the point about all the fun stuff we can have here. For the record, Interface vol.2 have a lot of Exotics packages. They aren't about effectiveness they are about Style. Keep in mind, most cyberwares can be useful and some of them requires you to be quite active if you want to get the best out of them.
You're a pirate and you have some nice tools to do your job. Infiltration on someone else boat or straightforward old pirate style attack. As you live on your boat, it's quite complicated to corner you as you can swim away under water.
Gills
Radar/Sonar
Tactile Boost
Cyberlegs
Webfoot
Jump Booster
Cyber eyes + Low Light/ Infrared/ UV (it's quit dark under the sea at night)
Cyberarm
Pop-up Melee weapon (cutlass
Grapple hand
This time it was harder, you need to keep it tight in term of Minimum Humanity loss. Here it's 20 --> EMP 6 if you started at 8. That's enough to keep a high level in Conversation and Human perception.
You will have some tools that will help you during your investigations, some are very "niche". But you'll be happy to have them when you need them. Niche tools are also tools you need not to have a malus on your Criminology checks.
This is the job of the GM to make this niche cyberwares valuable from time to time.
Neural link + Chipware Socket
Chemical Analyser :allows user to test substances to find their precise chemical composition as an Action, identifying most substances instantly from a wide database of samples
Olfactory boost : the user's sense of smell is boosted, allowing them to use the Tracking Skill to track scent in addition to visual clues.
Cybereyes
Image Enhance
MicroOptics : Miscroscope x400
Cyberaudio suite
Amplified Hearing (+2 Perception - hearing)
Voice stress Analyzer : User adds +2 to their Human Perception and Interrogation Skills
Radar detector
Again. This time it was harder, you need to keep it tight in term of Minimum Humanity loss. Here it's 20 --> EMP 6 if you started at 8. That's enough to keep a high level in Conversation and Human perception.
With the Bodyweight AutoInjector you can boost your persuasion a lot while being discreet, you are just playing with your agent.
Cyberaudio suite
Voice stress Analyzer : User adds +2 to their Human Perception and Interrogation Skills
Fashion wear :
light tatoo x3 (+2 wardrobe and Style)
Chemskin and Techhair (+2 personal grooming)
Cyberarm
pop-up VHP
Subdermal grip
Superchrome® Covering (+2 wardrobe and Style)
Neural link + Chipware socket + whatever Skill chip you need
Bodyweight AutoInjector : Smash (+2 persuasion and other stuff)
Bodyweight AutoInjector : Prime time (+2 COOL and WILL but with temporary humanity loss)
Toxin binders
AudioVox : Vocal synthesizer. User adds +2 to their Acting skill and also adds +2 to their Play Instrument Skill while singing
Fan of fantasy, the dude wants to be a mage, a fire mage to be precise.
Fashionware :
Shift tact : Eyes color red.
Techhair : color Red
Firebreather : Internal Body Cyberware. Requires 2 Option Slots. An exotic shotgun, installed in the user’s throat, fired by opening the mouth and hyperextending the tongue. Load only with Incendiary shell
Cyberarm
Pop-up ranged weapon : Kendachi dragon Flamethrower : 2 Incendiary shell but 4Hp/turn (Heavy weapon)
subdermal grip
Modular finger cyberhand + CyberFinger Dartgun x5 : Incendiary arrows
Cyberarm
Pop-up grenade launcher : Incendiary grenade
Subdermal grip
This one will use stealth (but there is only ONE cyberware that boost Stealth and it's NOT discreet) AND his capabilities to lie and to impersonate someone else. That's not a ninja only counting on Stealth and diversion. That's more a spy
Apparence : when you activate these fashionware you can change a bit your apparence.
Shift tact
Techhair
Chemskin
Social
Audiovox : +2 acting
Bodyweight AutoInjector : Smash (+2 persuasion and other stuff)
Bodyweight AutoInjector : Prime time (+2 COOL and WILL but with temporary humanity loss)
Voice stress analyser
Impersonate a person (expensive as you need to redo it each time)
Chipware socket + Poser chip (this chip help you to impersonate 1 person)
Biosculping
Awareness
Radar/Sonar
Tactile boost
Cyber eyes
Low Light/ Infrared/ UV
Image Enhanced (+2 Lip reading, Conceal/Reveal and Perception - visual)
Cyber audio suite + Amplified Hearing (+2 Perception - hearing)
Combat
Wolfers : HMW in a meat arm, very discreet
He lives inside the Hot Zone most of the time. He will be hard to find, ambushed gonna failed and killing him will require "some" efforts. The package gonna cost a lot but you can built it slowly. The spirit of this package resolve around the Survival & Awareness cyberwares.
Survive where other people will struggle
Radiation detector
Independent Air Supply (30min)
Nasal filter
Toxin Binders
Appetite Controller (allows you not to eat for 7 days without any humanity loss)
Awareness
Radar/Sonar
Tactile boost
Cyber eyes
Low Light/ Infrared/ UV
Image Enhanced (+2 Lip reading, Conceal/Reveal and Perception - visual)
Cyber audio suite
Amplified Hearing (+2 Perception - hearing)
Bug detector
Protection
Internal agent (you can't hack an internal agent)
Enhanced Antibodies : x2 your HP regeneration when resting it's x3 inside a cyrotank. Which mean you can get a Speed heal + 24h of resting and regain around 56 HP each 24h.
Subdermal armor + Trauma Response Nanomatrix (armor regeneration to full SP once a day)
Neural link
Chipware socket + Pain editor
Kerenzikov
GMBL + Linear Frame