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The Clash Club Confidential

Our intrepid street journalists study and discuss the world's best and most infamous fighters! 
A NET magazine by NN54.
***
Custom NPCs using a homebrew stat block layout for Cyberpunk Red referees 

Cyberpsychos

Generic NPCs


PRO TIP
These bad guys are full-on boss battles, based on the stats from the Cyberpsycho Mook from the Core Rulebook (p.416).

CYBERPSYCHO - TYPICAL

SP: 11 Body / 11 Head (Subdermal Armor)
HP 55
WOUNDED: 28
DEATH SAVE: 10

BASE STATS
INT 5 / REF 8 / DEX 8 / TECH 5 / COOL 4 / WILL 7 / MOVE 8 / BODY 10 / EMP 0
RELEVANT SKILLS
Athletics + 16
Resist Torture/Drugs + 15
Perception + 9
OTHER SKILLS = STAT +3

ACTIONS

MOVE 16

EVASION +14

ATTACKS

  • POPUP GRENADE LAUNCHERS (x2) +9 (6d6, ROF 1, MAG 1)
  • POPUP HEAVY SMG +12 (3d6, ROF 1, MAG 40)
  • SMG (AUTOFIRE 3) +14 (2d6. Uses 10 bullets.)
  • SMG SUPPRESSIVE FIRE +14 (Forces enemies into cover. Uses 10 bullets.)
  • WOLVERS +17 (3d6, ROF 2, Melee Weapon)
  • CYBERSNAKE +17 (4d6, ROF 1, Melee Weapon)
  • BRAWLING +14

CYBERWARE EFFECTS

  • JUMP BOOSTERS (Cyberlegs) = Negates movement penalties when jumping (can jump as high as you can run).
  • PAIN EDITOR = You ignore the penalties due to being Seriously Wounded.

RELEVANT EQUIPMENT / CYBERWARE

2x Armor-Piercing Grenades
100x Heavy SMG Ammo
Cyberlimbs (2 cyberlegs w/ Jump Boosters)
Neural Link (Chipware Socket, Pain Editor)

CYBERPSYCHO - ZOOM

SP: 11 Body / 11 Head (Light Armorjack)
HP 45
WOUNDED: 23
DEATH SAVE: 7
BASE STATS
INT 5 / REF 7 / DEX 10 / TECH 5 / COOL 4 / WILL 7 / MOVE 9 / BODY 7 / EMP 0
RELEVANT SKILLS
Athletics + 16
Resist Torture/Drugs + 15
Perception + 9
OTHER SKILLS = STAT +3

ACTIONS

MOVE 18

EVASION +16

ATTACKS

  • DB-2 TESTERA (EXOTIC SHOTGUN) +12 (5d6, ROF 1, MAG 2. Uses Handgun Skill.)
  • DB-2 TESTERA (EXOTIC SHOTGUN) (ALTERNATE FIRE MODE) +12 (5d6+5, ROF 1. Uses 2 bullets. Exotic Shotgun, uses Handgun Skill.)
  • POPUP HEAVY MELEE WEAPONS (MANTIS BLADE) (x2) +17 (3d6, ROF 2)
  • MELEE BRAWLING +17

CYBERWARE EFFECTS

  • JUMP BOOSTERS (Cyberlegs) = Negates movement penalties when jumping (can jump as high as you can run).
  • NEURAL IMPULSOR (Speedware) = At the start of the round and at the end of your turn, you can move 3 m/yds in any direction.
  • PAIN EDITOR = You ignore the penalties due to being Seriously Wounded.

 

RELEVANT EQUIPMENT / CYBERWARE

Agent
12x Shotgun Shells
Neural Link (Chipware Socket, Pain Editor, Dashkevich Speedware)

CYBERPSYCHO - ARSENAL

SP: 15 Body / 15 Head (Flak)
HP 55
WOUNDED: 28
DEATH SAVE: 11

BASE STATS
INT 5 / REF 10 / DEX 7 / TECH 5 / COOL 4 / WILL 7 / MOVE 7 / BODY 11 / EMP 0
RELEVANT SKILLS
Athletics + 16
Resist Torture/Drugs + 15
Perception + 9
OTHER SKILLS = STAT +3

ACTIONS

MOVE 12

EVASION +10

ATTACKS

  • TSUNAMI ARMS HELIX (AUTOFIRE 5) +13 (2d6, MAG 40, two Actions to reload. Uses 20 bullets. Exotic Assault Rifle.)
  • TSUNAMI ARMS HELIX SUPPRESSIVE FIRE +13 (Forces enemies into cover. Uses 20 bullets.)
  • POPUP GRENADE LAUNCHERS (x2) +7 (6d6, ROF 1, MAG 1)
  • POPUP HEAVY SMG +11 (3d6, ROF 1, MAG 40)
  • SMG (AUTOFIRE 3) +13 (2d6. Uses 10 bullets.)
  • SMG SUPPRESSIVE FIRE +13 (Forces enemies into cover. Uses 10 bullets.)
  • BIG KNUCKS +10 (2d6, ROF 2)
  • BRAWLING +10 (3d6, ROF 2)

CYBERWARE EFFECTS

  • LEVEL DAMPER (Cyberaudio) = Immune to the effects of loud noises.
  • LOW LIGHT/IR/THERMAL (Cybereyes) = You ignore penalties due to darkness, smoke, fog.
  • ANTI-DAZZLE (Cybereyes) = You are immune to the effects caused by flashes of light.
  • PAIN EDITOR = You ignore the penalties due to being Seriously Wounded.

RELEVANT EQUIPMENT / CYBERWARE

Agent
Implanted Linear Frame Σ (Sigma)
Cyberoptic (IR/Thermal, Anti-Dazzle)
Cyberlimbs (two cyberarms)

CYBERPSYCHO - FATALE

SP: 7 Body / 7 Head (Skinweave)
HP 45
WOUNDED: 23
DEATH SAVE: 7
BASE STATS
INT 5 / REF 8 / DEX 8 / TECH 4 / COOL 6 / WILL 7 / MOVE 8 / BODY 7 / EMP 0
RELEVANT SKILLS
Persuasion + 14
Personal Grooming + 14
Interrogation + 14
Resist Torture/Drugs +15
Perception +9 (+11 using Hearing)
OTHER SKILLS = STAT +3

ACTIONS

MOVE 16

EVASION +14

ATTACKS

  • DART GUN (EXOTIC V.H. PISTOL) (SLEEP AMMUNITION) +11 (No damage. ROF 1, MAG 8. DV13 Resist Torture/Drugs or target falls Prone and is Unconscious for 1 minute. They remain unconscious until they take damage or someone uses an Action to shake them awake.)
  • CYBERSNAKE +17 (4d6, ROF 1)
  • SLICE 'N DICE +17 (2d6, ROF 2)
  • TALON FOOT +17 (1d6, ROF 2)
  • MARTIAL ART ATTACK (AIKIDO) +13 (3d6, ROF 2)
  • BRAWLING +13 (3d6, ROF 2)

AIKIDO

  • AIKIDO: DISARMING COMBINATION DV15. (PREREQUISITE: After hitting with Martial Arts Attack and a Brawling Attack.) You either grab an object someone is holding or throw it on the floor. DV15.
  • AIKIDO: IRON GRIP DV15. (PREREQUISITE: you are grabbing someone.) The target you grapple has -2 when attempting to escape and cannot make Ranged Attacks.

CYBERWARE EFFECTS

  • AUTOSCULPT MATRIX (Internal Cyberware) = As an Action, you can initiate a 5 minute automated bodysculpting sequence. You can change your skin color, eye color, hair color and slightly modify your facial structure by pushing flesh or bones up to 1mm. You take 1d6 direct damage when you initiate this sequence.
  • BUG DETECTOR (Sensor Array) You automatically detect listening devices.
  • HOMING TRACER (Sensor Array) You know the location of linked tracer up to 1 mile away.
  • PAIN EDITOR = You ignore the penalties due to being Seriously Wounded.

 

RELEVANT EQUIPMENT / CYBERWARE

Agent
Sleep Ammunition Darts x8
Autosculpt Matrix
Sensor Array (Amplified Hearing, Bug Detector, Internal Agent, Homing Tracer, Scrambler/Descrambler, Voice Stress Analyzer)
Cyberlimb (two cyberlegs with Talon Foot)

CYBERPSYCHO - CRUNCH

SP: 11 Body / 11 Head (Subdermal Armor)
HP 65
WOUNDED: 33
DEATH SAVE: 14

BASE STATS
INT 5 / REF 8 / DEX 8 / TECH 5 / COOL 4 / WILL 7 / MOVE 8 / BODY 14 / EMP 0
RELEVANT SKILLS
Athletics + 16
Resist Torture/Drugs + 15
Perception + 9
OTHER SKILLS = STAT +3

ACTIONS

MOVE 16

EVASION +12

ATTACKS

  • DEMOLITION SLEDGEHAMMER +17 (4d6, ROF 1. Exotic V.H. Melee. A sledgehammer usually used by contractors when demolishing structures. Weapon has a battery, which can be activated when swinging. Doing so gives you -8 to hit, but makes the weapon deal 6d6 damage. No drawbacks when weapon is swung against a large immobile object (car, wall, etc.). 3 charges before the battery must be recharged, which takes 12 hours. You must have BODY 11 or higher to use this weapon.)
  • BRAWLING +13 (4d6, ROF 2.)

CHARGE

  • As an Action, you charge half your Run in a straight line in a direction of your choice. People in that line can avoid taking damage by rolling Evasion vs DV15. The first thing you hit in the line takes 4d6 damage (or 6d6 damage if it is an inanimate object) and you stop moving.

CYBERWARE EFFECTS

  • JUMP BOOSTERS (Cyberlegs) = Negates movement penalties when jumping (can jump as high as you can run).
  • PAIN EDITOR = You ignore the penalties due to being Seriously Wounded.

RELEVANT EQUIPMENT / CYBERWARE

Neural Link (Chipware Socket, Pain Editor)

CYBERPSYCHO - MASTER

SP: 4 Body / 4 Head (Leather)
HP 50
WOUNDED: 25
DEATH SAVE: 8
BASE STATS
INT 5 / REF 8 / DEX 8 / TECH 5 / COOL 5 / WILL 8 / MOVE 8 / BODY 8 / EMP 0
RELEVANT SKILLS
Athletics + 16
Resist Torture/Drugs + 15
Stealth +15
Perception + 9
OTHER SKILLS = STAT +3

ACTIONS

MOVE 16

EVASION +16

ATTACKS

  • MARTIAL ART ATTACK (TAEKWONDO) +17 (3d6, ROF 2)
  • KENDACHI MONO-THREE +16 (4d6, ROF 1. Excellent Quality Exotic V.H. Melee. Ignores armor if lower than SP11.)
  • BRAWLING +15 (3d6, ROF 2)

TAEKWONDO

  • TAEKWONDO: PRESSURE POINT STRIKE. DV15. (PREREQUISITE: WILL 8.) As an Action, roll Martial Arts and if you hit, target suffers the Spinal Injury Critical Injury and 3d6.
  • TAEKWONDO: PRESSURE POINT STRIKE (AIMED AT HEAD). DV15. (PREREQUISITE: WILL 8.) As an Action, roll Martial Arts with -8 and if you hit, target suffers the Brain Injury Critical Injury and 3d6.
  • TAEKWONDO: FLYING KICK DV15. (PREREQUISITE: MOVE 8 and at least 4 m/yds of movement this turn.) As an Action, use all remaining movement this turn to hit a target up to 4m/yds away from you. Roll Martial Arts and if you hit, you deal 3d6 damage and the target is now Prone.

CYBERWARE EFFECTS

  • JUMP BOOSTERS (Cyberlegs) = Negates movement penalties when jumping (can jump as high as you can run).
  • ARTIFICIAL SHOULDER MOUNT (Cyberarms) = You have 4 arms. Two are used for Martial Arts, while two hold the Kendachi Mono-Three.
  • SANDEVISTAN (Neuralware) = As an Action, you can add +3 to an Initiative Roll you make in the next minute.
  • PAIN EDITOR (Neuralware) = You ignore the penalties due to being Seriously Wounded.

 

RELEVANT EQUIPMENT / CYBERWARE

Agent
Artificial Shoulder Mount (4 cyberarms)
Cyberlimbs (2 cyberlegs w/ Jump Boosters)
Neural Link (Sandevistan, Chipware Socket, Pain Editor)

CYBERPSYCHO - CLICK

SP: 11 Body / 11 Head (Subdermal Armor)
HP 45
WOUNDED: 23
DEATH SAVE: 6

BASE STATS
INT 8 / REF 8 / DEX 8 / TECH 4 / COOL 4 / WILL 7 / MOVE 8 / BODY 6 / EMP 0
RELEVANT SKILLS
Perception + 18
Stealth + 16
Tracking + 16
Conceal/Reveal Objects + 16
Lip Reading + 13
Resist Torture/Drugs + 15
OTHER SKILLS = STAT +3

ACTIONS

MOVE 16

EVASION +10

ATTACKS

  • SNIPER RIFLE +19 (5d6, ROF 1, MAG 4. Excellent Quality Sniper Rifle. Smartgun Link Attachment)
  • SNIPER RIFLE (AIMED SHOT) +12 (5d6 ROF 1, MAG 4).
  • VERY HEAVY PISTOL +14 (4d6, ROF 1, MAG 8).
  • SMOKE GRENADE +8 (No damage. Obscures vision 10 m/yds x 10 m/yds for 1 minute. -4 when attempting to accomplish a task when obscured).
  • BRAWLING +10 (3d6, ROF 2.)

CYBERWARE EFFECTS

  • JUMP BOOSTERS (Cyberlegs) = Negates movement penalties when jumping (can jump as high as you can run).
  • TELEOPTICS (MultiOptic Mount) = You have +1 to hit if target is more than 51 m/yds away.
  • ANTI-DAZZLE (MultiOptic Mount) = You are immune to the effects caused by flashes of light.
  • PAIN EDITOR = You ignore the penalties due to being Seriously Wounded.

RELEVANT EQUIPMENT / CYBERWARE

Sniper Rifle Ammo 20x
V.H. Pistol Ammo 16x
Smoke Grenades 2x
MultiOptic Mount (Anti-Dazzle, Image Enhance, Low Light/IR/UV, TeleOptics, Targeting Scope, MicroOptics).
Neural Link (Chipware Socket, Pain Editor)

Buy me a coffee!

Disclaimer

This is a fan project for our game of the Cyberpunk 2020 tabletop role-playing game. Most corporations, game rules and in-universe references are the intellectual property of R. Talsorian Games. Some graphical assets are created by Cédric Duchaineau were inspired by assets created by CD Projekt Red or R. Talsorian Games.

Buy me a coffee!

Disclaimer

This is a fan project for our game of the Cyberpunk 2020 tabletop role-playing game. Most corporations, game rules and in-universe references are the intellectual property of R. Taslorian Games. Some graphical assets are created by Cédric Duchaineau and Alejandro Olivares were inspired by assets created by CD Projekt Red or R. Taslorian Games.