Cyberpunk Red - Vehicle Quickhacks

by Frostipanda

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Vehicle Quickhacks

Frostipanda

Vehicle Quickhacks

In the high-speed, high-tech world of Cyberpunk, vehicles aren't just machines—they're battlegrounds for digital warfare. Netrunners can hack into vehicles using Quickhacks, but first, they must Breach the vehicle's security systems.

Breaching

Before a Netrunner can Quickhack a vehicle, they must first bypass its security system through a process known as Breaching.

  • Base Breach DV: 6
  • Range A Netrunner can connect to a vehicle within 50 m/yds (25 squares) that is visible to them.
  • Time to Breach: 1 Net Action
  • Drive-ICE Modifiers: Each Drive-ICE installed on the vehicle increases the DV by +2.
  • Multi-System Vehicles: Some advanced vehicles may require multiple Breaches (e.g., multiple Drive-ICE installed).
  • Failed Breach Attempts: Certain vehicles have ICE Programs that activate upon failed attempts (see Vehicle ICE Programs below).

Drive-ICE Breach Table

Drive-ICE Installed Breach DV
0 (Standard Car) 6
1 (Moderate Security) 8
2 (High Security) 10
3 (Corporate/Military) 12

Vehicle Quickhack

Once a Netrunner has successfully Breached a vehicle’s system, they can perform a Quickhack by making an Interface Check against the DV of the chosen hack.

Quickhacking Rules:

  • A Netrunner can attempt one Quickhack per vehicle per Turn.
  • If a Quickhack fails, the Netrunner cannot attempt another hack on that vehicle until their next Turn.
  • Unless otherwise noted, the driver immediately knows they’ve been hacked once a Quickhack has been used.

Quickhacks

Simple Quickhacks (DV6)

  • Emergency Brake – The vehicle hard stops, causing the driver to lose 1 round of movement.
  • Lock Doors – The vehicle’s doors lock shut for 20 Rounds (1 minute), requiring a Basic Tech (DV10) check or force to open.
  • Alarm Trigger – The vehicle’s security alarm blares, attracting police, gang members, or nearby NPCs.
  • Kill Radio – Disables all vehicle comms, music, and emergency signals for 1 minute.
  • Seatbelt Lock – Engages the vehicle’s seatbelt locks, preventing selected drivers or passengers from exiting without a Basic Tech (DV8) check.
    • The Netrunner can choose specific targets or lock all occupants in place at once.

Standard Quickhacks (DV8)

  • Disable Headlights – The vehicle’s headlights shut off, imposing a -2 penalty to Driving checks in low-light conditions.
  • Jammed Ignition – The vehicle’s engine stalls for 3 Rounds, preventing acceleration. The vehicle can continue to move at its current movement or slow down.
  • Open Door – The vehicle’s door or trunk pops open, potentially exposing cargo or passengers.
  • Hydraulic Leak (Sea/Air) – Disrupts aerial stabilizers or ship hydraulics, causing -2 to all Pilot checks for 3 Rounds.
  • Reverse Ping – If the vehicle has a Communications Center, the Netrunner hijacks its homing tracer, allowing them to track the vehicle up to 1 mile away for 24 hours.
    • This Quickhack does NOT alert the user of a breach.

Difficult Quickhacks (DV10)

  • Engine Kill – The vehicle shuts down entirely, requiring a (Target Vehicle Type) Tech (DV13) check and 1 Round to restart.
  • Steering Lock – The vehicle’s steering locks, preventing all turns for 3 Rounds.
  • Reverse Override – The vehicle suddenly shifts into reverse, moving backward at its current speed for 1 Round.
  • Flight Disruptor (Aerial Vehicles Only) – Forces a self-righting protocol, forcing a aerial vehicle to move upward or downward 10m before regaining control.
  • Bilge Flood (Sea Vehicles Only) – Triggers the bilge pumps in reverse, causing the vehicle to slow by 5m per Turn at the start of the Vehicle Operator’s turn until a successful Manual System Reboot (Emergency Flush) is performed.

Advanced Quickhacks (DV12)

  • Burnout – Forces the vehicle to max throttle, causing a smoke screen effect (See Smoke Grenade) for 3 Rounds.
  • Self-Eject – If the vehicle has an Ejection Seat, it automatically triggers, launching the driver/passenger(s) out.
  • Onboard Hijack – If the vehicle has Onboard Weapons, the Netrunner takes control for 3 Rounds.
  • Throttle Surge – The vehicle’s acceleration is forced to max, making braking or slowing down impossible for 2 Rounds unless a Manual System Reboot is performed.

Expert Quickhacks (DV14)

  • System Override – The Netrunner gains full control of the vehicle for 3 Rounds, overriding all driver inputs.
  • Explosive Detonation – Cause a malfunction in the engine, making the vehicle ignite, taking 2 damage per turn and a -2 penalty to Driving checks.
  • Neuro-Spike – If the driver is using a Neural Link, they must Resist Torture/Drugs (DV14) or take 3d6 damage.
  • Total Blackout – Disables all electrical upgrades on the vehicle (Onboard Weapons, Communications Centers, and Interface Plugins Etc.), until a successful Manual System Reboot is performed.
    • Vehicles with AV-4 Engine Upgrades or Hover Upgrades lose power, dropping 10m per Round at the start of the Vehicle Operators turn until restored.
    • If they collide with the ground or another object, the vehicle takes 6d6 damage, and all passengers suffer the Whiplash Critical Injury.

Quickhack Limits: Netrunners can only perform one Quickhack per vehicle per Turn. If a Quickhack fails, they cannot attempt another hack on that vehicle until their next Turn.

Defending Against Vehicle Quickhacks

While a Netrunner can breach and control a vehicle’s systems through Quickhacks, drivers and passengers have several options to resist, counter, and eject a hacker from the system.

Manual System Reboot (Emergency Flush)

The driver (or a passenger with system access) can perform a Tech Check as an Action to force a hard reboot of the vehicle’s onboard systems.

The required skill depends on the type of vehicle being hacked:

  • Land VehiclesLand Vehicle Tech (DV13)
  • Sea VehiclesSea Vehicle Tech (DV13)
  • Aerial VehiclesAir Vehicle Tech (DV13)

Successful Reboot

  • All active Quickhacks are cleared from the vehicle.
  • The Netrunner is ejected from the system.
  • If the Netrunner breached multiple systems, they must re-breach each system before attempting new Quickhacks.

Other Methods of Ejecting a Netrunner

Countermeasure Effect
ICE Counterattack If the vehicle has Gridlock ICE, If a Quickhack fails, the Netrunner must re-roll their last breach check to stay connected or be ejected from the vehicles system.
EMP/Signal Disruption A Signal Jammer (Electronics/Security Tech DV13) or EMP Grenade immediately disconnects the Netrunner, forcing them to re-breach next turn.
Upgraded Vehicle ICE Stronger ICE Programs retaliate against hacking attempts, increase Breach DV, and cause feedback damage.

Drive-ICE

Cost: €$500 (Expensive)

A vehicle-integrated intrusion countermeasure system designed to harden against Quickhacks.

Vehicle Security Upgrade

With each installation (maximum 3), a single Passwall is placed into the vehicle's onboard security system, providing an additional line of defense against Netrunners.

Additionally, each installation of Drive-ICE increases the Breach DV of all Passwalls in the vehicle:

Drive-ICE Installed Breach DV
1st Installation Breach DV6
2nd Installation Breach DV8
3rd Installation Breach DV10 (Maximum Security)

Corporate fleets, military vehicles, and high-end private security transports frequently use Drive-ICE to prevent hijacking and remote infiltration.

Drive-ICE in Action: Most combat vehicles, corporate transports, and high-value targets have at least one layer of Drive-ICE installed. - Netrunners targeting a max security transport (3 Drive-ICE) need to pass a DV10 Breach before they can even attempt Quickhacks.

ICE Programs

High-security vehicles come with ICE Programs designed to counter hacking attempts. These activate when a Netrunner fails a Breach attempt. Some advanced ICE systems also retaliate or provide passive defenses against intrusions.

Vehicle ICE Program Table

ICE Program Effect Cost (eb)
Counter-Breach If a Breach attempt fails, the vehicle disconnects the Netrunner, requiring them to restart the Breach. 100eb
Trace Protocol On a failed Breach, the vehicle’s security system pings the nearest police/security force with the Netrunner’s approximate current location. 100eb
Zap Feedback If the Netrunner fails to Breach, they take 2 damage from an electrical surge. 500eb
Gridlock ICE If a Quickhack fails, the Netrunner must re-roll their last breach check to stay connected or be ejected from the vehicles system. 500eb
Adaptive ICE Increases Breach DV by +2 and retaliates with 1d6 feedback damage when a Netrunner fails a Breach attempt. 1,000eb
Neural Shock ICE If a Netrunner fails a Breach attempt, they take 2d6 feedback damage and must make a Resist Torture/Drugs (DV13) check or be Stunned for 1 Round. 2,000eb
Counterhack AI (Elite Defense) The vehicle’s onboard AI launches a Contested Interface Check against the Netrunner each time a quickhack is used. If it wins, the Netrunner is forcibly ejected and Stunned for 1 Round. 5,000eb

Protect Your Ride

Patch Your ICE

The streets are a war zone, and your ride is your lifeline. From boostergangs jamming signals to Corpo black-ops locking down highways, every Driver, Netrunner, and Merc needs a vehicle that won't betray them.

This homebrew content was built for Cyberpunk Red,
"If you ain't got ICE, you're already crashed."

Credits:
Frostipanda

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