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.
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 Vehicles → Land Vehicle Tech (DV13)
- Sea Vehicles → Sea Vehicle Tech (DV13)
- Aerial Vehicles → Air 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.
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 |
Patch Your ICE
This homebrew content was built for Cyberpunk Red,
"If you ain't got ICE, you're already crashed."
Credits:
Frostipanda
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