The Cyberpunk: Edgerunners Mission Kit has a lot of work to
do—and in more than one direction. Published by R. Talsorian Games, Inc., this is the starter set for the publisher’s
Cyberpunk roleplaying game—most recently seen with Cyberpunk RED, but based on
the Cyberpunk: Edgerunners animated series, which itself is based on the
computer game, . So, what it has to do is introduce both fans of Cyberpunk: Edgerunners and Cyberpunk 2077 to roleplaying and introduce fans of
Cyberpunk RED to
the advanced new world of the Night City of the 2070s. The good news is that
the The Cyberpunk: Edgerunners Mission Kit at least comes with everything necessary
to do that. Open up the box and the first thing is the introductory sheet,
which introduces both the genre, what a tabletop roleplaying game is, an
overview of what is in the box, and keywords. Underneath this is the
‘Edgerunner’s Handbook’, ‘Rulebook’, ‘The Jacket’, ‘Edgerunner Sheets’, ‘Maps’,
and ‘Tokens’. There is a pair of ten-sided dice and four six-sided dice—done in
the signature colours of Cyberpunk: Edgerunners, chromium yellow and green—and
a set of plastic stands for the stand-ups. What this gives you all together is
an introduction to the genre and the setting of Cyberpunk: Edgerunners and Cyberpunk 2077, the rules to run the roleplaying game in this period, a
complete scenario, and seven pre-generated Player Characters, all ready to play
not just the scenario in the The Cyberpunk: Edgerunners Mission Kit, but also those
available to download.
If the ‘Introduction Sheet’ gets the reader started with the Cyberpunk: Edgerunners Mission Kit,
the ‘Edgerunner’s Handbook’ is everything the reader needs to gets started on
the setting. Running to forty pages, it gives a quick guide to the roleplaying
game’s seven Roles, its history, the technology of the future—in particular
cyberware and the Net, a guide to Night City and life in the free port on the
California coast, and more. The history runs from the collapse of the USA in
the 1990s through the Third and Fourth Corporate Wars and the Time of the Red
to the arrival of an Arasaka supercarrier at Night City, the rise of David
Martinez as an Edgerunner, and the clash of Militech and Arasaka forces once
again in Night City. Effectively, what this does is bridge the decades between Cyberpunk RED and Cyberpunk 2077 and in doing so, provide the background for
the latter, whether the reader is a player of the computer game wanting more
background or a player of the roleplaying game wanting to discover what happens
in the future in readiness to play either Cyberpunk 2077 or the The Cyberpunk: Edgerunners Mission Kit. In addition, there are descriptions of the cast of
characters from the animated series. However, there are no stats for them, and
the pre-generated Edgerunners consist of entirely different characters. There
is no doubt that fans of Cyberpunk: Edgerunners will probably be disappointed
by this. That said, there are good reasons for this given the events of the
animated series. Hopefully, R. Talsorian Games, Inc. will address this issue in
a later release that explores the Cyberpunk: Edgerunners worlds of Cyberpunk 2077 in more detail.
The thirty-eight page ‘Rulebook’ in the The Cyberpunk: Edgerunners Mission Kit covers everything needed to play its contents—and more. Mechanically, it uses
the Interlock System. In general, for his Edgerunner to do anything, a player
will roll a ten-sided die and add the Edgerunner’s Stat and Skill (or Role
Ability) to the result in order to beat a Difficulty Value. This Difficulty
Value is fifteen for an Everyday task, seventeen for a Professional task,
twenty-one for Heroic, and so on. Dice can explode—rolls of ten— and enable a
player to keep rolling and adding to his total as long as he keeps rolling ten,
and they can also Implode—rolls of one—forces him to roll again and subtract
from the total, but just the once. In combat, chases, and so on, the rolls tend
to be opposed, both sides rolling and adding their character’s Stat and
appropriate Skill. The Difficulty Value for ranged combat is determined
primarily by range. The rules cover the effects of cover, armour, critical
injuries, face-offs, and so on. This is little different from Cyberpunk RED,
but there are major important differences which reflect the changes in technology
between Cyberpunk RED and Cyberpunk: Edgerunners and Cyberpunk 2077.
In the Cyberpunk: Edgerunners Mission Kit, the big changes are to Netrunning and
weapons. The The Cyberpunk: Edgerunners Mission Kit lacks the space to devote to a
complete set of rules for netrunning and hacking, but what it gives instead, is
‘Quickhacking’. This enables on the spot hacking by a Netrunner, but not just
of local systems—vehicles, doors, terminals, and so on. No, with a Quickhack, a
Netrunner can, from a short distance, hack the Neuroport that everyone in 2077
has fitted as standard. Once a Netrunner has managed to jack in and breach any
Self-ICE that the target has had installed, he can then carry out Quickhacks
like ‘Impair Movement’ to slow the target down, ‘Overheat’ to set him on fire,
‘Lure’ him to investigate another location, cause ‘Synapse Burnout’ for more
damage, turn the target into a ‘Puppet’ so that he shoots himself or a
colleague, or force a ‘System Reset’ so that he is temporarily unconscious. The
trend with Cyberpunk roleplaying games is to put the Netrunner on the spot
where the action is happening. The Quickhack rules do that and more, letting
the Netrunner get inside a target’s head and mess with them and so be part of
combat, but rely upon a skill that he specialises in rather than a gun.
Difficulty Values are provided for all of these Quickhacks and more.
Weapons are suddenly interesting again in the The Cyberpunk: Edgerunners Mission Kit. They were not in Cyberpunk RED. What the The Cyberpunk: Edgerunners Mission Kit does is again, add the technology seen in Cyberpunk: Edgerunners and Cyberpunk 2077. Weapons can now be Power, Smart, or Tech Weapons. A Power
Weapon increases the damage done by a Critical Injury and the wielder can
ricochet shots off cover to hit targets that otherwise cannot be successfully
hit. A Smart Weapon grants the wielder a bonus and allows the use of Smart
Ammunition, which ignores penalties due to visual obscurement, plus if the shot
misses, a reroll to hit is allowed, but at a much lower chance. A Tech Weapon
comes with a scope and can be charged at the cost of a Move Action to make a
single round capable of piercing thin cover and ignoring half of its protective
value. Not only does the ‘Rulebook’ provide the means to adapt the weapons from Cyberpunk RED into Power, Smart, or Tech Weapons, it also includes weapons from Cyberpunk: Edgerunners and Cyberpunk 2077. These include the Militech M-10AF
Lexington, the Arasaka HJKE-11 Yukimura, and others. There is also a selection
of Cyberware included such as David’s Experimental Sandevistan as seen in Cyberpunk: Edgerunners, the Monowire and the Mantis Blade made famous by Cyberpunk 2077, and as the Gorilla Arm which enhances the user’s strength.
The ‘Rulebook’ does have a section called ‘The 2070s in Cyberpunk RED’ which
gives all of the basics that the Game Master and her players need to adjust
from Cyberpunk RED to the The Cyberpunk: Edgerunners Mission Kit and Cyberpunk 2077. This includes some tweaks to the Roles to take account of resource
accessibility, rules for Neuroports and Quickhacks, direct Netrunning, and
potential sources of Humanity Loss other than installing Cyberware. The new
arms and cyberware are listed here too. This is a thoroughly useful section,
providing great support for fans of Cyberpunk RED coming to this new version
and easing them mechanically into the changes.
The scenario in the The Cyberpunk: Edgerunners Mission Kit is called ‘The Jacket’.
The forty-page book and adventure is supported by a set of tokens for its NPCs
and standees for the pre-generated Edgerunners. These are used with the three
maps that are included in the adventure. These are double-sided and depict
places such as a car park, a storage depot, a normal street, and others. They
are overlaid with a 2 cm square grid, so they do feel a little tight. There is
also a separate map of Night City. The pre-generated Edgerunners each have a
four-page dossier with stats and skills on the front along with an
illustration, descriptions of important cyberware and weapons on the inside
pages and a quick breakdown of possible rolls that might be needed during play.
They include a Solo, a Tech, a Fixer, a Medtech, a Netrunner, a Nomad, and a
Rocker. What none of them have is any background. Part of preparing to play
‘The Jacket’ is the players getting together and rolling their Edgerunners’
Lifepaths to determine their backgrounds and connections. The scenario itself
takes place after the events of Cyberpunk: Edgerunners and is designed as
follow up. The Edgerunners have formed their own crew and pick up a job that
starts out in the Badlands just beyond the borders of Night City, and it begins
with a fight outside a storage unit! The scenario is a MacGuffin hunt for
something left over from the events of Cyberpunk: Edgerunners and it will take
the Edgerunners around various locations in Night City. Written using R.
Talsorian Games, Inc.’s Beat Chart system and a breakdown of this is provided
on the back of ‘The Jacket’. Full stats are provided for the NPCs as expected
and there is advice throughout the whole adventure intended for the Game Master
who is running her first game. There are some random encounters, an opportunity
for downtime, run-in with both Arasaka and the NCPD, opportunities to make some
allies, and of course, chases and gunfights. It is a good mix, the adventure is
a solid affair that should provide two to three sessions’ worth of play.
Physically, the The Cyberpunk: Edgerunners Mission Kit is well written and easy to
read. The layout is clean and tidy, but it is lightly illustrated.
The The Cyberpunk: Edgerunners Mission Kit has a lot to do—introduce fans of Cyberpunk: Edgerunners to roleplaying, fans of Cyberpunk 2077 to tabletop
roleplaying, and fans of Cyberpunk RED to the period of Cyberpunk 2077—and the
good news is that it does all of these and does them very well. The transition
between Cyberpunk RED and Cyberpunk: Edgerunners is nicely handled and the
background included in the The Cyberpunk: Edgerunners Mission Kit pleasingly serves
everyone. It also pushes the story of Cyberpunk: Edgerunners on, exploring
events which take place as a result of those from the animated series. All
together, the Cyberpunk: Edgerunners Mission Kit is a well put together combination
that serves all of the fans and provides a couple of sessions of entertaining
and exciting gaming.
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