Cyberpunk RED vs GunCraze
Compare Cyberpunk RED and GunCraze side by side. See differences in complexity, dice, genre, and more.
| Cyberpunk RED | GunCraze | |
|---|---|---|
| Genre | Cyberpunk | Post-Apocalyptic, Modern |
| Tags | Combat-Heavy, Skill-Based, Tactical, Gritty, Deadly, Corruption, Mission-Based, Heist, Crunchy, Lore-Heavy | Tactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, Miniatures |
| Core Mechanic | Roll d10 + the relevant Stat + Skill and exceed a Difficulty Value or an opponent’s total. Ties favor the defender. | Statistic Test: roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points. |
| Dice | d10 | d10, d6 |
| Complexity | High | High |
| Availability | Free quickstart | Paid |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | Proprietary (GunCraze OGL v1.1) |
| Third-Party Publishing | Noncommercial only — Official fan-content policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | R. Talsorian Games | Action Tactics Roleplay Gaming LLC |
| Year | 2020 | 2025 |
| Languages | English, French, Italian, Spanish, Polish, German, Japanese, Portuguese | English |
| Best For | Groups who want mercenary capers in a troubled city, with tactical firefights and distinct professional specialties. Campaigns follow a crew balancing dangerous jobs against the cost of staying alive. | Groups who want crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session. |
| Highlights | Ten Roles provide specialized abilities that grow independently of ordinary skills. Netrunners hack nearby networks on the same initiative clock as the crew’s firefights. Lifepath tables supply personal connections that the GM can turn into job complications. | A natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor. |
| Considerations | Armor ablation and critical injuries require tracking throughout a firefight. Most cyberware reduces Humanity and can eventually put a character under GM control. Buying expensive equipment usually requires a Fixer or access to a Night Market. | Social conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment. |