TEXT: 1
  red chrome cargo
  red chrome cargo
  a cyberpunk red screamsheet
  a cyberpunk red screamsheet
  BY SANTIAGO BETANCUR
  Writing and Design by Cody Pondsmith
  Art Direction by Jaye Kovach • Business Management by Lisa Pondsmith
  Layout by J Gray
  Copyright  © 2020 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of CD Projekt Red S.A. All rights reserved under the Universal Copyrights Convention. All 
  situations, governments, and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly coincidental.
  
  9:37 AM
  GOSSIP
  OPINION
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  Gang War Erupts in Combat Zone
  by Jericho Hunt
  Earlier today, the northern sector of the Combat Zone was 
  thrust into chaos as tensions between the Iron Sights and the 
  Red Chrome Legion exploded into a full-scale conflict. Bullets 
  flew and rippers sliced as these two violent gangs released 
  months of pent up hostility on each other and any unfortunate 
  Night City resident that wandered into their bloody feud. 
  NCPD officers are already on the scene attempting to quell 
  this senseless violence but the sighting of multiple full-body 
  conversions in the fray has necessitated the involvement of 
  C-SWAT. No doubt this conflict will boil over beyond the 
  Combat Zone as it escalates.
  But what could have caused this bloodbath? Could there 
  be more behind this conflict than simply ill-defined bound-
  aries and inflammatory words? Could this be the work of 
  a shadowy and underhanded external player? Night City 
  Today has the full story, in full dramatic detail.
  It is easy to assume that this conflict stems from the minor ter-
  ritory skirmishes the Red Chrome Legion and the Iron Sights 
  have been engaged in for the past few years as Red Chrome 
  Legion members began recruiting junior members from within 
  territory traditionally held by the Iron Sights. After the fall of 
  Arasaka in the 4th Corporate War, the Corp-backed Iron 
  Sights lost much of their influence. As a result the Legion, 
  among other gangs, set their sights on the Iron Sights. The 
  Red Chrome Legion is well known for crushing rival gangs, 
  annexing their territory, and indoctrinating younger members 
  into their neo-fascist group along the way but recent battles 
  indicate the Iron Sights are doing more than defending their 
  territory and are, in fact, acting as the aggressor in the gang 
  war. Reporters at Night City Today have dug up a lead which 
  points to an unsettling reason for this change in gang tactics.
  As anyone in northern Night City knows, the once-powerful 
  Iron Sights have made a miraculous comeback in recent 
  years. Separated from Arasaka’s funding the Iron Sights, 
  whose membership is almost entirely composed of full body 
  conversions and heavily augmented individuals either on the 
  edge of or in the grip of cyberpsychosis, lost influence and 
  territory during the Time of the Red. It wasn’t until a recently 
  that the Iron Sights began to see a rise in membership once 
  again. This increase in their ranks was initially attributed to 
  individuals suffering from cyberpsychosis who joined their 
  ranks after failing to reincorporate into society. But recently, 
  intrepid reporter Jericho Hunt unearthed a discovery that will 
  shock the city and most definitely sheds light on this current 
  massacre. Undercover, at a Nomad operated train station on 
  the outskirts of Night City, Hunt witnessed a handoff between 
  known Iron Sights affiliates and a mysterious cabal of men in 
  black suits. This handoff netted the Iron Sights several cases of 
  military hardware which Hunt noted to be recent and undeni-
  ably sourced from a Midnight Market. It seems the Iron Sights 
  are indeed being supported by a new benefactor. 
  Only days after the handoff, NCPD reported an attack by 
  the Red Chrome Legion on an unmarked truck entering the 
  city. The truck was no doubt hauling a new shipment from 
  the shadowy cabal. Hunt believes that the most recent turn 
  of events in the gang war is revenge on the part of the Iron 
  Sights who seek to destroy the Red Chrome Legion and take 
  back what was stolen from them.
  Link: Iron Sights Get New Guns
  Link: Night City Gang Landscape Breakdown
  Link:  Third Trucking Hijack This Week
  
  3
  ▶ Player Information ◀
  A well-known Fixer named Hornet (CPRED pg. 305)
  approaches the crew through their local Fixer and offers them 
  a lucrative but dangerous job. Hornet offers them 2,000eb 
  each to retrieve a shipment that was stolen by the Red Chrome 
  Legion (CPRED PG. 309).
  The shipment consists of four large crates with DNA Encoded 
  locks. Hornet hasn’t told the party what is in the containers, 
  only that they should be very careful when transporting them.
  The shipment is being transported to a Red Chrome Legion 
  facility outside of the city via the Hammerhead, a heavily 
  armored Militech cargo train the gang has hijacked. There 
  are no details as to what waits for the PCs inside the train but 
  2000eb a piece is quite the haul. It can’t be that bad...
  ▶ Gamemaster Notes ◀
  Three of the containers the PCs need to retrieve are full of 
  military-grade explosives and cyberware that were originally 
  intended for the Iron Sights (CPRED PG. 308). The last con-
  tainer holds multiple canisters of a deadly neurotoxin devised 
  by Hornet himself.
  This neurotoxin was bought at a premium as an ace in the hole 
  for the Iron Sights to use against the Red Chrome Legion and 
  any other gang that proved a significant problem. The Red 
  Chrome Legion stole the containers but the DNA encoded 
  locks and thick metal exteriors proved too difficult to penetrate 
  without damaging the contents.
  Currently, the shipment is headed to an abandoned town on 
  the northern outskirts of Night City, where a Tech employed 
  by the Red Chrome Legion can break the locks.
  Hornet arranges passage for the PCs aboard his own train, 
  which will run parallel to the Red Chrome Legion’s locomo-
  tive. As the two pull close, the PCs must leap from the top of 
  Hornet’s train onto the Legion’s train with a DV13 Athletics 
  Check. Failing to make this check results in the character 
  landing short and slamming into the side of the rear train car. 
  They are able to grab hold and not fall to the ground below 
  but the collision alerts the guards inside the train to danger.
  Once aboard the train, the PCs must open the maintenance 
  hatch on the top of the rear car with a DV13 Basic Tech 
  Check. This gives them access to the train’s interior. There are 
  two Red Chrome Legion guards in the rear car (Use Booster 
  ganger: CPRed PG. 412; Add Shotgun; Increase number of 
  guards by 1 if there are 5+ PCs).
  The containers in the train car are tall enough to conceal the 
  train’s maintenance hatch and allow the PCs to attempt a 
  stealthy entrance in order to surprise the guards.
  If the PCs reach the middle car, they find it is empty except for 
  a few containers and a maintenance port. This maintenance 
  port can be jacked into by a Netrunner (see the Hammerhead 
  Cargo Train Mainframe). Access to the Hammerhead Cargo 
  Manifest gives the PCs a list of every item aboard the train 
  when it was hijacked by the Red Chrome Legion. A clever 
  GM can give the PCs new gear or insert a few plot hooks 
  using that list. If the Netrunner conquers the Turret Control 
  Node, they not only learn about the turret in the next car but 
  can take control of it. 
  In the front car, the PCs find a number of Red Chrome Legion 
  guards (Use Boosterganger: CPRed PG. 412; Add Shotgun) 
  equal to the number of PCs minus 1, and one Red Chrome 
  Legion Officer (Use Security Operative: CPRED PG. 413). If 
  the guards were alerted to the PCs boarding the train, then 
  the automated turret (Use Automated Turret: CPRED PG. 214)
  in the center of the room is active.   
  If the turret has not been activated, one of the Legion Guards 
  will use their first turn to rush to the turret controls and activate 
  it. 
  The containers the PCs seek are in the front car. Each can 
  be carried by a single PC but requires two hands to so. The 
  PCs can either stop the normally automated Hammerhead 
  using the controls in the driver’s car with a DV9 Drive Land 
  Vehicle Check or climb out the way they came in and leap 
  back across to Hornet’s train.
  The Athletics Check for the leap while carrying a crate is 
  DV15. Throwing a container to the other train requires a DV13 
  Athletics Check.
  Once back aboard Hornet’s train, the PCs can turn over the 
  containers to Hornet and get paid. By the end of the week, 
  the gang war in the north end of the Combat Zone ends as 
  the Iron Sights use their new shipment of tech and poison to 
  crush the Red Chrome Legion.
   
  ▶ HammerHead mainframe
  Floor
  On the Other Side 
  of the "Door"
  DV
  1
  Password
  6
  2
  This File contains the Hammerhead's  
  original cargo manifest.
  8
  3
  Password
  8
  4
  Hellhound
  N/A
  5
  The Control Node controls the Automated Turret
  8
  RED CHROME CARGO
  
  4
  RED CHROME CARGO
  THE HAMMERHEAD CARGO TRAIN
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk Red/RTG-CPR-RedChromeCargo-RED.pdf