When I was doing a campaign of two seasons of Cyberpunk RED, I made a custom homebrew ruleset for Artifacts, Anomalies, and mutants.
Mutants I just reflavoured mook and cyberpet stat sheets so nothing super major.
The Anomalies of the Hotzone and mechanics.
With bolts, which are metal worker bolts, like from R&C, you can trigger an anomaly. They will be 'off' for 2 rounds so you can go past, but on trigger will do AOE damage. Throwing a bolt is an action. No anomalies crit.
There's 5 types of anomalies.
Fire spout anomalies: On trigger, shoot out a spout of fire, like a spray can lit on fire, dealing 4d6 direct to HP damage within a 4m area for 1 round.
Lightning Anomalies: On trigger, will burst within a 4m area for 4d6 damage.
Gravity Anomalies: on trigger will pull anything close within 4m to an implosive force and crush anything inside for 4d6 damage.
Chemical Anomalies: on trigger will pop into multiple little bubbles within a 4m area, last a round, any contact with the bubbles will do 4d6 damage and Armor Piercing Effect. -2 SP.
Psy Fields: Is visible as static from within and without, anyone within it's effect (10m/yd x 10m/yd area) makes Resist Torture/Drugs check at DV 17. A successful check makes you able to stay cognizant, a failure will see everyone around you as potential foes.
In combat this is a free check and can cause friendly fire. Roll a D2. nat 1 is target friends, 2 is target foes.
Emissions: A Random Storm Event that happens every 2d6 ingame days, the sky of the Hotzone will go red, and any Edgerunner groups within will get a Radio transmission warning to get to shelter on the double. The Emission will take 5 minutes to happen. Shelter is any intact concrete building and a room without windows. If a person is outside when the Emission happens, they'll take 6 Direct to HP damage every round until they leave for shelter.
Artifacts of the Zone:
An Edgerunner/stalker can have up to 2 Artifacts equipped at the same time, no two of the same, they don't stack. Equipped counts as being tied to your waist or within your armor in some way, not inside a backpack or carryall.
Where as in S2 they spawn in Anomaly fields, I'm going with the OG trilogy where they have a chance to spawn in individual anomalies.
Every time you 'pop' an Anomaly you roll a d6, on 3+ that's when an artifact spawns, a Nat 6 spawns two Artifacts.
Roll 1d10, there's 10 types of Artifacts within the Zone. The Price Category of all Artifacts is the same at 1,000eb (Very Expensive)
Nomad's Mojo: Any Moto related skill gets a +1. Nomad Access gets +1.
Loner's Friend: +1 SP to Armor and all ammo does Armor Piercing. Armor Piercing doesn't effect you.
Doc's Bandaid: All Med Checks for Stabilizing and Treating Crit Injuries get +1. HP recovery is twice as fast.
Solo's Favour: All Fighting and Ranged Weapon Skills get +1, damage gets +1. Ranged weapon crits ignore half SP. (Rounded Down.)
Runner's Delight: +1 to Interface rolls, and all programs get +1 damage.
Maker's Fortune: Any Maker Expertise check gets a +1 to the roll. Upgrade/Fabricate/Invent DV and Time count as 1 less. (At minimum of Cheap/Everyday) Repairs are half as long.
Weird Antenna: +1 to Technique Skills and +1 Credibility.
Magnetic Hat: Charismatic Impact gets +1 and all Performance Skills get +1.
Old Contract: All Social Skills get +1. Gives +1 Operator.
Odd Baton: +1 Backup, they arrive 1 round sooner and 1 tier higher.
Factions of the Zone: The Hotzone is a Combat Zone, but there's 4 main factions that operate inside, other gangs and corpos are rare.
The Drivers: Making up a majority of netrunners and solo escorts, this faction makes their living by entering into old protected server rooms and swiping data to sell to any high bidders.
Bozos: These psycho clowns love torturing any unfortunates in their path with deadly 'pranks'.
Militech: Mainly neutral to other factions and edgerunners in the Zone, they operate to collect Artifacts for study and salvaging old Militech property.
Danger Gals: Keep tabs on everyone who operates within the zone and aren't afraid of Firefights.
The Monolith: These Zone inhabitants are mostly unknown, known by the Drivers as Russian speakers who all talk in Russian, even non-Russians within their ranks all speak Russian as well regardless of their native language. With Gauss Rifles guarding their outposts, they're a dangerous threat to other Zone Runners.