Cyberpunk 2.0.2.0. Combat Basics
1. Beginning of Turn
Players may declare Haste (+3 to initiative, -3 to actions) to try
to go first.
2. Initiative
Each Player roll 1d10 + Reflexes Plus or minus modifiers.
Haste +3
Combat Awareness +1-3
Kerenzikov Booster +1-3
Sandevestian Booster +3
Turn proceeds in order from highest roll to lowest. Players may delay
action until later in the turn.
3. Actions
A character may perform 1 action at no penalty. Each additional
action incurs a penalty of -3 to any roll.
Actions include:
Move up to their MA x 3, or duck for cover, or lie prone, etc.
Take Aim +1 per round aimed up to 3 rounds. A character must be
aiming to take advantage of bonuses from a Targeting Scope,
Laser Sight, or Telescopic Sight.
Reload, Change, or Unjam a weapon.
Enter or exit a vehicle
Repair a piece of equipment or machinery
Stabilize a mortally wounded character
Perform a non-combat task
Ability+Skill+1d10 vs. Difficulty of Task
Task Diffiulties
Easy 10
Average 15
Difficult 20
Very Difficult 25
Impossible 30
Ability+Skill+1d10 vs. Ability+Skill+1d10
If a 1 is rolled, the attempt fails, consult the fumble tables
1-4 No fumble
5-7 Miserable Failure
8-0 Catastrophic Failure
If a 0 is rolled, roll again and add to the total
Fire a weapon up to it's ROF, 3 round burst (+3), or full auto
burst (+1 every 10 round fired, for each point of success, 1
round hits).
Reflexes + Weapon Skill + 1d10 - Modifiers
Difficulty based on range of weapon:
Range Difficulty Handgun SMG Shotgun Rifle
Point Blank = 10 0-1m 0-1m 0-1m 0-1m
Close (1/4) = 15 1-12m 1-35 1-12m 1-100m
Medium (1/2) = 20 12-25m 35-75m 12-25m 100-200m
Long (full) = 25 25-50m 75-150m 25-50m 400m
Extreme (2x) = 30 100m 300m 100m 800m
+/- modifiers
Target immobile +4
Moving Target -3
Snapshot -3
Specific Location -4
Blinded -3
Turning around -2
Using Two Weapons -3 each
Firing while running -3
Large Target +4
Small Target -4
Tiny Target -6
3 round burst +3
Full Auto 10 rounds +1
If a 1 is rolled, consult Fumble Table
1-4 No fumble, you just screw up
5 You Drop your weapon
6 Weapon hits something harmless
7 Weapon jams for 1 turn
8 Wound yourself, roll location and dmg.
9-10 Wound a member of your party
If a 0 is rolled, roll again and add to the total.
Hand-to-Hand Attack
Attacker's Reflex + skill + 1d10
vs. Defenders Reflex + skill + 1d10
(Martial Arts, Fencing, Melee, Athletics, Brawling)
Attack with weapon
Strike 1d6/2 +Damage Modifier
Kick 1d6 +Damage Modifier
Block/Parry Absorb Damage with weapon
Dodge +2 to defense
Disarm knock weapon out of hand
Throw opponent knocked down, 1D6+2, Stun -2
Hold opponent immobilized until escape is rolled
Escape free from hold
Choke after hold, 1d6 +Damage Modifier per turn
Sweep/Trip +2 next attack, opponent -2
Grapple precurser to choke, throw, or hold
Body Type Damage Modifiers
2 -2
3-4 -1
5-7 +0
8-9 +1
10 +2
4. Roll Hit Location and Take Damage
If shot or hit, roll location and take damage, subtract any
armor or cover from that location. Subtract your BTM (Body Type
Modifier) from damage taken, doubling any resulting damage to the
head.
Body Type Modifiers
2 -0
3-4 -1
5-7 -2
8-9 -3
10 -4
Make a Stun Save by rolling under the character's Body Type on a
ten sided die subtracting any modifiers from your current wound
level. If failed, the character is stunned and can take no action
until the player rolls a successful Stun Save.
Limb Loss occurs if a limb takes more than 8 points of damage from a
single attack. The character must make an immediate Death Save at
Mortal 0. Head hits that inflict 8 points of undoubled damage kill
automatically.
At Serious Wound Level the character is at -2 to his REF.
At Critical Wound Level the character's REF, INT, and COOL are
reduced to half rounded up.
At Mortal Wound Level the character's REF, INT, and COOL are
reduced to one-third rounded up and must make a Death Save.
Make a Death Save, if the character has been mortally wounded, by
rolling under the character's Body Type on a ten sided die
subtracting the level of Mortality each round until they are
stabilized with medical attention. Medical attention is defined as
a successful First Aid skill check vs. the current damage taken. If
the roll is successful, the character is stabilized and healing can
commence. If the roll is failed, the character must make additional
Death Saves every minute at an additional -1 penalty per minute.1.
Beginning of Turn
Haste (+3 Initiative, -3 to actions)
2. Initiative
Reflexes+1d10 (highest to lowest)
Haste +3
Combat Awareness +1-3
Kerenzikov Booster +1-3
Sandevestian Booster +3
3. Actions (-3 to each additional action)
Move up to their MA x 3, or duck for cover, or lie prone, etc.
Take Aim +1 per round aimed up to 3 rounds.
Reload, Change, or Unjam a weapon.
Enter or exit a vehicle
Repair
Stabilize a mortally wounded character
Perform a non-combat task
Fire (up to ROF, 3 round burst +3, or full auto burst +1 every 10
fired, for each point of success, 1 hits).
Boosted Reflexes + Weapon Skill + 1d10
Hand-to-Hand Attack
Attacker's Reflex + skill + 1d10
vs. Defenders Reflex + skill + 1d10
(Martial Arts, Fencing, Melee, Athletics)
Attack with weapon
Strike 1d6/2 +Damage Modifier
Kick 1d6 +Damage Modifier
Block/Parry Absorb Damage with weapon
Dodge +2 to defense
Disarm knock weapon out of hand
Throw opponent knocked down, 1D6+2, Stun -2
Hold opponent immobilized until escape is rolled
Escape free from hold
Choke after hold, 1d6 +Damage Modifier per turn
Sweep/Trip +2 next attack, opponent -2
Grapple precursor to choke, throw, or hold
4. Roll Hit Location and Take Damage
Roll location and take damage (double for head, limbs gone after
8)
Subtract any armor or cover
Subtract your BTM
Make a Stun Save (roll under BT minus Wound Level)
Serious (-2 REF)
Critical (REF, INT, COOL reduced to half)
Mortal (REF, INT, COOL reduced to one-third)
Make a Death Save (roll under BT minus Mortality Level)