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)