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) 
HAVE U GOT THAT!
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