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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