Cyberpunk 2.0.2.0. Combat Basics

Cyberpunk 2.0.2.0. Combat Basics

Author: Christian Conkle

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 +1-10 (+1-3 if using Ocelot’s system, +1-5 if using Fuzion)
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 – ModifiersDifficulty 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 1-35m 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 damage
      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 + 1d10vs. 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

Subtract any armor or cover

Subtract your BTM

Take damage (double for head, limbs gone after 8 points of damage)

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)

4 thoughts on “Cyberpunk 2.0.2.0. Combat Basics”

  1. >>4. Roll Hit Location and Take Damage

    Roll location and take damage (double for head, limbs gone after 8)<<

    Put a space between 8 and ) to get rid of the smiley.

  2. By the way: Shouldn’t the limb loss rule apply _after_ damage reduction by armor and BTM? That’s at least how I handle it, and it seems to make more sense. (Otherwise, a 9mm would knock off your head routinely despite your SP20 skullcap.)

  3. You are right there. Obviously so. Thats why Christian says in the paragraph above the limb loss rule:

    “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.”

    If you were referring to the short version on the bottom, I changed stuff there.

Comments are closed.