Wednesday, May 6, 2020

Cyberpunk 2020 Combat Basics, Step by Step


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 
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.
  • ReloadChange, 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

      Easy10
      Average15
      Difficult20
      Very Difficult25
      Impossible30

      Ability+Skill+1d10 vs. Ability+Skill+1d10

      If a 1 is rolled, the attempt fails, consult the fumble tables

      1-4No fumble
      5-7Miserable Failure
      8-0Catastrophic 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:

      RangeDifficultyHandgunSMGShotgunRifle
      Point Blank =100-1m0-1m0-1m0-1m
      Close (1/4) =151-12m1-35m1-12m1-100m
      Medium (1/2) =2012-25m35-75m12-25m100-200m
      Long (full) =2525-50m75-150m25-50m400m
      Extreme (2x) =30100m300m100m800m
       +/- 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

      1-4No fumble, you just screw up
      5You Drop your weapon
      6Weapon hits something harmless
      7Weapon jams for 1 turn
      8Wound yourself, roll location and damage
      9-10Wound 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 damagesubtract 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.


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