Cyberpunk 2.0.2.0. Combat Basics
combat.txt
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
- 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 | 1-35m | 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 + 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)
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