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COMBAT RULES

The combat system is based on the HNS (High Noon Shoutout) from the Cyberpunk Referee Guide (Listen Up, You Primitive Screwheads). However, while I appreciate the results it provides, I believe it loses granularity and requires looking at tables and performing somewhat cumbersome calculations.

Therefore, we'll move towards a distilled and interpreted version of those modifications (basically reducing CP and changing damage dice).

The basic functioning is straightforward. Each weapon has a range, and the difficulty of hitting is based on this; dodging bullets in a Matrix-style won't work. In summary, combat is as follows:

  1. Roll initiative: REF+2d6, the highest roll goes first.

  2. Fire your weapon; the difficulty is based on its range. Roll 2d6+REF+Skill. If you exceed the difficulty, you hit.

  3. Roll for hit location (1d10) and damage (e.g., 2d6+3) for that location. Subtract the target's Armor (SP) from the damage and apply the BTM.

  4. If the target has taken damage, they must make a saving throw for shock or death.

The difficulty for the shooting test is as follows:

Distance Difficulty Additional Effect
Point-Blank (up to 1m) 10 Maximum Damage
Close (1/4 of range) 15
Medium (1/2 of range) 20
Long (weapon's range) 25
Extreme (x2 of range) 30 Half Damage

Additionally, there are other modifiers based on the situation. If the target is stationary, actively attempting to dodge, blinded, and a variety of other conditions that add or subtract from the test. When in doubt, plead to the Director to see if you can get an extra bonus.

Surprise and Initiative

Not everyone reacts as they should when facing a dangerous situation. When your character finds themselves in an unexpected life-or-death scenario, make a Cool test with 1D10 (rolling equal to or less than your CL value). If you fail, your character doesn't react and loses their first turn, remaining still and staring at the source of danger like a deer caught in headlights.

It's important to remember that this is only required in unforeseen situations... For example, if you're talking with a street gang and you know it's going to turn sour (because it always does), you don't need to make the CL test since your character is already prepared to draw and start shooting.


Locations:

Whenever a shot hits its target, roll 1d10 and consult the location table to determine where the hit lands (and find the corresponding SP).

The hit location rules are slightly modified from the official rules to reduce the prevalence of leg shots (40% legs vs. the intended 30% torso as the primary location).

When rolling a d10 to determine the hit location, use this table:

Roll Location
1 Head
2 Right Arm
3 Left Arm
4 Right Leg
5 Left Leg
6-10 Torso

This places more emphasis on the torso, which is the center of mass where most people shoot and more armor is worn (vests, etc).

Remember that if you are behind cover (-2 to the attack or -4 depending on the coverage), hits cannot land on a protected area. Technically, it's like they where aiming.

Loss of limbs/organs:

If you take 10 points of damage to a limb in a single attack, it is considered useless. If it takes 15 or more, it is damaged beyond recovery (possibly amputated or crushed). Additionally, you immediately drop to Mortal 0 status.

If your head is hit and becomes useless or lost, strangely enough, you die. But unlike the official rules, a headshot does not deal double damage.

Multiple Actions:

In a 3-second round, you can perform one action. Alternatively, you can perform multiple actions with a penalty of -3 for each additional action. Repeated actions should make sense logically ... you can't run twice or reload your weapon twice.

Movement:

You can move your MA in meters and perform an action (it doesn't count as a multiple action). Or you can move MAx3 in meters and not take any action.

Damage and Injuries:

When a hit is successful, two things are rolled ...

The location (1d10) and damage equivalent to the weapon's listing, which is usually in d6 or d10. For example, a 9mm pistol deals about 2d6 damage.

The resulting damage is reduced by two factors: the SP (Stopping Power) corresponding to the target's armor and the BTM (Body Type Modifier) corresponding to the target's Body Type.

While SP can prevent someone from receiving damage completely, BTM can never reduce damage completely, and a minimum of 1 point of damage is always received.

Example: Ed Noleight takes a shot to the torso. He's wearing a vest with 10 SP, and the shot deals 8 points of damage.

Ed is fortunate, and his vest stops the shot completely, preventing any injury (although the bruise will last a few days).

However, right after, he gets shot again, this time in the unprotected left arm (SP 0), and he takes about 7 points of damage. His BTM is -2, reducing the damage received to 5. He sustains a serious injury.

Injuries:

There are 10 levels of injuries, each consisting of 4 points, and as they progress, the severity increases considerably. As you take damage, points are marked off, and you move up the injury levels.

Light, Serious, Critical, Mortal 0, Mortal 1, Mortal 2, Mortal 3, Mortal 4, Mortal 5, Mortal 6

In the first three levels, there's no risk of death, but starting from "Mortal," there is a risk. This means that you only need 13 points of damage to reach Mortal 0 (assuming a BTM of 0).

The penalties for injuries are as follows:

Stun and Shock Death:

Whenever you take damage, you must make a stun test. Stun tests use the Saving Throw Number (equivalent to BT).

For example, if someone has a BT of 8 and takes damage ... they must roll 1d10 and get an 8 or less to avoid being stunned. If they fail, they lose their next turn without being able to do anything, and on the following turn, they must make another saving throw test until they succeed.

A penalty is applied to the stun saving throw based on your condition (light +0, serious -1, critical -2, mortal -3, etc).

Shock death tests are similar, triggered when reaching a Mortal condition. You must make a saving throw or die. The penalty here equals the mortal condition (Mortal 0, Mortal 1, etc) you are in.

It's important to note that death tests are conducted every turn until someone stabilizes your injuries. This means that if you do nothing, sooner or later you'll fail the test and die.

To stabilize someone, you need to make a First Aid or Medicine test with a difficulty equal to the number of received injuries.