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Cyberpunk RED Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Cyberpunk RED.

Cyberpunk RED combat: 1d10 + Stat + Skill vs DV. Cover, range bands, and armor ablation are the core tactical levers.

Initiative
Roll
REF + 1d10
Ties
Highest REF, then highest DEX
  • Roll initiative once at the start of combat; the same order holds for the whole fight.
  • Ambush: ambushers act first without a roll, then normal initiative.
Action economy
  • Each turn: Move (up to MOVE × 2 m/yds) + 1 Action.
  • Actions: Attack, Aim (+1 to next attack, stacks to +3 on same target), Grab, Choke, First Aid (Paramedic + TECH, DV 13), Reload, NET action, Use item.
  • Run: sacrifice your Action to move an extra MOVE × 2 m/yds.
Ranged attack
Roll
REF + Weapon Skill + 1d10 vs DV (by range band)
Natural 10
Critical Success on any check, attacks included: roll another d10 and add it
Natural 1
Fumble: roll an extra d10, subtract from total
  • Autofire: on a hit, damage is 2d6 × the amount you beat the DV by, capped by the weapon's autofire multiplier (not its ROF).
  • Aimed shot (head): +8 to DV, damage uses head SP (0 without helmet), weapon damage ×2.
  • Suppressive fire: each target rolls WILL + Concentration + 1d10 against the attacker's Autofire check total; fail = must move to cover.
Melee attack
Roll
DEX + Melee Weapon (or Brawling) + 1d10
Defense
Defender rolls DEX + Evasion + 1d10
  • Higher total wins; a tie goes to the defender.
  • Martial Arts: use the Martial Arts skill instead of Brawling for unarmed attacks.
Damage and armor
  • Damage = weapon damage dice - target's SP (Stopping Power).
  • Armor ablation: each hit that deals damage reduces SP by 1.
  • No random hit-location roll: damage is to the body unless the attacker calls an aimed shot at a specific location (e.g. head).
  • If the damage doesn't exceed the target's SP, none of it gets through (there is no minimum of 1).
Seriously Wounded and death
Seriously Wounded
HP drops to half or below: -2 to all actions
Mortally Wounded
HP hits 0: unconscious, begin Death Saves
Death Save
Roll d10 each turn; must roll EQUAL TO or UNDER your BODY stat (minus penalties) or die
  • Each critical injury adds +1 to the Death Save penalty (subtracted from your BODY stat, making it harder to survive).
  • First Aid (DV 13) stabilizes a dying character. Surgery required for critical injuries.
Critical injuries
  • Triggered when two or more of the damage dice come up 6: the hit is a Critical Injury and deals +5 bonus damage.
  • Roll 2d6 on the Body or Head critical injury table.
  • Body crits: dismembered arm/leg, collapsed lung, spinal injury, broken ribs, foreign object, torn muscle.
  • Head crits: lost eye, brain injury, damaged ear, concussion, broken jaw, foreign object.
  • Each crit adds +1 to the Death Save penalty (subtracted from BODY).
Cover
No cover
Normal DV
Behind full cover
Can't be targeted directly; the attacker must shoot the cover itself
Leaning out
Required to attack from behind cover; exposes you
  • Cover isn't a flat DV bonus: you damage the cover's HP until it breaks (or the target leans out).
  • Cover has HP; destroyed when reduced to 0.
  • Concrete wall: 50 HP. Car door: 25 HP. Drywall: 10 HP.
Luck
  • Declare and spend Luck points 1:1 to boost a roll before rolling, not after seeing the result.
  • Luck refreshes at the start of each session.
  • Maximum Luck = LUCK stat.
Ranged DV by weapon type and range (Cyberpunk RED)
RangePistolSMGShotgunAssault RifleSniper Rifle
0-6m1315131730
7-12m1513151625
13-25m2015201525
26-50m2520251320
51-100m3025301515
101-200m3025352016
201-400mN/A30N/A2517
401-800mN/AN/AN/A3020
Common mistakes
  • Forgetting armor ablation (SP drops by 1 per hit that deals damage).
  • Head shots: the +8 DV increase is often forgotten; damage uses head SP and is doubled.
  • Fumbles subtract the extra d10; a fumbled roll can go negative.
  • Autofire damage is capped by the weapon's autofire multiplier, not its ROF.
  • Critical injuries are per-hit, not per-turn: two big hits can each trigger their own crit roll.

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