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.
| Range | Pistol | SMG | Shotgun | Assault Rifle | Sniper Rifle |
|---|---|---|---|---|---|
| 0-6m | 13 | 15 | 13 | 17 | 30 |
| 7-12m | 15 | 13 | 15 | 16 | 25 |
| 13-25m | 20 | 15 | 20 | 15 | 25 |
| 26-50m | 25 | 20 | 25 | 13 | 20 |
| 51-100m | 30 | 25 | 30 | 15 | 15 |
| 101-200m | 30 | 25 | 35 | 20 | 16 |
| 201-400m | N/A | 30 | N/A | 25 | 17 |
| 401-800m | N/A | N/A | N/A | 30 | 20 |
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.