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Cyberpunk 2020 Reference Tables v5

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0% found this document useful (0 votes)
165 views8 pages

Cyberpunk 2020 Reference Tables v5

Uploaded by

Hugo Ortega
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ACTIONS LOS AND COVER MODIFIERS STUN/SHOCK SAVE MODIFIERS

Move up to your full Movement (MA x3m) Target silhouetted .................................. +2 Light (1) .................................................... 0
Attempt a Ranged or Melee attack Target crouched/kneeling ....................... -1 Serious (5) .............................................. -1
Dodge or Parry a Melee attack Target prone ........................................... -2 Critical (9) ............................................... -2
Escape a Hold or trap Half body visible ..................................... -2 Mortal (13) ............................................... -3
Aim (maximum of 3 turns) Head and shoulders only visible ........... -3 Mortal 1 (17) ............................................ -4
Reload or change weapons Blinded by light or dust ........................... -3 Mortal 2 (21) ............................................ -5
Mount or dismount from a vehicle Head only ................................................ -4 Mortal 3 (25) ............................................ -6
Repair or give Medical Aid Behind someone else ........................... -4 Mortal 4 (29) ............................................ -7
Perform a non-combat task Mortal 5 (33) ............................................ -8
OPTIONAL RANGED MODIFIERS Mortal 6 (37) ............................................ -9
INITIATIVE MODIFIERS Aimed shot at vitals ................................ -6
Kerenzikov Boosterware .............. +1 to +2 Aimed shot at head, hands, feet ............ -4 HOLLYWOOD OVERACTING EFFECTS
Speedware (for 5 turns) ........................ +3 Aimed shot at stomach .......................... -3 1 .............. Screams, windmills arms, falls
Ubermensch Speedware (for 5 turns) .. +2 Aimed shot at arms, thighs .................... -2 2 .......................... Crumples like a rag doll
Fastdraw (-3 to hit) ................................ +3 Aimed shot at chest ................................ -1 3 ..................... Spins around in place, falls
Speedholster (plus Fastdraw) .............. +1 4 ....... Clutches wound, staggers and falls
Quickdraw holster (plus Fastdraw) ....... +2 UNDERWATER MODIFIERS 5 ........ Stares stupidly at wound, then falls
Fire corridor (no +5 for Ambush) ......... +10 Target <1m below surface .................... +2 6 ................... Slumps to ground, moaning
Underwater Combat ....................... -0 to -3 Target 1-3m below surface .................... -3
Pressurized environment in water ........ +3 Target >3m below surface ............. Scatter STABILIZATION MODIFIERS
Tailored Phero-Confusion (1m range) ... -1 Shooter <3m below surface ................... -2 Full Hospital & Surgery .......................... +5
Shooter >3m below surface ........... Scatter Trauma Team Ambulance .................... +3
WEAPON RANGES Submerged & Firing at 2+ targets .......... -3 Life Suspension Tank ........................... +3
Handguns ........................................... 50m Recoil - Semi-Auto ......................... -1/shot Portable Intern Unit ................................ +1
Submachineguns ............................. 150m Recoil - Full-Auto ..................... -1/10 shots Blood Substitute .................................... +1
Shotguns ............................................ 50m
Rifles ................................................ 400m HAND-TO-HAND COMBAT MODIFIERS VEHICLE TO-HIT MODIFIERS
Throwing (-10m/kg>1) ........... 10m x BODY Target dodging ....................................... -2 Large target (vehicle) ............................. +4
Spears, etc .............................. 3m x BODY Blinded by light or dust ........................... -3 Small target (wheel, exposed person) ... -4
Dodgeball (after 30 sec) ....................... +1 Tiny target (nonexposed weapon) ......... -6
RANGED COMBAT TO-HIT NUMBERS Extra twist joint (grapple & escape) ...... +2 Stationary target ..................................... +4
Point Blank (Touching to 1m) ................ 10 Double-Jointed (grapple, escape, hold) +1 Moving (per 20mph, 40mph head-on) ... -1
Close (1/4 Long range) ......................... 15 360 Rotating Joints (escape) ................ +1 Target making evasive maneuver .......... -2
Medium (1/2 Long range) ...................... 20 Half body visible ..................................... -1 Firer making evasive maneuver ............. -2
Long (Full range) ................................... 25 Head and shoulders only visible ........... -1 Target vehicle out of control .................... -2
Extreme (2x Long range) ....................... 30 Head only visible .................................... -2 Using a turret-mounted weapon ........... +2
Behind someone else ........................... -2 Vehicle mounted weapon, no turret ....... -4
RANGED COMBAT TO-HIT MODIFIERS Targeting computer ...................... +1 to +5
Extra actions ....................... -3/extra action OPTIONAL HAND-TO-HAND MODIFIERS Firer moving, non-stabilized weapon ..... -3
Using off hand ........................................ -3 Aimed strike at vitals .............................. -3 Firer turning weapon to face target* ....... -2
Using two weapons .................. -3 on both Aimed strike at head, hands, feet .......... -2 Firer has vehicle link/cyber controls ...... +2
Firing while running ................................ -3 Aimed strike at stomach, arms, etc ....... -1 Darkness/target obscured ..................... -3
Firing a shoulder arm from hip .............. -2 Tiny target (bullseye, 1-3") ...................... -3 Heat-seeking missile fired at AV/Jet ..... +4
Fast draw/Snapshot ............................... -3 Small target (1ft or smaller) ................... -2 Rocket Salvo** ........................................ -2
Ambush/Surprise attack ........................ +5 Improvised weapon ................................ -2 Firing at 1/2 space capacity turret .......... -4
Silencer/Suppressor .............................. -1 Firing at 1-3 space capacity turret ......... +0
Bipod (stationary & braced) ............ +1 to 2 DAMAGE BONUS Firing at 4+ space capacity turret .......... +4
Power Exo-Mount .................................... -1 2 (Very Weak) .......................................... -2 Firing at a wheel ..................................... -4
Turning to face target .............................. -2 3-4 (Weak) .............................................. -1 Firing at tracks ....................................... +0
Ricochet or indirect fire ........................... -5 5-7 (Average) ......................................... +0 Indirect Fire at Same Spot .............. +3/turn
Loser of Facedown ................................. -3 8-9 (Strong) ............................................ +1 *Except when piloting ACPA
Target immobile .................................... +4 10 (Very Strong) ..................................... +2 **Deviates 1m on Grenade Table/pt missed, x ba-
Moving target REF>10 ............................ -3 11-12 ...................................................... +4 sic To-Hit#/10. Salvo is rocket burst size x rounds.
Moving target REF>12 ............................ -4 13-14 ..................................................... +6
Moving target REF>14 ............................ -5 15+ ......................................................... +8 ACTIVE MISSILE SKILL LEVELS
Tiny target (bullseye, eye, vital area) ...... -6 Thermal ............................................... +15
Small target (body location, <1m) .......... -4 BODY TYPE MODIFIER (BTM) TABLE Radar ................................................... +20
Large target (car, large animal) ............. +2 2 (Very Weak) .......................................... -0 Optical .................................................. +15
Very large target (truck, wall) ................. +4 3-4 (Weak) .............................................. -1 Active missiles move at 1500m/turn+
Aiming (max +3) ............................. +1/turn 5-7 (Average) .......................................... -2 Semi-active missiles move at 750m/turn
Laser sight ............................................ +1 8-9 (Strong) ............................................. -3
Telescopic sight ................. +2 Ext, +1 Med 10 (Very Strong) ...................................... -4 COUNTERMEASURE EFFECTS
Targeting scope ..................................... +1 11+ (Superhuman) ................................. -5 Chaff (radar and laser guided) ............ +10
Scopesight ............... +2 Long/Ext, +1 Med Flares (thermal) ................................... +10
Computer Sights ...... +3 Long/Ext, +2 Med WOUND EFFECTS IR Baffling - AV or Jet (thermal) .............. +5
Smartgun ............................................... +2 Light ......................................................... 0 IR Baffling - other (thermal) ................. +10
Smartgoggles ........................................ +2 Serious ........................................... -2 REF IR Smoke (thermal & optical) .............. +15
Three round burst (Close/Medium) ...... +3 Critical ........................ 1/2 REF, INT, COOL Smoke (optical) ................................... +15
Full auto, Close ........................ +1/10 rnds Mortal ......................... 1/3 REF, INT, COOL Jamming/ECM (radar) ......................... +15
Full auto, all other ..................... -1/10 rnds Smoke (optical) ................................... +15
Autoshotgun .................. -2/additional shot Stealth (radar) ...................................... +15
AWARENESS DIFFICULTIES Skill Use IP Award COMMON COVER SP SDP
Single Infantryman .............................. 15+ Used Skill often, but not effectively .......... 1 Office/Sheetrock Wall 5 15/m
Squad (5-10 men) ............................... 10+ Used Skills effectively .............................. 2 Concrete Block Wall 10 30/m
Vehicle ................................................... 6+ Frequent and effective use of skill .......... 3 Reinforced Wall 20 60/m
Very Large Vehicle ................................. 2+ Did something out of the ordinary ........... 4 Brick Wall 25 75/m
Recoilless Rifle firing ............................ 6+ Very clever/effective use of this skill ........ 5 Stone Wall 30 90/m
Missile firing ........................................ 10+ Extremely clever/effective use of skill ...... 6 Reinforced Wall 40 120/m
Missile in flight ..................................... 20+ Skill critical to player in this session ....... 7 External Wall 50 150/m
Recognise Surveillance Buoy ............. 30+ Skill critical to all group this session ...... 8 Floor / Ceiling 25 75/m
Performed incredible feat with skill ......... 9 Heavily Reinforced Floor 100 300/m
AWARENESS MODIFIERS Office/Wood Door 5 15
Unit firing ............................................... +4 REPUTATION TABLE Heavy Wood Door 15 45
Unit moving ............................................ +5 Level Who Knows About You Concealed Security Door 15 45
Unit in cover .......................................... -10 1 Anyone there at the time knows. Steel/Security Door 20 60
Unit camouflaged ................................... -5 2 Stories have gotten around to friends. Reinforced Steel Door 50 150
Militech "Ghostsuit" ............... -4/-2, -1/10m 3 All your co-workers and casual Plexiglas Windows 12 15/m
Gibson "Sneak Suit" ................. -4, -1/10m acquaintances know. Bulletproof Glass 15 45/m
Militech "Mirage Gear" .......... -2/-1, -1/10m 4 Stories are all over the local area. External Windows 25 75/m
5 Your name is recognized by others Car Body, Door 10 30
Cam-O-Skin .................................... -1/20m
beyond your local area. Data Term 25 75
Unit a normal sized Remote .................. -5
6 You are known on sight by others Mailbox 25 75
Unit a small sized Remote ................... -10
beyond your local area. Curb 25 75
Spotter in vehicle .................................... -5
7 A news story or two has been Armored Fridge 30 90
Spotter in AFV (total -10) ......................... -5
written about your exploits. Weapon Emplacement 30 90
Spotter doing something else ............. -10
8 Your exploits regularly make the Tree, Phone Pole 30 90
Computer-assisted Optics .................... +5
headlines and screamsheets. Concrete Utility Pole 35 105
Cyberlinked into vehicle ........................ +2
9 Your exploits always make the Engine Block 35 105
Darkness ................................................ -3
screamsheets and TV. Hydrant 35 105
Using IR, etc to find IR-baffled target ..... -5
10 You're known worldwide. Armored Car Body 40 120
Image Enhancement/Intensifiers ......... +2
AV-4 Body 40 120
Kiroshi MonoVision ............................... +1 FUMBLE TABLES Jersey Barrier 40 120
Revelation Cyberoptic ........................... +1 REFLEX - Combat
Echolocation System (total darkness) ... -1 1-4 No fumble. You just screw up. SPACECRAFT HULLS SP SDP
Nanooptical Upgrade (night vision) ...... +2 5 You drop your weapon. Spacecraft Skin 8 24/m
Tactile Boost (touch) .............................. +2 6 Weapon discharges or strikes Internal Bulkhead 8 24/m
Olfactory Boost (smell) .......................... +2 something harmless. Internal Partition 4 12/m
Amplified Hearing .................................. +1 7 Weapon jams or imbeds itself in the Heavy Cargo Craft Skin 10 30/m
Sound Editing (specific conversation) .. +2 ground for one turn. Station Hull 20 60/m
8 You manage to wound yourself. Workplatform Hull 10 30/m
9-10 You wound a member of your party. Spacecraft Armor 25/pt 75/pt
MOVEMENT
Characters can move up to their MA in meters O'Neill Colony Wall 300 900/m
REFLEX - Athletics
and do other actions with no penalty, or move
1-4 No fumble. Make an idiot of yourself. STRUCTURES SP SDP
3 x MA in meters and do nothing else. Multi-
5-7 Fail miserably. 1 point of damage Guard Tower 50 150
ply MA or Run by 2mph to get mph speeds.
(sprain, fall), make a Stun Save. Militech Tower 50/25 150/floor
Movement speeds are modified by terrain
8-10 Fail abysmally. If a physical action, take Arasaka Tower 40/20 120/floor
and weather:
1D6 damage, make Stun Save -1. Corp Research Park 30/15 400-1500
TERRAIN MODIFIERS Covert Research Base 100/15 400-1500
TECH - Repair or create Covert Corp Bunker 75/30 750-2000
Easy (sidewalk, plains) ........ No reduction
1-4 No fumble. You can't get it together. Corp Tower Bunker 75/30 200/floor
Rough (wooded, sand) .................. 1/2 MA
5-7 You make it worse, +5 Difficulty for next Corp Military Base 30-80/15 1000-4000
Very Rough (marsh, snow) ............. 1/4 MA
attempt. Underground Base 200 5000
8-10 You damaged the device or creation Floating City 20+/10+ 500-2000
WEATHER MODIFIERS
beyond repair. Undersea Dome 35/15 75/level
Light rain, flurries .................. No reduction
Steady rain, heavy snow ................. 1/2 MA Old Undersea Dome 25/5 50/level
EMP - Convince, Fast Talk, Seduce Undersea Mining Op 25/50 1000-6000
Blizzard ........................................... 1/4 MA
1-4 No fumble. They just won't buy it. Sea Farm - Green 20/10 400
5-6 You not only don't convince them, you Sea Farm - Industrial 20/10 800
leave them totally cold (-4 to next roll). Sea Farm - Luxury 20/10 1000
IP AWARD GUIDELINES
7-10 They are violently opposed to anything Submarine Pen 35/15 2000/sub
• Did the team accomplish their mission?
you want. Roll 1D10, on a 1-4 they Military Sub Pen 200/15 3000/sub
• Did anyone do something they've never
attempt to do you physical harm.
done before? Did they succeed?
• Did anyone experience a personal trauma
INT - Figure out, Notice, catch a clue
or tragedy?
1-4 No fumble. Don't know how to do it, or
• Did someone save the life of another?
what's going on.
• Did anyone say anything incredibly witty,
5-7 You don't know anything about what's
in-character, or dramatic?
going on. Fast Talk -2 to see if anyone
• Were PCs doing things just to get IP?
else notices how dumb you are.
• Did anyone survive something next to
8-10 You not only don't know what's going
impossible?
on or anything about the subject, but
• Did anyone spend LUCK points?
everyone knows how ignorant you are.
TASK DIFFICULTIES Wardrobe & Style INT
Easy ....................................................... 10 Romanova Cyberlegs ........................... +1 Cyber-PCX (skills) ................................. +1
Average .................................................. 15 'Farinata' or 'Venedico' Tool Kit .............. +1 Cyber-"E-Book" (skills) .......................... +2
Difficult ................................................... 20 'Francesca' Techscanner ...................... +1 Tailored Pheromone-Confusion (1m) ... -1
Very Difficult ............................................ 25 PhotoMemory RAM Chip (remember) ... +2
Buchsterhude Tool Kit ........................... +1
Nearly Impossible ................................. 30
Very Good Quailty Clothes ..................... +1 Interface
DIFFICULTY MODIFIERS Designer Quailty Clothes ...................... +2 Trode Set ................................................ -2
Complex repair ...................................... +2 Superchic Quailty Clothes ..................... +3 Terminal .................................................. -5
Very complex repair ............................... +4 Model 100 Plugs (+2 vs Black ICE) ........ -2
"It's never been done before" ................ +6 BODY Diagnose
Don't have the right parts ....................... +2 Pacesetter Heart ................................... +1 Medscanner ........................................... +2
Don't have the right tools ....................... +3 Pacesetter 2000 Heart .......................... +2 CompuMod Medscanner ....................... +1
Unfamiliar tools, weapon, vehicle ......... +4 Adrenaline/Endorphin Surge (3/24hr) ... +1 Portable Intern Unit ................................ +2
Under stress ......................................... +3 Endurance Archaesthetic ......................................... +1
Under attack ................................... +3 to 4
EnduroDrink (2 hours) .......................... +1 MedTech
Wounded ........................................ +2 to 6
Drunk, drugged or tired ......................... +4 Variable-Chambered Heart ................... +1 Archaesthetic ......................................... +1
Hostile environment .............................. +4 "Freezeban" Bioconstruct ...................... +1 MedicGear Medical Armor (on the spot) +2
Lack of instructions for task .................. +2 Hemological Replacement ................... +1 Shadow Track
Other characters "kibitzing" ................... +3 Resist Drug/Poison Olfactory Boost (scent) .......................... +2
Has never performed task before ......... +1 Hemological Replacement .................... -1 Wilderness Survival
Difficult acrobatics involved ................... +3 T-Maxx Cyberliver (ingested) ................. +4 NeoAppendix ......................................... +2
Very difficult acrobatics involved ............ +4 Nasal Filters (inhaled) .......................... +4 "Freezeban" Bioconstruct ...................... +1
Impossible acrobatics involved ............ +5 Toxin Binders ......................................... +4
Information hidden, secret, obscure ..... +3
BoozeMaster (alcohol) .......................... +1 REF
Well-hidden clue, door, panel ............... +3
Full-Spectrum Booster (+disease) ....... +4 Adrenal Booster (1d6+2 turns) .............. +1
Complex program ................................. +3
Very complex program ........................... +5 Anti-Plague Nanotech (disease) ........... +3 Boostmaster (need boosterware) ........ +1
Complex lock ......................................... +3 Swimming SuperSized Arm (with that arm) ............. -2
Very complex lock .................................. +5 Web Foot ............................................... +3 Enable Cyberlimb (with that limb) .......... -1
Target on guard or alerted ..................... +3 Web Hand .............................................. +2 Athletics
Brightly lit area ....................................... +3 Gyro-Stabillizer ...................................... +1
Insufficient light ...................................... +3 COOL/WILL 0-G Maneuver
Pitch blackness ..................................... +4 Life Scan Body Monitor .......................... +1 Gyro-Stabillizer ...................................... +1
Secretive task under observation .......... +4 Stress Chip (morale) ............................. +1 Climb
Add LUCK points .......................... -1 to -10
Facedown Chip (Facedown rolls) ......... +1 Grip Foot ................................................ +2
Manipulation with natural claws ............ +3
Cybercontrols ......................................... -2 Interrogation Stealth
Mag-Duct spots & cybercontrols ............ -1 Voice Stress Analyser ............................ +2 Catspaw Stealth Foot ............................ +1
Model 100 plugs & cybercontrols .......... +2 Hand Held VSA ...................................... +1 Total Body Plating ................................... -1
Excellent tools/ equipment ............. -1 to -2 BlabAll Plug-in Air Fouler ....................... +3
Excellent conditions ....................... -1 to -2 Resist Torture/Drugs WORKING WITH EXPLOSIVES
Rushing the task ................................... +2 BlabAll Plug-in Air Fouler ........................ -3 An unskilled attempt that results in failure
Biomonitor ............................................. +2 becomes a Fumble; a further roll of 8-10
HOW LONG WILL IT TAKE? means the explosive goes off "in your face"
Fix simple electronic device or gun .. 5 min (a further Fumble roll of 8-10 means the
EMPATHY
Fix complex electronic device ......... 20 min same thing for a character with Demolitions).
Stress Chip (human interaction) ........... +1
Fix a laser, taser, or maser ............. 10 min A roll of 1 means it goes off automatically.
Fix a tire .......................................... 5-6 min Human Perception Use grenade to damage structure ........ 20
Fix an engine ............................ 10-20 min Voice Stress Analyser ............................ +2 Use explosive as thrown bomb ............ 15
Rebuild an engine .......................... 2 days Hand Held Voice Stress Analyser ......... +1 Tamping an explosive (5 min+) ............. 15
Look for hidden object ................... 2-5 min Perform Minimize C-6+ shockwave (33%) .......... 20
Open simple mechanical lock ...... 1-2 min AudioVox ................................................ +2 Enhance C-6+ shockwave (+100%) ..... 20
Open complex mechanical lock .. 5-10 min Sound Optimization Sys ........................ +1
Open simple electronic lock ......... 3-4 min Soundmachine Guitar (w/o backup) ..... +1 EVALUATE STRUCTURE FOR WEAKNESS
Open complex electronic lock ..... 5-10 min Persuasuion/Fast Talk x2 damage ............................................. 20
Search a database ...................... 5-20 min x3 damage ............................................. 30
Tailored Pheromone-Gullible ................ +1
Design a cyberdeck ..................... 1-3 days x1 .................................................... Failure
Put on a disguise ............................. 3 min Nymph Perfume .................................... +2 x1/3 ................................................ Fumble
Decryption ............................... 100hrs/skill Forked Tongue (Audio-Vox) ................... +1
Seduction MAKING EXPLOSIVES
STAT & SKILL MODIFIERS Nymph Perfume .................................... +2 Nitroglycerine (lab, 24eb/kg) ................. 15
ATTR Forked Tongue (Audio-Vox) ................... +1 Guncotton (lab, 10eb/kg) ....................... 15
Bodycure (1d6 days) ............................. +2 Mr.Studd/Midnight Lady .......................... +1 TNT (full lab, 20eb/kg) ........................... 20
Autotanner (1d6 days) ........................... +1 Maximum Lover Chip ............................. +2 Plastique (full-lab, 50eb/kg) .................. 25
Royo Bodyfree Masks ....................... +1/+2 Tailored Pheromore-Love ..................... +1 C6 (full-lab, 75eb/kg) ............................. 35
Personal Grooming Chemical delay fuses (25eb-75eb) ...... 20
Nano-Groomers ........................... +2 to +4
PANZERBOY VEHICLE crash into each other, add their relative EFFECTS
COMBAT RULES speeds to each other to determine dam- Vehicle Body: When the vehicle has taken
age. If the vehicle has not been trashed, the it's total SDP in damage (from any combi-
CHASES AND RACES driver has to succeed at a Driving roll vs. nation of locations) the vehicle is rendered
Each participant makes a vehicle operations Difficulty 20 to regain control in the following inoperable.
roll: Skill + Reflexes + modifiers + D10 turn, -5 Difficulty per successive turn. Motive Gear: 1/3 total SDP. When the mo-
If the roll equals or exceeds the Difficulty In a spin, an air vehicle plummets down 25m tive systems have sustained 1/2 of their SDP,
level, the vehicle suffers no mishap, and per turn. If this loss of altitude brings it to the vehicle's top speed is halved, and it suf-
gains distance as per its current speed. If ground level, the vehicle is destroyed. As fers a -3 maneuverability modifier. When the
the roll fails then the driver may lose control above, the pilot must succeed at a Piloting motive systems have lost all their SDP, the
and crash. During a chase, the pursued can roll vs. Difficulty 20 to regain control. vehicle is imobilized (aerial vehicles crash).
anounce a maneuver, that will cut off one or Weapons fire is not possible while the ve- Engine: 1/3 total SDP. If it takes over 1/2 its
more pursuers, all participants that wish to hicle remains out of control. SDP top speed is halved, and it suffers a -1
follow must roll against the maneuver's Dif- maneuverability modifier. When it has lost
ficulty rating. DOGFIGHTING all its SDP it is immobilized (aircraft may try
Each contestant declares the maneuver they to glide). Once the engine has taken over
CHASE/RACE TRAVEL CONDITIONS wish to make that turn and which particular 50% of its SDP in damage, there is a 1 in 10
Ground Vehicle Terrain ........................ Diff target he's dogfighting. All contestants make chance of a fuel explosion - roll this each
Open (salt flats, huge parking lot) ......... 10 appropriate skill tests. Those who fail may time the engine takes damage. If the fuel
Hazardous (empty streets, highways) .. 15 crash. Count the difference between the skill explodes, the vehicle is destroyed.
Very Hazardous (crowded streets) ........ 20 roll and the difficulty and compare below, Pilot or crew: Roll randomly for the crew-
subtracting lower differences from higher: man hit. Apply the damage to the person,
Aerial Vehicle Terrain .......................... Diff subtracting personal armor SP from the
Open Sky ............................................... 10 Difference ...................................... Result damage. An unconscious or dead crew
Hazardous (within 300m of ground) ..... 15 -10 or more ........................ You can't shoot member can't operate the vehicle; most
Very Hazardous (nape of Earth) ............ 20 -9 to -2 ........ Only use turret weapons at -5 vehicles tend to crash when the driver is
-1 to +1 ....................... Shoot at normal WA incapacitated (although some have autopi-
CHASE/RACE MANEUVERS +2 to +9 ................. +3WA vs chosen target lots that will take over when this happens).
Hard turns (up to 45º) ............................ 20 +10 or more .......... +5WA vs chosen target Weapon: Weapons have 10 SDP. When a
Emergency stops (x2 Dec rate)* ........... 20 weapon has taken damage to all its SDP, it
Controlled skids (sideways skid stop)* 20 ARMOR is destroyed. When a weapon is destroyed,
46-60 degree turns* .............................. 25 Condition ...................................... SP Mod there's a 1 in 10 chance that it will explode,
Bootlegger reverses (-1/2 speed)* ....... 25 Weapon damage D6 instead of D10 ..... x2 doing the full damage of one shot to the part
Rapid dives and climbs ........................ 20 HEAT round .......................................... x1/2 of the vehicle to which it is attached.
Hard banks (45º) ................................... 20 HEAT round vs composite armor ........... x1 Turret: Have 1/3 the vehicle's total SDP.
Loops (reverse direction) ...................... 20 Non-HEAT AP round ............................ x1/2 When the turret loses any SDP, there's a 2
Emergency braking (x2 Dec rate)* ........ 20 Vehicle hit in front .................................... x1 in 10 chance that one of the weapons
* can't be done by hovercraft AV/Helicopter hit in front ot bottom ......... x1 mounted there will be rendered useless.
Vehicle hit in side ................................. x3/4 When the turret takes damage to all its SDP,
COMBAT MANEUVERS Vehicle hit in rear, bottom, or top ......... x1/2 it and all equipment in it are no longer func-
Jinking (reduce chance of being hit) ..... 20 *Don't use facing conditions against ACPAs. tional.
Stress Take-off (under fire, danger) ...... 10
Stress Landing (under fire, danger) ..... 15 LOCATION NOTE: ACPA
Rapid Direction Change .................. 20-25 D10 ...... Civilian Ground Vehicle Location Have no target size modifier and use the
Moving Pivot (hovers, AVs, helis) ........... 15 1-4 ................................. Tire/GE skirt/track human hit location chart. Any damage that
5 ...................................................... Engine penetrates the suit's SP is divided in half:
MANEUVER DIFFICULTY MODIFIERS 6 ........................................... Driver or crew One half goes to the suit's total SDP and the
Every 10% over 50% top speed .... +1/10% 7-10 ........................................ Vehicle body other to the pilot. When a limb has taken
Hazardous Conditions .......................... +5 damage to all its SDP, it is rendered inoper-
Very Hazardous Conditions ................. +10 D10 ...... Military Ground Vehicle Location able, along with all weapons mounted on it.
Driver can't see/has no sensors ......... +10 1-3 ................................. Tire/GE skirt/track
Driver doing something else ................. +5 4 ...................................................... Engine
Extra actions with cybercontrols .. -1/action 5 ........................................... Driver or crew
6-8 .......................................... Vehicle body
CRASH! 9-10 ... Turret/weapon (body if not present)
Total up the amount by which you missed
the Driving/Piloting roll, and apply below: D10 ................................ Aircraft Location
1-2 ................................................... Engine
1-5 Vehicle slews briefly out of control. 3 ............................................. Pilot or crew
Weapons fire at -5 this turn. 4-5 ................................. Wings/rotors/fans
6-9 Vehicle slews out of control. All 6-10 ........................................ Vehicle body
weapons fire at -10 this turn and next.
Driver must make a Diff 20 roll to D10 ................................ Walker Location
regain control next turn of crash/spin. 1-3 ...................................................... Legs
10+ Vehicle crashes (aerial vehicles spin). 4 ...................................................... Engine
No weapons fire from this vehicle. 5 ............................................. Pilot or crew
6 .................. Weapon (body if not present)
In a crash, the vehicle skids its current 7-10 ........................................ Vehicle body
speed in meters forward, hitting anything in
the way (1d10 damage per 5mph/9kph of If the hit location roll indicates a result that's
vehicle speed. Assessed against the ve- impossible, move the result to the next high-
hicle, and whatever it hits). If two vehicles est location that's logically possible.
MAXIMUM METAL EFFECTS ANTI-VEHICLE WEAPONS VS
VEHICLE COMBAT RULES Cargo: Minor hit destroys 1 item, a Major or PERSONNEL
Catastrophic hit destroys all cargo. 1. Roll normally to hit.
FACTORS & CALCULATION Ammo: If it doesn't explode, the magazine 2. Victim makes LUCK test 15+. This does
Penetration: Average Damage/10, round off; for one random weapon is destroyed. not use up any LUCK points, unless the vic-
x2 for any type of AP; x1/2 for D6 weapons. Engine: A damaged or destroyed engine will tim wants to add points to the roll. Success
Armor Value: SP/20, round off. immobilize the vehicle. indicated that he takes 5D6 damage to a
Body Value: SDP/20; round off. Empty Space: The shot passes through random location. Armor works at half SP.
harmlessly. 3. If the LUCK test failed, divide average Ar-
COMBAT PROCEDURE mor SP by 20 to get the Armor Value. Sub-
1. Roll normally for to-hit. MINOR DAMAGE tract this from the weapon's Penetration. A
Equipment, system or weapon: 20% chance result of 0 or less, the victim takes 2D6 im-
2. Figure Penetration and Armor Modifi- that it is destroyed. If not destroyed, it will pact damage and loses 10SP of armor for
ers not work until repaired. every point of Penetration stopped. Multiply
Fuel: 25% chance of catching on fire (3d6 to results of 1+ by 10 to find the damage the
PENETRATION MODIFIERS each crewmember and 25% chance of ex- victim receives, his armor is also destroyed.
Per 10 points above target number ... +1/2 ploding each turn it is on fire). Fire extin-
Per additional round ........................... +1/4 guishers and damage-control systems re- INDIRECT FIRE
Long Range ......................................... -1/4 duce the chance of fire or explosion to 5%. The spotter must know where he, and the
Extreme Range .................................... -1/2 Crew: Each applicable crew member sus- target are. This requires a map and a Diffi-
tains 4D6 damage to a random loctaion. culty 15+ Wilderness Survival roll, or a sat-
ARMOR MODIFIERS Body armor will reduce damage as normal. ellite, or a computer navigation/GPS system.
Hitting vehicle from side ....................... 3/4 Mortars and launched grenades travel at
Bottom, back, or top .............................. 1/2 MAJOR DAMAGE 400m per turn, artillery shells travel at 600m
Equipment, system or weapon: 90% chance per turn. At the end of the turn when the
3. Subtract Armor Value from Penetration. that it is destroyed. If not destroyed, it will shells reach the target, after everybody has
If the result is 0 or more, go to step 4. If not not work until repaired. moved and taken their actions, roll for the
go to step 6. Engine/Explosive Ammo: 50% chance it will artillery to hit versus Difficulty 25+
explode demolishing the target. Fire extin-
4. Roll 1D10 and add positive difference guishers and damage-control systems re- Modifiers to the D10 roll are:
between Penetration and Armor Value. duce the chance of explosion to 10%. Spotter's (Heavy Weapons+INT)/2
Fuel: 50% chance of catching on fire (3d6 to Firer's Heavy Weapons/2
5. Subtract the target's Body Value, and each crewmember and 25% chance of ex- Visibility Modifiers that apply to the Spotter
refer to table below: ploding each turn it is on fire). Fire extin- +3/turn (max 4 turns) of spotted fire at the
guishers and damage-control systems re- same target area.
DAMAGE TABLE duce the chance of fire or explosion to 10%.
Die Roll ........................................... Result Crew: Each applicable crew member sus- If the shot hits, roll on the Grenade Table to
0 or less ............ Surface Damage (step 6) tains 6D6 damage to a random loctaion. see just where it hits and work out damage
1-5 ...................................... Minor Damage Body armor will reduce damage as normal. as usual. Once a shot hits, the To-Hit# drops
6-9 ...................................... Major Damage to 10 and the weapon(s) can continue to fire
10+ ......................... Catastrophic Damage CATASTROPHIC DAMAGE at that location for as long as desired with-
Equipment, system or weapon: Item de- out a need for a spotter to correct fire.
6. Surface Damage: Roll 1D10. On a 7-10, stroyed, must be replaced. If the shot misses, it does so by (range/
one random unprotected/exposed piece of Engine/Explosive Ammo: 90% chance it will 100m) x number of points missed by, in a
equipement has been damaged. If the explode demolishing the target. Fire extin- direction determined by the Grenade Table.
weapon that damaged it has a base Pen- guishers and damage-control systems re- There is effectively no limit to the amount of
etration of 3+, the item is destroyed. If the duce the chance of explosion to 30%. weapons one spotter can spot for, as long
weapon's Penetration is 2 or less, the item Fuel: 50% chance of catching on fire (3d6 to as they're all shooting at the same target. A
has a 50% chance of surviving in repair- each crewmember and 25% chance of ex- spotter can only spot and correct for one
able condition. ploding each turn it is on fire). Fire extin- target location at a time.
guishers and damage-control systems re-
7. Other Damage: Roll on Vehicle Hit Loca- duce the chance of fire or explosion to 30%. BOMBING
tion Chart to see what was hit, then check Crew: Each applicable crew member sus- Deviate 10m on the Grenade Table per point
below for effects of damage. tains 10D6 damage to a random loctaion. the To-Hit roll is missed by, x height/100m.
Body armor will reduce damage as normal. Hitting with a bomb: Diff 25+. Fall at 175m/
VEHICLE HIT LOCATION TABLE turn. Guided bombs can correct their point
Roll 1D10 (+2 if shooting at top, -1 if shoot- TIRES, TREADS AND TURRETS of aim 100m/turn.
ing at side, -2 if shooting at back or bottom) Exposed objects, such as turrets, on a ve- Dive-bombing: Diff 25+. Aircraft has to dive
Roll ............................................... Location hicle can be targeted. Other items, includ- at the target for at least one turn; diving for
-1,0 ...................................................... Fuel ing exposed crew and passengers, are too more than one turn counts at aiming (+1
1-3 ........................................... Motive Gear small to target with vehicle weapons; small WA/turn, max +3). When a bomb is released
4-7 ........................................................ Hull arms may shoot at these targets normally. it has the aircraft's speed, but will lose half
8-12 ........................ Turret (hull if no turret) it's speed every turn after the first until it
Wheel: Small target. 1/3 vehicles SDP & SP. reaches 175m/turn.
HULL/TURRET SUBTABLES Tracks: Normal target. 1/2 SDP & SP.
Roll 1D10 (+1 if shooting at front, -1 if back) 1/2 Space Turret: Small. Full SP, 1/4 SDP.
Roll ............................ Hull/Turret Location 1-3 Space Turret: Normal. Full SP, 1/2 SDP.
0-2 .................................... Cargo or Ammo 4+ Space Turret: Large. Full SP, 3/4 SDP.
3-4 ......................................... Engine/Crew
5-7 ...................................................... Crew
8 ............................................... Equipemnt
9 ................................................... Weapon
10-11 ...................... Empty Space/Weapon
MANEUVERING, CHASING & EVADING CRASHES THIS VEHICLE MAKES WIDE TURNS
Sideswipe: Minor crash directed at vehicle's A vehicle takes 1/3 of the actual distance
1. GM determines range and terrain the side (75% armor). Penetration caused is traveled when it makes a mild turn (up to
battle is being fought in. the vehicle's speed/75 (round up), times the 30º). On a tight turn (over 30º), it takes 1/6
Weight Modifier. actual distance. An extremely tight turn takes
2. Determine each vehicle's maximum 1/12 the actual distance.
speed in meters per combat turn. Divine Crash: Involve the armor facing appropriate Tracked vehicles, PA suits on foot and cycles
kph by 1.2, mph by 1.33 to get meters/ turn. to the situation. Penetration caused by the halve this distance; hovercraft, boats, heli-
crash is the vehicle's speed/60 (round up), copters, PA suits flying, and AVs multiply it
3. Roll Initiative, adding vehicle operation times the Weight Modifier. Remember, if you by two and airplanes and airships by three.
skill, plus any modifers to the vehicle op- head-on another vehicle, add the two Example: An AV travelling at 120mph tries a
eration skill, as well as REF and Combat vehicle's speeds to determine collision tight turn into a street 20m wide. Lateral
Sense. Vehicles that were in an Advanta- Penetration. If one vehicle runs into another movement takes it (1/6 of 160m x 2) 53m,
geous Position get a +5 to this roll. from behind, subtract the rammed vehicle's and into a bulding at 120mph. A cycle trying
speed from the rammer's to determine col- the same turn at 50mph will slew (1/6 of
4.All vehicles delare actions, in reverse or- lision Penetration (3.5 points per D10; 10 66m) 11m, allowing it to make the corner.
der of initiative. points per point of Penetration).

5. All vehicles make skill rolls to determine WEIGHT MODIFIER TABLE


if their actions are successful, and apply Size ............................................. Multiplier
the results below: Very Light (less than 25kg) .................. x1/2
Light (man, 25-100kg, plywood) ............ x1
Roll Fails: Roll 1D6 on table below, adding Medium (101-500kg, plaster/plastic) ..... x2
+1 to the die roll for each full 3 points the Heavy (car, 501-5000kg, concrete) ......... x3
action roll was missed by. Very Heavy (5000+kg, armored walls) ... x4

FAILURE TABLE MANEUVERS


1-4 Vehicle slews briefly out of control. Swerve ................................................... 15
Weapons fire at -5 this turn. May crash Take-offs & Landing .............................. 15
if within 2m of an obstacle or vehicle; Aerial Rotations & Hovers (AV, heli) ...... 15
Diff 15+ skill roll or sustain a sideswipe. Mild Turns & Banks (up to 30º) .............. 15
Tight Turns (up to 45º) ........................... 20
5-6 Lose control. Weapons fire at -10 this Emergency Stops (inc AV & heli)* ......... 20
turn & next. Diff 20+ roll to regain Controlled Skids* .................................. 20
control next turn, failure forces another Aerial Loops .......................................... 20
1D6 roll on the Failure Table. Ground Emergency Climbs & Dives .................. 20
vehicles skid 1D10x3m sideways in Direction Rerverses* ............................. 20
direction of travel. Air vehicles stall out, Bootlegger Reverse (-1/2 speed)* ........ 25
losing 1D10x15m altitude. If vehicle Extremely Tight Turns (40-60º) .............. 25
intercepts an obstacle within this Aerial Straight Up or Down (AV & heli) .. 25
distance it crashes. * can't be done by hovercraft

7+ Ground vehicles roll 1D10x3m in MANEUVER DIFFICULTY MODIFIERS


direction of travel and take 1D6 Every 10% over 50% top speed .... +1/10%
Penetration to their thinnest armor Driver can't see/has no sensors ......... +10
each turn for [meters per turn in speed/ Driver doing something else ................. +5
20] turns. Roll 1D10 to determine Extra actions with cybercontrols .. -1/action
which side is up (1-2 Top, 3-4 Left, 5-6 Slippery road (not hovercraft) ................ +3
Right, 7-10 Bottom). Air vehicles go into Icy road (not hovercraft) ......................... +5
a tail spin, losing 1D10x30m per turn
until control is regained (Diff 25+) or REVISED CONTROL MODIFIERS
aircraft crashes. No weapons fire. Truck, Large Jet ...................................... -4
Med/Hvy Plane, Pickup, Limousine ........ -3
Roll succeeds within 10 points of the other Wheeled APC/IFV/MBT ........................... -2
vehicle's roll: The faster vehicle opens or Hover, Med/Hvy Helicopter ...................... -2
closes the range (as desired) by 1/2 the Standard Car, AV ..................................... -0
amount of movement that was declared. Light Plane, Osprey, Lt Helicopter .......... -0
Firing is possible by weapons that are Cycle, Small Jet ..................................... +1
pointed directly towards the target or turret Tracked APC/IFV/MBT ............................ +2
weapons. Airship .................................................... +5

Roll succeeds and is 10 or more points


better than the other vehicle's roll: You've
obtained Advantageous Position. Weapons
facing up to 90 degree away from the side
facing the target can shoot. Open or close
the range by your declared speed, if desired
(even if slower than other vehicle).
FRIDAY NIGHT FISTFIGHT 2 SWEEP/TRIP
Martial Arts only + Key Attack + WA
ATTACKER: REF+Skill+Bonuses/Penalties+1D10
vs. BLOCK/PARRY
DEFENDER: REF+Skill+Bonuses/Penalties+1D10 Martial Arts, Fencing, Melee, Brawling + Key Defense + WA
If there's a tie the defender wins.
DODGE
Martial Arts, Dodge, Athletics + Key Defense
DAMAGE MODIFIERS TABLE
BODY Hand to Hand Cast Weapon ALL-OUT PARRY
2 -2 -1 You don't need to check your parry.
3-4 -1 -1
5-7 +0 +0 All-OUT DODGE
8-9 +1 +1 -2 to all Attacker's strike rolls.
10 +2 +1
11-12 +4 +2 GRAPPLE
13-14 +6 +3 Martial Arts, Brawling + Key Attack
15+ +8 +4
Key Attack +MArts +MArts THROW
Martial Arts, Athletics + Key Attack
HAND TO HAND RANGES
RANGE MODIFIER KEY ATTACKS HOLD/BREAK
Casting -0 Block, Dodge, Jump Kick Martial Arts only + Key Attack
various Cast, Ram
Hitting +5 Polearm Strike CHOKE/CRUSH
+3 Normal Weapon Strike Martial Arts, Brawling + Key Attack
-0 Punck, Kick, Disarm, Ram,
Sweep, Block, Dodge ESCAPE
-3 Grapple Break to Hold/Choke/Crush to Grapple to Grabbing range
-5 Cast Martial Arts, Dodge & Escape + Key Defense + WA
Grabbing -0 Disarm, Grapple, Throw,
Hold, Choke, Escape RAM
-3 Punch, Kick, Sweep, Block Martial Arts, Athletics (spec) + Key Attack - Dash penalty
Dodge -5 Normal Strike
KNOCKDOWN SAVE
REQUIREMENTS FOR RANGE CHANGE Defender's BODY + Strength Feat + 1D10 vs. Damage
Casting to Hitting: If you have the greater MA you may be
able to enter Hitting range. JUMP KICK
Hitting to Grabbing: Make Grapple roll. Martial Arts only + Kick Key Attack + WA
Grabbing to Hitting: Make Parry or Dodge roll.
Hitting to Casting: If you have the greater MA you may be
able to enter Casting range.

STRIKE
Martial Arts, Fencing (blades), Melee + Key Strike + WA

CAST
Martial Arts, Archery (bows), Athletics +Key Strike + WA +
Range Penalty

RANGE PENALTY FOR CASTING


RANGE PENALTY
Hitting -5
Close -0
Medium -5
Long -10
Extreme -15

PUNCH AND KICK


Martial Arts, Brawling + Key Attack + WA(attached)

DISARM
Martial Arts, Fencing, Melee, Brawling + Key Attack
(or -BT Damage Mod) + WA + Size mod.
MARTIAL ARTS FORMS & SPECIALIZATION BONUSES
Style Strike Punch Kick Disarm Sweep Block Dodge Grapple Throw Hold Choke Escape Ram
Aikido (3) - - - +3 +3 +4 +3 +2 +3 +2 +1 +2 -
Animal Kung Fu (3) +2 +2 +2 +1 +1 +2 - - - - - - -
Arasaka-Te (1) +1 +1 +1 - - +1 +1 +1 +1 +1 +2 +1 -
Boxing (1) - +3 - - +3 +1 - - - - - - -
Capoeira (3) - +1 +2 - +3 +2 +2 - - - - - -
Choi Li Fut (3) +2 +2 +2 +1 +2 +2 +1 +1 +1 - - - -
Gun-Fu (3) - - - - +3 +2 +4 +4 - - - +2 -
Jeet Kun Do (3) +3 +3 +2 +1 +1 +2 - - - - - - -
Judo (1) - - - - +2 - +1 +2 +3 +2 +1 +2 -
Jujitsu (2) - - - - +2 +3 +2 - +2 +4 +3 - -
Karate (2) - +2 +2 +1 - +2 - - - - - - -
Koppo (4) - +4 +2 - +3 +3 - +2 - +2 +1 +2 -
Ninjutsu (5) +3 +3 +1 +2 +2 +1 +2 +1 +1 +1 +1 +1 -
PanzerFaust (5)~ - +3 +3 - +1 - +3 +3 +1 - - +4 +3
Sambo (3) +2 +2 +2 +2 +2 - - +2 +3 +2 - +2 -
Savate (2) - - +4 - - +1 +1 - - - - - -
Sumo (3) - +2 - - +2 - +2 +2 +3 +1 - +1 +4
Tae Kwon Do (3) - +3 +3 - +2 +2 +1 - - - - - -
Tai Chi Chuan (4) +2 +2 +1 +1 - +2 +1 +1 - - - - -
Te (3) +2 +2 +1 + +2 - +1 - - - - - -
Thai Kick Boxing (4) - +3 +4 - - +2 - +1 - - - - -
Thamoc (2) +1 - - +4vs +1 +1 +2 +1 - - - +2 -
Thrash Boxing (3) +1 +2 +3 - +3 - +1 - +1 - - +2 -
Wing Chung (3) - +4 +2 - +1 +3 +1 - - +2 - - -
Wrestling (1) - - - - +2 - - +4 +3 +4 +2 +4 -

Damage Bonuses * * * % $ @ @ % * $ * @ *
* Key Attacks have Damage Bonuses.
$ Damage Bonus doesn't usually apply, but Key Variant inflicts damage.
% Damage Bonus is never applied; a move that doesn't inflict damage.
@ Martial Artists can subtract their Bonus from damage recieved.

~ Full 'borg only martial art. Damage bonus is 1.5x PanzerFaust level.
Leaping attacts recieve +1D6/3m of leap. The attack is AP (SP 1/2, damage penetrating hard SP is normal).

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