Combat

How a Cyberpunk RED firefight runs, from Initiative to armor, Critical Injuries and Death Saves.

The Philosophy of Violence in Night City

Violence in Cyberpunk RED isn't a video game - it's a brutal conversation where people speak with bullets and blades. Every fight has consequences, every wound tells a story, and every death changes the world in small but permanent ways.

Think of combat like a high-stakes poker game played with guns. You're constantly making split-second decisions with incomplete information, where the wrong choice doesn't just cost you money - it costs you blood, chrome, and sometimes your life.

⚠️ The Golden Rule of Cyberpunk Combat

Combat is meant to be fast, deadly, and terrifying. If your players aren't occasionally worried about their characters' survival, you're doing it wrong. This isn't D&D where heroes can tank damage - this is a world where a single bullet can end a story.

Initiative: Who Dies First

Initiative in Cyberpunk RED determines the order of action, and in a world where going first often means being the only one going home, it matters more than almost any other roll.

Initiative Calculator

Everyone rolls REF + 1d10 once, at the start of the fight; highest acts first

Solo (REF 8)
Initiative: -
Gang Member (REF 6)
Initiative: -
Corporate Security (REF 7)
Initiative: -
Civilian (REF 4)
Initiative: -

💡 Tactical Insight: The Initiative Advantage

High Reflexes isn't just about going first - it's about controlling the tempo of violence. A Solo with REF 8 usually acts before everyone else, and when they do, they dictate how the entire fight unfolds. The d10 still means a lucky ganger sometimes beats them to the trigger. They choose the range, the positioning, and often who lives or dies.

The Anatomy of an Attack

Every attack in Cyberpunk RED follows the same deadly dance: roll to hit, roll for damage, apply armor, mark off Hit Points, and pray you're still breathing when the smoke clears. Ranged attacks roll REF + weapon skill + 1d10 against a DV set by the weapon type and the range; melee and brawling roll DEX + skill + 1d10 against the defender's DEX + Evasion + 1d10. A defender with REF 8 or higher can use that Evasion roll against bullets too. Whenever two rolls are compared, the defender wins ties.

flowchart TD A[Declare Attack] --> B[Roll REF + Weapon Skill + 1d10<br/>melee: DEX + skill + 1d10] B --> C{Beat the range DV<br/>or the defender's<br/>DEX + Evasion + 1d10?} C -->|No - ties go to the defender| D[Miss - No Damage] C -->|Yes| E[Roll Weapon Damage] E --> I{Two or more 6s?} I -->|Yes| K[Critical Injury: roll 2d6<br/>+5 damage straight to HP] I -->|No| G K --> G[Subtract the target's armor SP] G --> H{Anything left?} H -->|Yes| J[Lose that many HP<br/>armor SP drops by 1] H -->|No| M[Armor held - no HP lost] style C stroke:#f39c12,stroke-width:3px style I stroke:#e74c3c,stroke-width:3px style K stroke:#ff6b6b,stroke-width:3px style D stroke:#95a5a6,stroke-width:3px

Attack Resolution Example

Attacker Rolls
d10
d10 + REF + Skill
VS
Difficulty Value
DV
From the weapon/range table, or the target's DEX + Evasion + d10

Weapons: Tools of the Trade

In Night City, your weapon isn't just a tool - it's an extension of your personality, a statement of your style, and often your best friend. Choose wisely, because your life depends on it.

🔫 Heavy Pistol

Damage: 3d6 | Skill: Handgun

ROF: 2 | Magazine: 8

The classic choice - reliable, concealable, and hits hard enough to matter. Think of it as the motorcycle of guns: stylish, practical, and dangerous in the right hands.

⚔️ Katana (Heavy Melee Weapon)

Damage: 3d6 | Skill: Melee Weapon

Special: Like every melee weapon, ignores half the target's armor SP

A good edge goes where bullets bounce. It's like having a lightsaber, but more stylish and infinitely more deadly.

🔥 Assault Rifle

Damage: 5d6 | Skill: Shoulder Arms (or Autofire)

ROF: 1 | Magazine: 25

When you absolutely need to kill everything in the room and have it done before lunch. Subtle as a brick through a window, but twice as effective.

💀 Sniper Rifle

Damage: 5d6 | Skill: Shoulder Arms

Special: Its range DVs stay low out to very long distances

For when you need to solve problems from three blocks away. Patience and precision over style and flash.

Rate of Fire Explained

ROF 1: One attack per Action - rifles, shotguns and the other heavy hitters

ROF 2: Two attacks per Action - most pistols and most melee weapons

Autofire: A weapon with an Autofire rating can spray a burst at one target instead; damage scales with how well you beat the DV, up to the weapon's cap

Suppressive Fire: Keep enemies' heads down instead of going for kills

Range and Accuracy

Close: low DV
Farther: higher DV
Long: highest DV

Distance affects everything in combat. Cyberpunk RED doesn't use range penalties: each weapon type has its own table of DVs by range band, so a pistol is easy to hit with up close (DV 13 out to 6 m/yds) and nearly hopeless at long range. Smart fighters control the range to their advantage.

Armor: Your Last Line of Defense

Armor in Cyberpunk RED isn't just protection - it's a lifestyle choice. Do you want to look like a corporate executive in a bulletproof business suit, or a street warrior wrapped in kevlar and attitude?

How Stopping Power and ablation work A damage roll of 13 meets armor with Stopping Power 7. Seven points are stopped, six reach hit points, and because damage got through, the armor's SP drops by one to 6 until it is repaired. Critical Injury bonus damage of 5 bypasses armor entirely. DAMAGE ROLL 13 3d6, heavy pistol ARMOR SP 7 − 7 kevlar HIT POINTS LOST 6 13 − 7 = 6 ABLATION SP 7 → SP 6 until repaired THREE THINGS PEOPLE GET WRONG 1. Armor only ablates when damage actually gets through — stop the shot completely and the SP is untouched. 2. Melee weapons ignore half the target's SP. Armor is far worse against a blade. 3. Critical Injury bonus damage (5 points) skips armor entirely. SP never protects against it.
Figure — armor is a consumable, not a stat. Every fight you walk out of leaves you slightly less protected than you walked in, and nobody tracks it until the session it kills them. That is the quiet economy underneath Cyberpunk RED combat: bullets are cheap, and repairing a vest is not.

Leathers

SP: 4 | Penalty: none

Street fashion that turns a knife and blunts a light round. Better than nothing, and it looks the part.

Kevlar

SP: 7 | Penalty: none

Classic body armor - stops bullets, looks professional. Like wearing a hug from ballistic science.

Light Armorjack

SP: 11 | Penalty: none

The edgerunner's standard: real protection with no slowdown. Because style and survival should go hand in hand.

Metalgear

SP: 18 | Penalty: −4 REF, DEX and MOVE

Full military-grade protection. You're a walking tank, but about as subtle as one too.

🎯 The Armor Calculation

Stopping Power (SP): Subtracted from incoming damage

Armor Penalty: The heaviest armor lowers your REF, DEX and MOVE while you wear it

Key Insight: Heavy armor keeps you alive but makes you slow. Light armor keeps you mobile but vulnerable. Choose based on your style and mission needs.

Armor Locations and Aimed Shots

Armor is tracked in two places, body and head. Smart fighters aim for the weak one:

Combat Actions: Your Options in Violence

Combat isn't just "I shoot the bad guy." Every round, you have choices that can mean the difference between victory and becoming street pizza.

🎯 Attack

The classic choice - hurt someone before they hurt you. Ranged: REF + weapon skill + 1d10 vs. the range DV. Melee: DEX + skill + 1d10 vs. the defender's DEX + Evasion + 1d10.

What sets the DV: weapon type and range, plus anything the GM adds for the situation

🏃 Move

Reposition for better shots or cover. Your Move Action takes you up to MOVE × 2 m/yds, on top of your Action.

Tactical use: Control range, reach cover, flank enemies

🎯 Aimed Shot

Take −8 to hit to target the head (double damage), a held item, or a leg. There is no generic "aim for +1" in Cyberpunk RED.

Risk vs. Reward: You'll miss far more often, but the hits count

🔄 Reload

Fully reload and replace your weapon's magazine. It takes your Action.

Critical timing: Vulnerable while reloading - plan accordingly

🛡️ Getting Out Of The Way

Cyberpunk RED has no generic "full defense" stance — that is a Cyberpunk 2020 habit. Against melee your defense is always the same roll: DEX + Evasion + 1d10 against the attacker’s. Against bullets you cannot dodge at all unless your REF is 8 or higher, and even then you are rolling Evasion against the attacker’s roll instead of the range DV, not gaining a flat bonus.

What to do instead: take cover, break line of sight, or leave. In Red the reliable answer to incoming fire is a wall, not a stance.

🏃 Run

Sometimes discretion is the better part of valor. Spend your Action on a second Move Action, for twice the distance in a turn.

Street wisdom: Dead heroes don't spend their earnings

Advanced Combat Maneuvers

graph LR A[Basic Attack] --> B[Aimed Shot] A --> C[Autofire] A --> D[Suppressive Fire] B --> E[-8 to hit, head x2 damage] C --> F[Damage scales with margin] D --> G[Force Cover/Movement] H[Grab] --> I[A Brawling check] H --> J[Control/Restrain] K[Martial Arts] --> L[Special Maneuvers] K --> M[Damage + Effects] style E stroke:#ff6b6b,stroke-width:3px style F stroke:#ff9800,stroke-width:3px style G stroke:#4CAF50,stroke-width:3px

Critical Injuries: When Violence Gets Personal

Critical injuries in Cyberpunk RED aren't just numbers on a character sheet - they're life-changing events that alter how characters interact with the world forever.

💀 The Critical Injury Table

Critical Injuries are not triggered by a damage threshold — they are triggered by the damage dice. Whenever two or more of the d6s rolled for a single attack come up 6, the target takes a Critical Injury: roll 2d6 on the appropriate table. Every Critical Injury also deals 5 bonus damage directly to Hit Points, bypassing armor entirely.

Two Tables

One for body hits and one for head hits; aimed head shots use the head table. Roll 2d6 on the right one.

Body: the Middle of the Table

Broken ribs, a broken arm or leg, a torn muscle, a foreign object lodged in you. Painful, penalizing, treatable.

Body: the Ends of the Table

A collapsed lung, a spinal injury, crushed fingers, a dismembered hand, arm or leg.

Head Hits

Concussion, a broken jaw, whiplash, a cracked skull, a damaged or lost eye or ear, a brain injury.

Always +5

Whatever the table says, the Critical Injury also deals 5 bonus damage straight to Hit Points, ignoring armor.

Mortally Wounded

Below 1 HP you take −4 to everything and −6 MOVE, and make a Death Save each turn: 1d10 rolled low against BODY, a natural 10 always fails, and each save adds 1 to the penalty on the next.

🏥 Medical Intervention

Medtechs and proper medical facilities can reduce the severity of critical injuries, but they can't work miracles. Some wounds change you forever - that's not a bug, it's a feature of a game about consequences.

Tactical Considerations: Fighting Smart

Combat in Cyberpunk RED rewards tactical thinking over raw firepower. A smart fighter with a pistol can defeat a fool with a military rifle.

Cover and Concealment

Environmental Factors

🌧️ Weather and Visibility

  • Rain: The GM can make long shots harder
  • Darkness: A real problem without low-light or thermal cybereyes
  • Smoke: Concealment and breathing difficulties
  • Crowds: Risk of hitting civilians, movement restrictions

Team Tactics

graph TB A[Team Combat] --> B[Overwatch] A --> C[Suppressive Fire] A --> D[Flanking] A --> E[Medical Support] B --> F[One shoots, one watches] C --> G[Pin enemies in cover] D --> H[Attack from multiple angles] E --> I[Keep team functional] style A stroke:#4ecdc4,stroke-width:3px style B stroke:#96ceb4,stroke-width:3px style C stroke:#ff6b6b,stroke-width:3px style D stroke:#f39c12,stroke-width:3px style E stroke:#45b7d1,stroke-width:3px

Common Tactical Mistakes

Special Combat Situations

Vehicle Combat

Fighting in or around vehicles adds layers of complexity:

Cyberware in Combat

Chrome changes everything about how you fight:

Drugs and Combat

Night City's chemistry can turn the tide:

Non-Lethal Options: Violence Without Murder

Sometimes you need to stop someone without killing them - though in Night City, that's often the more difficult choice.

Less-Lethal Gear

Called Shots for Disabling

Running Combat as a GM

As a Game Master, combat is your chance to create cinematic, consequence-filled action sequences that feel like the best cyberpunk movies.

Pacing and Tension

Making NPCs Dangerous

🎬 Cinematic Combat Tips

  • Describe the style of each attack, not just the mechanics
  • Use the environment - ricochets, exploding barrels, collapsing structures
  • Let critical successes be moments of awesome
  • Make fumbles interesting complications, not just failures
  • Remember: Violence has consequences beyond the immediate scene

The Psychology of Violence

Combat in Cyberpunk RED isn't just about mechanics - it's about what violence does to people, both those who commit it and those who survive it.

Stress and Trauma

Every fight changes characters:

The Cyberpunk Paradox

Violence is both commonplace and traumatic in Night City. Characters become desensitized to brutality while still feeling the human cost. This tension creates the heart of cyberpunk storytelling.

After the Smoke Clears

Combat ends, but its consequences ripple through the story:

Remember: In Cyberpunk RED, every bullet fired changes the world. Every wound tells a story. Every fight is a conversation about power, survival, and what it means to be human in an inhuman world.

The best combat scenes aren't about who's the fastest gun - they're about the choices characters make when violence becomes inevitable, and how those choices define who they become.