Melee Combat
You couldn't find a gun. There's never one around when you really need it. You figure the
kids down the hall stole it, or you dropped it behind the dumpster (where you stashed that
body) again. Looks like you're going to have to fall back on Melee Combat.
Melee combat is using weapons that you swing or stab. It also applies to anytime you
use the parts of your body (like feet, hands, head, etc.) to strike an opponent.
How to Read the Melee Weapon Table
Melee Weapon Type: The classification of the melee weapon.
Example Melee Weapons: A few examples of the classification of melee weapons.
Number of Hands Required: How many hands you need to hold the weapon and
use it. In the case of melee weapons the number of hands required is based on what
the weapon is and not its classification.
Damage: The damage of a single attack from the weapon.
Rate of Fire (ROF): How many times the weapon can be swung with a single Attack
Action.
Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal
Object Skill under clothing.
Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The
Price Category of the item is listed below its cost. See Buying and Selling
here.
Melee Weapons in Combat
Trained use of a melee weapon includes fencing, knife fighting, and club or other bludgeoning weapons, even
staves and baseball bats.
Melee weapons use the
Melee Weapon Skill to attack.
When dealing damage, all melee weapons
ignore half of the Defender's armor. Round up. Damage is dealt based on the Classification of the melee
weapon. Heavier weapons deal more damage but can't be concealed under clothing with the Conceal/Reveal
Object Skill. Very Heavy Melee Weapons can't attack twice in an Attack Action.
Melee weapons must be wielded in the number of hands that they were designed for, unless their handedness
is specifically stated as otherwise, with one exception: A Character with BODY 8 or higher can wield a Melee
Weapon designed to be wielded in two hands in a single hand.
Resolving Melee Combat
Melee Combat is resolved:
Attacker's DEX + Relevant Melee Attack Skill + 1d10
vs.
Defender's DEX + Evasion Skill + 1d10
With the exception of Very Heavy Melee Weapons, all Melee combat is 2 ROF, allowing for 2 strikes to be
made with every Attack Action.
Targets must be in your reach (2m/yards).
If you beat the Defender's roll (Defender wins in a tie), you damage the Defender.
The Defender's armor will reduce the damage you do.
Brawling, Bare Knuckle Boxing, and Grappling
Brawling uses the
Brawling Skill to attack, and the damage dealt with each blow scales with the attacker's
BODY STAT, with one exception:
with a Cyberarm, your damage for a Brawling Attack is always
at least 2d6 (but higher if your BODY is 7+). Brawling is also the Skill used for initiating and defending
against a Grapple.
When dealing damage, a Brawling attack does not ignore half the Defender's
armor.
▶
Grab ◀
As an Action you can grab and hold someone, take
an object they are carrying, or escape a grapple. You
need a free hand to initiate a Grab, which cannot
be used to do anything else for the duration of any
Grapple that results from the Grab.
To determine the outcome of a Grab, both you and
your target within your reach roll
DEX + Brawling
Skill + 1d10. If you win, you can choose to either
grab hold of the Defender or take one object the
Defender is holding in their hands into a free hand.
If you win and choose to grab hold of the Defender
instead of their stuff, both of you are now considered
to be in a Grapple and take a -2 to all Actions for as
long as you both remain in a Grapple.
While Grappled, the Defender cannot use their
Move Action, and is dragged with the Attacker
whenever the Attacker takes their Move Action. No
Character in the Grapple can make use of a weapon
that requires them to use two hands, even if they
have more than two arms. The Attacker can end the
Grapple at any time without using an Action, but the
Defender, or any other Character, must use this Action
to roll a successful Grab against the Attacker to break
the Grapple, which ends the Grapple for everyone
involved. Grabbing a person is a prerequisite for
Choking or Throwing them.
▶
Choke ◀
If you are currently the Attacker in a Grapple, you can
use an Action to Choke the Defender you are grappling, dealing your BODY STAT directly to their Hit
Points in damage. If damage dealt by a Choke would
reduce a target with more than 1 HP to less than 0
HP, they are instead left at 1 HP and are Unconscious.
This damage ignores the Defender's armor
and doesn't ablate it. Additionally, if you Choke
the same target for 3 successive Rounds, they go
Unconscious regardless of their Hit Point total.
▶
Throw ◀
Throw a person you are Grappling or an object
you are holding. If you are currently the Attacker in
a Grapple, you can use an Action to Throw them
onto the ground, dealing your BODY STAT directly to
their Hit Points in damage.
This damage ignores
the Defender's armor and doesn't ablate it.
Throwing your target ends your Grapple with them
(freeing you both of the -2 to all Actions imposed by
being either participant in a Grapple), and leaves
them Prone, unable to use their Move Action until they
use the Get Up Action.
If you want to Throw an object, you can do so by
using an Action to make a Ranged Attack using DEX
+ Athletics + 1d10, up to a maximum of 25m/yds,
using the Grenade Launcher DV entry on the range
table. If you are throwing the object at a person that
can dodge bullets, they can choose to dodge your
object as well. Melee weapons deal their stated
damage when thrown, but don't halve SP. Grenades
deal the same damage as they would when fired from
a grenade launcher. An improvised thrown weapon
does as much damage as the GM thinks it would.
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