Ranged Combat in Cyberpunk | World Anvil
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Ranged Combat

Ranged combat includes any attack made at a distance. Let's look at what is on offer in the Dark Future.      

How to Read the Ranged Weapon Table

  Weapon Type: The classification of the weapon.   Weapon Skill: The Skill you use when firing this weapon.   Single Shot Damage: The damage of a single shot from the weapon. Standard Magazine: How many bullets or other types of ammo can be held in the weapon without mods. Below the magazine size you can find the type of ammunition the weapon fires.   Rate of Fire (ROF): How many times the weapon can be fired with a single Attack Action. Number of Hands Required: How many hands you need to hold the weapon and fire it.   Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal Object Skill under clothing. Alt Fire Modes & Special Features: Unique traits of the weapon. See the full section on pg. 173.   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 on Page 385.    

 

Resolving Ranged Combat Attacks

   
Ranged Combat is resolved:
Attacker's REF + Relevant Weapon Skill + 1d10
vs.
Defender's DV Determined by Range to Target and Weapon or Defender's DEX + Evasion Skill + 1d10*   *A Defender with a REF 8 or higher can choose to attempt to dodge a Ranged attack instead of using the range table to determine the DV
 
If you beat the DV (Defender wins in a tie) you damage the Defender.   The Defender's armor will reduce the damage you do, as detailed later in this section on pg. 186.
 

Alternate Fire Modes and Special Features

 Autofire   In Cyberpunk RED, Autofire has been reworked for speed of play. Instead of directly modeling individual bullets, we've moved to modeling patterns of bullets. Being skilled at keeping an automatic gun on target allows you to bring out the best in Autofire.   When you use Autofire, it costs an Action and 10 bullets. If you don't have 10 bullets remaining in your clip, you can't use Autofire. You use the Autofire Skill instead of the weapon's typical Weapon Skill. Additionally, instead of the weapon's entry on the Range Table, you use its entry on the Autofire Range Table. Autofire cannot be used to make an Aimed Shot.   Targets with REF 8 or Higher can still choose to attempt to dodge your Autofire.   If you hit, roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum denoted by the weapon's Autofire (3 for SMGS, 4 for Assault Rifles). This number is the amount of damage that Autofire dealt. If both dice came up 6, you've also inflicted a Critical Injury (see pg. 187)! The Defender's armor reduces the damage you do, as detailed later in this section on pg. 186.  
 
Autofire Example   Royal is backed into a corner by a particularly large nude boosterganger seeking revenge. Royal fires his assault rifle in glorious Autofire Mode. According to the Autofire specific Range Table, he needs to beat a DV17 to hit a target 14 m/yds away. Royal rolls 1d10, gets a 7, and adds his 8 REF + 6 Autofire Skill, for a total of 21. Since he beat the Autofire DV17 by 4, he rolls 2d6 for damage, getting 10, and multiplies the result by 4, the amount he beat the Autofire DV by, for a total of 40 damage. Ouch! Hope this one has Skinweave!
   Arrows  Bows and Crossbows fire Arrows. Because loading an Arrow is part of attacking with a Bow or Crossbow, you never need to Reload a Bow or Crossbow using the Reload Action. Additionally, Basic Arrows can always be retrieved after they are fired, making buying basic ammunition for these weapons almost a one-time investment.    Suppressive Fire  When you use Suppressive Fire, it costs an Action and 10 Bullets. If you don't have 10 Bullets remaining in your clip, you can't use Suppressive Fire.   Everyone on foot within 25 m/yds, out of cover, and in your line of sight must roll WILL + Concentration + 1d10 against your REF + Autofire Skill + 1d10.   Anyone that fails must use their next Move Action to get into cover. If that Move Action would be insufficient to get into cover, they must also use the Run Action to get into cover or as close to cover as possible.    Shotgun Shells   In addition to Slugs, Shotguns can also fire Shotgun Shells. You can't make an Aimed Shot with a Shotgun Shell. When you fire a Shotgun Shell, you make 1 Ranged Attack (REF + Shoulder Arms + 1d10) vs. a DV13. If successful every target in front of you, within 6m/yds (3 squares), that you can see, takes 3d6 damage if you hit. You roll damage once for all targets. The Defender's armor will reduce the damage you do, as detailed later in this section on pg. 186.   Individual targets with REF 8 or Higher can still choose to attempt to dodge your Shotgun Shell.  
 Explosives  All explosives weapons deal their damage to all targets (including the terrain) in a 10m/yd by 10m/yd area (5 Square by 5 Square), the center of which is your intended target (which is a 2m/ yd by 2m/yd square, not an individual). You only roll damage once for all targets.   If you roll under the DV required to hit your intended target, the GM decides where in that 10m/yard by 10m/yard square centered on your intended target the explosive actually landed, and it instead damages a 10m/yard by 10m/yard square around that point.   Anyone with REF 8 or higher can choose to individually dodge the blast by rolling higher than your original Check, placing themselves outside of the blast area if they succeed.   An explosive blast will not damage a target behind cover that its damage would be insufficient to destroy. However, if the damage from the explosive would be sufficient to destroy the cover, the individual is no longer behind cover and they take full damage.  

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