Unarmed Techniques
Street Combat
Brawling and Boxing
Unarmed strikes use 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 Brawling damage cannot be under 2d6.BODY | 4 or Under | 5 to 6 | 7 to 10 | 11-13 | 15 or higher |
---|---|---|---|---|---|
Damage | 1d6 | 2d6 | 3d6 | 4d6 | 5d6 |
Grab or Grapple
As an Action, you can grab and hold someone, take an object they are carrying, or attempt to escape from a grapple. You need a free hand to initiate a Grab or Grapple, which cannot be used for anything else for the duration of any Grapple that results from the Grab. To determine the outcome of a Grab or Grapple, both you and a target within your reach will roll DEX + Brawling + 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 Grapple Check 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. Additionally, if you Choke the same target for 3 successive Rounds, they go Unconscious regardless of their Hit Point total.Throw
If you are currently the Attacker in a Grapple, you can use an Action to Throw the Defender you are grappling. You can throw them to the floor and knock them prone, slam them into an adjacent object, or throw them 2 meters in a direction. If you throw them into the ground, or an object, they take damage equal to your BODY STAT directly to their HP. This ends the Grapple. You can also Throw an Object, by using an Action to make a Ranged Attack using Dex + Athletics + 1d10, up to a maximum of 25m using the following range table.Range | 0-6 m | 7-12 m | 13-25 m |
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DV | 16 | 15 | 15 |
Human Shield
If you are already the Attacker in a Grapple, you can use an Action to "equip" the defender as a Human Shield, if you are not already wielding a shield, using the same the same hand you are using to Grapple them. Human Shields are more unwieldy than typical shields. Because of their squirming, Human Shields cannot be used to block Melee Attacks, or Ranged Attacks specifically targeted at your head. You can still attack your own Human Shield while you have them equipped, it's practically a tradition. Your Human Shield cannot dodge Ranged Attacks while you have them equipped, and takes damage as if they had been shot normally. A Human Shield who dies while you have them equipped automatically becomes a shield with HP equal to their BODY stat. Unequipping a live Human Shield is as simple as ending your Grapple with them, but dropping a corpse shield costs an Action just like any other shield.Martial Arts
There are 4 common schools of Martial Arts in Night City:- Aikido
- Karate
- Judo
- Taekwondo
Recovery
Requirement: Prone Whenever you use the Get Up Action, you can attempt to beat a DV13 with form's Skill. If you succeed, that Get Up Action didn't cost an Action.Aikido
This soft form practices sweeping hand and body techniques to lock and disarm opponents, turning their power against themselvesDisarming Combination
Requirement: Hit the same target with a Brawling Attack and a Martial Arts Attack in the same Turn Once per Turn when you fufill this requirement, you can Akido against a DV15. If you succeed, any one object held in the hands of the target is now either held by you, or is on the floor.Iron Grip
Requirement: You have a target Grappled that isn't already affected by Iron Grip Once per Turn when you fufill this requirement, as an Action you can roll Aikido against a DV15. If you succeed, your Grapple target makes all future attempts to escape this Grapple at an additional -2. Additionally, until the Grapple is broken, your target cannot make Ranged Attacks.Karate
This hard form practices strikes and blows designed to break an opponent's bones or armour.Armour Breaking Combination
Requirement: Hit the same target with a Melee Weapon and a Martial Arts Attack this Turn. Once per Turn when you fufill this requirement, as an Action you can roll Karate against a DV15. If you succeed, the target has all their worn armour ablated by an additional 2 points.Recovery
Requirement: 8 WILL or higher. Instead of making 2 Attacks with your Martial Arts Attack Action, you can choose to make a Bone Breaking Strike. Use your Action to roll Karate against a single target's Evasion. If you hit, they suffer from the Broken Ribs Critical Injury in addition to your Martial Arts Attack Damage. If you take a -8 to this Check, you can instead target their Head. If hit, they suffer the Cracked Skull Critical Injury instead after Damage is calculated.Judo
This soft form practices grabs, throws, and escapes.Counter Throw
Requirement: You dodged all Melee Attacks that were targeted at you since your last turn. Once per Turn when you fufill this requirement, as an Action you can roll Judo against a DV15. If you succeed, you use the Throw Action on one target in melee range who's Melee Attack you dodged. This throw cannot be avoided. You do not need to be grappling them.Grab Escape
Requirement: You hit a target that is grappling you with 2 Melee Attacks this Turn. Once per Turn when you fufill this requirement, as an Action you can roll Judo against a DV15. If you succeed, you are no longer grappled, and the person grappling you suffers the Broken Arm Critical Injury. You pick the arm.Taekwondo
This hard form practices high kicks and precision strikes to break through defences and cause severe injury through attacking pressure points.Pressure Point Stike
Requirement: 8 WILL or higher. Instead of making 2 Attacks with your Martial Arts Attack Action, you can choose to make a Pressure Point Strike. Use your Action to roll Taekwondo against a single target's Evasion. If you hit, they suffer from the Spinal Injury Critical Injury in addition to your Martial Arts Attack Damage. If you take a -8 to this Check, you can instead target their Head. If hit, they suffer the Brain Injury Critical Injury instead after Damage is calculated.Flying Kick
Requirement: MOVE 8 or higher. You must have moved at least 4m already this turn. Instead of making 2 Attacks with your Martial Arts Attack Action, you can choose to make a Flying Kick. Use your Action and all remaining movement this Turn to fling forward in a straight line towards your target that can be up to 4m away from you. Make a Taekwondo Check against your target's Evasion. If you hit, you deal damage to the body location as if you had struck them with a Martial Arts Attack. ADditionally, if you hit, your target is now prone, and is removed from any motorcycle or other vehicle lacking a fully enclosed cabin that they may have been in or on.
Weapon Categories
Light Melee Weapons
Medium Melee Weapons
Heavy Melee Weapons
Very Heavy Melee Weapons
Gauntlets
Throwing Weapons
Medium Pistols
Heavy Pistols
Very Heavy Pistols
Submachine Guns
Heavy Submachine Guns
Shotguns
Assault Rifles
Sniper Rifles
Bows
Crossbows
Flamethrowers
Arc-Throwers
Machine Guns
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Railguns
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Light Melee Weapons
Medium Melee Weapons
Heavy Melee Weapons
Very Heavy Melee Weapons
Gauntlets
Throwing Weapons
Medium Pistols
Heavy Pistols
Very Heavy Pistols
Submachine Guns
Heavy Submachine Guns
Shotguns
Assault Rifles
Sniper Rifles
Bows
Crossbows
Flamethrowers
Arc-Throwers
Machine Guns
Grenade Launchers
Rocket Launchers
Railguns
To view Equipment, click here
To view Cyberware, click here
To view Services, click here