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Cyberpunk Combat for Twilight 2000

I'd like to thank Christian Conkle for letting me use his chart which is pretty well just reproduced here with some minor adjustments to let it fit into the Twilight world.

For a great Cyber-Buzz, check out his page via this
LINK

1. Beginning of Turn
Players may declare HASTE (+3 to initiative, -3 to actions) to try and go first.

2. Initiative
Each Player roll 1d10 + REFlex plus or minus modifiers
Haste +3
Encumbrance -(modifier)
Turn proceeds in order from highest roll to lowest. Players may delay action to later in the turn
.
3. Actions
A character may perform 1 action at no penalty. Each additional action incurs a penalty of -3 to any roll. Any
weapon may only perform 1 action per round. (No firing, reloading and firing again.)

Actions include:
~ Move up to their MA x 3, or duck for cover, lie prone etc.
~ Take Aim +1 per round aimed up to 3 rounds. A Character must be aiming to take advantage of the Telescopic sight bonus. Only the First shot is considered aimed.
~ Reload, Change or Unjam a weapon.
~ Enter or Exit a vehicle.
~ Repair a piece of equipment  or machinery. Complex tasks may take many rounds.
~ Perform a non combat task.
Stat + Skill + 1d10 vs Difficulty of task
Easy                  10
Average            15
Difficult              20
Very Difficult      25
Impossible         30
If a "1" is rolled, the attempt fails, consult the fumble tables.
1-4 No Fumble
5-7 Miserable Failure
8-0 Catastrophic Failure
~ Fire a weapon up to it's ROF, 3 Round Burst (+3 to hit) or Full Auto Burst (+1 /10 bullets fired, for each that point exceeds the to hit number 1 bullet hits the target)
         REFlex + Weapon Skill + 1D10 +/- Modifiers
Difficulty is based on range of weapon
          POINT BLANK                Difficulty    10        0-1m
          CLOSE                           Difficulty    15        25% of Range
          MEDIUM                         Difficulty     20       50% of Range
          LONG                             Difficulty     25        Range
          EXTREME                      Difficulty     30       200% of Range
+4 Target Immobile
-3 Moving Target
-3 Snapshot
(Haste)
-4 Specific Location
-3 Blinded (Dust, Smoke etc.)
-2 Turning around (Target is not in Firers front arc)
-3 Firing while Running
+4 Large Target
-4 Small Target
-6 Tiny Target
+3 Three Round Burst
+1 per Ten Rounds (Full Auto)
-3 (Each Weapon) Using Two Weapons
-3 Under Stress (Huge firefight etc)
-3 to -4 Under Direct Attack
-2 to -6 Wounded
-1 per Fatigue Level
-1 per Encumbrance Level
-4 Hostile Enviroment (Gas, Teetering Rooftop etc.)
-1 to -10 Poor Light.
          If a "1" is rolled, consult Fumble Table.
~ Hand to Hand attack1. Beginning of Turn
Players may declare Haste (+3 to initiative, -3 to actions) to
try to go first.

Attacker's Reflex + skill + 1d10
  vs. Defenders Reflex + skill + 1d10
  (Martial Arts, Fencing, Melee, Athletics, Brawling)

Attack with weapon
Strike 1d6/2 +Damage Modifier
Kick 1d6 +Damage Modifier
Block/Parry Absorb Damage with weapon
Dodge +2 to defense
Disarm knock weapon out of hand
Throw opponent knocked down, 1D6+2, Stun -2
Hold opponent immobilised until escape is rolled
Escape free from hold
Choke after hold, 1d6 +Damage Modifier per turn
Sweep/Trip +2 next attack, opponent -2
Grapple precursor to choke, throw, or hold

Body Type Damage Modifiers
2       -2
3-4    -1
5-7    +0
8-9    +1
10     +2


4. Roll Hit Location and Take Damage
If shot or hit, roll location and take damage, subtract any
armour or cover from that location.  Subtract your BTM (Body Type
Modifier) from damage taken, doubling any resulting damage to the head.
Body Type Modifiers
2        -0
3-4    -1
5-7    -2
8-9    -3
10     -4

Make a Stun Save by rolling under the character's Body Type on
a ten sided die subtracting any modifiers from your current wound level. 
If failed, the character is stunned and can take no action until the
Player rolls a successful Stun Save.

All Head Wounds do double damage.

Damage is applied incrementally. 50% of the damage is applied immediately, after another 1d10 rounds the next 25% of the damage is applied and after another 1d10 rounds the last 25% of the damage is applied. A Stun Save against the
full amount of damage is made each time damage is applied.

At Serious Wound Level the character is at -2 to his REF.

At Critical Wound Level the character�s REF, INT, and COOL
are reduced to half rounded up.

At Mortal Wound Level  the character�s REF, INT, and COOL are
reduced to one-third rounded up and must make a Death Save.

Make a Death Save, if the character has been mortally wounded,
by rolling under the character's Body Type on a ten sided die
subtracting the level of Mortality each round until they are stabilized
with medical attention.  Medical attention is defined as a successful
First Aid skill check vs. the current damage taken.  If the roll is
successful, the character is stabilized and healing can commence.  If
the roll is failed, the character must make additional Death Saves every
minute at an additional -1 penalty per minute

Prompt medical attention can halt the incremental application of damage. If the roll against the
full damage is made before more damage is applied, then no more damage is taken from that wound. Medical attention takes 1d10 rounds to apply and a failed roll increases the difficulty by one level (+5 to difficulty.)

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