As with most RPGs, combat is turn based. Combat in Cybergeneration can be very fast and VERY lethal. The stun/shock saves mean that (hopefully) people will pass out long before they are killed, however if you look at the damage table, a lot of the bad guy weapons can outright kill a juve in 1 hit.
Your Turn
Combat often starts with a Facedown
Everybody rolls REF + 1d10, highest goes first.
Note : Solos get to add their combat sense special ability roll to initiative. This makes Solos Deadly: They usually shoot first!
You can opt to delay your action (or part of your action) to any point later in the same round (including as an interrupt, so for example you can use your move to draw a pistol on someone and say “if he draws, I will fire”, so if he uses his move action to draw his own weapon, you can take your firing action first).
Each round you get 1 movement and 1 action.
With your movement you can:
Move as many metres as your move stat (including kneeling behind cover etc…), if you are standing.
Crawl as many metres as half your move stat (if you are prone).
Get up from being fully prone
Draw a weapon from a holster or sheath
Steady a weapon you have drawn for +1 to hit
Get an item from a pocket or bandoleer/quickly accessible (read – obvious and not concealed) storage
Reload a clip fed weapon or bow or crossbow. (Note, that drawing the ammo is also a move action so without rushing it takes an entire round to reload).
Elect not to take an action and instead move 3 times your move stat (1.5x Move if prone).
Elect not to move and perform 2 actions (eg. shoot twice), with both at -5 to all skill rolls. If your other action does not usually require a skill check it will require an appropriate stat check as you try to hurry it.
You may do one action eg:
Attack!
Reloading a non clip fed weapon (revolver, shotgun)
Changing weapons
Aim – sacrifice attack this round for +3 to hit next round.
Accessing a backpack/pouch/sports bag/concealed weapon
Dodge and make yourself harder to hit. Adding 2 to all difficulties to hit or 4 if you have 10+ REF.
All ranged combat is against difficulty numbers based on weapon and range. Roll is REF + Skill + Weapon Accuracy + 1d10 >= difficulty number. (Weapon accuracy is noted against each weapon)
*At point blank range pistols and SMGs may add + 5 to roll.
Cover is GREAT. It makes you harder to hit. Cover adds between +1 and +5 to the difficulty. Just be careful what you hide behind: bullets go through cat doors!
May elect to fire single shot or full automatic. Full auto can be aimed or suppression.
Full automatic
Can be performed at any range difficulty, but imposes a -5 modifier on the attack rolls due to recoil, so you probably want to save it for close range! Every point over the to hit number adds 1 to the damage dice. If the damage dice goes over 10 then start another damage roll at 1 and keep adding to it (thus treating it as a 2nd hit).
Full auto eats 30 rounds.
Suppression
Can be performed if the difficulty to hit is 20 or lower, and reflects firing wildly in the targets general vicinity (thus it may cover multiple targets at GM discretion). If anyone moves through the suppression line you may roll to hit against them with a -3 modifier on the roll..
The suppressed targets must make a COOL + fearless leader roll to take any action other than getting into cover. If they pass the cool check they are at penalty to any action that puts them more into the line of fire. The suppression penalty will vary on size of weapon shooting and nature of action between -1 and -5.
Suppression eats 30 rounds.
Make no skill check, the genius gun is the next best thing to having a portable heat seeking missile. The missile makes checks for you.
The capacitor holds 24DC total charge and has 2 modes of fire: blast and scribble. For blast its standard point and shoot, dial as little as DC3 or as much as DC7.
If set to scribble then it becomes an area of effect weapon, DC5, dividing the number of wounds evenly between the targets.
As bows are “sports equipment” they have become quite popular with juves. Bows are shot using your streetfighting skill. Tribals may use their yogang skill instead with a +2 accuracy bonus, this only applies to bows, not crossbows. Most adults suck with longbows.
Treated as covering a blanket area in a 3m line wide all along their range.
Throw a small object (grenade, softball, pistol) up to 5m x your body stat.
Throw a larger object (computer) up to your body stat in metres.
To target a specific area (usually the head) is -3 to hit. Most people do not have armour on their head. In hand to hand combat you can make an INT + streetfighting roll to try to spot graps in armour (if they are not obvious)
Delver a blast that extends 5m around point of impact. For every point the to hit rolls misses by the grenade misses by 1m and the DC drops by 1.
Melee is always opposed checks and most melee attacks get body type bonuses on damage rolls.
For Adults V Kids then the kids streetfighting skill is halved (round down).
You may attack an unconscious/stunned target. You automatically hit in melee and are treated as rolling 10 on the damage dice (if you have a static modifier for strength/skills, then it is applied as normal).
Sometimes you just need to knock a punk on his ass. A successful knockdown attack does DC1 damage and knocks the victim over. (They will suffer -2 to appropriate checks). If you do this while grappling then you both fall over.
Only possible if you are grappling, success results in whatever the opponent was holding in one hand being dropped.
Grapple is any move that gets your hands on an opponent, it is necessary to make a successful grapple attack for scanners to use their static wave attack. A successful grapple attack inflicts DC1 damage as you scuffle (and static wave/contact charged for evolved). Once someone has suddenly initiated a grapple both parties are defined as “grappling” – there is no defined advantage or difference between them.
If you are in a grapple you can
Just continue grappling
Make an unarmed attack
Attempt to upgrade the grapple to a choke or hold (below),
Attempt to break the grapple,
Make a special attack,
Attempt another action.
Just continue grappling is a default, you do nothing you continue grappling with each other, no damage inflicted.
Unarmed attacks or attacks with small melee weapons or implants (knives, wolvers) can be made while grappling without an opposed check. There is a -2 penalty to these attacks.
Breaking the grapple or upgrading to a hold requires a successful opposed roll. If you break the grapple you cannot take another action (but you can move). (if you fail the opposed roll the grapple does not end)
Special attacks are knockdown and disarm (everyone), static wave (for scanners), contact charge (for bolters) or cybercrush (using a cyber hand to crush whatever is in it), knockdown, disarm and cybercrush require a successful opposed check (note in the case of knockdown you both fall over). Static wave does not require another roll, it just requires that you are in a grapple.
To do anything else (for example shoot a pistol or use a larger melee weapon) requires a successful opposed roll to even attempt it. If you succeed, you may make the regular check with a -2 penalty, if you fail your opponent has managed to twist the grapple sufficiently to prevent your action. (NB you do not get the +5 WA bonus for pistols shooting at point blank range).
Anyone firing into a grapple is at -3 and near-misses may hit the other guy.
If you all want to dogpile in on someone there will be bonuses.
A hold is any form of lock or incapacitating move and represents 1 party having a clear advantage in the grapple. It requires a successful opposed roll whilst grappling and inflicts hold damage. The victim of a hold can only attempt to escape the hold which requires a successful opposed roll, if they fail then not only do they stay in the hold, but they automatically take hold damage.
The attacker may inflict hold (or cybercrush with a cyberarm) damage on their turn with a successful opposed roll. Once a hold is established the attacker gets +3 / +their melee damage bonus (whichever is higher – a BOD 15 ‘Borg is +8!) to all opposed rolls representing their advantage.
If the victim escapes the hold then it breaks the grapple.
Scanners and bolters can can use their attacks whilst held – SURPRISE! While a Tinman can be held, their opponent does not get any bonuses for doing so due to the nature of their limbs (they are still restrained, but that is all a hold gives).
Same as with skill checks – you roll a 2nd d10 and either add or subtract it from the total.
If you critically succeed when making an attack, you can either roll a second d10 and add it as normal, or roll 2 damage dice and take the higher.
If you critically fail, the result of the second d10 roll determines on what happens to your weapon.
Ranged weapons jam, requiring an action and (TECH + Streetfighting roll) to clear them, melee weapons are dropped. Broken means take the bits to a tinkertot and they might be able to fix it.
Roll a d10 and look up the damage on the relevant line.
*Add to the *Dice Roll* based on body type: 2=-2, 2-4=-1, 5-7=0, 8-9=+1, 10=+2, 11-12=+3, 13-14=+5, 15+=+8.
DNDism: Bows get body type bonus, crossbows do not.
Note on the bad guys : Cyber(punch/kick/crush) does not add body type unless they are a full body conversion. Tinmen evolution do add body type as they are effectively ’borgs.
Armour SP is subtracted from damage (noting below whether the armour can reduce to the damage to 0 or 1) then the remainder is subtracted from your Wounds.
Every time you take damage you need to make a stun save or pass out. Stun saves are made against your current wounds not your body (the more injured you are, the harder it is to remain conscious). The save needs to be made even if armour stops all damage - kinetic force really hurts!
When your wounds reach 2 or lower your INT, REF and MA are halved.
At 0 wounds you automatically pass out.
At -5 wounds, you die.
Each time you take damage, you must make a stun/shock save, rolling under your current wounds. Thus it becomes harder to remain conscious as you take damage.
If you fail you pass out / go into shock – you may opt to still be conscious, just fallen prone, unable to act or speak coherently.
The roll may be modified, for example by stun weapons (see below), this is tracked on your stun modifier. Your stun modifier is subtracted from your wounds (or added to the dice roll) for determining success or failure. (It is entirely possible for a combination of wounds and stun modifier to make being conscious impossible).
At the start of your turn every round, your stun modifier moves one point closer to 0 as you shrug off stunning effects (or get less benefit from stimulants).
If your character has passed out with >0 Wounds remaining then every turn they may make a stun save to regain consciousness. This is done after stun modifier adjustment (so chances are improved). If they succeed, they may move, but not perform an action. You can spend a round trying to wake them up, in which case they get another roll with +3.
Apply a -2 penalty to your stun modifier for each hit (stacking!), then you must make a stun/shock save at the new value. EMP weapons are treated as stun weapons.
Unarmed and blunt melee weapons can do stun by taking -2 to your attack roll. In the case of a hit they do DC 1 damage and apply a -2 penalty to your stun modifier. (The penalty is applied before you have to make the save for taking damage).
Starts at DC 3 for a 3m fall, and goes up 1DC per 3m.
Some weapons are armour piercing. Half the stopping power of any armour (round down): Lasers, darts, fletchettes, most edged weapons, mono-weapons and shotgun slugs are armour piercing.
For every range category past 0-10 reduce the DC by 1 as the buckshot spreads out.
You subtract encumbrance value from your REF stat whilst wearing the armour. Medium Armour (SP 4) and above can reduce the damage from an attack to 0, anything lighter can reduce it to a minimum of 1.
Light armour and above is always obviously armour (this does not mean its a tac vest in black nomex, you could have a light armoured jacket and trousers in gang colours, but unlike armoured clothing it will always be obviously 'something armoured to protect from damage' with even the most cursory inspection, armoured clothing requires an awareness check to notice it is anything other than clothes).
On 0 wounds you are unconscious but not getting any worse.
If your character has -1 → -4 hits then they are in real danger of dying. Every other round they take another wound as they bleed to death. Every round they may make a stabilisation check, which is a BODY check (using body, not wounds), if this succeeds then they stabilise and stop gaining wounds.
Another character may attempt to apply basic first aid if they have a first aid kit, unfortunately it’s not taught very much in beaver high: TECH + schooling at DC 20. Success allows the downed person to make another body save with a bonus equal to the amount of success.
Note: the difficulty for any medical/healing skill check on a cyber-evolved character is reduced by 5 – those little nanites really want to keep you alive! (So above would be DC 15 on an evolved character). This applies to any skill check (so schooling, first aid, medtech or yogang healing skill), but not to any cyberevolved power unless otherwise stated.
Cyberevolved without medical attention heal at 2HP per day. That means if you are lying in a ditch holding your guts in all day, you’ll heal 2HP. If you get actual attention it goes even faster.
However, a character that is taken to 0 wounds or lower may require treatment at some form of actual medical facility – treatment that will almost certainly reveal the cyberevolved nature. (Game notes, if you are reduced to <0>s in it that went into overdrive to try and stop them dieing.