Surviving a Firefight: A Night City Combat Guide

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Topic: Surviving a Firefight: A Night City Combat Guide
Topic: Surviving a Firefight
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Night City is a warzone waiting to happen. Whether you’re an Edgerunner, a corpo, or just an unlucky bystander, knowing how to handle a firefight might keep you breathing. Below is a quick-reference guide to combat flow—when to run, when to fight, and when to duck.

Target Number Helper

Combat Modifiers

Common Cover SPs

Common Cover SPs

Sheetrock Wall 5
Stone Wall 30
Tree, Phone Pole 30
brick Wall 25
Concrete Block Wall 10
Wood Door 5
Heavy Wood Door 15
Steel Door 20
Concrete Utility Pole 35
Data Term™ 25
Car Body, Door 10
Armoured Car Body 40
AV-4 Body 40
Engine Block 35
Mailbox 25
Hydrant 35
Curb 25

Full Auto Calculator

Bonus/Penalty:

Target Number:

Combat Turn Order

  1. Roll Initiative: 1d10 + REF + Combat Sense.
    (+3 if using Fast Draw)
  2. Declare Actions: Each round, you may perform 1 action without penalty.
    Each additional action imposes a -3 penalty to all rolls.
    (Most of the time, with a round being 3 seconds long, this will be limited to 3 actions)
  3. Resolve Dice Rolls: Attacks, dodges, skill checks, etc.
  4. Roll Hit Location & Apply Damage:
    • Subtract target’s SP and Body Type Modifier (BTM) from damage.
    • If you take 8+ damage that is fully absorbed, reduce that location's SP by 1.
    • If any damage gets through armor/BTM, reduce that location's SP by 2.
  5. Check Stun or Death Saves:
    • If Wound Level ≥ Death Save threshold → Roll Death Save: roll under BODY - Wound Level.
    • If only Stun applies → Roll Stun Save: roll under BODY - Stun Level.
    • Fail = stunned 1 round (or dead if it was a Death Save).

Required Roll:

Range Band:

Total Modifiers: 0

Final TN:

WARNING: Engaging in violent conflict is illegal in Night City. The NCPD is not responsible for individuals ignoring this advisory.