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
-
Roll Initiative: 1d10 + REF + Combat Sense.
(+3 if using Fast Draw) -
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) - Resolve Dice Rolls: Attacks, dodges, skill checks, etc.
-
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. -
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.