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The document provides rules and mechanics for resolving combat and injuries in a roleplaying game. It includes details on initiative, ranged and melee attack resolution, different actions in combat, difficulty values, wound states, body critical injuries and their effects.

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Da Kloud
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© © All Rights Reserved
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0% found this document useful (0 votes)
40 views

CPRed Data Screen Preview

The document provides rules and mechanics for resolving combat and injuries in a roleplaying game. It includes details on initiative, ranged and melee attack resolution, different actions in combat, difficulty values, wound states, body critical injuries and their effects.

Uploaded by

Da Kloud
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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▶ skill Resolution ▶ Actions ▶ Melee coMbAt Resolution ▶ wounD stAtes (stAbilize using fiRst AiD oR pARAMeDic skill)
▶ initiAtiVe ▶ RAngeD coMbAt Resolution
Attacker’s STAT + Skill + 1d10 vs. Attacker’s DEX + Relevant Melee Attack Skill + 1d10 vs. Defender’s DEX + Evasion Skill + 1d10 Wound State Wound Effect Wound State Wound Effect
Action Data At start of combat: Attacker’s REF + Relevant Weapon Skill + 1d10
Defender’s STAT + Skill + 1d10 or Damage from Melee Weapon and Martial Arts Attacks ignore 1/2 armor SP. Damage from Brawling Attacks does not ignore 1/2 armor SP.
Move Action Move up to MOVE x 2 m/yd. REF + 1d10 vs. DV Determined by Range & Weapon Lightly Wounded None -4 to all Actions •-6 to MOVE (Minimum 1)
Task Difficulty Value (DV) Less than Full HP Stabilization DV10 Mortally
Attack Make a Melee or Ranged Attack. ▶ On Your Turn ◀ or Defender’s DEX + Evasion Skill + 1d10* Wounded Must make a Death Save at start of each one of their Turns.
Choke Choke a Grabbed oppponent.
▶ bRAwling ▶ MARtiAl ARts Seriously Wounded -2 to all Actions Less than 1 HP DV15 to heal back to 1 HP, and Unconscious for 1 minute.
▶ Difficulty VAlues (DV) Your Turn = 1 Move *A Defender with a REF 8+ can choose to attempt to dodge a Ranged Attack using the Evasion Skill. Less than 1/2 HP (round up) Stabilization DV13
Equip/Drop Shield Equip or drop a Shield. Brawling uses the Brawling Skill to attack and is 2 ROF. Requires Martial Arts Skill.
Action + 1 other Action
Martial Arts Attacks are made at 2 ROF.
Difficulty Description DV Get into a Vehicle Get into a Vehicle. Damage based on BODY. ▶ boDy cRiticAl inJuRies (scoReD if 2+ Dice coMe up 6s DuRing A DAMAge Roll)
Get Up Get up after being Prone.
▶ single shot DVs bAseD on RAnge (in M/yDs) Cyberarm always does at least 2d6. Martial arts uses the Martial Arts Skill to make Martial
Simple This is something most people can do without thinking. 9 Arts Attacks and perform Martial Arts Special Moves. 2d6 Injury Injury Effect (Bonus Damage for all Injuries is 5) Quick Fix Treatment
Grab and hold an opponent or take away ▶ MoVe Actions Brawling is also the Skill used for initiating
Everyday Most people can do without special training. 13 Grab Weapon Type 0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800 and defending against a Grapple. Martial Arts Attacks ignore 1/2 armor SP.
an object they are holding.
Move a number of 2 Dismembered Arm Items held in hand are dropped. Base Death Save Penalty +1. N/A Surgery DV17
Difficult Difficult to accomplish without training or talent. 15 m/yds equal to MOVE Pistol 13 15 20 25 30 30 N/A N/A
Hold Action Hold Action until later in the Round. 3 Dismembered Hand Items held in hand are dropped. Base Death Save Penalty +1. N/A Surgery DV17
Professional This feat takes professional level training. 17 x 2, or a number of SMG 15 13 15 20 25 25 30 N/A BODY ≤4 5-6 7-10 ≥ 11
Equip someone you Grabbed as a Human squares (if playing on 4 Collapsed Lung -2 to MOVE (min. 1). Base Death Save Penalty +1. Paramedic DV15 Surgery DV15
Human Shield
Heroic Generally requires high level training. 21 Shield. a grid) equal to MOVE, Shotgun (Slug) 13 15 20 25 30 35 N/A N/A
Brawling and Martial Arts Damage 1d6 2d6 3d6 4d6 At the end of every Turn where you move further than 4m/yds on foot, you re-suffer this Paramedic DV15 or
Incredible Only the very best can accomplish it. 24 Reload Reload a weapon with one ammo type. which can include 5 Broken Ribs Paramedic DV13
Assault Rifle 17 16 15 13 15 20 25 30 Critical Injury’s Bonus Damage directly to your Hit Points. Surgery DV13
moving diagonally.
Legendary This is something people write stories about. 29 Run Take an additional Move Action. Sniper Rifle 30 25 25 20 15 16 17 20
▶ Grab ◀
▶ ARMoR 6 Broken Arm Broken Arm cannot be used. Drop any items in that arm’s hand immediately. Paramedic DV13
Paramedic DV15 or
Start a Vehicle. Replace your MOVE w/ ▶ Prone ◀ Surgery DV13
Bows & Crossbow 15 13 15 17 20 22 N/A N/A Final Damage = Damage Roll - Armor SP
▶ MoDifieR exAMples Start a Vehicle Vehicle’s MOVE and jump to the top of the If Prone, you can’t use Grenade Launcher 16 15 15 17 20 22 25 N/A
As an Action: Grab and hold someone, take an Melee Weapon and Martial Arts Attacks ignore 1/2 SP 7 Foreign Object
At the end of every Turn where you move further than 4m/yds on foot, you re-suffer this
First Aid or Paramedic DV13 Quick Fix removes
▶ Critical Success ◀ Initiative Queue. your Move Action until object they’re holding, or escape a Grapple. Critical Injury’s Bonus Damage directly to your Hit Points.
Condition Mod you use the Get Up Rocket Launcher 17 16 15 15 20 20 25 30 If damage penetrates the armor lower armor’s SP by 1.
If you roll a 10 on a 1d10 Stabilize a target to begin the natural
Action. You can still
DEX + Brawling + 1d10 vs. 8 Broken Leg -4 to MOVE (min. 1). Paramedic DV13
Paramedic DV15 or
for a Check, roll again Stabilize healing process or end the Mortally Surgery DV13
and add the 2nd roll to
Poor lighting conditions -1 Wounded Wound State. perform other Actions. ▶ fiRe MoDes ▶ AiMeD shots DEX + Brawling + 1d10
Penalty to REF, 9 Torn Muscle -2 to Melee Attacks. First Aid or Paramedic DV13 Quick Fix removes
the 1st. Do not roll again Never done this before -1 Throw Throw Grabbed enemy or throw object. ▶ Split Movement ◀ 1 ROF. -8 to the Check. Armor Type SP
if you roll another 10. ▶ Suppressive Fire ◀ Anyone in a Grapple takes a -2 to all Actions. Defender DEX & MOVE 10 Spinal Injury Next Turn, you can’t take any Action but a Move Action. Base Death Save Penalty +1. Paramedic DV15 Surgery DV15
Complex task -2 Use NET Actions Perform NET Actions inside the NET. cannot use Move Action and is dragged with Attacker
When using your Costs 1 Action and 10 Bullets. Everyone within 25 m/yds out Can aim Melee and Ranged 11 Crushed Fingers -4 to all Actions involving that hand. Paramedic DV13 Surgery DV15
▶ Critical Failure ◀ Attacks (but not Autofire when they Move. Attacker can end Grapple at any time. Leathers 4 None
Missing right tools/parts -2 Manipulate an object. Drawing an easily Move Action, you can of cover and in line of sight must roll WILL + Concentration +
take any Action in the or area effects). On a hit, Kevlar® 7 None 12 Dismembered Leg -6 to MOVE (min. 1). You cannot dodge attacks. Base Death Save Penalty +1. N/A Surgery DV17
If you roll a 1 on a 1d10 Slept uncomfortable accessible weapon into a free hand or 1d10 vs. your REF + Autofire + 1d10. Anyone who fails must deal damage + effect. ▶ Choke ◀
for a Check, roll again -2 Use an Object middle of it and keep do anything they can to reach cover during their next Turn.
previous night dropping a held weapon (not a shield) onto Light Armorjack 11 None
and subtract the 2nd roll the floor does not require this Action.
moving afterwards. Attacker in Grapple can use an Action to Choke. ▶ heAD cRiticAl inJuRies (2+ Dice coMe up 6s DuRing A DAMAge Roll foR An AiMeD shot to the heAD)
from your STAT + Skill + Under extreme stress -2 ▶ Autofire ◀ No Check required. Automatically does BODY STAT Bodyweight Suit 11 None
Use one of your Skills to accomplish a ▶ Misc. Movement ◀ Aiming in damage directly to target’s Hit Points. A target
1st roll . Do not roll again Exhausted -4 Effect Medium Armorjack 12 -2 2d6 Injury Injury Effect (Bonus Damage for all Injuries is 5) Quick Fix Treatment
if you roll another 1. Use a Skill quick task. A longer task might require Costs 1 Action and 10 Bullets. Cannot make Aimed for... Choked for 3 successive Rounds goes Unconscious.
Swimming, Climbing, Shots. Targets with REF 8+ can try to dodge using
Extremely drunk or multiple Actions and Rounds. Heavy Armorjack 13 -2 2 Lost Eye -4 to Ranged Attacks & Perception Checks involving vision. Base Death Save Penalty +1. N/A Surgery DV17
▶ Trying Again ◀ -4 and Jumping (with a Evasion Skill. Uses Autofire Skill and the table below. Multiply damage that ▶ Throw Object ◀
sedated running start) all cost 2 Head Flak 15 -4
Vehicle Maneuver Make a difficult vehicular Maneuver. penetrates head armor x2. 3 Brain Injury -2 to all Actions. Base Death Save Penalty +1. N/A Surgery DV17
If you fail a Check, you Trying to perform task m/yds of movement for Damage = 2d6 x amount Check beat the DV by Throw an object up to 25 m/yds.
-4 If damage penetrates armor, Metalgear® 18 -4 4 Damaged Eye -2 to Ranged Attacks & Perception Checks involving vision. Paramedic DV15 Surgery DV13
can’t try again unless your secretly every m/yd traveled (up to a maximum denoted by weapon’s Autofire). Held
chances of success have ▶ fAceDowns or 2 squares for every target drops held item of DEX + Athletics + 1d10 vs. DV
Task obscured by smoke, Item First Aid or
improved for some reason. 1 square (on a grid). your choice to the ground. (based on Grenade Launcher on Ranged DV Table). ▶ coVeR 5 Concussion -2 to all Actions Quick Fix removes
darkness
-4 COOL + Reputation* + 1d10 When jumping from ▶ AutofiRe DVs bAseD on RAnge (in M/yDs) Paramedic DV13
▶ Complimentary Skills ◀ If damage penetrates Anyone with REF 8 or higher can try to
vs. COOL + Reputation* + 1d10 standing you can You are considered to be in cover if you are fully Paramedic or
armor, target suffers dodge using the Evasion Skill. Thrown Melee 6 Broken Jaw -4 to all Actions involving speech Paramedic DV13
With GM approval, a ▶ costs clear half the distance Weapon Type 0-6 7-12 13-25 26-50 51-100
Leg the Broken Leg Critical Weapons do not ignore 1/2 armor SP.
behind something that could stop a bullet. If it Surgery DV13
*Treat Reputation as a negative number that you could with cannot stop a bullet, it is not cover. If they have
Character can make a a running start. SMGs (Autofire 3) 20 17 20 25 30 Injury (if leg isn’t already At the end of every Turn where you move further than 4m/yds on foot, you re-suffer this First Aid or
if defining Event is for cowardice. line of sight on you, you aren’t in cover. 7 Foreign Object Quick Fix removes
single complimentary Skill Category Cost broken). Critical Injury's Bonus Damage directly to your Hit Points. Paramedic DV13
Check to give a +1 bonus Assault Rifle (Autofire 4) 22 20 17 20 25
to the main Skill Check. The loser must either back down or take -2 to all Actions Paramedic or
Cheap 10eb
vs. the winner until they have defeated them once. ▶ explosiVes Type of Cover Thick HP Thin HP
8 Whiplash Base Death Save Penalty +1. Paramedic DV13
Surgery DV13
▶ Taking Extra Time ◀ Everyday 20eb ▶ weApon DAMAge AnD RAte of fiRe by type (Melee weApon DAMAge ignoRes 1/2 sp) Target a specific 2m/yd square, not a specific Paramedic or
target. All targets not behind cover within a 10m/ Steel 50 HP 25 HP 9 Cracked Skull Damage for Aimed Shots to the head increases to x3. Base Death Save Penalty +1. Paramedic DV15
Get a single +1 bonus to
Costly 50eb ▶ Jobs (pAyMent is peR peRson) yd squared area around target take damage.
Surgery DV15
Weapon Type DMG ROF Weapon Type DMG ROF Weapon Type DMG ROF Stone 40 HP 20 HP
a Skill Check by spending Premium 100eb Whenever you move further than 4m/yds on foot in a Turn, you cannot take a Move Action
4x the required time on it. Job Type Pay Medium Pistol 2d6 2 Shotgun (Slug) 5d6 1 Rocket Launcher 8d6 1 Roll damage once, not per target. If the cover Bulletproof Glass 30 HP 15 HP 10 Damaged Ear Paramedic DV13 Surgery DV13
Expensive 500eb on your next Turn. -2 to Perception Checks involving hearing.
is destroyed by the explosion, any target
▶ Using LUCK ◀ Heavy Pistol 3d6 2 Assault Rifle 5d6 1 Light Melee 1d6 2 behind the cover takes full damage. Concrete 25 HP 10 HP
Very Expensive 1,000eb Easy Job (no armed resistance expected) 500eb 11 Crushed Windpipe You cannot speak. Base Death Save Penalty +1. N/A Surgery DV15
Very Heavy Pistol 4d6 1 Sniper Rifle 5d6 1 Medium Melee 2d6 2
Each point of LUCK spent Luxury 5,000eb Typical Job (armed resistance expected) 1,000eb Targets w/ REF 8 or higher can choose Wood 20 HP 5 HP Whenever you move further than 4m/yds on foot in a Turn, you cannot take a Move Action on
SMG 2d6 1 Bows & Crossbows 4d6 1 Heavy Melee 3d6 2 12 Lost Ear N/A Surgery DV17
gives +1 to a Skill Check. to dodge using Evasion. Plaster/Foam/Plastic 15 HP 0 HP (Not Cover) your next Turn. -4 to Perception Checks involving hearing. Base Death Save Penalty +1.
Super Luxury ≥ 10,000eb Dangerous Job (overwhelming armed resistance expected) 2,000eb Heavy SMG 3d6 1 Grenade Launcher 6d6 1 Very Heavy Melee 4d6 1

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