⚔️ Friday Night Firefight

“In Night City, violence is a language. Learn to speak it, or learn to die.” — An old Street Saying
Combat in Cyberpunk RED is fast, brutal, and deadly. Armor ablates, bullets fly, and a single bad roll can flatline you. But it’s also cinematic — you can dive behind cover, dual-wield pistols, use human shields, and pull off stunts that would make action movie directors jealous.
This section teaches you everything you need to survive a firefight — and look good doing it.
⚡ Combat at a Glance
The Golden Rule
Combat is dangerous. Even experienced Edgerunners can die to a lucky shot. Use cover, don’t fight fair, and always have an exit strategy.
Starting Combat: Initiative
When violence erupts, everyone rolls:
Initiative = REF + 1d10 (+ Bonuses)
Highest goes first. On a tie, re-roll until someone wins. Combat proceeds in order, one Turn at a time.
Solo Advantage
Solos with Combat Awareness add their rank to Initiative. At Rank 4, that’s +4 — you’ll almost always go first.
Your Turn
Every Turn lasts about 3 seconds. On your turn, you get:
| Component | What You Can Do |
|---|---|
| Move Action | Move up to MOVE × 2 meters |
| Action | Attack, Aim, Reload, Grab, Use a Skill, etc. |
| Free Actions | Speak, drop items (but not shields), draw an accessible weapon |
Split Your Turn!
Combat is fluid. You can split your movement around your Action:
- Move 4m → Shoot → Move 4m more
- Enter a room → Attack → Take cover
🎬 What Can You Do In Combat?
The Action Economy
The key to tactical combat is knowing all your options. Don’t just “I shoot the guy” every turn!
Combat Actions (Require Your Action)
| Action | What It Does | Pro Tips |
|---|---|---|
| Attack | Make 1-2 attacks (based on ROF) | You can split attacks between movement! |
| Aim | +1 to your next attack (stacks to +3) | Stack Aim for 3 turns, then make a devastating shot |
| Reload | Fully reload your weapon | Count your bullets — running dry is death |
| Grab | Grab and hold someone, or steal their weapon | Opens up Choke and Throw options |
| Choke | Deal BODY damage to someone you’re grabbing | Ignores armor! |
| Throw | Throw a grabbed person (deal BODY, they go Prone) | Ends the grapple, leaves them vulnerable |
| Human Shield | Use a grabbed person as cover | They take bullets for you |
| Run | Take a second Move Action | Escape, close distance, reach cover |
| Get Up | Stand from Prone | You can’t move while Prone! |
| Hold Action | Wait for a trigger, then act | ”I shoot whoever comes through that door” |
| Use a Skill | Do something non-combat | Pick a lock mid-firefight, hack a terminal |
| First Aid/Stabilize | Stop someone from dying | DV 15 to stabilize Mortally Wounded |
| Use an Object | Activate something, stow a weapon | Drawing a weapon is FREE |
| Equip/Drop Shield | Pick up or drop a shield | Shields require an Action to drop! |
| Start/Stop Vehicle | Begin driving | You jump to top of initiative when you start a vehicle! |
Free Actions (Don’t Cost an Action)
| Action | Notes |
|---|---|
| Speak | Short phrases, not speeches |
| Drop a held weapon | Not shields! |
| Draw an accessible weapon | From a holster, belt, etc. |
| End a grapple (if you’re the Attacker) | Let them go instantly |
Creative Combat Example
Turn 1: Aim at the gang leader (+1) Turn 2: Aim again (+2) Turn 3: Aim (+3), then fire with Held Action — “when he steps out of cover, I shoot” Result: +3 to hit on a carefully timed shot!
🔫 Rate of Fire (ROF) — Attacking Multiple Times
ROF determines how many attacks you can make per Action.
| ROF | Attacks | Weapons |
|---|---|---|
| 2 | 2 per Action | Medium Pistol, Heavy Pistol, Light/Medium/Heavy Melee |
| 1 | 1 per Action | Very Heavy Pistol, SMG, Shotgun, Assault Rifle, Sniper, Very Heavy Melee |
Split Attacks Across Movement!
With ROF 2, you can:
- Shoot → Move → Shoot
- Stab → Move to second target → Stab
- Fire Pistol → Move → Swing Machete (different ROF 2 weapons!)
Maximum 2 Attacks
No matter how many weapons you’re holding, you can never make more than 2 Attack Checks per Action. You also can’t attack with two ROF 1 weapons in the same Action.
Dual-Wielding Example
You have a Heavy Pistol (ROF 2) and a Machete (ROF 2).
✅ Legal: Fire pistol once, then stab with machete (2 attacks) ✅ Legal: Fire pistol twice (2 attacks) ❌ Illegal: Fire twice AND stab twice (4 attacks — not allowed!)
📖 Detailed Combat Topics
| Topic | What You’ll Learn |
|---|---|
| Ranged Combat | Shooting, range DVs, Autofire, Suppressive Fire, Aimed Shots, Shotgun shells, Explosives |
| Melee Combat | Brawling, grappling, martial arts, human shields, chokes, throws |
| Damage and Wounds | HP, armor ablation, Death Saves, Critical Injury tables, environmental hazards |
| Armor and Cover | Armor types, stacking rules, cover HP, destroying cover, shields |
| Vehicle Combat | Chases, ramming, maneuvers, targeting weak points |
🔫 Range DV Table
📏 Range DVs by Weapon Type
Weapon Type 0-6m 7-12m 13-25m 26-50m 51-100m 101-200m 201-400m 401-800m Pistol 13 15 20 25 30 30 — — SMG 15 13 15 20 25 25 30 — Shotgun (Slug) 13 15 20 25 30 35 — — Assault Rifle 17 16 15 13 15 20 25 30 Sniper Rifle 30 25 25 20 15 16 17 20 Bow / Crossbow 15 13 15 17 20 22 — — Grenade Launcher 16 15 15 17 20 22 25 — Rocket Launcher 17 16 15 15 20 20 25 30
Link to original
→ Full details: Ranged Combat
💥 Damage & Wounds
⚡ Quick Reference
Damage At A Glance
Damage Flow: Roll Damage → Subtract SP → Apply to HP → Ablate Armor
Wound State HP Threshold Effect Lightly Wounded < Full HP None Seriously Wounded < ½ HP (round up) -2 to all Actions Mortally Wounded < 1 HP Death Saves, -6 MOVE Critical Injury: Roll 2+ sixes on damage dice = Roll Critical Injury table!
Link to original
→ Full details: Damage and Wounds (Death Saves, Critical Injuries, Healing)
🛡️ Armor & Cover
⚡ Quick Reference
Protection At A Glance
Damage Resolution:
- Attacker rolls damage dice
- Subtract your SP → remaining damages HP
- If ANY damage got through → armor ablates by 1 SP
Armor SP Penalty Cost Leathers 4 0 20eb Kevlar 7 0 50eb Light Armorjack 11 0 100eb Heavy Armorjack 13 -2 500eb Metalgear 18 -4 5,000eb
Link to original
→ Full details: Armor and Cover (Cover mechanics, Shields, Ablation)
🎯 Special Combat Tactics
Aimed Shots (-8 Penalty, ROF 1)
Target specific body parts for special effects:
| Target | Modifier | Effect |
|---|---|---|
| Head | -8 | Damage that penetrates head SP is ×2 |
| Held Item | -8 | Target drops item if any damage penetrates |
| Leg | -8 | Target suffers Broken Leg Critical Injury |
Headshots Are Devastating
Most people wear body armor but forget helmets. An aimed headshot against an unprotected head deals double damage — often lethal.
Holding Your Action
Declare a trigger and an action. When the trigger happens, you act immediately.
Hold Action Examples
- “When someone opens that door, I shoot them”
- “When the sniper stands up, I fire”
- “If anyone moves toward our Netrunner, I tackle them”
Using Cover
Cover blocks line of sight. If you’re fully behind something solid, you can’t be targeted.
→ Full cover rules: Cover section
Dodging (REF 8+ Only)
If you have REF 8 or higher, you can attempt to dodge ranged attacks:
DEX + Evasion + 1d10 vs. Attack Roll
Dodging is Optional
You don’t have to dodge. Sometimes it’s better to let your armor take it than risk a bad Evasion roll.
😈 Dirty Tricks
Combat is NOT Fair
The best fights are the ones you don’t have. The second best are the ones where you cheat.
Things You Can Do That Players Often Forget
| Tactic | How | Why |
|---|---|---|
| Use a Human Shield | Grab an enemy, then use Action to equip as shield | They take bullets for you |
| Throw Objects | DEX + Athletics vs. DV | Throw a grenade, knife, or chair |
| Shoot Cover | Target cover instead of person | Destroy their protection |
| Suppressive Fire | SMG/Assault Rifle, 10 bullets | Force 25m of enemies into cover |
| Shotgun Blast | Hit everyone in front of you within 6m | Great versus groups |
| Ram With Vehicle | Drive into enemies | 6d6 damage + Whiplash Critical |
| Choke/Throw | Grab then Choke or Throw | BODY damage, ignores armor! |
| Disarm | Aimed Shot at held item (-8) | Make them drop their weapon |
| Blind with Light | Flashlight in face, glowstick, etc. | GM decides effect |
| Environmental Hazards | Shoot barrels, push enemies into fire | Creativity wins |
🏆 Reputation & Facedowns
Not all combat involves weapons. Sometimes the fight is over before a shot is fired.
Facedown Roll:
COOL + Reputation + 1d10
The loser must either:
- Back down — walk away, concede
- Fight at -2 — penalty to all Actions against this opponent until beaten
Ties: Both are unsure — nothing happens.
→ For full Reputation rules (levels, recognition, negative rep), see Reputation
❓ Quick Answer Reference
Can I attack twice?
Only if your weapon has ROF 2. Medium and Heavy Pistols and most melee weapons are ROF 2. Very Heavy Pistols, SMGs, Shotguns, and rifles are ROF 1.
How does dodging work?
Ranged: Only characters with REF 8+ can attempt to dodge. They roll
DEX + Evasion + 1d10— if they beat your attack roll, they dodge.Melee: The defender ALWAYS rolls
DEX + Evasion + 1d10— that becomes your target DV.
What if I run out of ammo?
You need to Reload (1 Action). If you’re out of ammo entirely, switch weapons or Brawl!
Can I aim for the head?
Yes! Aimed Shot (-8 penalty) to the head. If any damage penetrates head armor, it’s doubled. Very deadly.
Can I shoot through walls?
Homebrew rule — the CRB doesn’t support shooting through cover (cover is binary). If your table uses the optional penetration rules, thin cover (drywall, wood) can be shot through at DV 17 (blind fire), damage reduced by the cover’s SP. See Shooting Through Cover.
Can I reload while moving?
Yes! Reload is an Action. Moving is a Move Action. You can Move + Reload, or Reload + Move, or split movement around the reload.
Can I shoot someone in melee with another person?
The CRB doesn’t have an explicit friendly fire rule. GM ruling — the GM may impose a risk of hitting allies or a DV increase.
What happens when armor reaches 0 SP?
It’s destroyed and provides no protection. Buy new gear (or loot it from corpses).
Can I run away?
Yes! Use Move + Run Action to cover MOVE × 4 meters. Getting out of line of sight breaks pursuit.