💥 Damage & Wounds

“In Night City, the difference between ‘ouch’ and ‘obituary’ is usually one bad roll.”

This covers taking damage, wound states, death saves, critical injuries, and environmental hazards. Know these rules — they WILL come up.


⚡ Quick Reference

Damage At A Glance

Damage Flow: Roll Damage → Subtract SP → Apply to HP → Ablate Armor

Wound StateHP ThresholdEffect
Lightly Wounded< Full HPNone
Seriously Wounded< ½ HP (round up)-2 to all Actions
Mortally Wounded< 1 HPDeath Saves, -6 MOVE

Critical Injury: Roll 2+ sixes on damage dice = Roll Critical Injury table!


💥 Taking Damage

The Damage Sequence

1. Attacker rolls weapon damage dice
2. Subtract your armor SP
3. Remaining damage → subtract from HP
4. If damage penetrated → armor ablates by 1

Example: Getting Shot

You have 40 HP and SP 11 armor. Enemy hits with Heavy Pistol (3d6 = 13).

  • 13 - 11 = 2 HP damage
  • New HP: 38/40
  • Armor: SP 11 → SP 10 (ablated)

Hit Locations

LocationWhen UsedArmor
BodyDefault (all attacks)Body armor SP
HeadOnly Aimed Shot at headHead armor SP

Headshots Are Deadly

Damage that penetrates head armor is ×2. A 12-damage headshot to an unarmored head = 24 HP.

Damage Multipliers

SituationMultiplier
Aimed Shot to Head×2 after SP
Cracked Skull Critical×3 instead of ×2

🩸 Wound States

As HP drops, penalties kick in. Know your thresholds!

Wound StateHP ThresholdEffect
Not WoundedFull HPNormal
Lightly Wounded< Full HPNone
Seriously Wounded< ½ HP (round up)-2 to ALL Actions
Mortally Wounded< 1 HPDeath Saves, -6 MOVE
DeadFailed Death SaveGame over

Seriously Wounded is BAD

That -2 to all Actions affects:

  • Attack rolls
  • Skill checks
  • Evasion (dodging)
  • Concentration (resisting suppression)
  • EVERYTHING

If you have 40 HP, Seriously Wounded kicks in at 19 HP or less (less than half of 40, rounded up).

Example: Wound State Math

Character: 40 Max HP (half = 20)

HPWound StateEffect
40Not WoundedNormal
39-20Lightly WoundedNormal
19-1Seriously Wounded-2 all Actions
0 or lessMortally WoundedDeath Saves!

💀 Mortally Wounded

When HP drops to 0 or below, you’re Mortally Wounded.

Effects

  • -6 to MOVE (minimum 1) — you can barely crawl
  • Death Save at start of each Turn
  • Any hit = automatic Critical Injury AND +1 Death Save Penalty
  • You’re bleeding out. Get help NOW.

Death Saves

At the start of each Turn while Mortally Wounded:

Roll 1d10 + Death Save Penalty

MUST ROLL UNDER your BODY to survive
RollResult
Under BODYSurvive this Turn
BODY or higherDEAD
Natural 10DEAD (auto-fail)

Example: Death Save

BODY 6. Death Save Penalty starts at 0.

Turn 1: Roll 1d10 = 4. 4 < 6 → Survive!
Turn 2: Roll 1d10 = 7. 7 ≥ 6 → DEAD

You have about 50% chance per turn with BODY 6.

Death Save Penalty

Starts at 0 and increases by 1 each:

  • Turn you are Mortally Wounded
  • Time you take damage while Mortally Wounded
  • Some Critical Injuries add permanent penalty

Example: Penalty Spiral

Turn 1: Penalty 0 → Roll 3 → Survive (penalty now 1)
Turn 2: Penalty 1 → Roll 2 → Survive (penalty now 2)
Shot again → Penalty now 3, AND get Critical Injury!
Turn 3: Penalty 3 → Roll 5. 5 + 3 = 8 ≥ BODY 6 → DEAD

Stabilization

A Medtech (or anyone with First Aid) can stop the dying:

SkillDVEffect
First Aid or Paramedic15Stabilized!

Once stabilized:

  • Death Saves stop
  • Unconscious for 1 minute
  • Wake up at 1 HP
  • Death Save Penalty resets to base

💀 Critical Injuries

When Do They Happen?

Critical Injury Trigger

Roll 2 or more 6s on damage dice → Critical Injury!

Also triggers automatically if you hit someone who’s already Mortally Wounded.

Common Misconception

Critical Injuries are NOT triggered by:

  • ❌ Taking more than half HP in one hit
  • ❌ Being Seriously Wounded

They ARE triggered by:

  • ✅ Rolling multiple 6s on damage
  • ✅ Attacking a Mortally Wounded target

How Critical Injuries Work

  1. Roll 2d6 on appropriate table (Body or Head)
  2. If target already has that injury, re-roll
  3. Target suffers the Injury Effect
  4. Target takes +5 Bonus Damage (ignores armor!)

Example: Critical Injury

You roll 5d6 for Assault Rifle damage: 6, 6, 4, 3, 2 = 21 damage

Two 6s! That’s a Critical Injury! Roll 2d6 on Body table: 8 = Broken Leg (-4 MOVE)

Target takes:

  • 21 damage (minus SP)
  • Broken Leg effect
  • +5 Bonus Damage directly to HP

📋 Critical Injuries to the Body

RollInjuryEffectQuick FixTreatment
2Dismembered ArmArm gone. Drop items. +1 Death PenaltyN/ASurgery DV17
3Dismembered HandHand gone. Drop items. +1 Death PenaltyN/ASurgery DV15
4Collapsed Lung-2 MOVE. +1 Death PenaltyParamedic DV15Paramedic DV15 or Surgery DV13
5Broken RibsMove >4m = retake 5 damageParamedic DV13Paramedic DV15 or Surgery DV13
6Broken ArmArm unusable. Drop itemsParamedic DV13First Aid or Paramedic DV13
7Foreign ObjectMove >4m = retake 5 damageQuick Fix = permanentFirst Aid or Paramedic DV13
8Broken Leg-4 MOVE (min 1)Paramedic DV13Paramedic DV15 or Surgery DV13
9Torn Muscle-2 to Melee AttacksQuick Fix = permanentParamedic DV13
10Spinal InjuryNext Turn: Move only. +1 Death PenaltyParamedic DV15Surgery DV15
11Crushed Fingers-4 to that hand’s ActionsParamedic DV13First Aid or Paramedic DV13
12Dismembered LegLeg gone. -6 MOVE. Can’t dodge. +1 Death PenaltyN/ASurgery DV17

📋 Critical Injuries to the Head

RollInjuryEffectQuick FixTreatment
2Lost Eye-4 Ranged/Perception (vision). +1 Death PenaltyN/ASurgery DV17
3Brain Injury-2 to all Actions. +1 Death PenaltyParamedic DV15Surgery DV13
4Damaged Eye-2 Ranged/Perception (vision)First Aid DV13Quick Fix
5Concussion-2 to all ActionsParamedic DV13Paramedic or Surgery DV13
6Broken Jaw-4 to speech ActionsFirst Aid DV13Quick Fix
7Foreign ObjectMove >4m = retake 5 damageParamedic DV13Paramedic or Surgery DV13
8Whiplash+1 Death Save PenaltyParamedic DV13Paramedic or Surgery DV13
9Cracked SkullHeadshots deal ×3. +1 Death PenaltyParamedic DV13Surgery DV13
10Damaged EarMove >4m = can’t Move next Turn. -2 Perception (hearing)N/ASurgery DV15
11Crushed WindpipeCannot speak. +1 Death PenaltyN/ASurgery DV15
12Lost EarEar gone. Move >4m = can’t Move next Turn. -4 Perception (hearing). +1 Death PenaltyN/ASurgery DV17

🏥 Treating Injuries

TypeEffectSkills
Quick FixTemporarily removes EffectFirst Aid, Paramedic, Cybertech
TreatmentFully heals the injuryParamedic, Surgery, Cybertech

Cyberware Injuries

If the injury is to a cyber-limb (Cyberarm, Cyberleg), you can use Cybertech instead of medical skills to treat it.


🔥 Environmental Hazards

Source: CRB p.180

These rules cover damage from sources other than weapons. Many of these ignore armor — always check the specific hazard.

Fire

When you are On Fire, you take damage direct to HP at the end of your Turn until you spend an Action to put yourself out. Your armor is not ablated.

IntensityDamage/TurnExamples
Mild2Wood fire, clothing on fire
Strong4Gasoline fire, engulfed
Deadly6Napalm, thermite
  • Put Out: Spend 1 Action — no check required
  • Fire damage ignores armor and does NOT ablate it

Falling

Characters fall 40m per Turn. If a ledge or edge is nearby, they get one attempt to save themselves:

Athletics DV15 to catch yourself

Upon hitting the ground:

  • 2d6 damage per 10m fallen (soaked by body armor, SP ablates)
  • Athletics DV15 on landing or suffer Broken Leg Critical Injury
  • 2 Cyberlegs: Immune to fall damage and Broken Leg up to 30m. Beyond 30m, cyberlegs don’t help.
  • Skyscraper/100m+: Don’t bother rolling — you’re dead

Drowning

Characters can hold their breath for BODY minutes.

After that, you start Drowning. At the beginning of each Turn while Drowning:

  • Take BODY direct damage to HP (ignores armor, no ablation)

Asphyxiation

Treated like Drowning, but with possible secondary effects:

  • Vacuum/Space Exposure: In addition to drowning damage, take 1d6 damage to INT, REF, and DEX at the end of each Turn
  • If INT reaches 0, you are dead
  • STAT damage is reversed if you get a breath of air

Electrocution

When electrocuted, you immediately take:

6d6 damage (soaked by armor as normal, SP ablates)

If you don’t move away from the source, this damage repeats at the end of each of your Turns.

Electrocution adds up fast

6d6 averages 21 damage. Even through SP 11, that’s ~10 HP per turn. Get away from the source!

Exposure

Prolonged exposure to extreme elements (freezing cold, scorching heat, toxic atmosphere):

  • 1d6 damage direct to HP at the end of each day of exposure
  • While exposed, even if Stabilized, you cannot heal naturally
  • Proper equipment for the environment prevents exposure entirely

Radiation

LevelEffect
LowWon’t kill you immediately. Over time: sickness, then death (GM discretion)
High (hot zone)Treated as Mildly On Fire (2 damage/turn) — but you cannot put it out while in the zone
Extreme (leaking reactor)Treated as Deadly On Fire (6 damage/turn) — cannot put it out while in the zone

Poison

Resisting poison requires: Resist Torture/Drugs + WILL + 1d10 vs. DV

IntensityDVDamageExamples
Mild111d6 direct to HPBelladonna, toxic waste
Strong132d6 direct to HPArsenic
Deadly153d6 direct to HPBiotoxin, designer poison
  • Poison damage ignores armor and does NOT ablate it

Drugs

Resisting drugs requires: Resist Torture/Drugs + WILL + 1d10 vs. DV

IntensityDVEffectExamples
Mild11InebriationAlcohol
Strong13SuggestibilitySodium pentothal
Deadly15Designer’s intentionDesigner drugs

Poison vs. Drugs

Poisons deal direct HP damage. Drugs cause conditions (inebriation, suggestibility, etc.). Both use the same resistance check but have very different effects.


🩹 Healing & Recovery

Stabilization

Before you can begin healing, you must be Stabilized. This takes 1 Action.

TECH + First Aid or Paramedic + 1d10 vs. DV

Wound StateStabilization DV
Lightly WoundedDV10
Seriously WoundedDV13
Mortally WoundedDV15
  • A Mortally Wounded target who is stabilized is immediately healed to 1 HP and falls Unconscious for 1 minute.
  • You can stabilize yourself (if conscious).

Natural Healing

Once stabilized, you heal naturally:

BODY HP per full day of rest (light activity only)

  • If you push yourself (strenuous activity), you gain no HP that day
  • Pushing it also reopens wounds — you need to be stabilized again to restart healing
  • You cannot heal naturally while suffering from Exposure (see above)

Example: Healing Timeline

A character with BODY 6 at 5/40 HP:

  • Needs 6 days of rest to reach full HP (6 HP/day × 6 days = 36 HP)
  • That’s roughly a week of downtime

Treating Critical Injuries

There are two ways to address a Critical Injury:

MethodDurationSelf-Treat?Effect
Quick Fix1 minuteYesRemoves the injury effect for the rest of the day
Treatment4 hoursNoRemoves the injury effect permanently

Each Critical Injury lists which skill is needed and the DV for both options (see Critical Injury tables above).

The Four Healing Skills

SkillCan Stabilize?Can Quick Fix?Can Treat?Who Gets It
First AidBasic injuries onlyEveryone (always trained to +2)
Paramedic ×2✅ All but deadliest✅ All but deadliestAnyone (expensive — ×2 IP cost)
Surgery✅ EverythingMedtech only (Role Ability)
Cybertech✅ Cyber-parts only✅ Cyber-parts onlyAnyone with the skill

Cybertech for Chrome

If a Critical Injury hits a body part replaced with cyberware (Cyberarm, Cyberleg, Cybereye, etc.), you can use Cybertech instead of a medical skill. Same DV, same time.

Going to the Hospital

Hospital visits are outpatient (4 hours per Treatment). You’re only charged for the highest DV treatment needed — everything else is included.

Highest Treatment DVHospital Cost
DV1050eb (Costly)
DV13100eb (Premium)
DV15500eb (Expensive)
DV17+1,000eb (V. Expensive)
  • Overnight stay: 100eb/night (Premium)
  • Can’t pay? Payment plan available — but don’t skip payments unless you want collection agents after you
  • Replacement limbs (clone-grown) are included in the visit cost

Trauma Team

Emergency medical response — if you can afford it.

PlanMonthly CostSurgery Coverage
Silver500ebSurgery costs extra (hospital rates)
Executive1,000ebSurgery included
  • Response Time: 1d6 Rounds after calling
  • Coverage: Plans are transferable 1-to-1 (can cover a friend, but not two simultaneously)
  • Auto-call: Link your Trauma Card to a Biomonitor and your Agent calls automatically when HP drops below BODY or you lose a limb
  • Calling manually is 1 Action

Don't cry wolf

If you call Trauma Team for minor injuries, they might “forget” to respond next time.

Quick Healing Reference

QuestionAnswer
How fast do I heal?BODY HP per day with rest
Can I heal in the field?Only with stabilization — natural healing needs downtime
What’s the cheapest way to heal?Rest at home after First Aid stabilization (free)
Fastest way back to full?Hospital visit + rest at home
Can a non-Medtech treat Critical Injuries?Quick Fix only (First Aid for basic, Paramedic for most)
Who can do Surgery?Medtechs only via their Role Ability

😈 Things Players Forget

SituationWhat Happens
Hit someone Mortally WoundedAutomatic Critical Injury + Death Penalty
Critical Injury+5 Bonus Damage on top of normal damage
Seriously Wounded-2 to EVERYTHING including Evasion
Multiple 6s on damageCritical Injury even if armor blocked it all
Fire damageIgnores armor entirely
StabilizedWake at 1 HP, penalties reset

❓ Quick Answer Reference



(Source: Cyberpunk RED Core Rulebook, pp. 186-192)