💥 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 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!
💥 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
| Location | When Used | Armor |
|---|---|---|
| Body | Default (all attacks) | Body armor SP |
| Head | Only Aimed Shot at head | Head armor SP |
Headshots Are Deadly
Damage that penetrates head armor is ×2. A 12-damage headshot to an unarmored head = 24 HP.
Damage Multipliers
| Situation | Multiplier |
|---|---|
| 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 State | HP Threshold | Effect |
|---|---|---|
| Not Wounded | Full HP | Normal |
| Lightly Wounded | < Full HP | None |
| Seriously Wounded | < ½ HP (round up) | -2 to ALL Actions |
| Mortally Wounded | < 1 HP | Death Saves, -6 MOVE |
| Dead | Failed Death Save | Game 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)
HP Wound State Effect 40 Not Wounded Normal 39-20 Lightly Wounded Normal 19-1 Seriously Wounded -2 all Actions 0 or less Mortally Wounded Death 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
| Roll | Result |
|---|---|
| Under BODY | Survive this Turn |
| BODY or higher | DEAD |
| Natural 10 | DEAD (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 → DEADYou 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:
| Skill | DV | Effect |
|---|---|---|
| First Aid or Paramedic | 15 | Stabilized! |
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
- Roll 2d6 on appropriate table (Body or Head)
- If target already has that injury, re-roll
- Target suffers the Injury Effect
- 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
| Roll | Injury | Effect | Quick Fix | Treatment |
|---|---|---|---|---|
| 2 | Dismembered Arm | Arm gone. Drop items. +1 Death Penalty | N/A | Surgery DV17 |
| 3 | Dismembered Hand | Hand gone. Drop items. +1 Death Penalty | N/A | Surgery DV15 |
| 4 | Collapsed Lung | -2 MOVE. +1 Death Penalty | Paramedic DV15 | Paramedic DV15 or Surgery DV13 |
| 5 | Broken Ribs | Move >4m = retake 5 damage | Paramedic DV13 | Paramedic DV15 or Surgery DV13 |
| 6 | Broken Arm | Arm unusable. Drop items | Paramedic DV13 | First Aid or Paramedic DV13 |
| 7 | Foreign Object | Move >4m = retake 5 damage | Quick Fix = permanent | First Aid or Paramedic DV13 |
| 8 | Broken Leg | -4 MOVE (min 1) | Paramedic DV13 | Paramedic DV15 or Surgery DV13 |
| 9 | Torn Muscle | -2 to Melee Attacks | Quick Fix = permanent | Paramedic DV13 |
| 10 | Spinal Injury | Next Turn: Move only. +1 Death Penalty | Paramedic DV15 | Surgery DV15 |
| 11 | Crushed Fingers | -4 to that hand’s Actions | Paramedic DV13 | First Aid or Paramedic DV13 |
| 12 | Dismembered Leg | Leg gone. -6 MOVE. Can’t dodge. +1 Death Penalty | N/A | Surgery DV17 |
📋 Critical Injuries to the Head
| Roll | Injury | Effect | Quick Fix | Treatment |
|---|---|---|---|---|
| 2 | Lost Eye | -4 Ranged/Perception (vision). +1 Death Penalty | N/A | Surgery DV17 |
| 3 | Brain Injury | -2 to all Actions. +1 Death Penalty | Paramedic DV15 | Surgery DV13 |
| 4 | Damaged Eye | -2 Ranged/Perception (vision) | First Aid DV13 | Quick Fix |
| 5 | Concussion | -2 to all Actions | Paramedic DV13 | Paramedic or Surgery DV13 |
| 6 | Broken Jaw | -4 to speech Actions | First Aid DV13 | Quick Fix |
| 7 | Foreign Object | Move >4m = retake 5 damage | Paramedic DV13 | Paramedic or Surgery DV13 |
| 8 | Whiplash | +1 Death Save Penalty | Paramedic DV13 | Paramedic or Surgery DV13 |
| 9 | Cracked Skull | Headshots deal ×3. +1 Death Penalty | Paramedic DV13 | Surgery DV13 |
| 10 | Damaged Ear | Move >4m = can’t Move next Turn. -2 Perception (hearing) | N/A | Surgery DV15 |
| 11 | Crushed Windpipe | Cannot speak. +1 Death Penalty | N/A | Surgery DV15 |
| 12 | Lost Ear | Ear gone. Move >4m = can’t Move next Turn. -4 Perception (hearing). +1 Death Penalty | N/A | Surgery DV17 |
🏥 Treating Injuries
| Type | Effect | Skills |
|---|---|---|
| Quick Fix | Temporarily removes Effect | First Aid, Paramedic, Cybertech |
| Treatment | Fully heals the injury | Paramedic, 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.
| Intensity | Damage/Turn | Examples |
|---|---|---|
| Mild | 2 | Wood fire, clothing on fire |
| Strong | 4 | Gasoline fire, engulfed |
| Deadly | 6 | Napalm, 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
| Level | Effect |
|---|---|
| Low | Won’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
| Intensity | DV | Damage | Examples |
|---|---|---|---|
| Mild | 11 | 1d6 direct to HP | Belladonna, toxic waste |
| Strong | 13 | 2d6 direct to HP | Arsenic |
| Deadly | 15 | 3d6 direct to HP | Biotoxin, designer poison |
- Poison damage ignores armor and does NOT ablate it
Drugs
Resisting drugs requires: Resist Torture/Drugs + WILL + 1d10 vs. DV
| Intensity | DV | Effect | Examples |
|---|---|---|---|
| Mild | 11 | Inebriation | Alcohol |
| Strong | 13 | Suggestibility | Sodium pentothal |
| Deadly | 15 | Designer’s intention | Designer 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 State | Stabilization DV |
|---|---|
| Lightly Wounded | DV10 |
| Seriously Wounded | DV13 |
| Mortally Wounded | DV15 |
- 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:
| Method | Duration | Self-Treat? | Effect |
|---|---|---|---|
| Quick Fix | 1 minute | Yes | Removes the injury effect for the rest of the day |
| Treatment | 4 hours | No | Removes 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
| Skill | Can Stabilize? | Can Quick Fix? | Can Treat? | Who Gets It |
|---|---|---|---|---|
| First Aid | ✅ | Basic injuries only | ❌ | Everyone (always trained to +2) |
| Paramedic ×2 | ✅ | ✅ All but deadliest | ✅ All but deadliest | Anyone (expensive — ×2 IP cost) |
| Surgery | ❌ | ❌ | ✅ Everything | Medtech only (Role Ability) |
| Cybertech | ❌ | ✅ Cyber-parts only | ✅ Cyber-parts only | Anyone 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 DV | Hospital Cost |
|---|---|
| DV10 | 50eb (Costly) |
| DV13 | 100eb (Premium) |
| DV15 | 500eb (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.
| Plan | Monthly Cost | Surgery Coverage |
|---|---|---|
| Silver | 500eb | Surgery costs extra (hospital rates) |
| Executive | 1,000eb | Surgery 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
| Question | Answer |
|---|---|
| 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
| Situation | What Happens |
|---|---|
| Hit someone Mortally Wounded | Automatic Critical Injury + Death Penalty |
| Critical Injury | +5 Bonus Damage on top of normal damage |
| Seriously Wounded | -2 to EVERYTHING including Evasion |
| Multiple 6s on damage | Critical Injury even if armor blocked it all |
| Fire damage | Ignores armor entirely |
| Stabilized | Wake at 1 HP, penalties reset |
❓ Quick Answer Reference
Do Critical Injuries happen even if armor blocks all damage?
Yes! If you roll 2+ sixes on damage dice, a Critical Injury happens regardless of whether damage penetrated armor.
Can I move while Mortally Wounded?
Yes, but your MOVE is reduced by 6 (minimum 1). You’re basically crawling.
What resets Death Save Penalty?
Stabilization resets it to your base penalty (which may be >0 if you have injuries that add to it).
Can I attack while Mortally Wounded?
Yes, but you’re at -6 MOVE and still making Death Saves. You can go out fighting.
How long until I die if no one helps?
On average, 4-6 turns depending on BODY. But one bad roll ends it.
Can First Aid stabilize?
Yes! First Aid DV15 works. You don’t need Paramedic.
Does Choke damage trigger Critical Injuries?
Yes, if you roll 2+ sixes. But Choke uses BODY directly, not dice — so no crits from Choke alone.
🔗 Related Topics
- Combat — All combat rules
- Armor and Cover — Protection
- Ranged Combat — Shooting
- Melee Combat — Close quarters
(Source: Cyberpunk RED Core Rulebook, pp. 186-192)