πŸ₯Š Martial Arts

Martial Arts is the most cyberpunk way to wreck someone up close. It’s a Γ—2 DEX Skill that offers specialized fighting forms β€” each with unique Special Moves that can break bones, disarm opponents, or dodge bullets with a blade.

Key Facts

  • Skill Cost: Γ—2 (2 IP per level when improving, 2 points per level during creation)
  • Linked STAT: DEX
  • ROF: 2 β€” you get two attacks per Action
  • Damage: Based on your BODY stat (see table below)
  • Armor Penetration: Ignores half of the defender’s armor (round up)
  • Requirement: You need at least 1 point in a Form to use it

Core Mechanics

Attack Resolution

Martial Arts Attacks are always ROF 2 β€” you get two strikes per Action, regardless of skill level. Even at Martial Arts 1, you swing twice.

Attacker's DEX + Martial Arts (Form) + 1d10
vs.
Defender's DEX + Evasion + 1d10

Each of the 2 attacks resolves separately β€” the defender rolls Evasion against each one:

How a Turn Plays Out

Attack 1: You roll DEX + MA + 1d10 vs. defender’s DEX + Evasion + 1d10 β†’ If you hit: roll damage (BODY table) β†’ apply to armor (halved, round up) β†’ remainder to HP β†’ armor ablates 1 SP

Attack 2: Both sides roll fresh β†’ same resolution

Each hit ablates armor separately. Two hits = 2 SP lost from the defender’s armor.

Damage by BODY

Your fists hit harder the bigger you are:

BODYDamage
4 or less1d6
5–62d6
7–103d6
11+4d6

Why Martial Arts?

Compared to Brawling (same BODY-based damage, same ROF 2), Martial Arts ignores half armor and gives you access to Special Moves. The trade-off is Γ—2 cost. Compared to Melee Weapons, you can’t be disarmed of your fists and you get unique form abilities β€” but weapons deal fixed (often higher) damage.

Action Economy: Attacks vs. Special Moves

On your Turn, you get one Action (plus Move). You choose how to spend it:

Your Action β†’ pick ONE:
β”œβ”€β”€ πŸ₯Š Martial Arts Attack (ROF 2 = two strikes)
β”‚   └── Some Special Moves TRIGGER for free after conditions are met
β”œβ”€β”€ πŸ’₯ "Instead of 2 Attacks..." Special Move (one powerful strike)
└── ⚑ "As an Action..." Special Move (special effect, no attack)

Special Moves fall into three categories based on action cost:

Special Move TypeAction CostReplaces Attacks?Example
”Instead of making 2 Attacks…”Uses your Actionβœ… Yes β€” one powerful strike replaces bothKarate’s Bone Breaking Strike, Boxing’s Knockout Punch, PanzerFaust’s Borg Fist
”Once per Turn, when you fulfill this requirement…”Free (triggered)❌ No β€” triggers on top of your attacksAikido’s Disarming Combination, Judo’s Armor Breaking Combination
”As an Action…”Uses your Actionβœ… Yes β€” special effect instead of attackingAikido’s Iron Grip, Kendo’s Ki Ken Tai No Ichi

The Key Tradeoff

The β€œinstead of” moves sacrifice volume (2 hits) for a devastating single blow that typically inflicts a Critical Injury. The free triggered moves let you have your cake and eat it too β€” but they require conditions like β€œyou hit the same target twice” to be met first.

Special Move Resolution

Most Special Moves use:

Attacker's DEX + That Form's Skill + 1d10
vs.
DV listed in the Special Move (usually DV 15)
β€” or β€”
Defender's DEX + Evasion + 1d10

Special Move Rules

  • You need at least 1 level in a Form to use its Special Moves
  • Special Moves cannot make Aimed Shots unless stated otherwise
  • β€œOnce per Turn” means once per your Turn
  • All Forms can use the Shared Special Move: Recovery

Shared Special Move

Recovery (No Requirement) When you use the Get Up Action, attempt to beat DV 13 with Special Move Resolution. If you succeed, standing up didn’t cost an Action.


Choosing a Form

Each point invested in Martial Arts must go into a specific Form. You can learn multiple forms, but each is trained separately. Each Form has two unique Special Moves.

Quick Comparison Table

Use this table to find the form that fits your character concept:

Core Rulebook Forms

FormStyleBest ForKey Moves
AikidoSoft/DefensiveDisarming & grapplingDisarm objects, lock down grapplers
JudoSoft/ThrowsArmor destruction & counter-throwsBreak armor, throw without grappling
KarateHard/StrikesBreaking bones & escaping grapplesInflict Broken Ribs/Cracked Skull, break free
TaekwondoHard/KicksPressure points & mobilityInflict Spinal/Brain Injury, knock prone from range

Expanded Forms (Interface RED Vol. 4)

FormStyleBest ForKey Feature
Arasaka-TeBeginner-friendlyAimed shots & escaping grapplesReduces Aimed Shot penalty; easy escape
ArnisWeapon-focusedPaired with light/medium meleeInflict Torn Muscle; disarm weapon-wielders
BoxingPunchingRaw damage & mobilityKnockout Punch (aimed head); free extra punch
CapoeiraDance-likeCombos & recoveryAttack on miss; chain hits with Luck/crits
Choy Li FutSweepingFighting groupsHit a second target after landing two hits
Drunken FistChaotic/LuckImprovisation & survivalUse environment as weapon; dodge unseen attacks
Gun FuHandgun + meleeGunslingers who fight closeFire handgun in melee; extend melee range to 25m
JujutsuRedirectionUsing enemy’s strengthUse target’s BODY for damage; throw without grapple
KendoSword artMelee Weapon synergyCut bullets; reduce Aimed Shot penalty with sword
Krav MagaMilitaryAdaptive counter-fightingExtra attack after crit; punish dodged attacks
Kung FuAll-rounderVersatile, deep masteryFive Forms (5 animal effects); jump to top of initiative
KyudoArchery artBow specialistsMassive bow damage bonus; regain Luck on aimed shots
Militech CommandoKnife combatMilitary knife fightersBoost knife damage to 4d6; steal enemy weapons
Muay ThaiStrikingBrawling + MA synergyBoost Brawling damage; boost MA damage
Multiarm MeleeExoticCharacters with extra armsReroll attacks; better aimed shots; multi-grapple damage
PanzerFaustFBC/BorgFull Body Conversions5d6 (or 6d6) single hit; auto-repair cyberware
SilatSoutheast AsianWeapon + grapple hybridExtra Brawling attack; extra Melee Weapon attack on grapple
Sov-SystemMilitaryRandom crit inflictionRandom Body crit on hit; revenge attack after receiving crit
SumoWrestling/ForcePreventing grapples & intimidationCounter grapple/throw attempts; Facedown bonus
Tai ChiCounter/redirectDefensive specialistsDisable attacker’s hand; counter enemy Special Moves
ThamocPolice tacticalGrapple + aimed shotsBetter aimed shots in grapple; prevent disarms
Thrash SamboEnduranceTaking damageNegate crit bonus damage; reduce melee damage taken
WrestlingClassic grappleHold & choke specialistsFree Choke Action; reverse grapple attacker/defender

Detailed Forms β€” Core Rulebook


Detailed Forms β€” Expanded (Interface RED Vol. 4)


Building a Martial Artist

During Character Creation

Martial Arts is a Γ—2 cost skill, meaning each level costs 2 skill points during creation. At creation max (Level 6), that’s 12 points β€” a significant investment.

Is it worth it?

Even at Level 1, Martial Arts gives you ROF 2 attacks that ignore half armor. Higher levels make you more likely to hit (bigger bonus to your attack roll) and unlock more reliable Special Moves (higher skill = better roll). At Level 6:

  • Your attack roll is DEX + 6 + 1d10 β€” very accurate
  • Special Move DVs of 15 are achievable consistently
  • Works with fists, cyberfists, or cyberweapons

The main trade-off is opportunity cost β€” those 12 points could buy Handgun 6 + Shoulder Arms 6 instead.

PrioritySTATWhy
1stDEXYour attack roll (DEX + MA), your dodge (DEX + Evasion)
2ndBODYDirectly determines your damage dice
3rdREFREF 8+ lets you dodge bullets with Evasion
4thWILLRequired for Karate, Taekwondo, Kung Fu, Tai Chi, Jujutsu

Synergies

  • Cyberfists/Cyberarms: Boost damage and add options
  • Brawling: Many forms combo with Brawling attacks
  • Melee Weapon: Judo, Arnis, Kendo, Capoeira, Silat all synergize with weapons
  • Handgun: Gun Fu specifically requires this
  • Evasion: Essential for any melee fighter to survive
  • Battlegloves: Provide melee weapon capability and come with features that combo with several forms


Sources: Cyberpunk RED Core Rulebook p.178–179, Interface RED Volume 4: Cyberfists of Fury p.73–84