⚔️ Melee Combat

“Never bring a gun to a knife fight. Especially if the knife is attached to a three-meter-tall ‘borg.”
This covers close quarters combat — melee weapons, brawling, grappling, martial arts, and human shields. Melee combat is BRUTAL in Cyberpunk RED because it ignores half your armor.
🌍 Lore: Why Knives Still Kill in 2045
In a city bristling with firearms, you’d think blades would be obsolete. You’d be wrong. Night City’s cramped megabuilding corridors, stairwells, and cargo containers make close quarters the default. A sword or mantis blade doesn’t alert every ganger on the floor. And with cyberware like Wolvers (retractable claws), Mantis Blades, and Big Knucks, the human body itself becomes a weapon factory.
Street fighters train in underground gyms and dojo basements — Karate in Watson, Aikido in Japantown, and whatever the Maelstrom call their augmented flailing. The Tyger Claws are infamous for their katana-wielding enforcers, and more than one corporate bodyguard practices Judo to disarm would-be assassins without making a mess on the executive carpet.
Then there’s the noise problem. Guns draw NCPD, MAX-TAC, or worse. A knife in the ribs? That’s just Tuesday in the Combat Zone.
⚡ Quick Reference
Melee Combat At A Glance
Attack Roll:
DEX + Melee Skill + 1d10 vs. DEX + Evasion + 1d10🔥 MELEE WEAPONS & MARTIAL ARTS IGNORE HALF ARMOR! (Round up. Brawling does NOT.)
Weapon Type Damage ROF Concealable? Light (knife) 1d6 2 Yes Medium (machete) 2d6 2 No Heavy (sword) 3d6 2 No Very Heavy (chainsaw) 4d6 1 No
🥊 The Attack Roll
Melee is an opposed roll — both attacker and defender roll dice.
Attacker’s DEX + Melee Skill + 1d10
vs.
Defender’s DEX + Evasion + 1d10
| Result | Outcome |
|---|---|
| Attacker higher | Hit! Deal damage |
| Tie | Defender wins — attack blocked/dodged |
| Defender higher | Attack dodged/blocked |
Unlike Ranged Combat
In melee, the defender ALWAYS rolls. There’s no “static DV” — it’s always an opposed check.
Example: Melee Attack
Attacker: DEX 7 + Melee 4 + 1d10 (6) = 17 Defender: DEX 5 + Evasion 3 + 1d10 (7) = 15
Attacker wins! The machete connects.
🔥 The Armor-Piercing Truth
Melee Ignores HALF Armor!
Melee weapon attacks and Martial Arts attacks only count half the defender’s SP (round up). Brawling does NOT get this benefit — punches face full armor.
This is why melee fighters are TERRIFYING. That SP 11 Light Armorjack? It’s only SP 6 against a sword.
Example: Armor Reduction
Target: SP 11 Light Armorjack Your weapon: Heavy Melee (3d6 = 14 damage)
Effective SP: 11 ÷ 2 = 5.5 → 6 (rounded up) Damage: 14 - 6 = 8 HP damage
Against a pistol doing the same 14 damage, they’d only take 3 HP.
🗡️ Melee Weapons
Weapons Table
| Type | Examples | Hands | Damage | ROF | Conceal? | Cost |
|---|---|---|---|---|---|---|
| Light | Combat Knife, Tomahawk | 1 | 1d6 | 2 | Yes | 50eb |
| Medium | Baseball Bat, Crowbar, Machete | 1 | 2d6 | 2 | No | 50eb |
| Heavy | Lead Pipe, Sword, Spiked Bat | 2 | 3d6 | 2 | No | 100eb |
| Very Heavy | Chainsaw, Sledgehammer, Naginata | 2 | 4d6 | 1 | No | 500eb |
ROF (Rate of Fire)
- ROF 2 = Can attack twice per Action
- ROF 1 = Can attack once per Action (only Very Heavy)
BODY 8+ Exception
Characters with BODY 8 or higher can wield a two-handed melee weapon in one hand. This means a BODY 8 Solo can swing a sword while holding a pistol!
🥋 Brawling (Unarmed Combat)
No weapon? No problem. Punch, kick, headbutt, bite — whatever works.
Skill: Brawling (DEX)
ROF: 2 (attack twice per Action)
Armor: Does NOT ignore half armor (unlike melee weapons)
Brawling Damage by BODY
| BODY | Damage |
|---|---|
| 4 or less | 1d6 |
| 5-6 | 2d6 |
| 7-10 | 3d6 |
| 11+ | 4d6 |
Cyberarm Bonus
If you have a Cyberarm, your Brawling damage is at least 2d6, even if your BODY is 4 or less.
Example: Bar Fight
You have BODY 7 (3d6 Brawling damage) and DEX 6 + Brawling 3.
Attack 1: Roll 16 vs. opponent’s 12 → Hit! 3d6 = 11 damage Target has SP 7, so: 11 - 7 = 4 HP damage
Attack 2: Roll 14 vs. opponent’s 18 → Miss!
One punch lands, one doesn’t.
🥋 Martial Arts
Trained combat that ignores half armor like melee weapons.
Skill: Martial Arts ×2 (DEX) — costs double IP
ROF: 2
Damage: Same as Brawling table (based on BODY)
Special: Ignores half armor!
Martial Arts Forms
Each form has unique Special Moves. You need at least 1 point in that Form to use its moves.
| Form | Style | Unique Moves |
|---|---|---|
| Aikido | Soft — locks & throws | Disarming Combination, Iron Grip |
| Judo | Soft — grabs & throws | Armor Breaking Combo, Counter Throw |
| Karate | Hard — bone-breaking strikes | Bone Breaking Strike, Armor Breaking Blow |
| Taekwondo | Hard — high kicks | Pressure Point Strike, Flying Kick |
Shared Special Move (All Forms)
- Recovery: When using Get Up Action, beat DV13 to stand up for free (no Action cost)
Example: Martial Arts vs. Brawling
Both fighters have BODY 7 (3d6 damage) and DEX 6. Target has SP 11 armor.
Brawler hits for 12:
- 12 - 11 (full SP) = 1 HP damage
Martial Artist hits for 12:
- Effective SP: 11 ÷ 2 = 6
- 12 - 6 = 6 HP damage
Martial Arts does 6× more damage against armored targets!
🤼 Grappling
Grabbing, choking, throwing — the dirty stuff.
Step 1: Initiate a Grab
Action: Grab
Requirement: You need a free hand
Roll: DEX + Brawling + 1d10 vs. Target's DEX + Brawling + 1d10
If you win, choose one:
- Grab hold → Both enter a Grapple
- Steal an item → Take something they’re holding
Step 2: While Grappled
| Who | Effect |
|---|---|
| Both | -2 to all Actions |
| Defender | Cannot use Move Action (dragged by Attacker) |
| Both | Cannot use two-handed weapons |
| Attacker | Can end Grapple for free (no Action) |
| Defender/Others | Must succeed at a Grab to break free |
Step 3: What Can You Do?
Once you’re grappling someone, you can:
Choke
- Action: Choke
- Effect: Deal your BODY stat directly to HP (ignores armor!)
- Special: Can’t reduce below 1 HP (they go Unconscious instead)
- Knockout: Choke for 3 successive Rounds → target goes Unconscious regardless of HP
Throw
- Action: Throw
- Effect: Deal your BODY stat directly to HP (ignores armor!)
- Result: Grapple ends, target is Prone
Human Shield
- Action: Equip as Human Shield
- Effect: You’re now in cover (see below)
Example: Choke Hold
You have BODY 7 and successfully Grapple a ganger.
Turn 1: Choke → 7 damage directly to HP (no armor!) Turn 2: Choke → 7 more damage Turn 3: Choke → Automatic knockout (3 rounds rule)
Total: Clean takedown, no weapons, no noise.
🛡️ Human Shields
Using a Person as Cover
This is Night City. Sometimes the only cover is the guy who was trying to kill you.
Using a Living Human Shield
Requirements:
- You must be the Attacker in a Grapple
- Not already wielding a shield
Action: Use an Action to “equip” them as a Human Shield
While Wielding:
- You are considered in cover against ranged attacks
- Can interpose shield against attacks you can see
- Your Human Shield cannot dodge (even with REF 8+)
- They take damage normally when shot
- You can attack your own Human Shield (it’s practically tradition)
Restrictions:
- ❌ Cannot block Melee Attacks
- ❌ Cannot block Aimed Shots at your head
Using a Corpse as a Shield
| Situation | Result |
|---|---|
| Human Shield dies while equipped | Auto-becomes Corpse Shield |
| Picking up a fresh corpse | No Grapple needed! |
| Corpse Shield HP | Equal to corpse’s BODY when alive |
| Dropping corpse | Costs an Action |
Tactical Corpse Usage
Kill someone, pick up their body, use them as cover. It’s dark, but effective.
😈 Dirty Melee Tricks
Things You Can Do That Players Forget
| Tactic | How | Why |
|---|---|---|
| Grab their weapon | Win a Grab → choose to take held item | Disarm them with style |
| Throw then attack | Throw (Prone) → next turn attack with advantage | They’re -2 to get up |
| Choke silently | Choke deals BODY damage, ignores armor | Quiet takedown |
| Shield + attack | Human Shield, then attack THEM | Use them, then discard |
| Grapple the Netrunner | Drag them away from access point | Instant jack-out |
| Split attacks | ROF 2 = Attack, Move, Attack | Stab two people |
| BODY 8 one-hand | Wield 2-hand weapon in 1 hand | Sword + pistol combo |
❓ Quick Answer Reference
Does melee always ignore half armor?
Melee weapons and Martial Arts ignore half armor. Brawling does NOT ignore half armor — you’re just punching.
Can I attack twice with a sword?
Yes! Most melee weapons are ROF 2. Only Very Heavy weapons (chainsaw, sledgehammer) are ROF 1.
How do I escape a Grapple?
Use the Grab Action and beat the Attacker’s
DEX + Brawling + 1d10. If you win, the grapple ends.
Can I grapple someone with a gun?
Yes! But once grappled, neither of you can use two-handed weapons. Pistols still work.
Does Choke damage ablate armor?
No! Choke bypasses armor entirely. No damage to armor, no ablation.
Can I throw objects as weapons?
Yes! Use
DEX + Athletics + 1d10vs. DV (see Grenade Launcher range table). Thrown melee weapons deal their normal damage but DON’T ignore half armor.
What if I'm immune to grapples (like a 'borg)?
Some cyberware or abilities might grant grapple immunity. Check specific rules.
🔗 Related Topics
- Combat — All combat rules
- Ranged Combat — Shooting
- Damage and Wounds — Taking damage
- Armor and Cover — Protection
(Source: Cyberpunk RED Core Rulebook, pp. 174-179, 183-184)