đźš— Vehicle Combat

“In Night City, the car chase is an art form. The artistry? Surviving it.”

This chapter covers everything you need to run exciting vehicle combat, chases, and highway firefights.


đźš™ Vehicles Overview

Land Vehicles

VehicleDescriptionSDPSeatsCombat MOVECost
RoadbikeCommon CHOOH² powered bike3522020,000eb
SuperbikeExotic high-speed streetbike35260100,000eb
Compact GroundcarCommon CHOOH² powered car5042030,000eb
High Performance GroundcarCHOOH² powered sportscar5024050,000eb
Super GroundcarExotic extreme-speed sportscar50260100,000eb

Sea Vehicles

VehicleDescriptionSDPSeatsCombat MOVECost
JetskiPersonal watercraft3522020,000eb
SpeedboatCHOOH² powered speedboat5042030,000eb
Cabin CruiserLuxury powerboat with rooms602/room1030,000eb/room (min 2)
YachtLuxury pleasurecraft with rooms1004/room1050,000eb/room (min 4)

Air Vehicles

VehicleDescriptionSDPSeatsCombat MOVECost
GyrocopterTiny rotorcraft3522020,000eb
HelicopterFull featured helicopter6044040,000eb
AV-4Urban assault aerodyne10064050,000eb
AV-9Extreme-speed aerodyne60260100,000eb
AerozepModern cargo blimp with rooms1002/room2030,000eb/room (min 2)

đź“‹ Core Vehicle Rules

Structural Damage Points (SDP)

  • All vehicles have SDP instead of HP
  • As long as a vehicle has at least 1 SDP, it can still move
  • At 0 SDP: Vehicle is Destroyed
    • No longer provides cover
    • Cannot move without repairs
    • Repair requires appropriate Vehicle Tech Skill

Targeting Vehicles

  • Vehicles cannot dodge like humans
  • Shooting a vehicle still uses the Range Table from Combat Rules
  • While inside a vehicle, you can still dodge attacks targeted at you (not the vehicle)

Weak Points

Called Shots on Vehicles

To hit a vehicle’s weak point (engine, tires, driver):

  1. Use Aimed Shot (entire Action)
  2. Take -8 penalty to your Check
  3. If successful: Multiply damage that gets through by 2

CRB Note

The book references “damage that gets through the vehicle’s SP” but the vehicle tables have no SP stat — only SDP. In practice, vehicles have no armor SP unless the GM adds custom plating, so ×2 typically applies to the full damage roll.

Getting In/Out

ActionCost
Getting INTO a vehicle1 Action
Getting OUT OF a vehiclePart of Movement (free)

Starting/Stopping

ActionCost
Starting a vehicle1 Action
Stopping a vehicle1 Action

When a Vehicle Starts

  • Driver moves to top of Initiative queue
  • Vehicle’s MOVE becomes driver’s MOVE
  • Driver cannot use Run Action while driving

đźš— Basic Driving

Automatic Driving

If your REF + Control Skill is greater than 9, basic driving requires no check.

Struggling Drivers

If your REF + Control Skill is 9 or less:

  • Use your Action every Turn to attempt a DV 10 Check
  • Roll: REF + Control Skill + 1d10
  • Failure: Lose Control of the Vehicle

⚡ Maneuvers

When the GM calls for a maneuver, it requires both your Action AND your Move Action.

Maneuver DVs

ManeuverDVDescription
Swerve13Quick lane change to avoid obstacle
Sharp Turn1390° turn at speed
Emergency Stop13Full stop without losing control
Bootleg Turn17180° turn, continue in opposite direction
Jump17Launch vehicle off ramp or obstacle
Landing (Air)13Safe touchdown
Aerobatic Maneuver (Air)17Loop, roll, or dive

Failing a Maneuver

Any failed maneuver causes you to immediately Lose Control.


đź’Ą Losing Control

When you lose control of a vehicle:

  1. You cannot take other Actions until control is regained
  2. Vehicle moves in an unpredictable direction (GM decides)
  3. May collide with obstacles or other vehicles (see Ramming)

Regaining Control

The CRB does not specify an explicit mechanic for regaining control. The GM determines when and how control can be recovered. A common homebrew ruling is: REF + Control Skill + 1d10 vs. DV 13 on your next Turn.


đźš—đź’¨ Ramming

When a vehicle collides with something that has HP (person, cover, another vehicle):

Damage

Both the vehicle AND the target take 6d6 damage

Whiplash

Everyone involved (drivers, passengers, pedestrians) suffers the Whiplash Critical Injury:

  • -2 to all Actions for 1 hour unless treated

Breaking Through

  • If the target’s HP reaches 0 from ramming damage, your movement can continue
  • Otherwise, your vehicle must stop

Dodging a Ramming Vehicle

Dodging on Foot

Check: DEX + Evasion + 1d10 vs. DV 13

  • Success: Dive out of the way, no damage
  • Failure: Take 6d6 damage, Whiplash injury

🔫 Fighting From Vehicles

Driver Actions (RAW Clarification)

What the Rules ACTUALLY Say

The Core Book states:

  • Basic driving (REF + Skill > 9) requires no Action
  • Maneuvers (sharp turns, jumps, etc.) require your Action AND Move Action

This means: If you’re not performing a maneuver, your Action is free!

SituationCan Driver Attack?
Cruising straight, REF + Skill > 9âś… Yes (basic driving is automatic)
Performing a Maneuver❌ No (maneuver takes Action + Move)
REF + Skill ≤ 9❌ No (must use Action to maintain control)
Stopped vehicleâś… Yes (not driving at all)

Homebrew: Drive-By Shooting

For vehicle-to-vehicle or drive-by combat where the driver shoots:

  • One-handed weapon only (pistol, SMG)
  • -2 penalty to attack (driving distraction)
  • No Aimed Shots while driving
  • If attacked, must pass DV 13 Drive check or Lose Control

Passenger Actions

Passengers can attack normally from a vehicle:

FactorEffect
Ranged attacksUse standard Range DVs
Melee attacksOnly if vehicles are adjacent or you’re leaning out a window
Two-handed weaponsOnly if not holding on (GM discretion)

Homebrew: Passenger Penalty

Some tables apply a -2 to attack rolls for shooting from a moving vehicle. The CRB does not specify a penalty for passengers — this is a common homebrew.

Shooting AT Vehicles

TargetNotes
The VehicleStandard attack vs. Range DV, damage reduces SDP
A Person InsideAimed Shot (-8) to target a specific occupant, or shoot through vehicle
Tires/EngineAimed Shot (-8), Ă—2 damage, may cause Loss of Control

Targeting Occupants

The CRB doesn’t explicitly cover targeting people inside vehicles. The Aimed Shot (-8) approach is a widely-used GM ruling based on the Weak Points mechanic.


🏎️ Example: Vehicle Combat Turn

Vehicle Combat in Action

Situation: Marcus (Solo) is driving a Compact Groundcar (MOVE 20, 50 SDP). Two Maelstrom gangers on Roadbikes (MOVE 20, 35 SDP each) are chasing him. Kira (Fixer) is in the passenger seat.

Round 1:

Initiative:

  • Marcus rolled 18 (REF 8 + 1d10)
  • Kira rolled 14
  • Ganger A rolled 12
  • Ganger B rolled 10

Marcus’s Turn:

  • Marcus’s REF 8 + Drive 4 = 12 > 9, so basic driving is automatic
  • He’s just cruising (no maneuvers), so his Action is free
  • Marcus draws his pistol and fires at Ganger A (about 10m away = DV 15)
  • Attack: REF 8 + Handgun 6 + 1d10(7) = 21 vs DV 15 → Hit!
  • Damage: 3d6 = 11. Ganger A has SP 7 body armor → 11 - 7 = 4 damage
  • Marcus’s car continues moving forward at MOVE 20

Kira’s Turn:

  • As passenger, Kira can attack freely
  • She fires at Ganger B (also about 10m) with her Heavy Pistol
  • Attack: REF 6 + Handgun 4 + 1d10(8) = 18 vs DV 15 → Hit!
  • Damage: 3d6 = 14. Ganger B has SP 7 → 14 - 7 = 7 damage

Ganger A’s Turn:

  • Tries to pull alongside Marcus’s car and shoot into the cabin
  • Ganger has REF 6 + Drive 3 = 9, so must spend Action to maintain control
  • ❌ Can’t attack this turn! (REF + Skill = 9, needs Action to drive)
  • Pulls up alongside the car

Ganger B’s Turn:

  • REF 7 + Drive 4 = 11 > 9, so can attack!
  • Fires SMG at Marcus through the windshield
  • Needs Aimed Shot (-8) to target Marcus specifically, or just damages the car
  • Attacks the car: REF 7 + Handgun 4 + 1d10(6) = 17 vs DV 15 → Hit!
  • Damage: 2d6 = 9 → Car takes 9 SDP damage (down to 41 SDP)

End of Round 1:

  • Marcus: Full HP, car at 41 SDP
  • Kira: Full HP
  • Ganger A: Took 4 damage
  • Ganger B: Took 7 damage
  • Positions: Gangers are alongside Marcus’s car

Note: This example uses RAW (no vehicle shooting penalties). If your table uses the homebrew -2 penalty, subtract 2 from each attack roll above.


🏎️ Vehicle Chases

These rules work alongside the standard vehicle combat rules above, providing a framework for quick, tense chase sequences where driving ability counts as much as vehicle speed.

Setting Up the Chase

The GM sets up a Chase Grid — an abstract track where each square represents one band on the Range Table.

# of SquaresRange Band
1 square0–6 m/yds
2 squares7–12 m/yds
3 squares13–25 m/yds
4 squares26–50 m/yds
5 squares51–100 m/yds
6 squares101–200 m/yds
7 squares201–400 m/yds
8 squares401–800 m/yds

Initiative

Operators (drivers) roll Initiative normally — they do not automatically jump to the top of the queue like when starting a vehicle.

Chase Rounds

Each participant gets one Move Action and one standard Action, just like normal combat.

Move Actions

  • Change position inside the vehicle (e.g., jump into turret seat)
  • Climb onto the roof or vice versa
  • Leap from vehicle to a location within range based on MOVE stat — even another vehicle
  • Can be held to sync with the operator’s maneuver (e.g., wait for a Pull-In Close)

When leaping, use the far end of the current range band unless the operator performed a Pull-In Close maneuver.

Standard Actions

  • Any Action you could perform in normal combat, accounting for circumstances
  • Range to other vehicles = position on the Chase Grid
  • Melee attacks require vehicles to be adjacent AND a Pull-In Close maneuver first

Positioning (End of Round)

At the end of each Chase Round, every operator makes a Positioning Check — a vehicle control Skill Check. This is not an Action.

Positioning Check DVs:

Combat SpeedDV
60 MOVE13
40 MOVE15
20 MOVE17
15 MOVE21
10 MOVE24
8 MOVE29
  • Success: Move forward 1 square on the Chase Grid
  • Fail: Stay where you are
  • Maintain speed: Choose not to move (no check needed)
  • Slow down: Move backward 1 square (no check needed)

Damaged Vehicles

A vehicle below ½ maximum SDP makes the check as if one Combat Speed category lower (e.g., 10 MOVE instead of 15 MOVE). If this would drop below 8 MOVE, the vehicle spins out and crashes (CP:R p. 192).

Operator Restrictions

  • Operators do not use Move Action to move the vehicle — that’s the Positioning Check
  • If REF + Control Skill + bonuses < 9, the operator cannot take a Standard Action — all energy goes to maintaining control
  • If the operator leaves the control seat, someone else should slip into it immediately

Chase Maneuvers

The GM can place obstacles, hazards, or sharp turns in the path during a Chase Round. When this occurs, all operators must use their Standard Action for a Maneuver Check (standard rules, CP:R p. 192). Failure = fall back 1 square or spin out (GM decides by severity).

In addition to the standard maneuvers, operators can perform the following during a chase:

ManeuverDVRequirementsEffect
NOS13Vehicle has NOSActivate as Standard Action. Automatically move 1 square forward. Check determines if you maintain control.
PIT Maneuver15Adjacent to targetTap the target vehicle. Target’s next Positioning Check treats speed as one category lower. If that drops below 8 MOVE → spin out and crash.
Pull-Ahead17Adjacent to targetOn success, move 1 square ahead of target. On failure, spin out or hit obstacle (CP:R p. 192).
Pull-In Close13—Push to the lower edge of current range band until end of Round. Enables leaps between vehicles and melee attacks.
Ramming17—Focused attempt to crash into target while maintaining control. Otherwise follows standard ramming rules (CP:R p. 192).

Passenger Actions

Passengers take any normal combat Action from inside (or on top of) a moving vehicle. They can also provide Complementary Skill Check bonuses (CP:R p. 130):

  • Local Expert — Shout directions → bonus to operator’s next Positioning Check
  • Perception — Spot obstacles → bonus to operator’s next Maneuver Check
  • Tactics — Direct ally fire → bonus to an ally’s Attack Check
  • Creative options — Paintball on windshield (impose penalty), throw obstacles (force emergency Maneuver), etc.

Ending the Chase

A chase ends when:

  • A vehicle can’t continue (destroyed, stopped, occupants surrender)
  • Vehicles move more than 8 squares apart on the Chase Grid — the lead vehicle vanishes into the urban jungle

âť“ Quick Answer Reference



(Source: Cyberpunk RED Core Rulebook pp. 189–192; Tales of the RED: Hope Reborn pp. 180–182)