Combat In Cyberpunk Red: Basic and Advanced Tactics

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  • čas přidán 4. 05. 2024
  • In this video I break down the combat system in Cyberpunk Red. There are a lot of nuances to combat and I hope to offer my own insight.
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    TIMESTAMPS
    00:00 Intro
    02:25 The Basics
    02:48 Basic Combat Turn
    03:13 Cover System
    04:15 Line of Sight
    04:36 Called Shots
    05:16 Single Shot & Autofire
    06:08 Suppressive Fire
    06:45 Critical Injuries
    08:19 Advanced Tactics
    08:25 Splitting Actions
    08:50 End Turn Behind Cover
    09:07 Advanced Cover System
    11:29 Hold Action (Overwatch)
    12:45 Line of Sight
    13:07 Destroy Cover
    13:48 Explosions
    14:58 Advanced Cover Summary
    16:30 Melee Combat
    17:31 Grappling & Human Shields
    18:28 Environmental Hazards
    19:04 Advanced Tactics Summary
    20:56 Outro
  • Hry

Komentáře • 211

  • @Don-vh9ck
    @Don-vh9ck Před 3 lety +173

    One thing to keep in mind with the headshots. It doubles the damage that passes through the head armor. So normal goons with no head armor? Easy. But if you have combat troops the double damage is significantly less.

    • @JohnSmith-ox3gy
      @JohnSmith-ox3gy Před 2 lety +4

      After failing one or two one-shot kills with a heavy pistol the players learn to buy armour piercing rounds. Halve that armour four double the price!

    • @heartlesscapitalist5985
      @heartlesscapitalist5985 Před rokem +8

      @@JohnSmith-ox3gy that's not how armor-piercing ammo works, though, right?
      It only increases the ablation, afaik

    • @davidepiovani3320
      @davidepiovani3320 Před rokem +1

      It's always double tough, isn't it?

  • @mattkomlofske8912
    @mattkomlofske8912 Před rokem +36

    I just picked up the core book for Cyberpunk RED, and dear lord it is a really, really well designed sci-fi game.

  • @cogsworther1639
    @cogsworther1639 Před 2 lety +41

    I understand that some people might prefer CP 2020, but I think that Cyberpunk Red is a well-made addition to the series. The Skill System feels open-ended, but a little less Byzantine, and the Critical Injury/ROF system makes for some interesting tactical choices.

  • @Takesjokes
    @Takesjokes Před 3 lety +40

    ah yes... I too remember when that guy had his legs blown off.

  • @dgrageriot
    @dgrageriot Před 3 lety +73

    Clear, concise and everything I would expect. Well done sir! Keep 'em coming!

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +4

      Couldn't have done it without you buddy 🙏

  • @omnisquirrel
    @omnisquirrel Před rokem +8

    This video saved the game for me! I could NOT understand the cover rules...but the way you explained them, it made me enjoy the system (a system I already loved) so much more.
    Thank you for this!

  • @noahmiller9069
    @noahmiller9069 Před 2 lety +1

    awesome video for a GM new to the game! Thank you so much! this helped clear up a ton of questions I had combat

  • @himurogentoku7117
    @himurogentoku7117 Před 2 lety +1

    Thank you so much for the insight, Jonjon.

  • @Chindividual
    @Chindividual Před 3 lety +5

    Watching this video and listening to your explanations really helped me understanding RED's combat system. Thank you for making this! :D

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      That's exactly why I made it 🙏! Thanks for the support Markus. Much love

  • @stevenodinson4222
    @stevenodinson4222 Před 3 lety +30

    Thank you for the content you've been a huge help getting me started on being a GM! You've been the main guy I go to for anything Cyberpunk!

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +4

      any time choomba! thanks for watching and supporting. I really appreciate it.

  • @bulletsunderpressure
    @bulletsunderpressure Před 3 lety +8

    You are so clear when it comes to explaining systems, i went through 3 other youtubers and they took forever to explain the system.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +1

      Thank you for the support👍 I'm glad to be of help. Much love.

  • @rabbitsnraygunswithgregsch7648

    Nicely done! I sent this out to the group. Thanks!

  • @shonuffmofo997
    @shonuffmofo997 Před 3 lety +15

    Thanks for the overview! This was the one aspect of the game I was worried about. I am glad I found out that I should not be worried at all.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +3

      Glad you feel that way dude. Thanks for the great maps man. I'm excited to see what else you have in the future . Thanks for the support

    • @shonuffmofo997
      @shonuffmofo997 Před 3 lety

      @@JonJonTheWise Very glad you dig em! I took a bit of a break for Halloween festivities and going back to see the family, but I have a new one coming out soon: The Junkyard. I will just send it your way when I am done.

  • @aquariumstatik8497
    @aquariumstatik8497 Před 2 lety

    Very informative! Thank you very much.

  • @devonsmith9519
    @devonsmith9519 Před rokem +2

    I knew most of this just reading the core book, but this is absolutely fantastic and concise as less detailed explanation of combat and variety.

  • @pelijer
    @pelijer Před 2 lety +5

    I feel like this is the combat video I've been trying to find for any rpg

  • @patrickkanouse
    @patrickkanouse Před 3 lety +2

    Amazing breakdown. I’ll be sharing with my players to help them understand.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Thank you buddy. Can't wait to see what you have in store for us in the future

  • @wolf1066
    @wolf1066 Před rokem +6

    Fascinating to hear how the system works and compare it with CP2020 and CP2013 versions of Friday Night Firefight. Even though our games are mainly CP2020, I use a modified version of FNFF2013 since I don't like the wound boxes in FNFF2020 - much prefer the "look up your BOD and how much damage you took on this table to see what sort of wound you got" followed by "look up this table to see what your new wound state is" in CP2013 rather than "every single point of damage you take slowly but inexorably drags you to "Mortal 0" of CP2020.
    Cyberpunk Red's combat seems like a different beast altogether.

  • @MsCalcioo
    @MsCalcioo Před 8 měsíci +1

    That's indeed an educational video. Thanks so much for clearly explaining different, this definitely helps optimising actions in combat, rather than just shooting bunch of NPCs.

  • @seila3366
    @seila3366 Před 4 měsíci +1

    thank you for that vid!

  • @ForrestFox
    @ForrestFox Před 3 lety +1

    Just ordered mine. Exciting to get to read the new rules. :D

  • @rolandkushm.d.710
    @rolandkushm.d.710 Před 3 lety +1

    Thank you OG JonJon! Great job. 👏

  • @JesseBrohinsky
    @JesseBrohinsky Před 5 měsíci +1

    Something else you can do with cover is split your move on either side of your action. If the enemy cover is small enough that you can move to get line of sight, then shoot, then move back into cover you should be able to bypass it. If you hold your action to shoot, you would have to be out of cover to get line of sight (which makes sense), and then of course you can always blow it up. Friday Night Firefight is fast and deadly, so cover and armor is very important.

  • @ed-gaming9786
    @ed-gaming9786 Před 3 lety +3

    Another great video dude! Keep up the great work! Would love to see a video on the new gear in CP red

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Thanks for the support and kind words . I'm sure I'll make a video about it soon

  • @brohammer_ua
    @brohammer_ua Před 8 měsíci

    awesome video!

  • @ValosarX
    @ValosarX Před rokem

    This is extremely helpful information as a new GM to help plan combat to make it more interesting

  • @kz5376
    @kz5376 Před 3 lety

    First tutorial to CPR that I realy like! Thanks!

  • @fatmork834
    @fatmork834 Před 3 lety +1

    love the timestamps man, thanks

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      I'm glad you like them! I'll continue to use them as much as I can. Thanks for the support

  • @boybrownhorse
    @boybrownhorse Před 3 lety +4

    Great breakdown Jon Jon. I was a bit worried about the rules after playing Jumpstart but it sounds really good.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +2

      Thank you Mark! Don't worry there are plenty of rules beyond the JSK. this is a full game. 400+ pages in the core rulebook.

  • @davidirving5667
    @davidirving5667 Před 4 měsíci

    Love the videos.

  • @thehappy15a
    @thehappy15a Před rokem

    Love this tutorial thanks

  • @josemanuelcaballero1162
    @josemanuelcaballero1162 Před 3 lety +3

    The loophole you explain for covers only worse if you make characters declare action on inverse order of initiative. if everybody is undercover at the start of the turn and everybody knows what everybody else is gonna do then you reach an even situation. But well, that's were grenades come in handy;)

  • @MysteriousAya
    @MysteriousAya Před 3 lety +1

    I feel the hype. Friends and I are all purchasing it tomorrow morning.

  • @Zergash
    @Zergash Před rokem

    Hell yeah!

  • @imnot9923
    @imnot9923 Před rokem

    Nice video!

  • @Gaalification
    @Gaalification Před 3 lety

    Thanks for the video, I need it for the jumpstart, since it does not specify anything about cover

  • @bentosan
    @bentosan Před 3 lety +2

    Thank you for the extra details about cover, the rules really were not clear on this

  • @NihlusN7
    @NihlusN7 Před 3 lety +4

    I couldn't get into the original Cyberpunk game because the combat system was too convoluted to me. Now I want to try this. Great video.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Thank you 🙏 happy Gaming

    • @JohnDoe-oh7gf
      @JohnDoe-oh7gf Před 4 měsíci +1

      I had the same problem. When I've tried out CPRed I've seen that CP2020 isnt that bad or complicated. I love how CP Red makes some things but now my head is aching as my only option is to combine the two systems to make something cinematic. xD

  • @Schmakkus
    @Schmakkus Před 3 lety

    Again thanks for the great video. I am writing a little campaign for a group of complete newbies and maybe I am giving them a little handout for something like this.

  • @charlessmith5465
    @charlessmith5465 Před 3 lety +10

    18:19 the notion that a corpse can be a shield, and that you can throw shields, reminds me of Metal Gear and to an extent Skyrim. For a tense stealth scenario I could see having to move any bodies out of the way before a patrol or drone etc spots them. Having a fake crate or cardboard box to camouflage into the map could also come in handy, another fun mechanic from Metalgear 😁 in that case there could be a perception check for NPCs to make, or you'd be undetected. I've also been thinking about camouflage of cyberdecks and other gadgets to make them blend in with where they are, or maybe creating credential skimmers and such so if an NPC uses a lock and doesn't detect it, you'd gain a key as an example.

  • @drenegade9047
    @drenegade9047 Před 7 měsíci

    I'm going to be running cyberpunk red soon, and I already ran a combat simulation. One of the homebrew rules I will use for shooting behind total cover... the first thing I'll do is determine if the cover is 'penetrable' or not, and if it is you can take a -8 to attack and if it is successful... cover could provide a -2 all the way to -10 on damage (like armor, with identical ablation rules applied on top of whatever armor they may have)...

  • @KyleHarrisonRedacted
    @KyleHarrisonRedacted Před rokem +2

    Figuring if I wanna get a game of cyberpunk going in my area, im just gonna have to be the GM. And I do t think I mind that whatsoever, because this channel is helping me SIGNIFICANTLY

  • @vincentwilliams8685
    @vincentwilliams8685 Před 2 lety

    Crit table so nasty! Your vids are superb
    Thanks from UK. God save the CyberQueen.

  • @WookieeRage
    @WookieeRage Před 2 lety

    I'll have to adjust the effects of explosives on cover because it is unrealistic for cover to not diminish the effects of an explosion. Especially depending on the type of explosive.

  • @josephpurdy8390
    @josephpurdy8390 Před 5 měsíci

    If a grenade were to detonate on the same turn it was thrown. The likelihood of it blowing up in your face is very good. That means its imperative if your within 10 feet of it after the pin has been pulled. That you find some degree of cover that will cushion the blast. A trench, concrete, thick steel, or sufficient elevation.
    If one were to land at your feet. You would need to find immediate full body cover that will not be destroyed. In fewer steps than you can walk in 1 turn being 3 seconds. It would not even be worth trying to save yourself.
    If a grenade has a 5 second detonation timer. It lands at your feet and you spend that turn only to move away from it, and the next one. Your still very likely to lethally injured by the blast. That is more inline with what would happen in real life.

  • @TarzanBoyLesgo
    @TarzanBoyLesgo Před 3 lety +1

    I'm assuming that you posted this a day early, cause the game still ain't out ;-; Went to try and buy it ASAP when I heard you say that it was out now. Ah well, still love the Red content! Good shit, dude.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +2

      Ya I mistakenly thought the media embargo for red was tomorrow. I can actually talk about it today. Pdf releases tomorrow. As roland Kush said

  • @lucianmaximus4741
    @lucianmaximus4741 Před 7 měsíci

    Kudos from RunicNeonTelescope!

  • @clockworklemon9243
    @clockworklemon9243 Před rokem +2

    I was running the starter kit and my newbie players prebuilt Solo and Nomad characters could literally dodge any ranged attack the NPCs could make lmao.
    Im going to watch this and see if this might help me as a new GM.

    • @JonJonTheWise
      @JonJonTheWise  Před rokem

      Don’t be afraid to send some high level goons at them! Now you know what they can handle.

    • @clockworklemon9243
      @clockworklemon9243 Před rokem

      @@JonJonTheWise we only made it about halfway through the scenario in the one session so next week when we meet again il be planning some extra "goodies" to add if things keep going too smoothly for them.

  • @tavnerphillips4490
    @tavnerphillips4490 Před 3 lety +1

    A -8 for called. Wow that's wild. . . as a GM I like it

  • @princealiaps3751
    @princealiaps3751 Před 2 lety

    Great Vid JJ. I,m a little confused about autofire. Do all autofire bursts inflict 2D6 x the hit margin?

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      Thank you! Yes exactly. It's 2d6 x (the hit margin, up to your gun's maximum amount. ARs are 4, smgs are 3)

  • @ragnaroc16
    @ragnaroc16 Před 3 lety

    Been watching a few of your videos, and have been great for clarifications. Just a quick question: in your Roll20 section I saw buttons for the critical hit tables, is that correct? If so, how did you implement those?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +3

      Thanks for watching! I made macros and rollable tables. There's a bunch of youtube videos covering macros in Roll20.

    • @ragnaroc16
      @ragnaroc16 Před 3 lety

      @@JonJonTheWise thank you very much! Having some macros will make online run a lot smoother.

  • @JohnDoe-oh7gf
    @JohnDoe-oh7gf Před 4 měsíci

    Interesting. My problem with cover is: A booster shoots at 3 cops. All of them are 17m away from the shooter. One is in the open. One is behind the block of the engine 50% of his mini you can see. One is behind the center of the car you can see only his head and gun arm. All of them are at the same difficulty to hit.
    Theres no reasonn for the cops in later stages of the fight to even move. When youre at the range you have a decent chance to hit. All of those cops could walk forward and improve their chance to hit and have no reason to get behind that car. It then makes it that only your armor matters.

  • @MrCowabungaa
    @MrCowabungaa Před rokem +2

    This is a super interesting and useful video! However, I do have one question; doesn't that "Overwatch" Hold Action require you to stand out of cover? In other words; doesn't doing that make you quite vulnerable? Because you can only hold one action, you can't hold an action (shoot) and move (popping out and back into cover).

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      It does for that instance. If someone is else decided to hold action and over watch, they would be able to shoot you when you peek out to shoot.

  • @quackingshoe7545
    @quackingshoe7545 Před 3 lety +6

    Low initiative still seems to get shafted; since you can’t hold an action across multiple rounds, someone who is fast enough can be completely immune to normal fire while behind cover, because no one would be able to hold an action before them..

    • @DerrickBarrows
      @DerrickBarrows Před 2 lety

      If you are at the end of the initiative order couldn't you say I want to hold my action until I see this guy (guy with highest initiative) moves from cover. Then the next round starts, he goes to move and then the low initiative guy gets his shot. Or are you not allowed to hold your action into the next round?

    • @polojn
      @polojn Před 2 lety +1

      @@DerrickBarrows You're not allowed to hold an action across multiple rounds. So if you went last in initiative, you essential cannot do the the Hold Action.

    • @soulsurvivor8293
      @soulsurvivor8293 Před 2 lety +1

      @@polojn Lame, if the whole party gets one bad init roll against a difficult opponent then you might as well declare the TPK then and there.
      Spose that is a "Streamlined" way to handle it.

    • @polojn
      @polojn Před 2 lety

      @@soulsurvivor8293 I agree this is clearly abusable in the long run and can easily make the cover system OP. There would be only two ways around cover, destroy or reposition.

    • @jupiterrising887
      @jupiterrising887 Před 2 lety +3

      So allow all characters to hold their actions across multiple rounds. Easy fix.

  • @WolfServant
    @WolfServant Před měsícem

    For the crit replacing the limb shot thing, you should always have your players roll ALL their dice. Just like in DnD if rolling dice takes to long you’re doing it wrong, and will have to tell me damage the next turn.

    • @WolfServant
      @WolfServant Před měsícem

      Additionally suppressive fire used to do damage vs make people move. The will save back then was if you were willing to get shot a bunch.

  • @nealhyde7179
    @nealhyde7179 Před 3 lety +10

    Seems like CP Red confuses cover and concealment. I'll have to review the rules and see if that's the case. Maybe needs a house rule for shooting through concealment. Looking forward to it.

    • @jstntlvr
      @jstntlvr Před 3 lety

      I was thinking the same thing. I am going to experiment with concealment adding to DV and maybe a small SP bump it seems a simple enough solution. Example sheetrock wall +4 DV, +1 SP depending on what you are shooting with (no SP bonus for 460 S&W for example)

    • @soulsurvivor8293
      @soulsurvivor8293 Před 2 lety +1

      Bound to happen when you "streamline" rules, seen this happen with numerous game's before cyberpunk and will likely see it with many more after.
      CP2020 rules were never complicated or time consuming, Netrunning being the obvious exception without Minor modification
      Just heard Jon talk about human shield rules, suddenly any old meatsack can stop high powered rifle rounds...guess overpenetration ceased to exist in the future.
      Probably why concealment is equivalent to cover...

    • @carso1500
      @carso1500 Před 2 lety +1

      @@soulsurvivor8293 just homerule that if they shot you with a high caliber armor piercing ammunition they penetrate the person and thats it, it's such an easy fix

    • @soulsurvivor8293
      @soulsurvivor8293 Před rokem

      @@carso1500 My point was more that without making home rule adjustments the system is lacklustre at best and highly abusable to boot.
      Between not being able to hold an action from one turn to another (countering cover with low Initiative) to the Human Shield & Cover rule's;
      They are all lazy hand waved abstractions.
      I honestly wouldn't be suprised if there were no consequences for remaining in the open after a successful will save from Suppression.
      Not to mention what if the character being suppressed is equipped with armour that can stop the bullets entirely? Would that still force a Will Save knowing full well that you won't be hurt?
      Seems so, which is ridiculous.
      Meanwhile the Suppression/Full Auto rules in CP2020 made sense as it left the choice up to the player; Stay in the are being barraged by bullets or get into cover.
      The player would know full well that remaining in the area would result in getting hit by multiple bullets and that cover, real cover, would help prevent being hit by them.
      More specifically, Suppression was actually used as Suppression correctly. As in you suppressed the area/cover the enemy was. So if they did pop out or make a run for it through the area then they would get hit.
      It was an area denial action way to pin an enemy down so your allies could move more freely without that enemy taking shots at them.
      In Red it just seems like a means to force someone to move without damaging them at all, like shooting at their feet or over their heads with "Warning shots", really lame.

  • @francois.hebert
    @francois.hebert Před rokem

    Thank you for the explanations. For hold action, how does it work for a character low in the initiative list? Can he hold action for the next round? Does one have to stay out of cover to "overwatch"? Can a character just say like you did, I shoot anything that pops out or does he need to be more specific ?
    Thanks!

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +2

      You don’t have to be super specific and low initiative don’t get the benefit of holding actions because they cannot hold until the next round

  • @Gaalification
    @Gaalification Před 3 lety +1

    About suppression, manual says all enemy in line of sight. Does this means that if a character is in the middle of a room surrounded by all sides, with suppressive fire all the enemies around are involved?
    Ps love the videos, you convinced me to buy both Jumpstart and now the core books :)

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +4

      Thank you so much for the support I really appreciate it!
      It is a little funny to imagine someone doing 360 suppression fire but I've seen crazier shit than that in Cyberpunk

    • @Gaalification
      @Gaalification Před 3 lety

      @@JonJonTheWise yes also because it uses only ten rounds xD Imagine if someone was sneaking upon a guy in a firefight, walking on his toes, and then the guy use suppression and shoots like everywhere. Poor sneaker

  • @kitsuneburn8830
    @kitsuneburn8830 Před rokem

    Hey not sure if anyone else brought this up in the comments but in the melee combat you said all melee combat ignores half of the SP of the target's armour which is true for melee weapons and martial arts but I seem to recall Brawling specifically mentioning it does not ignore half the SP like other melee weapons in the book.

  • @thomasnihil4878
    @thomasnihil4878 Před 3 lety +1

    Still can't wrap my head around RED getting rid of the condition boxes for light / serious / critical wounds.... Wherever health points are implemented I'm thinking of generic fantasy systems. Aside from that, good video as I'm planning to run RED asap.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Half health = seriously wounded (-2 to stats)
      0 hp = critically wounded. (-4 stats)
      At 0 hp you'll have to constantly make death saves unless someone does a first aid/medicine skill check on you to make you stable.

    • @soulsurvivor8293
      @soulsurvivor8293 Před 2 lety +2

      And if you have a high enough Body then you are effectively immortal.
      With high enough Reflexes and you can laugh at the poor low init plebs who can't hold actions over from last turn while you can hold yours until they try to run.
      "Streamlined"

  • @abstractbybrian
    @abstractbybrian Před 3 lety

    Can you do combat in theatre of the mind or do we have to use maps/minis etc?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +2

      You can do theater of the mind but you'll have to hand-wave a lot of the cover rules. It'll bog down the game too much to keep track of cover and who's within it. Rule of Cool will apply heavily.
      I personally like seeing it in action since I'm a very visual person . But that won't stop me from doing combat if I don't have those tools

  • @TheKimerus
    @TheKimerus Před rokem

    Hi JonJon, great video as always.
    There's something about hold actions and cover that bothers me, I think you got it wrong in this video.
    The example at 11:30. Let's say I'm the guy behind cover, the one with the yellow aura. It's my turn and I hold my shoot action:"When the enemy behind cover (the one with the green aura at the bottom of the screen) pops up, I'll pop up from my cover and shoot him".
    To be able to shoot him, I should have line of sight on him and to do so I'd have to use a move action to get out of cover. But I can't use my hold action to move.
    If the character readies his action to shoot someone, he needs to see where the enemy is, so in my opinion he can't be in cover.
    He'd have to be considered out of cover to the one he'd going to shoot. Since cover in RED only represents total concealment along with, except for potentially explosives, cover, you can't attack from behind it. And if you can see any part of your target, they are not in cover.
    So my conclusions are:
    1) A character can't hold a shoot action if the character is behind cover and doesn't have line of sight with the target.
    2) A character can't hold a move action to get back in cover once he shots.
    Am I getting this right?

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +2

      “To be able to shoot him, I should have line of sight on him to do so I’d have to use a move action to get out of cover.”
      You don’t have to use a move action to get out of cover. The cover rule dictates that if any part of your body is showing, then you are not in cover. Therefore, completely concealing your body behind a piece of cover is consistent with that rule. But you do not need to exit the current square you are in to reveal a portion of your body. Meaning, you can crouch down or stand up without using a move action.
      You need line of sight to shoot a target directly. But you don’t need line of site to ready your shot in the general direction of the enemy. Once the enemy reveals themselves, you can reactivate your turn and take a shot at them. Since you are remaining in your square, you can duck down for free at the end of your turn. This will put you back in cover.
      How does the enemy counter this?
      1. Destroying your cover
      2. Flanking maneuver
      I like to rule that if you are readying an action to shoot, then you are aiming at the general area of the target and thus exposing yourself. That’s not RAW, but I think it makes the most sense.
      RAW: you can reactivate your turn to pop up out of cover, shoot, and pop back in cover.
      I have 100s of hours of CPRED experience with multiple groups and I have never had any problems trying to figure this out. Usually it all works out. When my players try to turtle and hide, I throw grenades and melee attacks at them. No one is ever completely safe

    • @TheKimerus
      @TheKimerus Před rokem +1

      @@JonJonTheWise Thank you so much for this thorough answer.
      I didn't think that pop in or out of cover without changing square was an option, but now I understand it.
      And I like your idea of general awareness of the area.
      My only doubt is about game balance, but on that I trust you and your experience. Maybe I'll start with a RAW interpretation with my new group, and I'll try to introduce your ideas after a while! Thanks again!

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      @@TheKimerus you have the right idea! And I’m happy to help choomba.

  • @jpew5465
    @jpew5465 Před 2 lety

    What is the tool to do the maps, and GM the Cyberpunk sessions digitally like that? It's amazing.

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      Roll20.net is free . I use FoundryVTT. That one is $50 one time purchase for the game master only

  • @tamary.leitmotiv
    @tamary.leitmotiv Před rokem

    one question though, when does the ennemies play?
    for example if I have four players having their turns made, will I make an ennemy attack them at any moment, before their turn, after their turn? I really don't know

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      Everyone rolls for initiative, including the bad guys. That determines the order

  • @musicoligist336
    @musicoligist336 Před rokem

    Thanks for the explanation, but one thing about the cover rules that doesn't make sense is that it's strictly HP, no SP hurdle to overcome to do damage. They cite a bank vault door as providing 50HP, which I could take out with a heavy pistol in two or three rounds. How does that make sense?

  • @standingplague
    @standingplague Před 3 lety

    5x5 but the grenade is center. Be careful with those :)

  • @TheRoadToTravel
    @TheRoadToTravel Před 3 lety

    anyone know the name of the intro music? thanks in advance :3

  • @ChibiKami
    @ChibiKami Před 3 lety +2

    When my group played the JumpStart scenario we ran into a significant problem with death saves: rules as written, you're only compelled to make a death save once per round at the start of your turn
    When the enemy solo with 9 Body finally took lethal damage he continued to be a menace for another 5 rounds because he kept making his save, and additional damage wouldn't actually affect him in any way that would help kill him. The best tactic eventually became to bait him into constantly pursuing them while staying far, far away and timing him out
    Has this been fixed? Seems as easy as additional damage compelling an immediate save

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Critical injuries add +1 to your death save. You won't be able to escape death 🤣

    • @ChibiKami
      @ChibiKami Před 3 lety

      @@JonJonTheWise
      so they still only make the one save at the start of their turn, but it gets penalties if you get critical injury hits in on them (as described in the video, getting at least two 6s on your damage roll)? 1 in 36 chance of mitigating a mechanics problem with small arms, not much better with heavier weapons. Doesn't seem like much of a fix to a situation that made a fight against one guy feel like fights against the heavy boomers in Bubblegum Crisis
      they don't stack additional penalties from normal hits while at/under 0 HP or anything like that?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +1

      @@ChibiKami death saves are roll 1d10 and roll under your body or you're dead

    • @stevenray9229
      @stevenray9229 Před 3 lety

      @@ChibiKami to add, JonJon mentioned that specific weapons have more hit dice which ups the odds a lot when you have to get specifically two 6's. Tommy rolls a oneshot handcannon that does 6d6. that's going to up that chance just because there's extra rolls. It doesn't change the base 30% to get a 6, it just adds more dice to the problem of getting it. meanwhile if the entire party is autofire only they're kinda screwing themselves on deathrolls.

    • @TesselatedGamer
      @TesselatedGamer Před 3 lety +6

      @@ChibiKami Whenever you receive damage while mortally wounded you automatically receive a critical injury.

  • @VilkatisJanis
    @VilkatisJanis Před 8 měsíci

    i cant find anything on how ducking or kneeling works rules wise?

    • @JonJonTheWise
      @JonJonTheWise  Před 8 měsíci +2

      No special rules for ducking or kneeling
      Golden rule: if your whole body is covered, you can’t be targeted. If any part of your body is exposed, you get no cover.

  • @madhatyr
    @madhatyr Před 2 lety

    What did you use to make the map?

  • @BINKSGAMING
    @BINKSGAMING Před rokem

    Quick question. So when you do damage to someone the armor takes so much of the damage and then the rest comes off of hp. But say I do 12 dmg to an armor with 11sp, is that armor completely gone or so is it still 11 after the attack.

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      Armor goes down to 10 sp and the person takes 1 damage

    • @BINKSGAMING
      @BINKSGAMING Před rokem

      @@JonJonTheWise Thank you. I just got the game and we were arguing over that.

  • @NTLBagpuss
    @NTLBagpuss Před 2 lety +1

    If guy behind the table was doing a HOLD to shoot the guy behind the bar when he pops up to shoot, does his turn then end so he is behind cover and can no longer be targeted by the guy behind the bar that popped up to shoot?

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      Yes sir! Exactly that

    • @NTLBagpuss
      @NTLBagpuss Před 2 lety +1

      @@JonJonTheWise You sure, as you cannot Hold a move action, and to be able to shoot someone you have to be out of cover, once you have fired you are stuck "out of cover".

    • @TheKimerus
      @TheKimerus Před rokem

      @@NTLBagpuss @JonJon TheWise Made a mistake in this video.
      Let's say a character is behind cover. Enemies can't see him, he can't see enemies. If character readies action to shoot someone, they need to see where it coming. So if you want to Hold an action to shoot someone as he pops out of cover, you can't do this while in cover, you have to be out of cover. A character should be considered out of cover to the one they're going to shoot with his hold action.
      On character's turn however they definitely can pop out of cover, shoot, and jump into cover again.

  • @felixheitzer2262
    @felixheitzer2262 Před rokem

    Hey, I was wondering: cant you just lob the grenade over the cover to blast everything behind it?

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      Of course, but sometimes they’re a little too far away and all you can hit is their cover

    • @felixheitzer2262
      @felixheitzer2262 Před rokem

      @@JonJonTheWise hm, yeah but with most cover its like 1 m deep at the most, id not think that the problem of this being the point of make or break should come up to often.

  • @MrRadicalsheep
    @MrRadicalsheep Před 11 měsíci

    Well I know this is a few years old but our group just got into Cyberpunk red. Quick question about a NPC being grappled does the negative stats stack? With two people grappling one NPC would the NPC get a -4?

    • @JonJonTheWise
      @JonJonTheWise  Před 11 měsíci

      Everyone grappling gets a -4. I don’t believe they stack. It’s just a flat -4

  • @ndnjedi
    @ndnjedi Před 2 lety

    Did I miss the part on critical success/failures?

  • @TSDT
    @TSDT Před 3 měsíci

    Just a random question if anyone could field it - do critical injuries completely bypass any armor or shields?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 měsíci +1

      Yes the 5 hp damage bypasses everything

    • @TSDT
      @TSDT Před 3 měsíci

      @@JonJonTheWise ah okay. So 5 HP + critical injury regardless of any armor or shields THEN calculate the damage minus stopping power on top of that?

  • @JakeA6956
    @JakeA6956 Před 3 lety

    Am I wrong or doesn't armor still get ablated even if you don't pass through the damage threshold?
    Like, if a medium pistol can shoot through a brick wall cover with enough ammo wouldn't it be able to eventually puncture that 15 SP flak vest you're wearing even if it only does 2d6?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Rules as written: armor only ablates if the bullet surpasses the SP of the armor. And the highest vest you can wear in Red before you start taking penalities to your stats is 11sp.
      Also remember that melee attacks ignore half armor .

    • @JakeA6956
      @JakeA6956 Před 3 lety

      @@JonJonTheWiseWhat page in the corebook is this? I can find where it mentions that armor does get ablated if you take damage but nothing saying it does not if you don't.
      On 175 it gives an example of combat, Rico has an SP of 11, gets hit by a melee attack that does 6, half rico's armor and round up would put his armor at 6, thus blocking all damage, however in the example he takes 1 point of damage and his armor is ablated.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      @@JakeA6956 it's there somewhere. It was confirmed to me by the developers.

    • @kitsuneburn8830
      @kitsuneburn8830 Před rokem

      @@JakeA6956 Yeah that example on Pg175 looks to have an error in it. It mentions halving the armour and rounding down instead of up as the RAW states in the opening of melee combat. Guessing they changed their mind at some point on rounding up or down while writing but forgot that example existed and made use of it.

  • @a.a.r.2769
    @a.a.r.2769 Před 11 měsíci

    Wow, what app where you using for the battle map? Or was something you did yourself? I'd love to know.

    • @JonJonTheWise
      @JonJonTheWise  Před 11 měsíci +1

      FoundryVTT but you can do all the same on Roll20.net

    • @a.a.r.2769
      @a.a.r.2769 Před 11 měsíci

      @@JonJonTheWise Thx Jon!

  • @marcoriccardi2258
    @marcoriccardi2258 Před 2 lety

    If my enemy and I are behind cover and I prepare the action to shoot him as soon as my enemy comes out of cover, am I considered open? because it wouldn't make much sense to be able to prepare an action from behind full cover that prevents you from seeing the opponent's movements

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      Yes you are considered out of cover because you're aiming

    • @vilhelmpuddintain9295
      @vilhelmpuddintain9295 Před 2 lety

      Have your tech buddy make you a cybernetic periscope so you can peek without exposing yourself, huehehe~

  • @jayday545
    @jayday545 Před 2 lety

    What are you using to do the cool battle field?

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      I'm using a virtual tabletop called FoundryVTT but there is also a free program at www.roll20.net

    • @jayday545
      @jayday545 Před 2 lety

      @@JonJonTheWise thank you so much. I’m just starting out as GM for my nephews and trying to find some cool tools to help me out a bit. I think they will really love stories in the Cyberpunk world.

  • @pabloskyense07
    @pabloskyense07 Před rokem

    What program do u use to create and edit those battlemaps so easily?

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      FoundryVTT

    • @pabloskyense07
      @pabloskyense07 Před rokem

      @@JonJonTheWise thank u very much sir, and thank u very much for all your videos, u helped me understand RED very well and easy

  • @zamba136
    @zamba136 Před 10 měsíci

    i have a player who is doing a 1-player mission, supported by a Netrunner who is helping him out but can't do anything to physically help. he has an Ambush situation on a minor gang leader.
    the problem i am seeing with this is that Ambushes don't seem to give any benifits. the target can still dodge, Aimed attacks still give a -8 to attack, and the boss is wearing Medium Armorjack against the PC's Medium Melee Weapon. am i missing something, or is this a numerically impossible fight, even with the Boss's lack of awareness and back turned?
    it feels wrong. i am scouring the books for whatever i missed, but it feels wrong. they made an AMAZING plan and this NPC was just supposed to be a fun little fight at the end for the Ninja-like character.

  • @kennethpierce5094
    @kennethpierce5094 Před rokem

    What program are you using to show the characters moving around on screen?

    • @JonJonTheWise
      @JonJonTheWise  Před rokem

      FoundryVTT

    • @kennethpierce5094
      @kennethpierce5094 Před rokem

      @JonJonTheWise Thanks so much, your videos help a ton for a noob like me to get a grasp on the game!

  • @madsjohansen1135
    @madsjohansen1135 Před 2 lety

    I am confused. In the binary cover example, nothing except a 2m high wall gives cover, yet in the bar example people are using furniture that is not human height as cover? Can you duck down and cover your body behind a chair?

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      Yes you would say at the end of your turn that you are ducking behind the piece of cover

  • @RAAAAAGGGGGEEE
    @RAAAAAGGGGGEEE Před 3 lety

    If you hold your action to shoot at anyone who leaves their cover, does that mean you are out of cover for the whole round and able to be shot at, or once your held action takes place are you able to crouch down into cover assuming you were standing in front of some?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      Yes, the idea is you hold your action to survey the battlefield. This means you are at the "ready to shoot" position, which exposes you to other attackers

    • @RAAAAAGGGGGEEE
      @RAAAAAGGGGGEEE Před 3 lety

      @@JonJonTheWise So no being able to duck down into cover once my held action takes place?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety

      @@RAAAAAGGGGGEEE you can state that you're going to shoot the next person to pop out of cover and you will pop back in to cover when you're done

    • @RAAAAAGGGGGEEE
      @RAAAAAGGGGGEEE Před 3 lety

      @@JonJonTheWise thanks for the reply.

    • @imperialtutor8687
      @imperialtutor8687 Před 3 lety

      holding an action is basically just a fancy way of having a delayed turn. so move, shoot is still an option..i think its an elegant solution.

  • @josemanuelcaballero1162
    @josemanuelcaballero1162 Před 3 lety +1

    No penetration of a hard armor SP 20 against a 4d6 heavy SMG rolling 19 damage makes little sense...I really need to check the system and make a judgement.. My impression is that many things might be more streamlined than CP2020 and at the same time more interesting, but might not be the case in all situations. A good thing playing in roll20 or FoundryVTT is that is not hard to automate calculations with macros. So,implementing a slightly more complex and realistic rule is possible and does not slow down the game.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +1

      Nothing will have 20 sp. You'll have to look at the rules before you make a judgement

    • @josemanuelcaballero1162
      @josemanuelcaballero1162 Před 3 lety

      @@JonJonTheWise Ok! I just remember the Start Kit rules, I think the highest was something like 17, tagged as "Heavy Armor Jacket". Where are Metal Gears , door gunners vest and the like?

    • @josemanuelcaballero1162
      @josemanuelcaballero1162 Před 3 lety

      @@JonJonTheWise Anyway , a 4d6 weapon has an avg damage of 14. And is a huge menace in normal situations. Some light assault weapons have that damage in cP2020. Does not make sense that a SP 17 armor skips all damage like 60 % of the times . That penetration over SP/2 rule was not hurting at all, in my opnion.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +1

      @@josemanuelcaballero1162 there's a lot to get into. I recommend you read the red rules first before speculation. Basically there are many ways to counter armor

    • @josemanuelcaballero1162
      @josemanuelcaballero1162 Před 3 lety

      @@JonJonTheWise Cool , it will call for a lot of fun seeing the possibilities.

  • @pablosenna8957
    @pablosenna8957 Před rokem

    Is this based on the Jumpstart or the full version ?

  • @jamyburke1783
    @jamyburke1783 Před rokem

    what's the song at the end?

    • @JonJonTheWise
      @JonJonTheWise  Před rokem +1

      It’s a free song for CZcams partners but I can’t seem to remember what it was. Sorry

  • @notleviathan855
    @notleviathan855 Před 2 lety

    The lowest initiative action...seems a little shafted as you cant hold action across rounds. Maybe there is a House Table rule, where you can continue to do so.

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      That is by design😅. Cyberpunk is a harsh world and being slow is bad for your health

    • @notleviathan855
      @notleviathan855 Před 2 lety

      @@JonJonTheWise I mean, you're not wrong. I guess you could always just be the grenadier, or medic if you're last in the initiative department.
      Or just want around with a bulletproof shield and go crazy.

    • @soulsurvivor8293
      @soulsurvivor8293 Před 2 lety

      @@notleviathan855 Or have a ridiculously high Body and tank multiple fatal wounds...

  • @WolfServant
    @WolfServant Před měsícem

    This book you have nothing but charts… old book you had the hit placement literally on the character sheet, no flipping though the book, which was well organized compared to red where I have 4 different sections across 300 pages to tell me about my gun

  • @darkseidomega2585
    @darkseidomega2585 Před 3 lety

    ¿You can do the action and then move?

  • @pinklink972
    @pinklink972 Před 2 lety

    I'm worried that a campaign my dad is running will go terribly, it's just me and a friend and I'm not looking forward to rolling a critical head injury and getting permanent brain damage! :D

    • @JonJonTheWise
      @JonJonTheWise  Před 2 lety

      That's the thrill of running on the edge! Happy gaming

  • @The_Corellian
    @The_Corellian Před 3 lety

    2:50

  • @ALookIntoTheEulenspiegel

    This seems so silly. Why have this cover mechanic, if it doesn't actually make it harder to hit anyone who is participating in the fight?
    All it does is making it harder/impossible to pick your targets. It actively reduces tactical elements within the firefight. Or it can stop a fight dead in its track.
    Like let's say: three people on one side of the fight all have close initiative. And every single one readies the action to shoot the first opponent to poke out of cover, because of course everyone is in cover, why wouldn't they be? Who the hell is expected to actually do that, now? The first character to act by entering vision, is going to take THREE attacks and has a very decent chance of dying immediately, depending on the weapons readied. What happens then? Well, they will either have to waste their resources for a grenade, that they can throw without line of sight, arguably, or they just... won't act. And instead do their own ready action for the first enemy who repositions into their own field of vision behind cover. Those enemies then find themselves in the same predicament. And it only gets worse, as the entire team might just be waiting for the first person suicidal enough to poke out of cover.
    The way the book is written, they clearly intend for someone who is firing to no longer be behind cover. Like the little example story about cover which implies that someone firing at them from a sniper position is not actually behind cover. But the game mechanics would all but guarantee that the sniper would go back behind his own cover after each shot, so that makes no sense.
    To me, it seems like they had vastly different ideas about how people would use this mechanic.
    And grenades are not a valid solution. Because every damage dealing grenade costs 100-500 EACH. They're not something you can just casually toss out in a fight.

  • @method2122
    @method2122 Před 3 lety

    You on parler?

  • @frankmcfrank7358
    @frankmcfrank7358 Před 2 lety

    I went to Korea and ate satay dog

  • @jansvoboda4293
    @jansvoboda4293 Před 3 lety +2

    My oh my, the combat system is really not helping to convey a reality of firefight. Hearing about the system of 2020, there were some interesting concepts, but the simulation of reality was given up for simplicity I see.
    I loved the concept of cover as extra armor that deteriorates with each hole as opposed to perfect block until it is completely destroyed. It should also provide concealment - make shooter guess which part to shoot exactly giving negative points to hit. That could by potentially circumvented by some augmentations like X-ray vision etc.
    Partial cover absolutely fundamental to real firefight. You would not shoot someone correctly using cover to torso. You would have to call for head or arm or shoot through the cover.
    Suppressing fire is misunderstood by the author of RED. You do not use suppressive fire on people that are not in cover, you just shoot them. Suppressive fire is shooting at place enemy would pop-out to return fire. It is to make him stay in cover and give up his action for the time the bullets are flying his way so that teammates can move to advantageous position. But I would not say it would be incorrect to throw on will for each shooting at uncovered people to have to dive into cover. Only it would not make any sense to distinguish effects of fire by intention. Every bullet can hit something and every bullet can make someone reconsider his actions.
    The grenade rule is just bad. Cover, even if not perfect eats up energy and fragments. The small metallic fragments are the primary damage-dealer. The way grenades deal with cover is being thrown around it and sending fragments from uncovered side. That and to a lesser degree over-pressure.

    • @sdrawkcab_emanresu
      @sdrawkcab_emanresu Před 3 lety +1

      Thats because it ins't made for realim. Its made for simplification because it is more about the role play and narative than about adding 100 modifiers. It makes combat much quicker and thats what the rules are supposed to do. You might want to check out "Twilight 2000" or "GURPS Tactical Shooting"

    • @soulsurvivor8293
      @soulsurvivor8293 Před 2 lety

      @@sdrawkcab_emanresu Or just play CP2020 which does it all far better. Modifiers were only relevant if the GM deemed them to be, they are the person in charge of conveying the narrative after all.

  • @cyberjake2020
    @cyberjake2020 Před 3 lety +1

    uhh... actually FAILING a save allows you to run for safety on suppressive fire? also, what if the target has enough armor to shake off the bullets?

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +2

      Failing your save forces you to move to the nearest piece of cover. Could be advantageous or could not be. If you're a melee fighter it's a bad thing no matter what.
      Armor has nothing to do with suppressive fire. Suppressive fire does no damage thus armor means nothing.

    • @cyberjake2020
      @cyberjake2020 Před 3 lety +1

      @@JonJonTheWise the mechanics dont make a lot of sense overall. you are firing off 10 rounds in a 25 m area. what if that area is crowded, or even semi crowded? what do the rounds actually hit? it just seems not well thought out.

    • @JonJonTheWise
      @JonJonTheWise  Před 3 lety +1

      It's for balance purposes. You're not trying to actually hit anyone. You're trying to control that area of the battlefield
      You could always homebrew your own rules