TEXT: Cyberpunk 2.0.2.0. Combat Basics  
  Appendix 2 Morale 
  SSttaanndd  aanndd  FFiigghhtt  
  Have you ever wondered how characters can just stand there and shoot it out with a group of solo’s when they are a 
  medic?  Why do characters not loose their cool and dive for the floor when firing starts, believe me I would hit the 
  deck so quick there would be a sonic boom.  Mind you I am neither a combat veteran, nor a street tough so that is 
  hardly surprising.  Would you have the bottle to stick your head over a parapet when bullets are flying about? No? 
  Well neither would I, I’ve played paintball and it bloody hurts. 
   
  In wargames the most important thing in the world is moral, making your opponent run away is more important than 
  killing a few of his men.  When your opponent is running away they are not shooting at you, which is good, in case 
  you were wondering.   
   
  In a way this has sorted out Solo’s because they have less of an advantage in Moral than they have in straight 
  Combat with say a Fixer or Rocker with a good Cool.  There is nothing quite so good as surviving the bloody Solo’s 
  quick draw, and not running away, then doing 1 point of damage back and watching them run away.  It means more 
  dice rolling, boo hoo, but seems to work better than face-offs. 
   
  Many things go to define the moral of a person, from training to basic nature, experience to stupidity all have an 
  effect.  How can this be represented in Game terms without having to roll more dice. 
   
  As to what statistic to roll it the suggestion is Cool, with no modifiers for the likes of Combat Sense.  Just because 
  you react quickly doesn’t mean that reaction is not to dive for cover. 
   
  Checks must be made in the following instances. 
  Circumstance 
  Roll 
  Effect of Failure 
  Fumble 
  Effect of 
  Passing 
  Effect of 
  Failure 
  First coming under fire 
  10 
  Seek Cover before returning fire at –3 
  Run Away 
  0 
  0 
  First Wound 
  15 
  Seek cover and Stay down for no 
  rounds roll failed by 
  Run Away 
  0 
  0 
  First Serious Wound 
  20 
  As Above 
  Run Away 
  +½ Rep 
  0/-1 Rep 
  First Death Save 
  25 
  As above and call for medic 
  Surrender  
  +1 Rep 
  - ½/-2 Rep 
  Each Subsequent Death 
  save 
  30 
  As above 
  Surrender  
  / 
  -1/-3 Rep 
   
  There have been some attempts to link this sort of thing to Reputation in the past.  Taking a shot and carrying on is 
  frightening to the opposition, and any that survive remember it. (In the dark murderous games I play there are 
  always witnesses, street kids etc.)  The negative values before the slash are for general failures and those after are 
  for fumbles.  Who is frightened of a Solo who surrendered. 
   
  At any point if there is someone between you and escape you kill them, if you are cornered when trying to run you 
  get a +5 to initiative, and a –5 to hit.  At this point you will try and escape as your highest priority. 
   
  Once a roll is failed, a further check is required after a number of rounds equal to the number failed by, unless the 
  situation changes.  If this roll is passed then you can start again.  Note things may have changed, i.e. no more 
  shooting, so the second check is easier. 
   
  If the wound or the firing causing failure is treated or stopped a further roll is allowed to recover Morale. 
  
  Cyberpunk 2.0.2.0. Combat Basics  
  Appendix 2 Morale 
  M
  Mooddiiffiieerr  
  Opponents Reputation – Own Reputation 
  +/- Result 
  Each Person Failing Moral on own side 
  -1 
  Each person Running Away on own side 
  -2 
  Each Person Surrendering on own side 
  -5 
  Opponent Has Gun, you don’t 
  -5 
  You have gun Opponent doesn’t 
  +5 
  Outnumbered 
  -1 
  Outnumber Opponent 
  +1 
  On Own Turf 
  +1 
  On Drugs 
  * 
  Opponent is Cyberpsycho 
  -** 
  You are a Cyberpsycho 
  +** 
  You are Combat Trained/Ex-Military 
  +2 
  You are Solo  
  +5 (None Cumulative with Combat Trained/Ex-Military) 
  Appropriate Cyberware 
  *** 
  Hostile Environment 
  -4 
  Very Hostile Environment 
  -6 
  Certain Death if give up 
  +5 
  * 
  +/- Str of drug, depending on effects 
  ** Modifier Roll d10 
  1-2 
  1 
  3-4 
  2 
  5-6 
  3 
  7-8 
  4 
  9-10 
  5 
  *** 
  Eg No Fear Chip, Adrenal Gland 
  Removal, Pain Editor 
  +2 each appropriate  
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Stand and Fight (Cool) by Author Unkown.pdf