TEXT: New Damage and Armour System for CP2020 
  I’ve been playing CP2020 since looooong time ago and always felt something was not working 
  properly with the way bullets, bodies and armours interact. Since when You tube offered a lot of visual 
  material about weapons and body armours I felt this gap even more. 
  The solution was NOT as in the famous/infamous “Calibres IN CYBERPUNK 2020” from the site 
  http//:www.cyberpunk2020.de, which suggest a general increase in weapon damages, but is in the 
  way the armour reacts to them. 
  There is also a lot of wrong statements in the CP2020 rulebook suggesting a that powerful rifle 
  ammunitions are difficult to counter by body armours: there are a lot of direct sources which in fact 
  suggest the opposite.Just check for “Dragonskin” on Youtube to see how a “measly” 2.5kg armour can 
  withstand several dozen of powerful assault rifle direct hits from very close distance, not to mention 
  pistol round. 
   I started from basic data to rebuild the bullet performance based on Mass, Speed and energy to figure 
  out how they perform in real world.Yellow is Rifle Rounds, Green is soft armours, ® is “Rimmed” for 
  Revolvers and not viable for Auto and Semi Auto weapons. 
  Cartuccia 
  Cal 
  mm Lengh Joule 
  m/s Grain 
  Grams Mach CP2020 
  New 
  Max Aver 
  .22 Short 
  0,22 
  5,56 
  11 
  132 
  345 
  49 
  3,17 1,00 
  1d6+2 
  1d6 
  6 
  3,5 
  .32 S&W ® 
  0,32 
  8,00 
  23 
  159 
  220 
  85 
  5,50 0,64 
  2d6 
  1d6+1 
  7 
  4,5 
  .32 ACP 
  0,32 
  8,00 
  17 
  174 
  282 
  65 
  4,21 0,82 
  2d6 
  1d6+1 
  7 
  4,5 
  .22 Long rifle ® 
  0,22 
  5,56 
  15 
  191 
  440 
  31 
  2,01 1,28 
  1d6+2 
  1d6+1 
  7 
  4,5 
  .380 ACP 
  0,38 10,00 
  17 
  275 
  300 
  95 
  6,15 0,87 
  1d6+2 
  1d6+2 
  8 
  5,5 
  9mm Makarov 
  0,36 
  9,00 
  18 
  313 
  319 
  95 
  6,15 0,93 
  2d6 
  1d6+3 
  12 
  7 
  .38 Special ® 
  0,38 10,00 
  29 
  319 
  300 
  110 
  7,12 0,87 
  2d6 
  1d6+3 
  12 
  7 
  7.62mm Tokarev 
  0,31 
  7,62 
  25 
  489 
  409 
  90 
  5,82 1,19 
  2d6 
  2d6 
  12 
  7 
  9mm Parabellum 
  0,38 
  9,00 
  19 
  494 
  350 
  123 
  7,96 1,02 
  2d6+1 
  2d6+1 
  13 
  8 
  .45 ACP 
  0,45 11,45 
  23 
  500 
  260 
  230 
  14,88 0,76 
  2d6+2 
  2d6+2 
  14 
  9 
  5.7 FN 
  0,22 
  5,70 
  28 
  529 
  594 
  40 
  2,59 1,73 
  3D6 
  3d6 
  18 
  10,5 
  .40 S&W 
  0,40 10,00 
  22 
  606 
  300 
  165 
  10,68 0,87 
  2d6+3 
  2d6+3 
  15 
  10 
  .357 Magnum ® 
  0,36 
  9,00 
  31 
  778 
  430 
  130 
  8,41 1,25 
  3d6+1 
  3d6 
  18 
  10,5 
  10mm Auto 
  0,40 10,00 
  25 
  880 
  390 
  175 
  11,32 1,13 
  3d6+1 
  3d6+1 
  19 
  11,5 
  5.45mm 
  0,22 
  5,45 
  39 1316 
  915 
  50 
  3,24 2,66 
  4d6+1 
  5d6 
  25 
  15 
  .44 Magnum ® 
  0,44 10,80 
  41 1405 
  490 
  180 
  11,65 1,42 
  4d6 
  4d6+2 
  26 
  16 
  .50 AE 
  0,50 12,70 
  32 1666 
  398 
  325 
  21,03 1,16 
  4d6+2 
  4d6+3 
  27 
  17 
  5.56 NATO 
  0,22 
  5,56 
  45 1775 
  940 
  62 
  4,01 2,73 
  5d6 
  5d6+2 
  30 
  17,5 
  7.62 Sov 
  0,30 
  7,62 
  39 2010 
  710 
  123 
  7,96 2,06 
  5d6 
  5d6+2 
  32 
  19,5 
  6.8mm Remigton 
  0,27 
  6,80 
  42 2385 
  800 
  115 
  7,44 2,33 
  5d6+3 
  6d6-1 
  35 
  20 
  7.62 NATO/3.08 
  Winch. 
  0,30 
  7,62 
  51 3352 
  840 
  146 
  9,45 2,44 
  6d6+2 
  6d6+2 
  38 
  23 
  7.62 54R (Dragunov) 
  0,30 
  7,62 
  54 3953 
  900 
  150 
  9,71 2,62 
  6d6+2 
  6d6+3 
  39 
  24 
  .300 Winch. Magnum 
  0,30 
  7,62 
  67 4810 
  880 
  190 
  12,29 2,56 
  6d6+2 
  7d6+3 
  45 
  27,5 
  12.7 Sov 
  0,50 12,70 
  108 16086 
  817 
  744 
  48,14 2,38 
  6d10 
  6d10 
  60 
  33 
  .50 BMJ 
  0,50 12,70 
  99 18942 
  908 
  700 
  45,30 2,64 
  6d10 
  6d10+3 
  63 
  36 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kevlar 
  VP 
   
   
   
   
   
   
   
   
   
   
   
  Kevlar vest IIA 
  10 
   
   
    
  Rifles act as true AP (1/2armor 1/2damage) 
  Kevlar vest II 
  14 
   
   
   
   
   
   
   
   
   
   
   
  Kevlar vest IIIA 
  20 
   
   
   
   
   
   
   
   
   
   
   
  Composito 
   
   
   
   
   
   
   
   
   
   
   
   
  Flak Vest III 
  26 
   
   
    
  For rifle rounds only those passing through are 
  halved 
   
   
  Flak Vest IV 
  46 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Several uncommon rounds were not considered (357SIG i.e), but you may compare them with their ® 
  cousins. 
  All the ammo in this chart are cased. For all the fantasy “case less ammo” in CP2020 use the 
  equivalent calibre: unfortunately we may never see case less ammo because the Brass rim is highly 
  resistant and contribute by a big deal to keep the fire weapon temp low, as most of the “heat” is 
  extracted with the brass case itself. Unless you have a water-cooled gun (like the first machineguns) 
  Brass casing is the way to go. 
  How the chart works 
  In the above chart I put all the most common real world ammo, with ballistic data, from where we can 
  sort out two main trend: Pistol ammos with relative heavy bullets and relative slow speed, which easily 
  stop when they hit a target transferring all their Kinetic Energy, and Rifle rounds which have relative 
  light bullets but very, very high energy.  Kinetic energy is expressed in Joules. 
  Kinetic energy is the product  of the formula 1/2*mv^2 (unless at relativistic speed) where Mass (m) is 
  expressed in Kg or Newton and Speed (v) is in m/s 
  The rifle bullet easily acquire very high kinetic energy because of their speed, but in real world they 
  tend to pass through targets and keep on travelling, meaning that, although they have very high 
  energy, just a fraction of that is transferred to the target, exactly as when on a pool table the player 
  ball hit another at an angle and keep travelling away instead of stopping and transferring its full 
  impulse to the target. 
  For this reason I considered two different categories, one being PISTOL BULLETS and the other 
  being RIFLE BULLETS. This is not entirely related to the weapon firing them since, I.E. 5.7 FN and 
  7.62 Tokarev are both pistol and small SMG bullets, but they both perform more akin to a rifle bullet 
  then to a pistol rounds (small bullets high speed). You may think of the scene in the film “Ronin” when 
  Robert DeNiro is wounded by a Tokarev although he was wearing body armour. 
  Aside some minor tweaking to very small calibres which are now more realistic and the fact that both 
  5.7FN and 5.45Sov are quite unstable on the axis and tend to tumble when they hit (meaning they 
  transfer more energy then usual), all the D6 and D10 are calculated as a result of actual Kinetic 
  energy.  
  Now, the idea is that, because Rifle rounds often overshoot the target, they always act as Armour 
  Piercing ammos when you have to evaluate the damages: because of their very high standard 
  damage this should not become a real issue and you still get probably “disabled” by an average rifle 
  shot. 
  Now, the other thing is that rifle ammos only act as true AP against soft armour, meaning that they 
  simply wont protect you from powerful and fast hits (as in real world). 
  To keep at bay rifle bullets you need body plates, usually inserted between Aramide and Kevlar vest. 
  In this case, your Rifle bullet will deliver damage to the armour exactly as if it were “lead balls”, 
  meaning your rigid  plates will stop it somehow, unless you are using expensive and uncommon AP 
  rifle ammos: in that case the round act EXACTLY as any other AP bullet (Half armour – Half damage) 
  You have in green Soft real world armour (Kevlar, Aramide and Nylon) and in white you have rigid 
  plates, heavy and cumbersome but highly resistant 
  BTW US agencies consider a body armour “protective” against certain rounds when it can with defeat 
  a percentile number of rounds: i.e, 1000 rounds should not penetrate more then 50 times on a typical 
  vest. 
  Flack Vest IV is a very heavy and cumbersome armour able to withstand AP incendiary 7.62Nato and 
  7.62Long bullet, but are more common for artificers and fixed position duties. 
  
  You can see in yellow what I consider “rifle ammos” and in white what is standard pistol rounds. 
  What you can gain from this new damage chart is that the armour now actually “perform” as intended, 
  weapons are still moderately dangerous, as in the original CP2020 system without becoming 
  unrealistically overpowering as we see in “Calibres IN CYBERPUNK 2020” charts. Most important, 
  heavy flack armours now really protect from powerful rifle rounds compared with the old VP25 vs 
  6d6+2 (aka38 damages). 
  Another changing I strongly suggest is to “halve the Body Damage reduction when confronted with 
  Fire weapons or piercing hits: COS 10 wont make you bullet proof against  small pistols or knives 
   although you’ll probably withstand less damage then a 35Kg Nanny, Yet you, as should be, will get 
  very difficult to overpower in a brawl. 
  Keeping MAX BDM at -2 VS piercing damages, means you still have to get wary when trying to bully 
  YOUR ARMED Grandma, but you’ll be a real Rhino when brawling at the bar at the end of the street 
  with a grand BDM -4. 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Ramaja's new calibers and damages system.pdf