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@ryno4ever16 ryno4ever16 released this 29 Aug 01:55
· 6 commits to main since this release

Cyberpunk 2020: Augmented Edition — 1.2.0

Augmented Edition is an add-on for the Cyberpunk 2020 system in Foundry VTT — it
automates combat, damage, gear and NPCs against the printed rules. This is the largest
update it has had: a destructible cover system, vehicles rebuilt end to end with deployment
and boarding, an NPC generator, a rebuilt shop, and a weapons-fire overhaul that makes guns
look and sound like guns. It also corrects data against the printed books and fixes
long-standing bugs — among them one that struck any GM who kept the world open in two
browser windows at once.

The headline systems

Cover — hiding behind things that can be shot apart

  • Place cover from the Regions toolbar: seventeen presets straight off the Core
    rulebook's cover list, from sheetrock to an AV-4's hull. Pick one and the Region tools
    open — draw the barrier where it actually stands, in whatever shape it actually is, and
    the cover values are written onto the shape you drew.
  • Walls and doors can carry cover values in Foundry's own wall configuration dialog —
    an SP, and optionally a Structure pool.
  • The numbers you enter choose the ruleset. SP alone = Core-rules cover: it soaks fire
    with its SP and never degrades. SP plus Structure = Maximum Metal's wear rules: fire eats
    the Structure while the SP holds, and at zero the object is destroyed.
  • Every field explains itself. Each tooltip says what the field does, which book it
    comes from, and what leaving it blank means — and a Clear Cover button returns any
    wall to a plain, indestructible one.
  • Destruction means something. A door whose Structure is ground to zero swings open. A
    wall breaches — movement, sight, and sound open up — and the chat card announcing the
    destruction carries a GM-only Repair button that restores the wall exactly as it was.
  • Cover works in the damage flow, not just on the map. The Apply Damage window detects
    cover on the shot line automatically for shots rolled from a weapon's attack card, folds
    its SP in as the outermost armor layer (the book's layering rule), and — for cover with a
    Structure value — eats into it when damage applies. A Damage Cover Only button lets a
    GM shoot the cover itself, wherever the shot met a cover object with Structure, without
    touching anyone's hit points.
  • Spread fire respects it too. A figure behind cover with values entered takes the
    pattern's damage through that cover's SP — the same damage roll is applied to the barrier
    and to the person behind it — while a wall you haven't given cover values to blocks the
    pattern outright. Patterns that land on cover chew it even when nobody is hiding behind
    it.
  • Vehicles are cover: a parked car on the shot line protects, and shooting through it
    damages the car. The vehicle you are riding in covers you from the right angles.

The damage flow — one window that shows its math

  • The Apply Damage window now waits for the shot's animation to finish before it opens —
    damage never lands on a target the picture hasn't reached yet.
  • An expandable math line names every component of the SP figure — layers, cover, armor
    piercing, the works.
  • A burst that lands several hits resolves in one card and asks for one stun save and one
    death save
    at the wounds it ended with, instead of a stack of prompts.
  • If you close the window, the damage waits for you on a chat card rather than being lost.

Vehicles — deploy, board, ride, fight

  • One set of vehicle sheets, one dropdown. Deployed vehicles mirror the item sheet's
    layout, and the Sheet dropdown chooses Standard, Maximum Metal, or ACPA (powered
    armor) anywhere — you can switch a vehicle between them at any time. The Maximum Metal
    option appears only when the world is set to use Maximum Metal rules, and switching a
    vehicle to ACPA asks you to confirm first, because it changes how the sheet works out the
    vehicle's toughness.
  • Send a vehicle from a character's inventory to the map. A vehicle item's sheet gains a
    Deploy button: a player sends a request, the GM approves and names the vehicle, and it
    appears on the map beside them. The button shows the vehicle's real state to everyone at
    the table — Open when it exists, Deploy when it doesn't, Waiting while the GM decides.
  • Board and ride. Characters embark into real seats inside the hull, ride along as it
    moves and turns, and disembark beside it. An occupancy badge counts riders against the
    vehicle's stated crew and passenger capacity (both printed side by side on the sheet now),
    and boarding past capacity warns but doesn't block. You can fade the hull for yourself, to
    see and click the people inside — your view only, nobody else's.
  • Mounting powered armor makes you its pilot. ACPA suits deploy, face, and board like
    any other vehicle — and the first character to climb into a suit becomes its assigned
    pilot, no dropdown required. Later boarders ride along without stealing the controls.
  • Hulls and facing. A vehicle's size on the map — how many squares wide and long it is —
    lives on its sheet as its Footprint. The drawn hull sits inside a square frame so
    vehicles can face any direction, and seats stay oriented to the front of the vehicle as it
    turns. The shape can be corrected by hand when the defaults get it wrong.

Guns that look and sound like guns

Weapons fire is now fully animated. The full show — tracers, pellet fans, hit impacts,
and the rest — needs the optional Sequencer and JB2A modules installed.
Without them you
still get the core of it: muzzle flash with real light and per-class audio, nine weapon
sounds across pistols, SMGs, rifles, shotguns and heavy weapons.

  • Seven ammunition types look different when fired — rubber batons, flechette,
    incendiary, stun darts and more — driven by what's actually loaded.
  • Shots respect the world: when a bare blocking wall cuts a shot pattern off from the
    figures behind it, the tracers stop at the wall instead of sailing through to targets the
    card says were never reached. Fire through cover you've given an SP still draws through —
    that shot really is being resolved through the barrier, the way p.103 tells you to shoot
    through a door.

Spread patterns, by the book

Spread (shotgun) fire now plays out on the map, by the rulebook's own pattern rules:

  • Fire a spread weapon and you aim the pattern first — a corridor that follows your
    cursor, its width set automatically by the book's own range band — then confirm, and the
    attack rolls. Same button as before, one extra step.
  • The pattern uses the printed one/two/three-meter widths (Core p.109), the close, medium,
    and long bands come from the weapon's own Range, and everything in the pattern takes the
    damage for the range band it's standing in.
  • A missed pattern goes to the grenade scatter table and lands on a real spot on the
    map — rolled once, so the picture, the cards, and the damage all follow the same shot.
  • Fumbles follow the fumble table: an ordinary screw-up — the table's most common
    result — scatters the pattern like any miss. Every worse result (a drop, a jam, a
    harmless discharge, or hitting your own side) plants no pattern at all and lets the
    fumble card tell that story.
  • The pattern's resolution card lists everyone the corridor caught — in the pattern, behind
    cover, or out of it — and one Apply button resolves exactly what the card shows.

Grenades, launchers and rockets

Area-effect weapons now play their whole arc out on the map:

  • A thrown grenade lobs to its target and detonates in the book's five-meter blast
    (Core's Area Effect table) — everyone inside takes the blast through the normal damage
    flow, falling off with distance from the center.
  • A missed throw scatters by the grenade table — direction and distance rolled once,
    and the detonation is drawn and resolved where the grenade actually lands, not where you
    aimed it.
  • You aim every throw on the map. Firing a grenade or a launcher starts with picking
    the spot where it should land — a doorway, a corner, the ground behind cover. A hit
    detonates on that spot; a miss scatters from it.
  • Launchers fire what's loaded. A grenade launcher's printed damage is "Varies" because
    the round carries the warhead (Core p.64) — so the launcher now resolves its chambered
    round's own damage, and Fragmentation and Incendiary grenade rounds join the
    heavy-weapons pack as real ammunition items. The incendiary burns at the book's printed
    figure — 4D6 for each of 3 turns, flat — on everyone its blast catches.
  • Rockets and missiles fly as projectiles with a launch sound and a real detonation at the
    impact; grenades get the pin-pull on the throw.

The Sandevistan afterimage

A figure with an activated speedware boost now leaves a trail: full-color afterimages of
its own token art laid along the real path as it runs — corners included, however far the
move goes — shifting lime to magenta down the trail, standing until the figure settles,
then unraveling first-to-last in one rapid wave. A green wash grades the whole scene for
the duration of the dash. Locked token artwork stays upright.

The Trauma Team call

The Trauma Team button in the token toolbar on the left edge of the screen places an
extraction where you point: a marked landing zone, the aerodyne's descent, a hover with
its downwash, and the pickup marks appearing beneath it one after another before it lifts
away. When you make the call you can pick any actor from your world and a count — the
crew steps out at the pickup marks as the aerodyne hovers — or pick nobody and let it
play as a scene. It's a first version: the aerodyne is a placeholder shape until a proper
asset lands.

The Goon Factory — an NPC generator that plays by the book

  • A new GM-only button in the actors sidebar opens the Goon Factory: pick a threat
    level, role, outfit, and disposition.
  • It assembles a full, ready-to-fight actor — skills from the book's own career packages,
    stats shaped by threat level and role, book-legal armor (the layering rules apply to
    goons too), and weapons drawn from the world's own item pool.
  • If there are no weapons in the world suited to that threat level, it says so instead of
    arming the goon with something wrong.
  • Generated names come from the outfit and threat level you picked.
  • The carried cash & consumables dial states its real amounts — each option shows the
    eurobucks and spare magazines it grants at the picked threat level, and every preview card
    shows exactly what that goon is carrying before you confirm.
  • The Chemical loads posture now delivers: it steers the weapon pick toward the book's
    chemical arsenal (Power Squirt, gas grenades, needleguns), and a grenade launcher drawn
    under it arrives loaded with gas grenade rounds — a new round item, straight from the
    core book's own grenade list.
  • Cyberlimb launchers arrive loaded, per the book: the grenade launcher holds one round
    (gas or fragmentation by posture), the micro-missile launcher its four missiles, and the
    popup gun a caseless magazine.
  • The generator's item pool now excludes the handful of unreviewed bulk-imported packs that
    are already hidden from players — goons only carry gear that has been through review.

The shop, reworked

  • The catalog opens directly on the item list with a filter drawer down the left side —
    the tile landing page is gone.
  • Each category's item count matches what's actually inside it, and vehicles now sit in
    one category instead of being scattered across several.
  • Big catalogs scroll smoothly no matter how many items they hold.
  • If another module stops the catalog loading, a notice says so instead of leaving you
    with a spinner.
  • Setup mode lets a GM kit out characters for free and silently — and a player's
    approved purchase is never caught up in it: they pay list price, get a receipt, and their
    armor arrives unworn, even if the approving GM was in Setup mode at the time.
  • The same protection covers the other approval flows: services and cyberware installations
    requested by players resolve at their real prices regardless of the GM's setup state.

Martial arts and improvement points, priced by the book

  • All twenty-four built-in martial arts styles now cost their printed IP multipliers, and
    first levels cost the book's flat 10 IP. A difficulty you set by hand on the style always
    overrides the printed table.
  • A declared dodge now applies the book's −2 against melee attacks on the dodger (the book
    makes dodge a melee-only declaration). Parry now prompts for the opposed roll rather than
    blocking automatically — the book never printed an automatic block.
  • The IP tracker is a queue you curate. Improvement points queue up as they're earned;
    Apply applies them and discarding asks you to confirm. Repeat rolls collapse into one row
    you can open and inspect.

More iron

Forty-four weapons transcribed from the books join the supplement packs — twenty-one
pistols, fifteen rifles, eight shotguns — and Maximum Metal's vehicle-weapon data is
corrected against the book's own tables: bomb entries rebuilt from the printed options
table, a duplicate railgun removed, errata applied, ACPA pilots' inherent Vehicle Link +2
recognized (MM p.4), and six vehicle families gain their printed control modifiers.

What changed by default

The things a GM should know moved, none of which need action:

  • Auto-apply damage is retired. Every damage application now goes through the Apply
    Damage window, where armor, cover, and the math breakdown live. If your world had
    auto-apply switched on, damage no longer applies by itself — you press Apply. The old
    setting is gone.
  • Sheet colors now follow each user's own Foundry color scheme. Foundry's dark scheme
    gives the sheets their dark neon look; light scheme matches the base system. The module's
    old skin toggle is gone — if the look changed on you, switch your scheme under Foundry's
    own settings (Core → Color Scheme).
  • Limb hits now match the limb rules you picked. The Core damage model records a
    severed limb at the book's threshold (it previously recorded nothing), and in worlds set
    to W4RST4R's Limb Rules, hits rolled by this module now use the same hit locations
    the base system uses — one hit-location table instead of two.
  • Two base-system compendiums are hidden from players by default: Pistols-Add and
    Rifles-Add — 726 weapons bulk-imported from fan sites years ago, whose data is largely
    broken. GMs still see them, and a setting restores player access exactly as it was.
  • Suppressive fire zones are now a square patch, as wide as the declared fire zone.
    Declare the width when you fire — the book's 2-meter minimum, no ceiling — then place
    the square where the bullets go. While placing, the scroll wheel resizes it and
    Shift+wheel rotates it; the save number follows the width you settle on. The old zone —
    a strip across the entire map — is gone. The save is unchanged: rounds fired divided by
    width.
  • Shooters turn to face their targets when they fire (a setting turns it off).
  • The IP tracker and the NPC generator are simply part of the module now — their
    on/off settings are gone. Using them is opting in; ignoring them is opting out.
  • The per-turn save prompts always run — a Mortal, unstabilized character is asked for
    a Death Save on each of their turns (CP2020 p.105) and an unconscious one to recover
    (p.104); their settings are gone. Chat stays clean: a new turn's prompt replaces the
    previous turn's unanswered one, so each character carries one standing ask, not a stack.
  • Blood splatter is removed for now; it returns in a future release, built in.
  • The first-launch settings chooser is gone — the presets live in System Settings,
    where they always also were.
  • Vehicles typed as tanks or APCs open on the Maximum Metal sheet unless someone has
    chosen a sheet for them — and the Sheet dropdown changes it at any time.
  • Deployed vehicle tokens change shape once, on purpose. Vehicles now sit in square
    token frames so they can face any direction correctly — automatic the first time each
    vehicle loads, it cures vehicles that drove "side-forward" and moves nothing on your
    maps. A deliberately wide-and-shallow vehicle gets its shape back by re-entering its
    Footprint on the sheet.

Smaller additions and changes

  • One attack, one stun save. A multi-hit attack — a burst, a shot pattern — asks its
    target for a single stun save at the wounds it ended up with, instead of a prompt per
    pellet.
  • The Kendachi Mono-Two is now two items, the way the book prices it: the short blade
    (650eb, 2D6) and the long blade (700eb, 4D6), each carrying the shared entry's notes.
  • Apply Damage moved to the right. The Apply Damage window's confirm now sits in the
    bottom-right corner like every other dialog's, with Cancel on the left. Same buttons, new
    places.
  • The fire dialog stops offering a called shot on grenades and launchers. The Target
    Area option is gone for weapons that detonate — a blast rolls each victim's hit location
    itself, so the −4 bought nothing.
  • The character sheet gains a GM limb-state setter — set a limb crippled or severed
    directly, each option labeled with the ruleset it belongs to ("crippled (Listen Up)",
    "severed (Core / W4RST4R)").
  • Sheet stat totals explain themselves: hover a stat and the tooltip itemizes base, manual
    modifiers, and each contributing implant by name.
  • An in-app Setup & What's New page summarizes the module's setup and this update from
    inside Foundry.
  • If the weapons-fire visuals can't draw (missing optional modules or assets), a notice
    says so instead of the shot failing silently.
  • Walking into a radiation zone says so.
  • Six base armor entries record the book's printed hardness; pack-sourced armor gains a
    GM-only Restore SP to catalog control.

Fixes

  • Clicking the Initiative or Stun/Death Save modifier field no longer triggers the
    roll.
    You can click into the field and type a modifier; only clicking the label rolls.
    Thanks to DennisOe for the fix — the module's first outside contribution.
  • Martial arts buttons now use the right attack's damage. With several martial items
    owned, the Strike button could roll another item's damage (Kick's, for example). Each
    button now finds its own item — including renamed ones — and your customized items
    always win. Thanks to DennisOe for the report.
  • Bare-handed martial damage matches the books. With no martial items in your gear,
    actions used to roll a generic 2d6+1. They now roll the printed values — Strike 1d6/2,
    Kick 1d6, Throw 1d6, Choke 1d6 (Core p.111), and with FNFF2 enabled, Punch, Jump Kick,
    Cast, and Ram at Pacific Rim's numbers, including Ram's body-based chart. Unarmed
    damage will look lower than before.
  • Gas grenades work now. Throwing the Gas Grenade used to die with a "damage is not a
    formula" refusal, and a launcher loaded with a gas round silently fired fragmentation
    damage instead. Both fire cleanly now: the gas cloud forms where the grenade lands, gas
    deals no phantom dice, and a loaded round always decides what its launcher fires.
  • A GM with the world open in two tabs no longer double-executes actions. Relayed
    writes (damage, purchases, and the rest) used to run once per open tab — invisibly, and
    sometimes the duplicates overwrote each other. One session now acts; the others stand by.
  • Unlinked tokens behave like themselves. Weapon fire, aim, the multi-action counter,
    mono-blade breakage, cyberlimb notices, and combat-tracker controls all resolve through
    the token that fired, or the combatant in the tracker — two goons from one template no
    longer share their penalties, their aim, or their declared defenses.
  • Area damage now asks for both saves at Mortal wounds, not just the death save — and it
    checks whether the character is already stabilised before asking.
  • Point-blank no longer maximizes a warhead's damage. The point-blank auto-maximize is
    a firearms rule; a grenade's yield doesn't depend on how far it was thrown.
  • Damage application stops at the wound track's end — an overrun fills the last box
    instead of writing a number past the chart, and the wound penalty display caps at the
    table's own worst value.
  • An armor value that isn't a real number now counts as zero, instead of making the whole
    damage calculation nonsense.
  • Spread cards remember who fired them and refuse another player's attempt to resolve or
    delete them.
  • An activated initiative boost (Sandevistan and kin) runs for its printed span and stops —
    no more permanently-on afterburners.
  • The martial-arts style dropdown shows style names instead of internal keys.
  • Skill rows show and search the names the base system displays.
  • Chip and cyberware toggles sync the way the base sheet does.
  • A cyberweapon that's switched off no longer shows its attack row on the sheet.
  • The notes editor on item sheets opens and saves again.
  • The protection tab's hazard rows have real labels again, and the terminal prompt no
    longer blinks.

Sequencer + JB2A are optional — every rule and mechanic works without them; muzzle-flash
light and weapon audio work without them too, and the full visuals (tracers, pellet fans,
impacts, overlays) arrive when they're installed.

Found a problem? Open an issue on the module's GitHub project page, or join the
Cyberpunk 2020 system Discord and post in the module's
support forum — the community support role is there to help.