Things to consider for "realistic" gunfights in your game

 

Oh well.
You know, I LOVE Hong Kong, Korean and Bollywood action movies. Great gunfights.
But I don’t want to have them in my cyberpunk games.
In my cyberpunk games, I want dirty.
These are the most important gunfight stats I keep in mind when running cyberpunk shoot-outs:

The average time for someone to draw a gun from a regular friction retention holster level 1 (meaning: the gun is held in place by the holster and can’t be drawn by anyone but the wearer of the holster; it must remain there for at least 5 seconds, even if outside force is applied from all directions) is 1.7 seconds.

World-class shooters can do this in under 0.8 seconds. That’s HALF the time. Just with training, without any cyberware. Imagine what’ll happen when reflex boosters come into play.
The deadliest distance for gunfights is 3 to 6 feet. So the farther away the characters are from the corp soldiers, the bigger their chances of survival.
Experts are only 10% more accurate than novices between 3 and 15 feet. 
That’s a biggie, right there. Experts have more than 10.000 hours of training under their belt. Novices have zero. But the difference is only 10 percent? Mindblowing. So, in close-distance gunfights, forget the skills, except if a character is wearing chrome.
Standing still in a gunfight means an 85% chance of being shot (51% chance of being shot in the torso). So next time one of your player characters is playing it cool in your hardass cyberpunk game, you know what to do.
Moving and shooting simultaneously means a 47% chance of being hit (11% chance of a torso shot). This is why the 2d6 method of my Landshut rules is so good.
Seeking cover and returning fire means a 26% chance of being hit (6% in the torso). So, playing sitting duck in a gunfight IS the best method to not get hit, sure. But it doesn’t help you much. At least, most of the time.

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