combat sequence combat turn sequence difficulty table ... · 4–7 1 8–11 2 12–15 3 16–19 4...
TRANSCRIPT
Difficulty table
Difficulty thresholdEasy 1Average 2Hard 3Extreme 4
buying Hits
Dice Pool automatic Hits 1–3 notpossible 4–7 1 8–11 2 12–15 3 16–19 4 20–23 5 24–27 6 28–31 7 32–35 8 36–39 9
extenDeD test Difficulties
task time interval Fast 1CombatTurn Quick 1Minute Short 10Minutes Average 30Minutes Long 1Hour Consuming 1Day Exhaustive 1Week Mammoth 1Month
task Difficulty threshold Easy 4 Average 8 Hard 12 Extreme 16+
Visibility MoDifiers
Visibility Modifiers normal low-light thermographic ultrasoundFullDarkness –6 –6 –3 –3PartialLight –2 0 –2 –1Glare –1 –1 –1 0LightFog/Mist/Rain/Smoke –2 –1 0 –1HeavyFog/Mist/Rain/Smoke –4 –2 –2 –2ThermalSmoke –4 –2 –6 –2
MoVeMent rate table
Metatype Walking rate (m/turn) running rate (m/turn)Humans,Elves,Orks 10 25Dwarfs 8 20Trolls 15 35
coMbat turn seQuence
1. roll initiative InitiativeScore=Initiativeattribute+hits2. begin first initiative Pass CharactersactinturnfromhighestInitiativeScore
tolowest3. begin action Phase A. Declare Actions.Eachcharactermaytake1
ComplexActionor2SimpleActionsduringtheirActionPhase.Eachcharacteralsogets1FreeActiontobetakenonthisphaseorduringanysubsequentphaseintheCombatTurn.
B. Resolve Actions.4. Declare and resolve actions of remaining
characters5. begin next initiative Pass CharacterswhohavemorethanoneInitiativePass
maygoagain.Repeatthiscycleforcharacterswhogetathirdorfourthpassaswell.
6. begin new combat turn
sPellcasting by tHe nuMbers
step 1: choose a spell.step 2: choose the forceuptothecaster’sMagicattri-
bute(unlessovercasting—seep.172).step 3: choose a targetwithinthecaster’slineofsight.step 4: roll Magic + spellcasting.step 5: Determine effect(seespelldescription).step 6: roll Willpower + attribute to resist Drain.step 7: Determine ongoing effects
(–2sustainingmodifier).
WeaPon range table
Dice Pool Modifier: +0 –1 –2 –3 Range in Meters Short Medium Long Extreme
PistolsTaser 0–5 6–10 11–15 16–20Hold-outPistol 0–5 6–15 16–30 31–50LightPistol 0–5 6–15 16–30 31–50HeavyPistol 0–5 6–20 21–40 41–60automaticsMachinePistol 0–5 6–15 16–30 31–50SMG 0–10 11–40 41–80 81–150AssaultRifle 0–50 51–150 151–350 351–550longarmsShotgun(flechette) 0–10 11–25 26–40 41–60Shotgun(slug) 0–10 11–40 41–80 81–150SportingRifle 0–100 101–250 251–500 501–750SniperRifle 0–150 151–350 351–800 801–1,500Heavy WeaponsLightMachineGuns 0–75 76–200 201–400 401–800Medium/ HeavyMachineGun 0–80 81–250 251–750 751–1,200AssaultCannon 0–100 101-300 301–750 751–1,500GrenadeLauncher *5–50 51–100 101–150 151–500MissileLauncher *20–70 71–150 151–450 451–1500ballistic ProjectilesBow 0–STR ToSTRx10 ToSTRx30 ToSTRx60LightCrossbow 0-6 7-24 25-60 61-120MediumCrossbow 0-9 10-36 37-90 91-150HeavyCrossbow 0-15 16-45 46-120 121-180impact ProjectilesThrownKnife 0–STR ToSTRx2 ToSTRx3 ToSTRx5Shuriken 0–STR ToSTRx2 ToSTRx5 ToSTRx7Thrown GrenadesStandard 0–STRx2 ToSTRx4 ToSTRx6 ToSTRx10Aerodynamic 0–STRx2 ToSTRx4 ToSTRx8 ToSTRx15
*SeeGrenade Launcher Minimum Range,p.145.
skills anD linkeD attributes
PHysical attributes
agilityArcheryAutomaticsBladesClubsEscapeArtistExoticMeleeWeapon(Specific)ExoticRangedWeapon(Specific)ForgeryGunneryGymnasticsHeavyWeaponsInfiltrationLocksmithLongarmsPalmingPistolsThrowingWeaponsUnarmedCombat
bodyDivingParachuting
reactionDodgePilot AerospacePilot AircraftPilot AnthroformPilot Exotic Vehicle (Specific)PilotGroundCraftPilotWatercraft
strengthClimbingRunningSwimming
Mental attributes
charismaConEtiquetteInstructionIntimidationLeadershipNegotiation
intuitionArtisanAssensingDisguiseInterestsKnowledgeLanguageNavigationPerceptionShadowingStreetKnowledgeTracking
logicAcademicKnowledgeAeronautics Mechanic ArmorerAutomotive Mechanic ComputerCybertechnologyCybercombat
DataSearchDemolitionsElectronic WarfareFirstAidIndustrial Mechanic HackingHardwareMedicineNautical Mechanic ProfessionalKnowledgeSoftware
WillpowerAstral CombatSurvival
sPecial attribute
MagicBanishingBindingCounterspellingRitual SpellcastingSpellcastingSummoning
resonanceCompilingDecompilingRegistering
Note: YoucannotdefaultonItalicizedskills.
coMbat seQuence
1. Declare attack2. apply situational Modifiers3. Make the opposed test A. Attacker rolls attribute + skill +/– modifiers
Attacker Attribute SkillAstral Willpower/Force AstralCombat/ForceMatrix attackprogram CybercombatMelee Agility combatskillRanged Agility combatskill
B. Defender rolls attribute + skill +/– modifiers(+skillifonfulldefense)
Defender Attribute Skill Full DefenseAstral Intuition/Force AstralCombat/Force +Dodge/ForceMatrix Response Firewall +Hacking/ratingMelee Reaction combatskill/Unarmed/Dodge +DodgeRanged Reaction — +Dodge
C. If attacker achieves more hits, attack succeeds.Tiescanbeconsideredagraz-inghit(seep.139).Otherwise,attackfails.
4. compare Damage to armor if the attack causes Physical damage A.Attack’sbaseDV+nethits=ModifiedDamageValue B.Armor+/–APmodifier=ModifiedArmorValue C.IftheModifiedDamageValuedoesnotexceedtheModifiedArmorValue,dam-
ageisStunratherthanPhysical.
Attack Base DV DV modifiers Astral (Charisma/Force)÷2 nethitsAstralw/weaponfocus byweapon nethitsMatrix attackprogram nethitsMelee(armed) byweapon nethitsMelee(unarmed) Strength÷2 nethitsRanged byweapon nethits,ammotype,autofire*
*autofiredoesnotcountwhencomparingtheModifiedDVtotheModifiedArmor
5. Damage resistance test Defenderrollsattribute+ModifiedArmorValue.EachhitreducestheModifiedDV
by1.
Attack Attribute used Armor usedAstral Willpower MysticMatrix System/Willpower Armor/BiofeedbackFilterMelee Body ImpactRanged Body BallisticorImpact
6. apply Damage EachremainingpointofDV=1boxofdamage.
ranDoM alert resPonse
1D6 roll response 1 LaunchTrackIC 2 LaunchAttackIC 3 LaunchBlackoutorBlackHammerIC 4 ScrambleSecurityHacker 5 TerminateConnection 6 SystemReset/Shutdown
Matrix searcH table
Threshold Difficulty 2 Easy 4 Average 8 Hard 16 Extreme
Interval Search Area 1InitiativePass Samedevice 1CombatTurn Samenetwork 1Minute EntireMatrix
concealability table
concealability Modifier examples –6 RFIDtag,bug,slappatch,micro-electronics,micro-
drone –4 Hold-outpistol,monowhip,ammo,credstick,chips/
softs,sequencer/passkey –2 Lightpistol,knife,sap,microgrenade,flash-pak,jam-
mer,minidrone +0 Heavypistol,taser,grenade,goggles,commlink +2 Machinepistol,medkit,club +4 SMG,stunbaton,sword +6 Assaultrifle,katana
aVailability interVal
item’s cost interval Upto100¥ 12hours 101to1,000¥ 1day 1,001to10,000¥ 2days 10,001¥+ 1week
rangeD coMbat MoDifiers table
situation Dice Pool ModifierAttackerrunning –2Attackerinmeleecombat –3Attackerinamovingvehicle –3Targethaspartialcover –2Targethasgoodcover –4Targethidden(blindfire) –6Attackerfiringfromcover –1Attackerwounded –woundmodifiers
(seep.153)Attackerusinglasersight +1*Attackerusingsmartlinkedweapon +2*Attackerusingimagemagnification eliminatesrange
modifiers(seep.139)Attackerusingasecondfirearm splitsdicepoolAttackerusingoff-handweapon –2Aimedshot +1perSimpleActionCalledshot –variable(seeCalled
Shots,p.149)Multipletargets –2peradditional
targetthatActionPhase
Tracerroundswithshortburst +1Tracerroundswithlongburst +2Tracerroundswithfullauto +3Recoil,semi-automatic –1forsecondshot
thatActionPhaseRecoil,burst –2(firstburst),
–3(second)Recoil,longburst –5(firstburst),
–6(second)Recoil,fullauto –9Recoil,heavyweapon 2xuncompensated
recoilRecoilcompensation Reducesrecoilmodi-
fierGyrostabilization Reducesrecoilor
movementmodifierVisibilityImpaired SeeVisibilityTable
*Notethatthebonusesforlasersightsandsmartlinksarenotcumulative.
scatter table
type scatterStandardGrenade 1D6meters–2pernethitAerodynamicGrenade 2D6meters–4pernethitGrenadeLauncher 3D6meters–4pernethitRocket 2D6meters–1pernethitMissile 2D6meters–1pernethit
(–Sensorrating)Airburst 1D6meters–1pernethit
(–Sensorrating)
scatter DiagraM
cHarisMa-linkeD oPPoseD tests
skill used acting character rolls: target character rolls:Con Con+Charisma (ConorNegotiation)+CharismaEtiquette Etiquette+Charisma Perception+CharismaIntimidation Intimidation+Charisma Intimidation+WillpowerLeadership Leadership+Charisma Leadership+WillpowerNegotiation Negotiation+Charisma Negotiation+Charisma
Melee WeaPons table
blades reach Damage Value aPCombatAxe 2 (STR/2+4)P –1ForearmSnap-Blades — (STR/2+2)P —Katana 1 (STR/2+3)P –1Knife — (STR/2+1)P —MonofilamentSword 1 (STR/2+3)P –1SurvivalKnife — (STR/2+1)P –1Sword 1 (STR/2+3)P —clubs Club 1 (STR/2+1)P —ExtendableBaton 1 (STR/2+1)P —Sap — (STR/2+1)S —Staff 2 (STR/2+2)P —StunBaton 1 6S(e)* –halfcyberware (blades or exotic Melee)HandBlade — (STR/2+2)P —HandRazors — (STR/2+1)P —Spur — (STR/2+3)P —cyberware (unarmed)AluminumBoneLacing — (STR/2+2)P —PlasticBoneLacing — (STR/2+1)P —TitaniumBoneLacing — (STR/2+3)P —ShockHand — 6S(e)* –halfexotic Melee WeaponsPoleArm 2 (STR/2+2)P –2MonofilamentChainsaw 1 5P –2MonofilamentWhip 2 8P –4RiotShield — (STR/2)S +2TaserArmor/Shield — 6S(e)* –halfunarmedShockGlove — 5S(e)* –halfUnarmed — (STR/2)S —sample improvised WeaponsBottle(unbroken: Clubs,broken:Blades) — (STR/2)P +1Chain/Whip(ExoticMelee) 1 (STR/2+1)P +1Chair(Clubs) 1 (STR/2+1)S —FryingPan(Clubs) — (STR/2+1)S +1MetahumanBody (UnarmedCombat) 1 (BOD/2)S +2Pistol/RifleButt(Clubs) — (STR/2+1)P —PoolCue (Clubs,breaksafterfirsthit) 1 (STR/2)S —
*(e)meansthattheweaponinflictsElectricitydamage(seep.154).
grenaDe DaMage table
type Damage code aP blastFlash-Bang 6S –3 10mRadiusFlash-Pak Special — SpecialFragmentation 12P(f ) +2 –1/mHighExplosive 10P –2 –2/mGas Chemical — 10mRadiusSmoke — — 10mRadiusThermalSmoke — — 10mRadius
Projectile WeaPons table
Weapon Damage Value aPBow (STRMin.+2)P —LightCrossbow 3P —MediumCrossbow 5P —HeavyCrossbow 7P –1Shuriken (STR/2)P —Throwingknife (STR/2+1)P —
Defense MoDifiers table
situation Dice Pool ModifierDefenderunawareofattack NodefensepossibleDefenderwounded –woundmodifiers(seep.153)Defenderinsideamovingvehicle +3Defenderhasdefendedagainst previousattackssincelastaction –1peradditionaldefenseDefenderprone –2Ranged Attacks only:Defenderrunning +2Defenderinmeleetargetedbyrangedattack –3Attackerfiringwideburst –2Attackerfiringlongwideburst –5Attackerfiringfull-autowideburst –9Attackerfiringshotgunonmediumspread –2Attackerfiringshotgunonwidespread –4Attackerusingareaattackweapon(grenade,missile) –2
PercePtion test tHresHolDs
item/event is: thresholdObvious/Large/Loud 1Normal 2Obscured/Small/Muffled 3Hidden/Micro/Silent 4
PercePtion test MoDifiers
situation Dice Pool ModifierPerceiverisdistracted –2Perceiverisactivelylooking/listeningforit +3Object/soundnotinimmediatevicinity –2Object/soundfaraway –3Object/soundstandsoutinsomeway +2Interferingsight/odor/sound –2Perceiverhasactiveenhancements +ratingPerceiverusingvirtualreality –6
Melee MoDifiers table
situation Dice Pool ModifierFriendsinthemelee +1perfriend(max.+4)Characterwounded –woundmodifier
(seep.153)CharacterhaslongerReach +1perpointofnet
Reach*Characterusingoff-handweapon –2Characterattackingmultipletargets splitsdicepoolCharacterhassuperiorposition +2Opponentprone +3Attackermakingchargingattack +2Defenderreceivingacharge +1Visibilityimpaired SeeVisibilityTableCalledshot variable(seeCalled
Shots,p.149)Touch-onlyattack +2
*YoumayapplyReachasa–1dicepoolmodifierpernetpointtotheopponentinstead.
signal rating table
signal rating signal range 0 3m 1 40m 2 100m 3 400m 4 1km 5 4km 6 10km 7 40km 8 100km 9 400kmCopyright© 2006 WizKids Inc. All Rights Reserved. Shadowrun, Matrix,
and WK Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries.
Sample file
Sam
ple
file
Sam
ple
file
Sam
ple
file
Sam
ple
file
Full Darkness –6 –6 –3 –3Partial Light –2 0 –2 –1Glare –1 –1 –1 0Light Fog/Mist/Rain/Smoke –2 –1 0 –1Heavy Fog/Mist/Rain/Smoke –4 –2 –2 –2Thermal Smoke –4 –2 –6 –2
Humans, Elves, Orks 10 25Dwarfs 8 20Trolls 15 35
Initiative Score = Initiative attribute + hits
Charactersact in turn from highest Initiative Scoreto lowest
A. Declare Actions. Each character may take 1Complex Action or 2 Simple Actions during theirAction Phase. Each character also gets 1 FreeAction to be taken on this phase or during anysubsequent phase in the Combat Turn.
B. Resolve Actions.
Characters who have more than one Initiative Passmay go again. Repeat this cycle for characters who gea third or fourth pass as well.
up to the caster’s Magic attri-bute (unless overcasting—see p. 172).
within the caster’s line of sight.
(see spell description).
(–2 sustaining modifier).
A. Attacker rolls attribute + skill +/– modifiers
Attacker Attribute SkillAstral Willpower/Force Astral Combat/ForceMatrix attack program CybercombatMelee Agility combat skillRanged Agility combat skill
B. Defender rolls attribute + skill +/– modifiers (+skill if on full defense)
Defender Attribute Skill Full DefenseAstral Intuition/Force Astral Combat/Force +Dodge/ForceMatrix Response Firewall +Hacking/ratingMelee Reaction combat skill/Unarmed/Dodge +DodgeRanged Reaction — +Dodge
C. If attacker achieves more hits, attack succeeds. Ties can be considered a graz-ing hit (see p. 139). Otherwise, attack fails.
A. Attack’s base DV + net hits = Modified Damage ValueB. Armor +/– AP modifier = Modified Armor ValueC. If the Modified Damage Value does not exceed the Modified Armor Value, dam-
age is Stun rather than Physical.
Attack Base DV DV modifiersAstral (Charisma/Force) ÷ 2 net hits Astral w/weapon focus by weapon net hits Matrix attack program net hitsMelee (armed) by weapon net hits Melee (unarmed) Strength ÷ 2 net hits Ranged by weapon net hits, ammo type, autofire*
*autofire does not count when comparing the Modified DV to the Modified Armor
Defender rolls attribute + Modified Armor Value. Each hit reduces the Modified DVby 1.
Attack Attribute used Armor usedAstral Willpower MysticMatrix System/Willpower Armor/Biofeedback FilterMelee Body ImpactRanged Body Ballistic or Impact
Each remaining point of DV = 1 box of damage.
Obvious/Large/Loud 1Normal 2Obscured/Small/Muffled 3Hidden/Micro/Silent 4
Perceiver is distracted –2Perceiver is actively looking/listening for it +3Object/sound not in immediate vicinity –2Object/sound far away –3Object/sound stands out in some way +2Interfering sight/odor/sound –2Perceiver has active enhancements +ratingPerceiver using virtual reality –6
Sam
ple
file