shadowrun 4 - gm's screen

1
Difficulty table D thhd Easy 1 Average 2 Hard 3 Extreme 4 buyingHits  DP amH  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 extenDeDtest Difficulties  t t m i v  Fast 1 Combat urn  uick 1 Minute  Short 10 Minutes  Average 30 Minutes  Long 1Hour  Con sumin g 1 Day   Exhaustive 1 Week  Mammoth 1 Month  tD thhd  Easy 4  Average 8  Hard 12  Extreme 16+ Visibility MoDifiers V Md n m lw-l h th m ph u d FullDarkness –6 –6 –3 –3 PartialL ight –2 0 –2 –1 Glare –1 –1 –1 0 LightFog/Mist/Rain/Smoke –2 –1 0 –1 HeavyFog/Mist/Rain/Smoke –4 –2 –2 –2 TermalSmoke –4 –2 6 –2 MoVeMentrate table M p W r ( m/ ) rr ( m/ ) Humans,Elves,Orks 10 25 Dwars 8 20 rolls 15 35 coMbatturnseQuence 1.r iv  InitiativeScore=Initiativeattribute+hi ts 2.bf ivP  Character sactinturnrom highestInitiativeScore tolowest 3.baPh   A.Declare Actions.Eachcharacter maytake 1 Complex Action or 2 Simple Actions duringtheir Action Phase.Eachcharacter also gets 1 Free Action to be taken on this phase or during any subsequentphaseintheCombaturn.  B.Resolve Actions. 4.Dd rva rm ch 5.b n ivP  Characterswhohavemorethanone InitiativePass maygo again. Repeatthis cycle or characters who get athird or ourthpass as well. 6.bw cmt sPellcasting by tHe nuMbers sp1:ch sp. sp2:chhf uptothecaster’sMagicattri- bute(unlessovercasting—seep.172). sp3: ch t  within the caster’s line osight. sp4: r M + sp. sp5:Dme  (see spelldescription). sp6: r Wpw + D. sp 7: Dmoe (–2 sustaining modier). WeaPonrange table DicePool Modier: +0 –1 –2 –3  Rangein Meters  Sho rt Medium Long Ext reme Pistols aser 0–5 6–10 11–15 16–20 Hol d-o utPi sto l 0– 5 6– 15 16– 30 31 –50 Li gh tPis to l 0– 5 6–15 1 6– 30 31 –50 He avyPi st ol 0– 5 6–20 21– 40 41 –6 0 am Ma chi ne Pis tol 0– 5 6–1 5 16– 30 31–5 0 SMG 0–10 11–40 41–80 81–150 AssaultRie 0–50 5 1–150 151–350 351–550 lm Shotgu n (ech ette ) 0–10 11–2 5 26–4 0 41–6 0 Sho tgu n (sl ug) 0–10 11– 40 41– 80 81–150 SportingRie 0–100 101–250 251–500 501–750 Sniper Rie 0–150 151–350 351–800 801–1,500 HeavyWeapons LightMachine Guns 0–75 76–200 201–400 401–800 Medium/  HeavyMachine Gun 0–80 81–250 251–750 751–1,200 AssaultCannon 0–100 101-300 3 01–750 751–1,500 Grenade Launcher *5–50 51–100 101 –150 151–500 Missile Launcher *20–70 71–150 151–450 451–1500 bP Bo w 0– S R o S R x 10 o S R x 30 o S R x 60 Ligh tCro ss bow 0-6 7-2 4 2 5-6 0 61 -12 0 Mediu m Cros sbow 0-9 10-3 6 37-9 0 91-1 50 Hea vyCr oss bow 0-1 5 16- 45 46- 12 0 12 1-1 80 impP Trown Knie 0–SR o SR x 2 o SR x 3 o SR x 5 Shuriken 0–SR o SR x 2 o SR x 5 o SR x 7 Trown Grenades Standard 0–SR x 2 o SR x 4 o SR x 6 o SR x 10 Aerodynamic 0–SR x 2 o SR x 4 o SR x 8 o SR x 15 * See GrenadeLauncherMinimumRange, p.145. skillsanDlinkeD attribute s PHysicalattributes a Archery Automatics Blades Clubs Escape Artist ExoticMeleeWeapon(Specic) ExoticRangedWeapon(Specic) Forgery Gunnery Gymnastics HeavyWeapons Inltration Locksmith Longarms Palming Pistols TrowingWeapons Unarmed Combat bd Diving Parachuting r Dodge  Pilot Aerospace  Pilot Aircraf  Pilot Anthroorm  Pilot ExoticVehic le(Specic) PilotGround Craf PilotWatercraf sh Climbing Running Swimming Mentalattributes chm Con Etiquette Instruction Intimidation Leadership Negotiation i Artisan  Assensing Disguise Interests Knowledge Language Navigation Perception Shadowing StreetKnowledge racking l AcademicKnowledge  Aeronautics Mec hanic Armorer  AutomotiveMechanic Computer Cybertechnology Cybercombat DataSearch Demolitions  ElectronicWarare FirstAid  Industrial Mechanic Hacking  Hardware  Medicine  Nautical Mechanic ProessionalKnowledge Sofware Wpw  Astral Combat Survival sPecialattribute M  Banishing  Binding Counterspelling  Ritual Spellc asting Spellcasting Summoning r Compiling  Decompiling  Registering Note:Youcannotdeaulton   Italicized  skills. coMbatseQuence 1.Da 2.apps Md 3.Mhopp dt  A.Attacker rolls attribute+ skill +/– modi ers  Attacker Attribute Skill As tr al Wi ll po we r/ Fo rc e As tr alComba t/ Fo rc e Matrix attackprogram Cybercombat Mel ee Agi li ty co mb a tski ll Ra ng ed Agi li ty co mb a tski ll  B.Defender rolls attribute+ skill +/– modiers  (+skillion ulldeense) Defe nde r Att ribute Ski ll Full Defe nse Astr al Intu ition/ Force Astr alCombat /Forc e +Dodge /Force Mat rix Re spons e Fi rewal l +H ac ki ng/ ratin g  Melee Reaction combatskill/Unarmed/Dodge +Dodge Ranged Reaction +Dodge  C.If attacker achieves morehits, attacksucceeds. ies can be considered agraz- inghit (see p.139).Otherwise,attackails. 4.cmp Dmam h Ph dm   A. Attack’s base DV+ nethits = Modied Damage Value  B. Armor +/– AP modier = Modied Armor Value  C. Ithe Modied Damage Value does notexceed the Modied Armor Value,dam- age is Stun rather than Physical.  Attack BaseDV DV modiers As tr al (C ha ri sma/Forc e)÷ 2 n ethi ts Astralw/weapon ocus byweapon nethits Matrix attackprogram nethits Me le e (a rmed) byw ea po n nethit s Mel ee (un armed) Str eng th÷ 2 neth its Ranged byweapon nethits,ammo type,autore* *autore does notcountwhen comparingthe Modied DVto the Modied Armor 5.Dmr t  Deenderrollsattribute+ModiedArmorValue.Eachhit reducestheModiedDV by1.  Attack Attributeused Armor used Astral Willpower Mystic Matrix System/Willpower Armor/BioeedbackFilter Melee Body Impact Ra ng ed Bo dy Ba ll istic or Imp act 6.app Dm  Eachremainingpoi nto DV= 1 box odamage.  ranDoM alertresPonse  1D6r rp  1 LaunchrackIC  2 LaunchAttackIC  3 LaunchBlackoutor BlackHammer IC  4 Scramble SecurityHacker  5 erminate Connection  6 System Reset/Shutdown Matrix searcHtable  Treshold Dicu lty   2 Easy  4 Average  8 Hard  16 Extreme  Interval SearchArea  1 Initiative Pass Same device  1 Combaturn Same network  1 Minute Entire Matrix concealability table  cMd emp  –6 RFIDtag, bug,slap patch,micro-electronics,micro- drone  –4 Hold-outpistol,monowhip,ammo, credstick,chips/ sofs,sequencer/passkey  –2 Lightpistol,knie, sap,microgrenade,ash-pak,jam- mer,minidrone  +0 Heavypistol,taser,grenade, goggles,commlink  +2 Machine pistol,medkit,club  +4 SMG,stun baton,sword  +6 Assaultrie,katana aVailability interVal  im’c iv  Upto 100¥ 12 hours  101 to 1,000¥ 1 day  1,001 to 10,000¥ 2 days  10,001¥+ 1 week rangeDcoMbatMoDifierstable s DP Md Attacker running 2 At ta cker in me le e co mb at –3 Attacker in amovingvehicle –3 argethas partialcover –2 argethas good cover –4 a rg eth id de n ( bl in d re ) –6 Attacker ringrom cover –1 Attacker wounded –wound modiers (see p.153) At ta cker us in gla se r s ig ht +1* Attacker usingsmartlinked weapon +2* Attac kerusin gimagemag nic ation eliminatesrange modiers(seep. 139) Attacker usinga second rearm splits dice pool Attacker usingo-hand weapon –2 Aimed shot +1perSimple Action Calledshot –variable (see Called Shots, p.149) Multiple targets –2 per additional targetthatAction Phase r ace r rou nds wit hsho rtbur st +1 r ac e r r ounds wit hlo ngburst +2 racer rounds withull auto +3 Recoil,semi-automatic –1 or second shot thatAction Phase Recoil, burst –2 (rstburst), –3 (second) Recoil, l ong burst –5 (rstburst), –6 (second) Recoil,ull auto –9 Recoil,heavyweapon 2 x uncompensated recoil Recoilcompensation Reduces recoilmodi- er Gyro stabilization Reduces recoilor movementmodier Visibility Impaired See Visibility able * Note thatthe bonuses or laser sights and smartlinks are not cumulative. scatter table tp s Standard Grenade 1D6 meters– 2 per nethit Aerodynamic Grenade 2D6 meters 4 per nethit Grenade Launcher 3D6 meters– 4 per nethit Rocket 2D6 meters 1 per neth it Missile 2D6 meters – 1 per nethit (– Sensor rating) Airburst 1D6 meters – 1 per nethit (– Sensor rating) scatter DiagraM cHarisMa-lin keDoPPoseD tests s u d a ch r : t ch r : Co n Co n+Ch ar is ma (ConorNe goti at ion)+Cha ri sma Etiq uette Etiq uett e + Char isma Perc eptio n + Char isma Intimidati on Inti midat ion + C haris ma Intimidati on + Willpow er Lea der shi p Leader shi p+ Ch ari sma Lea der shi p+ Will pow er Negot iation Negot iation + Char isma Negot iation + Char isma Melee WeaPons table bd rh D m V aP CombatAxe 2 (SR/2 + 4)P –1 Forea rm Snap- Blades (SR/ 2 + 2)P Katana 1 (SR/2 + 3)P 1 Kni e (S R/2 + 1)P MonolamentSword 1 (SR/2 + 3)P –1 Sur viv alKni e (S R/2 + 1)P –1 Sword 1 ( SR/2 + 3)P c Club 1 (SR/2 + 1)P Extendable Baton 1 (SR/2 + 1)P Sap (SR/2+1)S Sta2 (SR/2+2)P Stun Baton 1 6S(e)* –hal cw  (bd eM) Han d Bla de (S R/2 + 2)P Han d Razors (S R/2 + 1)P Spu r (S R/2 + 3)P cw(umd) Al uminum Bone La ci ng (SR/2 + 2) P Pl as ti c Bone La ci ng (S R /2 + 1) P i ta ni um Bo ne La ci ng (S R /2 + 3) P ShockHand 6S(e )* –h al  eM Wp Pole Arm 2 (SR/2 + 2)P –2 Mon ol ame ntChainsaw 1 5P –2 Mo no l amen tWh ip 2 8P –4 Ri otSh ie ld (S R /2 )S +2 a ser Armor/ Shi eld 6S( e)* hal  umd Shoc kGl ove 5S (e )* –h al  Unarmed (SR/2)S smpimpvd Wp Bottle(unbroken: Club s,b roke n: Blad es ) (SR/2 )P +1 Chain /Whip(Ex otic Melee ) 1 (SR/ 2 + 1)P +1 Chair (Clubs) 1 (SR/2 + 1)S Fry ingPan ( Clubs) (SR/2 + 1)S +1 MetahumanBody  (Una rmed Co mb at ) 1 (BOD/2 )S +2 Pi st ol/ Ri e Butt(Clubs) (SR/2 + 1)P PoolCue (Cl ubs ,bre aks afe r rs thit) 1 (SR/2 )S *(e)means thatthe weapon inicts Electricitydamage (see p.154). grenaDe DaMage table tp Dm cd aP b Flash-Bang 6S 3 10m Radius Flash-Pak Special Special Fra gme nta tio n 12P() +2 –1/ m HighExplosive 10P –2 –2/m Ga s Ch emic al 10 m Ra di us Smoke 10m Radius Terma lSmo ke 10m Ra di us ProjectileWeaPonstable W p D m V aP Bow (SR Min.+2)P LightCrossbow 3P Med iu m Cro ssb ow 5P Heavy Crossbow 7P 1 Shuriken (SR/2)P Trowingknie (SR/2 + 1)P Defense MoDifiers table s DP Md De e nd e r u na wa r e o at ta ck No de e ns e po ss ible Deender wounded –wound modiers (see p.153) Deender inside amoving vehicle +3 Deenderhasdeendedagainst  previous attacks since lastaction –1 per additionaldeense Deender prone –2  Ranged Attacks only: Deender running +2 De end er in me lee t arg ete d byra nge d att ack –3 Attacker ringw ide burst 2 Attacker ringl on gwide b urst 5 At ta cker rin g u ll -a ut o wid e burst –9 Attacker ringshotgun on medium spread –2 Attacker ringshotgun on wide spread –4 Attacker usingareaattack weapon (grenade,missile) –2 PercePtiontesttHresHolDs i m/e v i: th h d Obvious/Large/Loud 1 Normal 2 Obscured/Small/Mued 3 Hid de n/ Mic ro /S il en t 4 PercePtiontestMoDifiers s DP Md Perceiver is distracted –2 Perc eiver is activ elylooking /list eningor it +3 Obje ct/so und no tin immedia te vici nity –2 Object/sound ar away 3 Ob jec t/s oundstandsoutinsomewa y +2 Intereringsight/odor/sound –2 Perceiver has active enhancements +rating Pe rc ei ve r us in gvi rt ua lre al it y –6 Melee MoDifiers table s D P Md Fr ie nd sinth eme le e +1pe r r ie nd(max .+4) Characterw ounded –woundmodier (seep.153) Ch ar acte rhasl on ge rRe ac h +1perpoin tonet Reach* Ch ara cte rusi ngo- han dwea pon –2 Char acteratacki ngmultip letarget s split sdicepool Ch ara cte rhass upe rio rpos iti on +2 Opponent prone +3 At tac kermaki ngcha rgi ngat tac k +2 De e nd errece iv in gacha rg e +1 Visibilityi mpaired See Visibilityable Calledshot  variable(see Called Shots,  p.149) ouch-onlya ttack +2 * YoumayapplyReach as a–1 dice poolmodier per netpointto theopponentinstead. signalrating table  s r sr  0 3 m  1 40 m 2 100 m  3 400 m  4 1 km  5 4 km  6 10 km  7 40km  8 100 km  9 400 km Copyright©2006WizKidsInc.AllRights Reserved.Shadowrun,Matrix, andWKGames are registeredtrademarks and/ortrademar ks of WizKids, Inc. in theUnitedStates and/orother countries.

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Page 1: Shadowrun 4 - GM's Screen

7232019 Shadowrun 4 - GMs Screen

httpslidepdfcomreaderfullshadowrun-4-gms-screen 12

7232019 Shadowrun 4 - GMs Screen

httpslidepdfcomreaderfullshadowrun-4-gms-screen 22

Difficulty

D EasyAverage Hard Extreme

buying H

DP a 1ndash3 4ndash7 8ndash11 12ndash15 16ndash19 20ndash23 24ndash27 28ndash31 32ndash35 36ndash39

extenDeDDifficul

t t m Fast 983121uick Short Average Long Co nsu mi ng Exhaustive Mammoth

t D Easy Average Hard Extreme

Visibility MoDifiers

V M d n m l w-l h t h m ph u dFullDarkness ndash6 ndash6 ndash3 ndash3Partial Light ndash2 0 ndash2 ndash 1Glare ndash1 ndash1 ndash1 0LightFogMistRainSmoke ndash2 ndash1 0 ndash1HeavyFogMistRainSmoke ndash4 ndash2 ndash2 ndash2TermalSmoke ndash4 ndash2 ndash6 ndash2

MoVeMentrate table

M p W r (m ) r r (m )HumansElvesOrks 10 25Dwars 8 20rolls 15 35

coMbatturnseQuence

1r iv Initiative Score = Initiative attribute + hi ts2b f ivP Charactersactinturnrom highestInitiativeScore

tolowest3b a Ph ADeclare ActionsEachcharacter maytake 1

Complex Action or 2 Simple Actions duringtheirAction PhaseEachcharacter also gets 1 FreeAction to be taken on this phase or during any subsequentphase in the Combaturn

BResolve Actions4Dd rva rm

ch5b n ivP Characters who have more than one Initiative Pass

maygo again Repeatthis cycle or characters who getathird or ourthpass as well

6b w cm t

sPellcasting by tHe nuMbers

sp1ch spsp2chhfupto the casterrsquos Magic attri-

bute (unless overcastingmdashsee p172)sp3 ch t within the casterrsquos line osightsp4 r M+ spsp5Dme (see spelldescription)sp6 r Wpw + Dsp 7 Dm o e

(ndash2 sustaining modifier)

skills anDlinkeD attributes

PHysicalattributes

aArchery AutomaticsBladesClubsEscape ArtistExotic Melee Weapon (Specific)ExoticRangedWeapon(Specific)Forgery Gunnery GymnasticsHeavyWeaponsInfiltrationLocksmithLongarmsPalming PistolsTrowingWeaponsUnarmed Combat

bdDiving Parachuting

rDodge

Pilot Aerospace Pilot Aircraf Pilot Anthroorm Pilot ExoticVehicle(Specific)PilotGround CrafPilotWatercraf

shClimbing Running Swimming

Mentalattributes

chmConEtiquetteInstructionIntimidationLeadershipNegotiation

iArtisan

Assensing DisguiseInterests KnowledgeLanguageNavigationPerceptionShadowing StreetKnowledgeracking

lAcademic Knowledge

Aeronautics Mechanic Armorer

AutomotiveMechanic ComputerCybertechnology

Cybercombat

DataSearchDemolitions

ElectronicWarareFirstAid

Industrial Mechanic Hacking

Hardware Medicine Nautical Mechanic ProessionalKnowledgeSofware

Wpw Astral Combat

Survival

sPecialattribute

M Banishing Binding Counterspelling

Ritual Spellcasting Spellcasting Summoning

rCompiling

Decompiling Registering

Note Youcannotdeaulton Italicized skills

coMbatseQuence

1Da2app s Md3Mhoppdt AAttacker rolls attribute+ skill +ndash modifiers

Attacker Attribute SkillA st ra l W il lp ow er F or ce A st ra l Co mb at F or ceMatrix attackprogram CybercombatMe le e Ag il ity c om ba tsk il lR an ge d Ag il ity c om ba tsk il l

BDefender rolls attribute+ skill +ndash modifiers (+skillion ulldeense)

D efend er A t tri bu t e S k il l F ul l D efens eAstral IntuitionForce AstralCombatForce +DodgeForceMa tri x R esp on se F ire wa ll + Ha ck ing r ati ng Melee Reaction combatskillUnarmedDodge +DodgeRanged Reaction mdash +Dodge

CIf attacker achieves morehits attacksucceeds ies can be considered agraz-inghit (see p139)Otherwiseattackails

4cmp Dmam h Ph dm A Attackrsquos base DV+ nethits = Modified Damage Value B Armor +ndash AP modifier = Modified Armor Value C Ithe Modified Damage Value does notexceed the Modified Armor Valuedam-

age is Stun rather than Physical

Attack BaseDV DV modifiersA st ra l ( Ch ar is ma F or ce ) divide 2 ne th it sAstralwweapon ocus byweapon nethitsMatrix attackprogram nethitsM el ee ( ar me d) b y we ap on n et h i tsM e le e ( u na r me d ) St re n gt h divide 2 n e t hit sRanged byweapon nethitsammo typeautofire

autofire does notcountwhen comparingthe Modified DVto the Modified Armor

5Dmr t Deenderrollsattribute+ModifiedArmorValueEachhit reducestheModifiedDV

by1

Attack Attributeused Armor usedAstral Willpower MysticMatrix SystemWillpower ArmorBioeedbackFilterMelee Body ImpactR an ge d B od y B al li sti c o r Im pac t

6app Dm Eachremainingpoi nto DV= 1 box odamage

ranDoM alertresPonse

1D6r rp 1 LaunchrackIC 2 LaunchAttackIC 3 LaunchBlackoutor BlackHammer IC 4 Scramble SecurityHacker 5 erminate Connection 6 System ResetShutdown

Matrix searcHtable

Tres hold Diffic ulty 2 Easy 4 Average 8 Hard 16 Extreme

Interval SearchArea 1 Initiative Pass Same device 1 Combaturn Same network 1 Minute Entire Matrix

concealability table

c Md emp ndash6 RFIDtag bugslap patchmicro-ele

drone ndash4 Hold-outpistolmonowhipammo

sofssequencerpasskey ndash2 Lightpistolknie sapmicrogrenad

merminidrone +0 Heavypistoltasergrenade goggles +2 Machine pistolmedkitclub +4 SMGstun batonsword +6 Assaultriflekatana

aVailability interVal

imrsquoc iv Upto 100yen 12 hours 101 to 1000yen 1 day 1001 to 10000yen 2 days 10001yen+ 1 week

PercePtiontesttHresHolDs

i m ev i th h dObviousLargeLoud 1Normal 2ObscuredSmallMuffled 3Hi dd en Mi cr o Si le nt 4

PercePtiontestMoDifiers

s DPMd

Perceiver is distracted ndash2Perceiver is activelylookinglisteningor it +3Objectsound notin immediate vicinity ndash2Objectsound ar away ndash3O bj e ct so u nd s t a nd s o u t in s o me w ay + 2Intereringsightodorsound ndash2Perceiver has active enhancements +rating P er ce iv er u si ng v ir tu al r ea li ty ndash 6

Copyrightcopy 2006 WizKids Inc AllRights Reserved Shadowrun MatrixandWKGames are registeredtrademarks andortrademarks of WizKidsInc in theUnitedStates andorother countries

Page 2: Shadowrun 4 - GM's Screen

7232019 Shadowrun 4 - GMs Screen

httpslidepdfcomreaderfullshadowrun-4-gms-screen 22

Difficulty

D EasyAverage Hard Extreme

buying H

DP a 1ndash3 4ndash7 8ndash11 12ndash15 16ndash19 20ndash23 24ndash27 28ndash31 32ndash35 36ndash39

extenDeDDifficul

t t m Fast 983121uick Short Average Long Co nsu mi ng Exhaustive Mammoth

t D Easy Average Hard Extreme

Visibility MoDifiers

V M d n m l w-l h t h m ph u dFullDarkness ndash6 ndash6 ndash3 ndash3Partial Light ndash2 0 ndash2 ndash 1Glare ndash1 ndash1 ndash1 0LightFogMistRainSmoke ndash2 ndash1 0 ndash1HeavyFogMistRainSmoke ndash4 ndash2 ndash2 ndash2TermalSmoke ndash4 ndash2 ndash6 ndash2

MoVeMentrate table

M p W r (m ) r r (m )HumansElvesOrks 10 25Dwars 8 20rolls 15 35

coMbatturnseQuence

1r iv Initiative Score = Initiative attribute + hi ts2b f ivP Charactersactinturnrom highestInitiativeScore

tolowest3b a Ph ADeclare ActionsEachcharacter maytake 1

Complex Action or 2 Simple Actions duringtheirAction PhaseEachcharacter also gets 1 FreeAction to be taken on this phase or during any subsequentphase in the Combaturn

BResolve Actions4Dd rva rm

ch5b n ivP Characters who have more than one Initiative Pass

maygo again Repeatthis cycle or characters who getathird or ourthpass as well

6b w cm t

sPellcasting by tHe nuMbers

sp1ch spsp2chhfupto the casterrsquos Magic attri-

bute (unless overcastingmdashsee p172)sp3 ch t within the casterrsquos line osightsp4 r M+ spsp5Dme (see spelldescription)sp6 r Wpw + Dsp 7 Dm o e

(ndash2 sustaining modifier)

skills anDlinkeD attributes

PHysicalattributes

aArchery AutomaticsBladesClubsEscape ArtistExotic Melee Weapon (Specific)ExoticRangedWeapon(Specific)Forgery Gunnery GymnasticsHeavyWeaponsInfiltrationLocksmithLongarmsPalming PistolsTrowingWeaponsUnarmed Combat

bdDiving Parachuting

rDodge

Pilot Aerospace Pilot Aircraf Pilot Anthroorm Pilot ExoticVehicle(Specific)PilotGround CrafPilotWatercraf

shClimbing Running Swimming

Mentalattributes

chmConEtiquetteInstructionIntimidationLeadershipNegotiation

iArtisan

Assensing DisguiseInterests KnowledgeLanguageNavigationPerceptionShadowing StreetKnowledgeracking

lAcademic Knowledge

Aeronautics Mechanic Armorer

AutomotiveMechanic ComputerCybertechnology

Cybercombat

DataSearchDemolitions

ElectronicWarareFirstAid

Industrial Mechanic Hacking

Hardware Medicine Nautical Mechanic ProessionalKnowledgeSofware

Wpw Astral Combat

Survival

sPecialattribute

M Banishing Binding Counterspelling

Ritual Spellcasting Spellcasting Summoning

rCompiling

Decompiling Registering

Note Youcannotdeaulton Italicized skills

coMbatseQuence

1Da2app s Md3Mhoppdt AAttacker rolls attribute+ skill +ndash modifiers

Attacker Attribute SkillA st ra l W il lp ow er F or ce A st ra l Co mb at F or ceMatrix attackprogram CybercombatMe le e Ag il ity c om ba tsk il lR an ge d Ag il ity c om ba tsk il l

BDefender rolls attribute+ skill +ndash modifiers (+skillion ulldeense)

D efend er A t tri bu t e S k il l F ul l D efens eAstral IntuitionForce AstralCombatForce +DodgeForceMa tri x R esp on se F ire wa ll + Ha ck ing r ati ng Melee Reaction combatskillUnarmedDodge +DodgeRanged Reaction mdash +Dodge

CIf attacker achieves morehits attacksucceeds ies can be considered agraz-inghit (see p139)Otherwiseattackails

4cmp Dmam h Ph dm A Attackrsquos base DV+ nethits = Modified Damage Value B Armor +ndash AP modifier = Modified Armor Value C Ithe Modified Damage Value does notexceed the Modified Armor Valuedam-

age is Stun rather than Physical

Attack BaseDV DV modifiersA st ra l ( Ch ar is ma F or ce ) divide 2 ne th it sAstralwweapon ocus byweapon nethitsMatrix attackprogram nethitsM el ee ( ar me d) b y we ap on n et h i tsM e le e ( u na r me d ) St re n gt h divide 2 n e t hit sRanged byweapon nethitsammo typeautofire

autofire does notcountwhen comparingthe Modified DVto the Modified Armor

5Dmr t Deenderrollsattribute+ModifiedArmorValueEachhit reducestheModifiedDV

by1

Attack Attributeused Armor usedAstral Willpower MysticMatrix SystemWillpower ArmorBioeedbackFilterMelee Body ImpactR an ge d B od y B al li sti c o r Im pac t

6app Dm Eachremainingpoi nto DV= 1 box odamage

ranDoM alertresPonse

1D6r rp 1 LaunchrackIC 2 LaunchAttackIC 3 LaunchBlackoutor BlackHammer IC 4 Scramble SecurityHacker 5 erminate Connection 6 System ResetShutdown

Matrix searcHtable

Tres hold Diffic ulty 2 Easy 4 Average 8 Hard 16 Extreme

Interval SearchArea 1 Initiative Pass Same device 1 Combaturn Same network 1 Minute Entire Matrix

concealability table

c Md emp ndash6 RFIDtag bugslap patchmicro-ele

drone ndash4 Hold-outpistolmonowhipammo

sofssequencerpasskey ndash2 Lightpistolknie sapmicrogrenad

merminidrone +0 Heavypistoltasergrenade goggles +2 Machine pistolmedkitclub +4 SMGstun batonsword +6 Assaultriflekatana

aVailability interVal

imrsquoc iv Upto 100yen 12 hours 101 to 1000yen 1 day 1001 to 10000yen 2 days 10001yen+ 1 week

PercePtiontesttHresHolDs

i m ev i th h dObviousLargeLoud 1Normal 2ObscuredSmallMuffled 3Hi dd en Mi cr o Si le nt 4

PercePtiontestMoDifiers

s DPMd

Perceiver is distracted ndash2Perceiver is activelylookinglisteningor it +3Objectsound notin immediate vicinity ndash2Objectsound ar away ndash3O bj e ct so u nd s t a nd s o u t in s o me w ay + 2Intereringsightodorsound ndash2Perceiver has active enhancements +rating P er ce iv er u si ng v ir tu al r ea li ty ndash 6

Copyrightcopy 2006 WizKids Inc AllRights Reserved Shadowrun MatrixandWKGames are registeredtrademarks andortrademarks of WizKidsInc in theUnitedStates andorother countries