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COMBAT TURN SEQUENCE 1. All dice pools refresh 2. Determine Initiative (Reaction + Initiative Dice) 3.

Characters take actions in their Combat Phase (characters act in order of highest Initiative to lowest) A. Declare actions B. Resolve actions C. Declare and resolve actions of remaining characters D. Calculate the next Initiative Pass (by subtracting 10 from each Initiative Score) 4. Begin new Combat Turn RESOLVING RANGED COMBAT (Occurs at Step 3B of the Combat Turn) 1. Determine Range (TN based on Weapon Range Table) 2. Apply Situational Target Modifiers (Situation Modifiers Table) 3. Make Attackers Success Test (Skill + Combat Pool against TN) 4. Resolve Dodge Test (Combat Pool against TN 4 plus modifiers; if defenders successes exceed attackers, the attack misses). 5. Resolve Targets Damage Resistance Test (Body + Combat Pool against TN of Weapons Power Armor) 6. Determine the Outcome (Net successes stage weapon damage) 7. Apply Damage (Return to Step 3C of Combat Turn) RESOLVING MELEE/ASTRAL COMBAT (Occurs at Step 3B of the Combat Turn) 1. Make Attackers Success Test (Skill + Combat Pool against TN 4) 2. Make Defenders Success Test (Skill + Combat Pool against TN 4) 3. Compare Successes (Net successes does damage, tie goes to attacker) 4. Determine Damage (Winner does damage per net successes; over D damage 2 successes increase weapons power) 5. Resist Damage (Body + Combat Pool against TN of weapons Power Armor) (Return to Step 3C of Combat Turn) VEHICLE COMBAT TURN SEQUENCE 1. Determine starting distance and speeds (first Combat Turn only) 2. Begin Combat Turn ( Steps 3, 4 and 5 take place before Initiative is rolled) 3. Determine Vehicle, Terrain and Speed Points for each vehicle 4. Allocate Control Pool dice 5. Determine Driver Points and calculate the final vehicle Maneuver Scores for the Combat Turn 6. Begin standard Combat Turn Sequence at Step 2 7. Determine changes in speed, distance or terrain for the start of the next Combat Turn (end of Combat Turn Only) RESOLVING SPELLCASTING (Occurs at Step 3B of the Combat Turn) 1. Preparation (choose spell, Force, pool dice, targets, etc.) 2. Sorcery Test (Sorcery + Spell Pool, TN determined by spell) 3. Spell Resistance Test (Target Attribute against Spell Force) 4. Spell Effect (net successes determines spells outcome; tie goes to target) 5. Drain Resistance Test (Willpower + Spell Pool against the spells Drain Code) (Return to Step 3C of Combat Turn)

SKILLS AND LINKED ATTRIBUTES TABLE


PHYSICAL ATTRIBUTES Body Athletics Diving Strength Edged Weapons Clubs Pole Arms/Staffs Cyber-Implant Combat Unarmed Combat Throwing Weapons Knowledge Skills Projectile Weapons Language Skills Heavy Weapons Charisma Underwater Combat Etiquette Quickness Instruction Pistols Submachine Guns Rifles Assault Rifles Shotguns Laser Weapons Whips Stealth Submarine Interrogation Intimidation Leadership Negotiation * Sorcery and Conjuring have no default. You cannot perform these actions without the actual skill. Winged Aircraft Rotor Aircraft Vector Thrust Aircraft Lighter-Than-Air Aircraft Sailboat MENTAL ATTRIBUTES Intelligence Aura Reading Sorcery* Demolitions Gunnery Launch Weapons Computer Electronics Biotech Build/Repair SPECIAL ATTRIBUTES Reaction Bike Car Hovercraft Motorboat Ship Willpower Conjuring*

WEAPON RANGE TABLE


Target Number Firearms Hold-out Pistol Light Pistol Heavy Pistol SMG Taser Shotgun Sporting Rifle Sniper Rifle Assault Rifle Heavy Weapons Light Machine Guns Medium Machine Gun Heavy Machine Gun Assault Cannon Grenade Launcher Missile Launcher Impact Projectiles Bow Light Crossbow Medium Crossbow Heavy Crossbow Thrown Knife Shuriken 4 Short 05 05 05 010 05 010 0100 0150 050 075 080 080 0100 *550 *20150 0STR 0STR x 2 0STR x 3 0STR x 5 0STR 0STR 5 6 Medium Long Range in Meters 615 1630 615 1630 620 2140 1140 4180 610 1112 1120 2150 101250 251500 151300 301700 51150 151350 76200 81250 81250 101300 51100 151450 To STR x 10 To STR x 8 To STR x 12 To STR x 15 To STR x 2 To STR x 2 201400 251750 251800 301900 101150 4511,200 To STR x 30 To STR x 20 To STR x 30 To STR x 40 To STR x 3 To STR x 5 9 Extreme 3150 3150 4160 81150 1315 51100 501750 7011,000 351550 401800 7511,200 8011,500 9012,400 151300 1,2013,000 To STR x 60 To STR x 40 To STR x 50 To STR x 60 To STR x 5 To STR x 7

RANGED COMBAT MODIFIERS TABLE


Situation Recoil, semi-automatic Recoil, burst-fire Recoil, full-auto Recoil, heavy weapon Blind fire Partial cover Visibility impaired Multiple targets Target running Target stationary Attacker in melee combat Attacker running Attacker running (difficult ground) Attacker walking Attacker walking (difficult ground) Attacker wounded Smartlink (with smartgun) Smart goggles (with smartgun) Laser sight Using a second firearm Aimed shot Called shot Image magnification Recoil compensation Gyro stabilization Modifier +1 for second shot that Combat Phase +3 per burst that Combat Phase +1 per round fired that Combat Phase 2 x uncompensated recoil +8 +4 See Visibility Table +2 per additional target that Combat Phase +2 1 +2 per opponent +4 +6 +1 +2 See Damage Modifiers Table, p. 126. 2 1 1 +2 1 per Simple Action +4 Special Reduces recoil modifier Reduces recoil or movement modifier

PERCEPTION TEST MODIFIERS TABLE


Situation Perceiver is distracted Sight Very small object Object partially hidden Object brightly colored Action very obvious Action not obvious Visibility Sound Single gunshot Silenced single gunshot Burst fire Sound-suppressed burst fire Full autofire Sound-suppressed autofire Grenade blast A persons yell Sound is rooms away Sound is on same floor Sound is floors away Perceiver has active sound enhancements Smell Odor obvious Other odors present Touch Temperature extreme (hot or cold) Perceiver wearing gloves Taste Taste obvious Perceiver has a cold Modifier +2 +6 +2 2 4 +4 See Visibility Table Modifier 2 0 4 2 6 4 8 2 +2 +4 +6 Rating, or 2 4 +2 4 +2 4 +2

MELEE MODIFIERS TABLE Situation Called Shot Character has friends in the melee Opponent has friends in the melee Visibility impaired Character is wounded Characters weapon has longer Reach* Characters weapon has inferior Reach* Character attacking multiple targets Character has superior position Opponent prone Modifiers +4 1/Friend (max 4) +1/Friend (max +4) See Visibility Table Damage Modifier (see p. 126) 1/point longer +1/point shorter +2/target 1 2

PERCEPTION SUCCESS TABLE


Successes 1 2 3 4+ Result Something is there. Something is definitely there, and the perceiver suspects what general type of thing it is. The perceiver knows what type of thing it is and suspects its exact nature. The perceiver knows what it is, but has no specifics without further information or examination.

VISIBILITY TABLE
Type of Vision Low-Light +8/+8 +4/+2 +1/0 +4/+2 +2/0 +4/+2 +6/+4 +4

*Only one of these modifiers may be applied, either to the attacker or defender. See Reach, p. 120.

DEFAULT TABLE
Default To: Specialization Skill Attribute Target # Modifier +3 +2 +4 Dice Pool = to 1/2 specializations base skill = to 1/2 base skill being used No pool dice allowed

Condition Normal Full Darkness +8 Minimal Light +6 Partial Light +2 Glare +2 Mist +2 Light Smoke/Fog/Rain +4 Heavy Smoke/Fog/Rain +6 Thermal Smoke +4

Thermographic +4/+2 +4/+2 +2/+1 +4/+2 0 0 +1/0 +8/+6

When target modifiers are separated by a slash, the first number applies to cybernetic vision enhancements and the second to natural vision.

SCATTER DIAGRAM
Copyright 2004 WizKids Inc. All Rights Reserved, Shadowrun and WK Games are registered trademarks and/or trademarks of WizKids Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Paintings by Mark Zug. Graphic design by Jim Nelson and Fred Hooper. Version 1.0 (December 2004) by FanPro LLC, Chicago, Illinois, USA. Find us online: info@shadowrunrpg.com (Shadowrun questions) http://www.shadowrunrpg.com (official Shadowrun website) http://www.fanpro.com (FanPro website) http://www.wizkidsgames.com (WizKids website)

CYBERCOMBAT TARGET NUMBERS TABLE


Host Security Code Blue Green Orange Red Target Number to Hit Intruding Icon 6 5 4 3 Target Number to Hit Legitimate Icon 3 4 5 6 Successes 0 12

ASSENSING TABLE
Information Gained None. The general state of the subjects health (healthy, injured, ill, etc.) along with the presence or absence of cyberware implants. The subjects general emotional state or impression (happy, sad, angry). The class of a magical subject (fire elemental, manipulation spell, power focus, and so on). Whether the subject is mundane or Awakened. If you have seen the subjects aura before, you will recognize it, regardless of physical disguises or alterations. All of the above plus: Whether the subjects Essence and Magic Attribute are higher, lower or equal to your own. The general location of any implants. A general diagnosis for any maladies (diseases or toxins) the subject suffers from. The subjects exact emotional state or impression. Whether the subjects Force is higher, lower or equal to your Magic Attribute. Any astral signatures present on the subject. All of the above plus: The exact Essence, Magic Attribute and Force of the subject. The exact location of any implants. An accurate diagnosis of any disease or toxin the subject suffers from. The general cause of any emotional impression (a murder, a riot, a religious ceremony, and so on). The general cause of any astral signature (combat spell, hearth spirit, and so on).

IC DAMAGE TABLE
Host Security Code Blue Green Orange Red IC Damage Level Moderate Moderate Serious Serious

34

IC INITIATIVE TABLE
Host Security Code Blue Green Orange Red Initiative 1D6 + IC Rating 2D6 + IC Rating 3D6 + IC Rating 4D6 + IC Rating

5+

DRIVING TEST MODIFIERS TABLE


Condition Target Number Modifier Unfamiliar Vehicle +1 Non-Stressful Situation 1 Stressful Situation Gamemaster discretion Large Vehicle of Type +2 Very Large Vehicle of Type +3 Weather Conditions Bad +2 Terrible +4 Terrain Open 1 Normal 0 Restricted +1 Tight +3 Action Performed During Combat +2 Non-Rigger Driving Using Datajack 1 Rigger in Control VCR Rating

OBJECT RESISTANCE TABLE


Category Target Number Natural Objects (Trees, Soil, Unprocessed Water) 3 Manufactured Low-Tech Objects and Materials (Brick, Leather, Simple Plastics) 5 Manufactured High-Tech Objects and Materials (Advanced Plastics, Alloys, Electronic Equipment) 8 Highly Processed Objects (Computers, Complex Toxic Wastes) 10+

ASTRAL DAMAGE CODES


Attack Type Unarmed Attack Armed Attack Damage Code (Charisma)M (Charisma) + Weapon Focus Damage (see Weapon Foci, p. 191) (Strength)M or by type (Force)M

FLUX RANGE TABLE


Flux Rating 0 1 2 3 4 5 Range 250 meters 1 km 2 km 4 km 6 km 9 km Flux Rating 6 7 8 9 10+ Range 12 km 16 km 20 km 25 km (2 x Flux) + 10 km Dual Being Spirit, Focus or Barrier

SITUATIONAL RANGE MODIFIERS TABLE


Condition High elevation ECCM in use Electrical storm Encryption in use Humid air Urban environment Modifier +4 Rating of transmitter/2 2 0.5 0.5 1

FLUX RATING TABLE


Device Remote-control deck Sensors and ECM Flux Rating 2 Device Rating x 1.5 (round up) Other electronic transmitters (such as radios) Device Rating Cyberware 0

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