Shadowrun: Combat Notes
Initiative
- Roll Initiative (Reaction + Intuition) and add hits to Initiative for total score.
- Re-rolled each combat turn
- Wound penalties are immediately applied to Initiative Score, even during the same combat turn.
- Glitch - does not go simultaneously in case of initiative tie
- Critical Glitch - goes last, loses 1 extra action (if any)
Ranged Attack Modifiers
- Weapon Range (Short +0, Medium -1, Long -2, Extreme -3)
- No modifier if using Image Magnification
- Attacker running (-2)
- Attacker in melee combat (-3)
- Attacker in moving vehicle (-3)
- Cover (Partial -2, Good -4, Hidden -6)
- Attacker firing from cover (-1)
- Wound modifiers
- Laser sight (+1, not cumulative with smartlink)
- Smartlinked weapon (+2, not cumulative with laser sight)
- Using a second firearm (split dice pool)
- Off-hand Weapon (-2, unless Ambidextrous)
- Aimed shot (+1 per simple action)
- Called shot (variable, p. 149)
- Multiple targets (-2 per additional target in action phase)
- Trace rounds (+1 short burst, +2 long burst, +3 full auto)
- Gyro stabilization (reduces recoil or movement modifier)
- Recoil
- Semi-automatic (-1 for second shot)
- Burst (-2 first, -3 second)
- Long burst (-5 first, -6 second)
- Full auto (-9)
- Heavy weapon (2 * uncompensated recoil)
- Compensation (Reduces recoil modifier)
- Visibility (see visibility table p. 141)
Defense Modifiers
- Unaware of attack - no defense possible
- Wound modifiers
- Inside moving vehicle (+3)
- Defender has defended against previous attacks since last action (-1 per additional defense)
- Defender prone (-2)
- Ranged Attacks Only
- Defender running (+2)
- Defender in melee targeted by ranged attack (-3)
- Attacker firing wide burst (-2)
- Attacker firing long wide burst (-5)
- Attacker firing full-auto wide burst (-9)
- Attacker firing shotgun on medium spread (-2)
- Attacker firing shotgun on wide spread (-4)
- Attacker using area attack weapon (grenade, missile) (-2)
Full Defense
- Full Dodge: Add Dodge skill to dice pool
- Against ranged attacks: Reaction + Dodge
- Against melee attacks: Reaction + Dodge + Dodge or Reaction + melee combat skill + Dodge
- Full Parry: Roll Reaction + (melee combat skill * 2)
- Gymnastics Dodge: Add Gymnastics skill to their dice pool against ranged or melee attacks
Ranged Combat Summary
- Opposed Test
- Attacker: Agility + combat skill +/- modifiers
- Defender: Reaction +/- modifiers
- Full Dodge: Reaction + Dodge +/- modifiers
- Damage Value (DV) modifiers: Net hits, ammunition, autofire
- Autofire does not count when comparing the modified DV to the modified Armor
Combat Sequence
- Declare Attack
- Apply Situational Modifiers
- Make the Opposed Test
- If attacking hits > defending hits, the attack hits
- Ties are grazing hits, make contact but do no damage
- Compare Armor
- Add net hits to base damage value (DV) of attack, this is modified Damage Value
- Determine armor used to defend (Impact or Ballistic); apply Armor Penetration modifier to get the modified Armor Value
- If the attack causes Physical damage, if modified Damage Value does not exceed modified Armor Value, then the attack inflicts Stun rather than Physical damage
- Damage Resistance Test
- Defender rolls attribute (usually Body) + modified Armor Value to resist damage. Each hit reduces the modified Damage Value by 1. If the DV is reduced to 0, no damage is inflicted
- Wound modifiers do not apply
- Apply Damage
- If damage taken in a single hit exceeds character's Body, the character is knocked down.
- Taking 10 or more damage always results in knockdown.
Other Notes
- Armor encumbrance penalty if any armor ratings exceed Body * 2. -1 to Reaction and Agility tests for every 2 points that his Body is exceeded. If multiple pieces of armor, add them together.
Called Shots
- Calling a shot is a free action
- Target an area not protected by armor - negative dice pool modifier equal to the armor's rating. If hit, armor does not help protect from damage.
- Targeting a vital area to increase damage - increase DV between +1 and +4, receive equivalent negative dice pool modifier to hit.
- Knock something out of grasp - -4 dice pool modifier, if modified Damage Value exceeds the target's Strength, the target loses grip of the object.
- Other thematic uses - knocking someone of a ledge, shooting out a tire, blinding an opponent, etc.
Surprise
- Optional Perception Test (to hear footsteps, to be alerted in some way) If successful, +3 on Surprise Test
- All participants roll Reaction + Intuition. The surprised character must exceed the other character's score in order to act against him in the first initiative pass.
- Ambush: +6 modifier on Surprise Initiative Test.