Shadowrun: Combat Notes

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Revision as of 02:33, 23 November 2010 by Kirkland (talk | contribs) (New page: ===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 Scor...)
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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.