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Gbor Bobula (order #11798781)

COMBAT TURN SEQUENCE SKILLS AND LINKED ATTRIBUTES TABLE


1. All dice pools refresh
2. Determine Initiative (Reaction + Initiative Dice) PHYSICAL ATTRIBUTES MENTAL ATTRIBUTES Willpower
3. Characters take actions in their Combat Phase Body Intelligence
(characters act in order of highest Initiative to lowest) Conjuring*
A. Declare actions Athletics Aura Reading
B. Resolve actions Sorcery*
C. Declare and resolve actions of remaining characters Diving Demolitions
D. Calculate the next Initiative Pass (by subtracting 10 SPECIAL ATTRIBUTES
from each Initiative Score) Strength Gunnery Reaction
4. Begin new Combat Turn Launch Weapons
Edged Weapons Bike
RESOLVING RANGED COMBAT Clubs Computer
(Occurs at Step 3B of the Combat Turn) Pole Arms/Staffs Electronics Car
1. Determine Range (TN based on Weapon Range Table)
2. Apply Situational Target Modifiers (Situation Modifiers Cyber-Implant Combat Biotech Hovercraft
Table) Unarmed Combat
3. Make Attackers Success Test (Skill + Combat Pool Build/Repair Motorboat
against TN) Throwing Weapons Ship
4. Resolve Dodge Test (Combat Pool against TN 4 plus Knowledge Skills
modifiers; if defenders successes exceed attackers, the Projectile Weapons Sailboat
attack misses). Language Skills
5. Resolve Targets Damage Resistance Test (Body + Heavy Weapons Winged Aircraft
Combat Pool against TN of Weapons Power Armor) Charisma Rotor Aircraft
6. Determine the Outcome (Net successes stage weapon Underwater Combat Vector Thrust Aircraft
damage) Etiquette Lighter-Than-Air
7. Apply Damage Quickness Aircraft
(Return to Step 3C of Combat Turn) Instruction
Pistols Submarine
RESOLVING MELEE/ASTRAL COMBAT Submachine Guns Interrogation
(Occurs at Step 3B of the Combat Turn) Rifles Intimidation * Sorcery and Conjuring
1. Make Attackers Success Test (Skill + Combat Pool Assault Rifles have no default. You
against TN 4) Shotguns Leadership cannot perform these
2. Make Defenders Success Test (Skill + Combat Pool actions without the
against TN 4) Laser Weapons Negotiation actual skill.
3. Compare Successes (Net successes does damage, tie
goes to attacker) Whips
4. Determine Damage (Winner does damage per net
successes; over D damage 2 successes increase Stealth
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 WEAPON RANGE TABLE


1. Determine starting distance and speeds (first Combat
Turn only) Target Number 4 5 6 9
2. Begin Combat Turn ( Steps 3, 4 and 5 take place before Short Medium Long Extreme
Initiative is rolled) Firearms Range in Meters
3. Determine Vehicle, Terrain and Speed Points for each Hold-out Pistol 05 615 1630 3150
vehicle Light Pistol 05 615 1630 3150
4. Allocate Control Pool dice Heavy Pistol 05 620 2140 4160
5. Determine Driver Points and calculate the final vehicle SMG 010 1140 4180 81150
Maneuver Scores for the Combat Turn Taser 05 610 1112 1315
6. Begin standard Combat Turn Sequence at Step 2 Shotgun 010 1120 2150 51100
7. Determine changes in speed, distance or terrain for the Sporting Rifle 0100 101250 251500 501750
start of the next Combat Turn (end of Combat Turn Only) Sniper Rifle 0150 151300 301700 7011,000
Assault Rifle 050 51150 151350 351550
RESOLVING SPELLCASTING Heavy Weapons
(Occurs at Step 3B of the Combat Turn) Light Machine Guns 075 76200 201400 401800
1. Preparation (choose spell, Force, pool dice, targets, etc.) Medium Machine Gun 080 81250 251750 7511,200
2. Sorcery Test (Sorcery + Spell Pool, TN determined by Heavy Machine Gun 080 81250 251800 8011,500
spell) Assault Cannon 0100 101300 301900 9012,400
3. Spell Resistance Test (Target Attribute against Spell Grenade Launcher *550 51100 101150 151300
Force) Missile Launcher *20150 151450 4511,200 1,2013,000
4. Spell Effect (net successes determines spells outcome; Impact Projectiles
tie goes to target) Bow 0STR To STR x 10 To STR x 30 To STR x 60
5. Drain Resistance Test (Willpower + Spell Pool against Light Crossbow 0STR x 2 To STR x 8 To STR x 20 To STR x 40
the spells Drain Code) Medium Crossbow 0STR x 3 To STR x 12 To STR x 30 To STR x 50
(Return to Step 3C of Combat Turn) Heavy Crossbow 0STR x 5 To STR x 15 To STR x 40 To STR x 60
Thrown Knife 0STR To STR x 2 To STR x 3 To STR x 5
Shuriken 0STR To STR x 2 To STR x 5 To STR x 7

Gbor Bobula (order #11798781)


RANGED COMBAT MODIFIERS TABLE PERCEPTION TEST MODIFIERS TABLE

Situation Modifier Situation Modifier


Recoil, semi-automatic +1 for second shot that Combat Phase Perceiver is distracted +2
Recoil, burst-fire +3 per burst that Combat Phase Sight
Recoil, full-auto +1 per round fired that Combat Phase Very small object +6
Recoil, heavy weapon 2 x uncompensated recoil Object partially hidden +2
Blind fire +8 Object brightly colored 2
Partial cover +4 Action very obvious 4
Visibility impaired See Visibility Table Action not obvious +4
Multiple targets +2 per additional target that Combat Phase Visibility See Visibility Table
Target running +2 Sound Modifier
Target stationary 1 Single gunshot 2
Attacker in melee combat +2 per opponent Silenced single gunshot 0
Attacker running +4 Burst fire 4
Attacker running (difficult ground) +6 Sound-suppressed burst fire 2
Attacker walking +1 Full autofire 6
Attacker walking (difficult ground) +2 Sound-suppressed autofire 4
Attacker wounded See Damage Modifiers Table, p. 126. Grenade blast 8
Smartlink (with smartgun) 2 A persons yell 2
Smart goggles (with smartgun) 1 Sound is rooms away +2
Laser sight 1 Sound is on same floor +4
Using a second firearm +2 Sound is floors away +6
Aimed shot 1 per Simple Action Perceiver has active sound enhancements Rating, or 2
Called shot +4 Smell
Image magnification Special Odor obvious 4
Recoil compensation Reduces recoil modifier Other odors present +2
Gyro stabilization Reduces recoil or movement modifier Touch
Temperature extreme (hot or cold) 4
Perceiver wearing gloves +2
Taste
Taste obvious 4
Perceiver has a cold +2
MELEE MODIFIERS TABLE

Situation Modifiers PERCEPTION SUCCESS TABLE


Called Shot +4
Character has friends in the melee 1/Friend (max 4) Successes Result
Opponent has friends in the melee +1/Friend (max +4) 1 Something is there.
2 Something is definitely there, and the perceiver
Visibility impaired See Visibility Table
suspects what general type of thing it is.
Character is wounded Damage Modifier (see p. 126) 3 The perceiver knows what type of thing it is and
Characters weapon has longer Reach* 1/point longer suspects its exact nature.
Characters weapon has inferior Reach* +1/point shorter 4+ The perceiver knows what it is, but has no specifics
Character attacking multiple targets +2/target without further information or examination.
Character has superior position 1
Opponent prone 2 VISIBILITY TABLE
*Only one of these modifiers may be applied, either to the attacker or Type of Vision
defender. See Reach, p. 120. Condition Normal Low-Light Thermographic
Full Darkness +8 +8/+8 +4/+2
Minimal Light +6 +4/+2 +4/+2
Partial Light +2 +1/0 +2/+1
DEFAULT TABLE Glare +2 +4/+2 +4/+2
Mist +2 +2/0 0
Light Smoke/Fog/Rain +4 +4/+2 0
Default To: Target # Modifier Dice Pool
Heavy Smoke/Fog/Rain +6 +6/+4 +1/0
Specialization +3 = to 1/2 specializations base skill
Thermal Smoke +4 +4 +8/+6
Skill +2 = to 1/2 base skill being used
Attribute +4 No pool dice allowed
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 trade-
marks 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)
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Gbor Bobula (order #11798781)


CYBERCOMBAT TARGET NUMBERS TABLE ASSENSING TABLE

Host Target Number to Hit Target Number to Hit Successes Information Gained
Security Code Intruding Icon Legitimate Icon 0 None.
Blue 6 3 12 The general state of the subjects health
Green 5 4 (healthy, injured, ill, etc.) along with the
Orange 4 5 presence or absence of cyberware implants.
Red 3 6 The subjects general emotional state or impres-
sion (happy, sad, angry).
The class of a magical subject (fire elemental,
IC DAMAGE TABLE manipulation spell, power focus, and so on).
Whether the subject is mundane or Awakened.
Host Security Code IC Damage Level If you have seen the subjects aura before, you
Blue Moderate will recognize it, regardless of physical disguises
Green Moderate or alterations.
Orange Serious 34 All of the above plus:
Red Serious Whether the subjects Essence and Magic
Attribute are higher, lower or equal to your own.
The general location of any implants.
IC INITIATIVE TABLE A general diagnosis for any maladies (diseases or
toxins) the subject suffers from.
Host Security Code Initiative The subjects exact emotional state or impression.
Blue 1D6 + IC Rating Whether the subjects Force is higher, lower or
Green 2D6 + IC Rating equal to your Magic Attribute.
Orange 3D6 + IC Rating Any astral signatures present on the subject.
Red 4D6 + IC Rating 5+ 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.
DRIVING TEST MODIFIERS TABLE
The general cause of any emotional impression (a
murder, a riot, a religious ceremony, and so on).
Condition Target Number Modifier The general cause of any astral signature (combat
Unfamiliar Vehicle +1 spell, hearth spirit, and so on).
Non-Stressful Situation 1
Stressful Situation Gamemaster discretion
Large Vehicle of Type +2 OBJECT RESISTANCE TABLE
Very Large Vehicle of Type +3
Weather Conditions Category Target Number
Bad +2 Natural Objects
Terrible +4 (Trees, Soil, Unprocessed Water) 3
Terrain Manufactured Low-Tech Objects and Materials
Open 1 (Brick, Leather, Simple Plastics) 5
Normal 0 Manufactured High-Tech Objects and Materials
Restricted +1 (Advanced Plastics, Alloys, Electronic Equipment) 8
Tight +3 Highly Processed Objects
Action Performed During Combat +2 (Computers, Complex Toxic Wastes) 10+
Non-Rigger Driving Using Datajack 1
Rigger in Control VCR Rating ASTRAL DAMAGE CODES

Attack Type Damage Code


Unarmed Attack (Charisma)M
Armed Attack (Charisma) + Weapon Focus Damage
FLUX RANGE TABLE (see Weapon Foci, p. 191)
Dual Being (Strength)M or by type
Flux Rating Range Flux Rating Range Spirit, Focus or Barrier (Force)M
0 250 meters 6 12 km
1 1 km 7 16 km
2 2 km 8 20 km
3 4 km 9 25 km
4 6 km 10+ (2 x Flux) + 10 km
5 9 km SITUATIONAL RANGE MODIFIERS TABLE

Condition Modifier
FLUX RATING TABLE High elevation +4
Device Flux Rating ECCM in use Rating of transmitter/2
Remote-control deck 2 Electrical storm 2
Sensors and ECM Device Rating x Encryption in use 0.5
1.5 (round up) Humid air 0.5
Other electronic transmitters (such as radios) Device Rating Urban environment 1
Cyberware 0

Gbor Bobula (order #11798781)

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