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Interrupt Action Interrupt Action

Name Effect Reference Name Effect Reference


Protecting the
Block Add Unarmed [Phys] to Defense Pool VS
CBR p. 168
Intercept attack within 2 meters. Soak
RG p. 125
Ini Cost: 5 Melee for 1 Phase Principle Roll only
Ini Cost: 5 & 1 Edge
Counterspelling+Magic [Ment} VS
Counterstrike Instead of Defense test roll Reflect Spell Spellcasting. Success returns Spell at
Ini Cost: 7 Unarmed+Rea [Phys] VS Melee. RG p. 124 Ini Cost: 7 1/2 Force, but only affects original SG p. 151
(Requires Martial Arts) Success allows attack. (Requires Reflection) caster. Failure equals no Defense.
Suffers Drain as if casting Spell.
Counterstrike Add Unarmed [Phys] to Defense Pool VS Reflection, Counterspelling+Magic [Ment} VS
Ini Cost: 5 Melee for 1 Phase. If successful next
SG p. 170 Greater Spellcasting. Success returns Spell at
SG p. 151
(Requires Adept attack receives bonus equal to Level and Ini Cost: 10 & 1 Edge full Force. Failure equals no Defense.
Power) Block Net Hits. (Requires Reflection) Suffers Drain as if casting Spell.
Deflect Spell Counterspelling+Magic [Ment} VS Reversal Unarmed test [Phys] VS
Ini Cost: 5 & 1 Edge Spellcasting. Success adds Scatter dice. SG p. 151 Ini Cost: 7 Clinch/Subdoing to reverse roles RG p. 124
(Requires Reflection) Failure equals no Defense against spell. (Requires Martial Arts)
Agility (2) test to pick up/catch grenade
Dive for Cover Avoid Suppresion test by going prone
RG p. 124 Right Back at Ya! within movement range. Success allows RG p. 124
Ini Cost: 5 behind cover within 4 meters. Ini Cost: 10 Throwing -2 attack
Dive on the If movement allows intercept AOE attack
Riposte Instead of Defense test roll
Grenade and absorp the blast
RG p. 125 Ini Cost: 7 (Weapon)+Rea [Phys] VS Melee. RG p. 124
Ini Cost: 5 (Requires Martial Arts Success allows attack
Riposte Add (Weapon) [Phys] to Defense Pool
Dodge Add Gymnastics [Phys] to Defense Pool
CBR p. 168 Ini Cost: 5 VS Melee for 1 Phase. If successful next
SG p. 174
Ini Cost: 5 VS Melee and Ram for 1 Phase (Requires Adept attack receives bonus equal to Level and
Power) Block Net Hits.
Hit the Dirt Run For Your Life! Move away from AOE attack
Drop Prone to avoid Suppresion test CBR p. 168 RG p. 125
Ini Cost: 5 Ini Cost: 5
Intercept Allows Melee attack against passing Sacrifice Throw Add Body+Str to Unarmed VS Target's
Ini Cost: 5 Target CBR p. 168 Ini Cost: 10 Physical to avoid Melee, go Prone and RG p. 125
(Requires Martial Arts) throw Target.
Full Defense
Add Will* to Defense Pool for the Entire Shadow Block Gymnastics test [Phys] to cancel out
Ini Cost: 10
Turn CBR p. 168 Ini Cost: 5 Target`s Dodge and Evade actions RG p. 125
(*Note: Qualities can change used stat) (Requires Martial Arts)
Parry Add (Weapon) [Phys] to Defense Pool Throw Person If Blocked successfully, Unarmed attack
Ini Cost: 5 VS Melee for 1 Phase CBR p. 168 Ini Cost: 10 Target if Str+Net Hits exceeds Target's RG p. 123
(Requires Martial Arts) Physical
Unarmed attack to push Target in
Push direction desired in enters reach. No RG p. 123
Ini Cost: 5 damage

Free Actions Free Actions


Name Effect Reference Name Effect Reference
Combine with other actions to attack
Call a Shot Prepare a Called Shot CBR p. 163 Multiple Attacks multiple targets
CBR p. 164
Activate/Deactivate Cyberware or DNI
Change Linked linked device, or change settings.
Pre-Emptive Allows character to extend Block bonus
CBR p. 163 Block RG p. 122
Device Mode Includes changing Firing Modes and to an entire Turn
Chokes on Smartlinked Weapons Ini Cost: 5

Drop a single item. Spend a Simple


Pre-Emptive Allows character to extend Dodge bonus
Drop an Object action to drop two CBR p. 163 Dodge to an entire Turn
RG p. 122
Ini Cost: 5
Drop Prone or Pre-Emptive Allows character to extend Parry bonus
Change position unless Surprised CBR p. 164 to an entire Turn RG p. 122
Kneel Parry
Eject Smartgun Eject clip on Smartlinked weapon via Extends movement and allows Melee
mental command CBR p. 164 Run Charge attacks CBR p. 164
Clip
Speak / Text / Speak a one sentence phrase, send
Gesture A simple and quick command gesture. CBR p. 164 short message via DNI devices CBR p. 164
Transmit Phrase
Simple Actions Simple Actions
Name Effect Reference Name Effect Reference
Activate Focus Unarmed attack to push Target in
(Magic )
Activates a single bound Focus CBR p. 164 Push
direction desired. No damage
RG p. 123
(Weapon)+Rea [Phys] (3) test to draw and
Call Spirit (Magic ) Call a summoned Spirit CBR p. 164 Quick Draw
fire weapon in a single action.
CBR p. 165
Change setting on device via wired or Draw weapon from holster or scabbard, or
Change Device Mode
wireless connection
CBR p. 164 Ready Weapon
nock an arrow
CBR p. 165
Change Firing Modes and Chokes on non- Reckless
Change Gun Mode
Smartlinked weapons
CBR p. 165 Spellcasting
Cast spells quickly but suffer +3 to Drain CBR p. 165
Clinch Gymnastics+Agi [Phys] VS Rea+Int to (Magic )
Remove clip from non-linked readied
(Requires Martial turn Reach bonuses into penalties and RG p. 119 Remove Clip
weapon
CBR p. 166
Arts) gain Superior position
Command Spirit Shift Perception
(Magic )
Issue Command to summoned Spirit CBR p. 165 (Magic )
Allows characters to gaze into Astral Spac CBR p. 166
Make a running undamaging Unarmed
Dismiss Spirit
(Magic )
Release control of summoned spirit CBR p. 165 Shove attack to shove Target meters equal to RG p. 123
(Str+Net hits exceeding Target's Physical)
Allows knocked down or prone character
Fire Bow Fire a loaded bow CBR p. 165 Stand Up to stand up. Requires passing a Body+Will CBR p. 166
(2) test if wounded
Take aim with weapon. Each action spent
Fire Weapon in SS, Weapons in SS and SA fire 1 rnd, BF fires Take Aim
SA, BF ,or FA mode 3 rnds, FA fires 6 rnds
CBR p. 165 (Continuous)
increases either Dice Pool or Accuracy by CBR p. 166
1 up to (Will/2)
Iaijutsu (Weapon)+Rea [Phys] (3) test to draw
Allows unsuprised character to receive
(Requires Martial weapon. If succesful Melee becomes a RG p. 122 Take Cover
cover bonuses
CBR p. 166
Arts) Simple action.
Throw Person If Subdue or Clinch was successful,
Insert Clip Insert fresh clip into empty weapon CBR p. 165 (Requires Martial Unarmed attack Target if Str+Net Hits RG p. 123
Arts) exceeds Target's Physical
Kip-Up If prone Gymnastics+Agi [Phys] (3) to
(Requires Martial stand. If succesful Melee attack becomes RG p. 122 Throw Weapon Throw readied weapons CBR p. 166
Arts) a Simple action
Perception test to receive more Includes physically pressing a button or
Observe in Detail
information
CBR p. 165 Use Simple Device
AR icon.
CBR p. 166
Pick up or Put Down Either Pick up or gently put down item on
Object the ground
CBR p. 165
Complex Actions Complex Actions
Name Effect Reference Name Effect Reference
Aimed Burst Fires 3 rnds for +1 Damage. No Defense Half Sword Melee attack AP improved by 2. Suffer -2
(BF attack) Pool penalties
RG p. 119 (Requires Martial and no block or parry if attack misses.
RG p. 121
Ballestra Arts)
Haymaker
Cannot use interrupts. Suffer -1 Defense Grants opponent +2 to Defense Pool to
(Blades/Clubs only)
Pool to receive +1 reach
RG p. 119 (Requires Martial
receive +1 Damage.
RG p. 121
(Requires Martial Arts)
Arts)
Brain Blaster Fires 6 rnds for +2 Damage. No Defense Herding Non-Damaging attack to move Target into
(FA attack) Pool penalties
RG p. 119 (Requires Martial dangerous area.
RG p. 121
Astral Projection Leaves body behind to travel on the astral Arts)
(Magic ) plane
CBR p. 167 Load and Fire Bow Nock and fire an arrow. CBR p. 167
Banish+Magic [Ment] VS Force of Spirit
Banish Spirit
(Magic )
(+summoner's magic if bound). Suffer drain CBR p. 167 Matrix Action See Matrix table for clarification (p. 164) CBR p. 167
equal to twice Spirit's hits
Cast Spell Spellcasting+Magic [Force] to cast spell. Includes Unarmed and Martial Arts
(Magic ) Drain depends on spell
CBR p. 167 Melee Attack
Maneuvers
CBR p. 167
Fires 2 rnds for +1 Damage. No Defense Pouncing Dragon Melee +2 Damage attack if opponent is
Double-Tap
Pool penalties
RG p. 120 (Requires Martial prone, below user or user has Superior RG p. 122
Fire 20 rnds to create 5 meter Arts) Position
Win Con+Cha [Social] VS Con+Cha
Enhanced
Suppression
suppression zone. Only Lucky Cover can RG p. 120 Playing Possum [Social] OR Performance+Cha [Social} VS RG p. 122
avoid penalties Cha+Will contest to effectively play dead.
Unarmed+Str [Phys] to escape Clinch or (Melee Skill)+Int [Ment] (3) to gain +3 Dice
Escape Subdue attack. Threshold = Opponent's CBR p. 195 Reading the Defense Pool. Failures suffer -1 (-3 if glitches) to RG p. 123
net hits Defense Pool
Gymnastics+Agi [Phys] to move past
Evade opponent. Except Shadow Block, no CBR. 194 Reload Firearm Reload weapon that doesn’t use clips CBR p. 167
interception allowed
Finishing Move (Costs 10 ini and 1 edge) Make normal
Take direct control of owned Vehicle or
(Requires Martial Melee attack, if successful make an RG p. 120 Rigger Jump In
Drone
CBR p. 167
Arts) additional +2 attack.
Running Shove attack except Target is
Fire FA Weapon Fire a single 10 rnd FA burst CBR p. 167 Sacrifice Move moved (Str+Body+Net Hits exceeding RG p. 123
Physical). Both become prone
Fire a single 6 rnd BF burst or 3 rnd SA Running+Str [Phys] to increase movement
Fire Long BF
burst
CBR p. 167 Sprint
distance
CBR p. 167
Non-damaging immobilizing Unarmed
Fire SA burst Fire a single 3 rnd SA burst CBR p. 167 Subduing
attack if Str+Net hits exceeds Target's CBR p. 195
Fire Mounted or Fire a readied weapon, either physically or Physical.
Summoning+Magic [Force] VS twice Spirit
Vehicle Weapon by remote
CBR p. 167 Summoning (Magic )
Force. Suffer drain equal to twice Spirit's CBR p. 167
hits
Fire 20 rnds to create 10 meter wide
Flechette Creates wide suppressive zone based on
Suppressive Fire Choke. Lucky Cover to avoid penalties.
RG p. 121 Suppression suppression zone. Can Drop Prone to CBR p. 179
avoid penalties
Flying Kick Unarmed +1 Reach and +1 Dice Pool Touch-Only Melee Non-Damaging +2 Melee attack.
(Requires Martial attack. Suffer -1 Defense Pool if misses
RG p. 121 Attack Shock Gloves and Stun Batons use this
CBR p. 187
Arts)Offense
Full (Costs 5 initiative) +2 Melee Attack but
(Requires Martial cannot use Defensive Interrupts
RG p. 121 Use Skill Use an appropriate skill CBR p. 167
Arts)
Matrix & Resonance Actions - 1
Attack
Name Type Marks Test Description Reference

Cybercombat + Logic vs. Place a mark on target, may cause 1 DV per 2 net hits to target.
Brute Force Complex None CRB p. 238
Willpower + Firewall Failure causes damage. Or change grid illegally (see CRB p. 238)

Hacking + Logic vs.


Crack File Complex 1 Attempt to remove protection from a file if present CRB p. 238
(Protection Rating x2)

Cybercombat + Logic vs.


Crash Program Complex 1 Attempt to crash specific program or IC CRB p. 238
Intuition + Firewall

Cybercombat + Logic vs. Deal Matrix Damage equal to (Attack + net hits + marks
Data Spike Complex None CRB p. 239
Intuition + Firewall x2)

Cybercombat + Logic vs.


Erase Mark Complex Special Attempt to Erase marks either on a target or self CRB p. 239
Willpower + Firewall

Jam Signals Complex Owner Electronic Warfare + Logic Increases Noise within 100 meters of device. CRB p. 240

Sleaze
Name Type Marks Test Description Reference

Electronic Warfare + Gain knowledge of Overwatch Score from before test was
Check Overwatch Score Simple None CRB p. 238
Logic vs. 6 dice made.

Electronic Warfare + Logic


Control Device Variable Varies Perform action on Target Device(s) CRB p. 238
vs. Intuition + Firewall

Computer + Logic vs. Removes all programming from Target Device from next
Format Device Complex 3 CRB p. 239
Willpower + Firewall reboot

Software + Logic vs. Change a single command into something else, such as
Garbage In/Garbage Out Complex 3 DT p. 179
Logic + Firewall “fire weapon” to “turn safety on”

Hacking + Logic vs. Stealthily place mark on target. Failure alerts target
Hack on the Fly Complex None CRB p. 240
Intuition + Firewall and marks you. Or change grid illegally (see CRB p. 240)

Electronic Warfare + Intuition vs.


Hide Complex Owner Hide oneself. Cannot hide if marked CRB p. 240
Intuition + Data Processing

Software + Logic vs. Trapped file possibly to destroy. Tripped Bomb cause
Set Data Bomb Complex 1 CRB p. 242
(Device Rating x2) (Rating)d6 Matrix Damage

Electronic Warfare +
Snoop Complex 1 Intercept and read data stream from target device. CRB p. 242
Intuition vs. Logic + Firewall

Hacking + Intuition vs. Send a command to target device. Note: Mark needed on
Spoof Command Complex 1 CRB p. 242
Logic + Firewall Command Issuer not target device.

Firewall
Name Type Marks Test Description Reference

Software + Intuition vs. Attempt to disarm Data Bomb. If test is failed bomb
Disarm Data Bomb Complex None CRB p. 239
(Data Bomb Rating x2) deals (Rating)d6

Full Matrix Defense Interrupt Owner None Add Willpower to Matrix Defense Tests (Ini -10) CRB p. 239

Hardware + Willpower Logoff the Matrix. Test only needed if Linklocked. Suffer
Jack Out Simple Owner CRB p. 240
vs. Logic + Attack Dumpshock if running in VR.

Reference: CRB: Core Rulebook, DT: Data Trails


Matrix & Resonance Actions - 2

Data Processing
Name Type Marks Test Description Reference

Change Icon Simple None None Change own or target’s icon. CRB p. 238

Control Device Variable Varies (As action) Perform action on Target Device(s) CRB p. 238

Computer + Logic vs. Either attempt to edit contents of a file or set protection
Edit File Complex 1 CRB p. 239
Intuition + Firewall (protection equals to hits)

Enter/Exit Host Complex 1 None Enter a marked host CRB p. 239

Grid Hop Complex None None Change Grid legally CRB p. 239

Invite Mark Complex Owner None Allow uncontested marking of oneself. CRB p. 240

Electronic Warfare + Logic Jump into device if requirements met. Marks nor test
Jump Into Rigged Device Complex 3 CRB p. 241
vs. Willpower + Firewall needed if owner or invited

Computer + Intuition (vs. Assence the Matrix. Defense test only needed against
Matrix Perception Complex None CRB p. 241
Logic + Sleaze) Silent Running devices.

Matrix Search Special N/A Computer + Intuition Search the Matrix or host for information or files CRB p. 241

Computer Logic vs.


Reboot Device Complex 3 Force target device to reboot CRB p. 242
Willpower + Firewall

N/A Send short message, audio or video. Mark needed if


Send Message Complex None CRB p. 242
(or 1) device is not owned

Switch Interface Mode Complex Owner None Change user mode between AR and VR CRB p. 243

Computer + Intuition vs.


Trace Icon Complex 2 Attempt to obtain physical location of device CRB p. 243
Willpower + Sleaze

Computer + Intuition
Trackback Special Owner Trace a mark back to the original device. Grids only DT p. 179
(Special, 30 minutes)

Resonance
Name Type Test Description Reference

Call/Dismiss Sprite Simple None Call or Dismiss a previously Compiled Sprite. CRB p. 250

Command Sprite Simple None Give Sprite a command in exchange for a task CRB p. 250

Compiling + Resonance [Level] vs. Compile a Sprite into existence and suffer Fading
Compile Sprite Complex CRB p. 250
Sprite Level equal to (Sprite hits x2)

Decompiling + Resonance [Level] vs. Attempt to decompile Sprite and suffer Fading equal
Decompile Sprite Complex CRB p. 250
Sprite Level (+ compiler’s Resonance) to (Sprite hits x2)

Computer + Resonance [Attack] vs. Attempt to Erase a Matrix Signature. Increases


Erase Matrix Signature Complex CRB p. 239
(Signature Rating x2) Overwatch

Software + Resonance [Level] vs. Attempt to destroy a Complex Form and suffer
Kill Complex Form Complex CRB p. 250
Complex Form Level + Resonance Fading as if having Threaded the Form

Registering + Resonance [Level] vs. Increases lifespan of Sprite.


Register Sprite Complex CRB p. 250
(Sprite Level X2) Fading equal to (Sprite hits x2)

Software + Resonance [Level] vs.


Thread Complex Form Complex Thread a Complex Form CRB p. 250
(as per Complex Form)

Reference: CRB: Core Rulebook, DT: Data Trails


Called Shots
Blast out of Knock an item out of target's hands. Item lands (net hits) metres away.
Hands

Break Weapon resists as heavy material barrier. If damage comes through, Melee only,
Weapon EITHER reduce accuracy by 1 (down to 3) OR reduce reach by 1 (down to requires Martial Art
0).

Dirty Trick Target suffers -4 modifier on his next action. requires 1 net hit

Disarm Unarmed Attack: Unarmed only,


if STR+net hits > target's physical limit, you snatch the weapon away; requires Martial Art
if STR+net hits <= target's physical limit, target suffers -[net hits] on
using the weapon;
if the attack is unsuccessful, target gains +2 on using the weapon for
that Action Phase

Etanglement Whip Attack: specified exotic weapons only


target can't move further than the weapon's range,
target's AGI suffers -[net hits] for this Action Phase,
if AGI=0, target can only attempt to break free: Escape Artist (current
AGI penalty)

Feint Net hits become penalty on next defense test. Only the one most recent Melee only,
feint counts. requires Martial Art

Harder Knock Change Stun to Physical damage.

Knock Down Knock target prone if STR+net hits>target's physical limit. Causes no Melee only
damage. Attacker may choose to fall prone too.

Pin If DV>Armor (of clothing only!), target's clothing and flesh are pinned to Archery/Throwing weapons
wall/floor/etc. Target takes -2 to all Defense Tests. only,
Break Free: BOD+STR (Pin net hits) [Physical] Simple Action OR Free requires Martial Art
Action. On a Free Action, target takes (Pin net hits)P damage, unresisted.
Failed Break Free Action: add (treshold-hits) to the Free Action Damage.

Reverse Gain superior position in grapple/clinch/etc. Unarmed only,


requires Martial Art

Shake Up Target loses 5 Initiative Score. If Initiative Sore drops below 0, target
loses his last Action Phase for this Initiative Pass. Grazing hit: only effect;
>=1 net hit: effect + normal damage.

Specific Effects depending on specific target on opponent's body. Dice Penalty depending on
Target specific target on opponent's
body

Splitting the Split damage between Physical and Stun. Target's modified armour>0
Damage

Trick Shot Hits become positive dice modifier for Intimidation.

Vitals +2 DV
Ammo-Specific Called Shots
Name Ammo Description Effect Modifier DV Limit

Bellringer Gel Hit the head for a Stunned (-10 Ini) -8 4


concussion.

Bullseye APDS Hit the same spot on AP x #Bullets -4 -


Double- armour to increase AP. (max. x3)
Tap/Burst

Down the Capsule Shoot right down the Toxin Power +2, -8 2
Gullet target's throat. optional: increased secondary effects

Extreme Assault Shoot, like, super Composure (net hits) Test or -10 Ini -4 0
Intimidatio Cannon intimidatingly, I guess?
n

Finger Explosive, Blast out of Hands with Soak base weapon damage with BOD, -4 2
Popper Gel, Gyrojet damage cap at 2 DV,
Plus, Hollow object thrown an extra meter
Point

Flame On! Tracer Ignite flammable Ignite flammable material -6 1


material

Flash Blind Flare Shoot a flare at the -8 on target's next Action Phase, -6 2
target to blind them no vision-based Perception for 30
briefly seconds (10 Combat Rounds)

Here's Explosive, Blind target with blood Enhanced Dirty Trick (-5 on next -4 0
Muck in Frangible, from the same action)
Your Eye! Gyrojet Plus, Gunshot wound
Hollow Point

Hit 'em Injection Dart Hit a jugular vein to Toxin Power +2, Speed +1 Category -6 1
Where it increase Toxin Power
Counts

Light 'em Flare, Gyrojet Ignite flammable Ignite flammable material -10 1
Up material

More Muck EX-Explosive Blind target with Enhanced Dirty Trick (-6 on next -4 0
explosions! action)

Nasty Flechette Blast out of Hands with Soak base weapon damage with BOD -4 2
Finger Prick damage

On Pins and Flechette Put flechette needles 1 square meter per shot covered, -4 0
Needles in the ground around 1/2 Movement on covered area,
the target if barefoot: 3P resisted with BOD

Ricochet HI-C, Gyrojet Bounce the bullet off Composure (2) Test or -1 on next -6 -
Shot anything with armor of Action Phase for being shaken
at least 6

Shake, Ex-Explosive Immobilise the target -8 Ini -4 0


Rattle, and
Boom!
Shake, Explosive, Throw target off -6 Ini -4 0
Rattle, and Gyrojet Plus balance
Pop!

Shredded Flechette Rip a large raw wound 1P bleeding damage for every action -4 10
Flesh until a) successful First Aid + LOG (4)
test, or b) Heal spell heals at least 1
box

Spinner Gel, Gyrojet Hit the shoulder to -4 for next Action Phase -4 2
spin the target around
and throw them off
balance

Tag! Gyrojet Embed bullet in Embed bullet in target's armor -4 0


Tracker, target's armor
Tracker

That Hit the AV, Gyrojet Hit a specific target on Eye: blinded, varies varies
Spot Taser, the target's body Ear: deafened,
Stick'n'Shock, Arm/Hand: Drop Item,
Taser Dart Leg/Foot: Agility (2) or fall prone

Through APDS, Gauss Shoot through the -(Armor 1 (front)


and Rifle hostage and into the + BOD/2) - (rear)
Through target
and Into

Troll Finger Ex-Explosive Blast out of Hands with Soak base weapon damage with BOD, -4 3
Popper damage cap at 3 DV,
object thrown 2 extra meters

Up the Ante Assault Hit specific target, but Doubles DV Limit of Called Shots to varies varies
Cannon, AV, harder! specific location
AV Assault
Cannon

Warning Injection Dart Warn the target Composure (4) or show compliance -6 1
Shot instead of actually with the attacker
hitting it?

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