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COMBAT SEQUENCE COMBAT TURN SEQUENCE Skills and Linked Attributes Difficulty Table Weapon Range Table Ranged

Skills and Linked Attributes Difficulty Table Weapon Range Table Ranged Combat Modifiers Table Scatter diagram Melee Weapons Table
1. Declare Attack 1. Roll Initiative Physical Attributes Strength Data Search Difficulty Threshold Dice Pool Modifier: +0 –1 –2 –3 Situation Dice Pool Modifier Blades Reach Damage Value AP
2. Apply Situational Modifiers Initiative Score = Initiative attribute + hits Climbing Demolitions Easy 1 Range in Meters Attacker running –2 Combat Axe 2 (STR/2 + 4)P –1
Agility Running Electronic Warfare Average 2
3. Make the Opposed Test 2. Begin First Initiative Pass Short Medium Long Extreme Attacker in melee combat –3 Forearm Snap-Blades — (STR/2 + 2)P —
Archery Swimming First Aid Hard 3
A. Attacker rolls attribute + skill +/– modifiers Charactersact in turn from highest Initiative Score Pistols Attacker in a moving vehicle –3 Katana 1 (STR/2 + 3)P –1
Automatics Industrial Mechanic
to lowest Extreme 4 Taser 0–5 6–10 11–15 16–20 Target has partial cover –2 Knife — (STR/2 + 1)P —
Attacker Attribute Skill Blades Mental Attributes Hacking
3. Begin Action Phase Hold-out Pistol 0–5 6–15 16–30 31–50 Target has good cover –4 Monofilament Sword 1 (STR/2 + 3)P –1
Astral Willpower/Force Astral Combat/Force Clubs Hardware
A. Declare Actions. Each character may take 1 Charisma Light Pistol 0–5 6–15 16–30 31–50 Target hidden (blind fire) –6 Survival Knife — (STR/2 + 1)P –1
Matrix attack program Cybercombat Escape Artist Medicine Buying Hits
Complex Action or 2 Simple Actions during their Con Heavy Pistol 0–5 6–20 21–40 41–60 Attacker firing from cover –1 Sword 1 (STR/2 + 3)P —
Melee Agility combat skill Exotic Melee Weapon (Specific) Nautical Mechanic Attacker wounded –wound modifiers
Action Phase. Each character also gets 1 Free Etiquette Automatics Clubs
Ranged Agility combat skill Exotic Ranged Weapon (Specific) Professional Knowledge Dice Pool Automatic Hits (see p. 153)
Action to be taken on this phase or during any Instruction Machine Pistol 0–5 6–15 16–30 31–50 Club 1 (STR/2 + 1)P —
Forgery Software 1–3 not possible Attacker using laser sight +1*
B. Defender rolls attribute + skill +/– modifiers (+skill if on full defense) subsequent phase in the Combat Turn. Intimidation SMG 0–10 11–40 41–80 81–150 Scatter Table Extendable Baton 1 (STR/2 + 1)P —
Gunnery 4–7 1 Attacker using smartlinked weapon +2*
B. Resolve Actions. Leadership Willpower Assault Rifle 0–50 51–150 151–350 351–550 Sap — (STR/2 + 1)S —
Defender Attribute Skill Full Defense Gymnastics 8–11 2 Attacker using image magnification eliminates range
4. Declare and Resolve Actions of Remaining Negotiation Astral Combat Longarms Type Scatter Staff 2 (STR/2 + 2)P —
Astral Intuition/Force Astral Combat/Force +Dodge/Force Heavy Weapons 12–15 3 modifiers (see p. 139)
Characters Survival Shotgun (flechette) 0–10 11–25 26–40 41–60 Standard Grenade 1D6 meters – 2 per net hit Stun Baton 1 6S(e)* –half
Matrix Response Firewall +Hacking/rating Infiltration Intuition 16–19 4 Attacker using a second firearm splits dice pool
5. Begin Next Initiative Pass Shotgun (slug) 0–10 11–40 41–80 81–150 Aerodynamic Grenade 2D6 meters – 4 per net hit Cyberware
Melee Reaction combat skill/Unarmed/Dodge +Dodge Locksmith Artisan 20–23 5 Attacker using off-hand weapon –2
Characters who have more than one Initiative Pass Longarms Special Attribute Sporting Rifle 0–100 101–250 251–500 501–750 Grenade Launcher 3D6 meters – 4 per net hit (Blades or Exotic Melee)
Ranged Reaction — +Dodge Assensing 24–27 6 Aimed shot +1 per Simple Action
may go again. Repeat this cycle for characters who get Sniper Rifle 0–150 151–350 351–800 801–1,500 Rocket 2D6 meters – 1 per net hit Hand Blade — (STR/2 + 2)P —
Palming Disguise Magic 28–31 7 Called shot –variable (see Called
C. If attacker achieves more hits, attack succeeds. Ties can be considered a graz- a third or fourth pass as well. Heavy Weapons Missile 2D6 meters – 1 per net hit Hand Razors — (STR/2 + 1)P —
Pistols Interests Knowledge Banishing 32–35 8 Shots, p. 149)
ing hit (see p. 139). Otherwise, attack fails. 6. Begin new Combat Turn Light Machine Guns 0–75 76–200 201–400 401–800 (– Sensor rating) Spur — (STR/2 + 3)P —
Throwing Weapons Language Binding 36–39 9 Multiple targets –2 per additional
Medium/ Airburst 1D6 meters – 1 per net hit Cyberware (Unarmed)
4. Compare Damage to Armor if the attack causes Physical damage Unarmed Combat Navigation Counterspelling target that Action
Heavy Machine Gun 0–80 81–250 251–750 751–1,200 (– Sensor rating) Aluminum Bone Lacing — (STR/2 + 2)P —
A. Attack’s base DV + net hits = Modified Damage Value Perception Ritual Spellcasting Phase
SPELLCASTING BY THE NUMBERS Body Assault Cannon 0–100 101-300 301–750 751–1,500 Plastic Bone Lacing — (STR/2 + 1)P —
B. Armor +/– AP modifier = Modified Armor Value Shadowing Spellcasting Extended Test Tracer rounds with short burst +1
Diving Grenade Launcher *5–50 51–100 101–150 151–500 Titanium Bone Lacing — (STR/2 + 3)P —
C. If the Modified Damage Value does not exceed the Modified Armor Value, dam- Street Knowledge Summoning Tracer rounds with long burst +2
Step 1: Choose a Spell. Parachuting
Tracking
Difficulties Missile Launcher *20–70 71–150 151–450 451–1500 Tracer rounds with full auto +3 Shock Hand — 6S(e)* –half
age is Stun rather than Physical. Ballistic Projectiles Exotic Melee Weapons
Step 2: Choose the Force up to the caster’s Magic attri- Reaction Resonance Recoil, semi-automatic –1 for second shot
Attack Base DV DV modifiers bute (unless overcasting—see p. 172). Logic Compiling Task Time Interval Bow 0–STR To STR x 10 To STR x 30 To STR x 60 Pole Arm 2 (STR/2 + 2)P –2
Dodge that Action Phase Projectile Weapons Table
Astral (Charisma/Force) ÷ 2 net hits Step 3: Choose a Target within the caster’s line of sight. Academic Knowledge Decompiling Fast 1 Combat Turn Light Crossbow 0-6 7-24 25-60 61-120 Recoil, burst –2 (first burst), Monofilament Chainsaw 1 5P –2
Pilot Aerospace
Aeronautics Mechanic Registering Quick 1 Minute Medium Crossbow 0-9 10-36 37-90 91-150 Monofilament Whip 2 8P –4
Astral w/weapon focus
Matrix
by weapon
attack program
net hits
net hits
Step 4: Roll Magic + Spellcasting.
Step 5: Determine Effect (see spell description).
Pilot Aircraft
Pilot Anthroform
Armorer Short 10 Minutes
f i l e
Heavy Crossbow 0-15 16-45 46-120 121-180 Recoil, long burst
–3 (second)
–5 (first burst),
Weapon
Bow
Damage Value AP
(STR Min. +2)P —
Riot Shield — (STR/2)S +2

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Automotive Mechanic Note: You cannot default on Average 30 Minutes Impact Projectiles Taser Armor/Shield — 6S(e)* –half
Melee (armed) by weapon net hits Step 6: Roll Willpower + attribute to resist Drain. –6 (second)

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Pilot Exotic Vehicle (Specific) Italicized skills. Light Crossbow 3P —
Melee (unarmed) Strength ÷ 2 net hits Step 7: Determine Ongoing Effects Computer Long 1 Hour Thrown Knife 0–STR To STR x 2 To STR x 3 To STR x 5 Recoil, full auto –9 Unarmed
Pilot Ground Craft Medium Crossbow 5P —
Ranged by weapon net hits, ammo type, autofire* (–2 sustaining modifier). Cybertechnology Consuming 1 Day Shuriken 0–STR To STR x 2 To STR x 5 To STR x 7 Recoil, heavy weapon 2 x uncompensated Shock Glove — 5S(e)* –half

*autofire does not count when comparing the Modified DV to the Modified Armor
Pilot Watercraft
Cybercombat Exhaustive
Mammoth
1 Week
S
1 Month
Thrown Grenades
Standard
Aerodynamic
0–STR x 2 To STR x 4 To STR x 6 To STR x 10
0–STR x 2 To STR x 4 To STR x 8 To STR x 15
Recoil compensation
recoil
Reduces recoil modi-
fier
Heavy Crossbow
Shuriken
Throwing knife
7P
(STR/2)P
(STR/2 + 1)P
–1


Unarmed
Sample Improvised Weapons
Bottle (unbroken:
— (STR/2)S —

5. Damage Resistance Test


Defender rolls attribute + Modified Armor Value. Each hit reduces the Modified DV Task Difficulty Threshold Gyro stabilization Reduces recoil or Clubs, broken: Blades) — (STR/2)P +1
by 1.
Perception Test Thresholds Easy 4 * See Grenade Launcher Minimum Range, p. 145. movement modifier Chain/Whip (Exotic Melee) 1 (STR/2 + 1)P +1
Random Alert Response
Average 8 Visibility Impaired See Visibility Table Grenade Damage Table Chair (Clubs) 1 (STR/2 + 1)S —
Attack Attribute used Armor used Item/Event Is: Threshold Hard 12 Frying Pan (Clubs) — (STR/2 + 1)S +1
Astral Willpower Mystic Obvious/Large/Loud 1

1D6 Roll Response Extreme 16+ * Note that the bonuses for laser sights and smartlinks are not Metahuman Body
Type Damage Code AP Blast
Matrix System/Willpower Armor/Biofeedback Filter Normal 2 1 Launch Track IC cumulative. Flash-Bang 6S –3 10m Radius (Unarmed Combat) 1 (BOD/2)S +2
Melee Body Impact Obscured/Small/Muffled 3 2 Launch Attack IC Flash-Pak Special — Special Pistol/Rifle Butt (Clubs) — (STR/2 + 1)P —
Ranged Body Ballistic or Impact Hidden/Micro/Silent 4 3 Launch Blackout or Black Hammer IC Melee Modifiers Table Pool Cue
Fragmentation 12P(f ) +2 –1/m
4 Scramble Security Hacker Concealability Table High Explosive 10P –2 –2/m (Clubs, breaks after first hit) 1 (STR/2)S —
6. Apply Damage 5 Terminate Connection Situation Dice Pool Modifier
Gas Chemical — 10m Radius
Each remaining point of DV = 1 box of damage. 6 System Reset/Shutdown Concealability Modifier Examples Friends in the melee +1 per friend (max. +4) *(e) means that the weapon inflicts Electricity damage (see p. 154).
Perception Test Modifiers Character wounded –wound modifier Defense Modifiers Table Smoke — — 10m Radius
–6 RFID tag, bug, slap patch, micro-electronics, micro- Thermal Smoke — — 10m Radius
drone (see p. 153)
Situation Dice Pool Character has longer Reach +1 per point of net Situation Dice Pool Modifier
Modifier Matrix Search Table –4 Hold-out pistol, monowhip, ammo, credstick, chips/
Visibility Modifiers Reach* Defender unaware of attack No defense possible
Perceiver is distracted –2 softs, sequencer/passkey
Character using off-hand weapon –2 Defender wounded –wound modifiers (see p. 153)
Visibility Modifiers Normal Low-Light Thermographic Ultrasound Perceiver is actively looking/listening for it +3 Threshold Difficulty –2 Light pistol, knife, sap, microgrenade, flash-pak, jam- SIGNAL RATING TABLE
Character attacking multiple targets splits dice pool Defender inside a moving vehicle +3
Full Darkness –6 –6 –3 –3 Object/sound not in immediate vicinity –2 2 Easy mer, minidrone
4 Average +0 Heavy pistol, taser, grenade, goggles, commlink Character has superior position +2 Defender has defended against Charisma-Linked Opposed Tests Signal Rating Signal Range
Partial Light –2 0 –2 –1 Object/sound far away –3 Opponent prone +3 previous attacks since last action –1 per additional defense
Glare –1 –1 –1 0 Object/sound stands out in some way +2 8 Hard +2 Machine pistol, medkit, club 0 3m
Attacker making charging attack +2 Defender prone –2 Skill Used Acting Character Rolls: Target Character Rolls:
Light Fog/Mist/Rain/Smoke –2 –1 0 –1 Interfering sight/odor/sound –2 16 Extreme +4 SMG, stun baton, sword 1 40 m
Defender receiving a charge +1 Ranged Attacks only: Con Con + Charisma (Con or Negotiation) + Charisma
Heavy Fog/Mist/Rain/Smoke –4 –2 –2 –2 Perceiver has active enhancements +rating +6 Assault rifle, katana 2 100 m
Visibility impaired S ee Visibility Table Defender running +2 Etiquette Etiquette + Charisma Perception + Charisma
Thermal Smoke –4 –2 –6 –2 Perceiver using virtual reality –6 Interval Search Area 3 400 m
Called shot variable (see Called Defender in melee targeted by ranged attack –3 Intimidation Intimidation + Charisma Intimidation + Willpower
1 Initiative Pass Same device 4 1 km
Availability Interval Shots, p. 149) Attacker firing wide burst –2 Leadership Leadership + Charisma Leadership + Willpower
1 Combat Turn Same network 5 4 km
Movement Rate Table Touch-only attack +2 Attacker firing long wide burst –5 Negotiation Negotiation + Charisma Negotiation + Charisma
1 Minute Entire Matrix Attacker firing full-auto wide burst –9 6 10 km
Item’s Cost Interval 7 40 km
Metatype Walking Rate (m/turn) Running Rate (m/turn) Up to 100¥ 12 hours * You may apply Reach as a –1 dice pool modifier per net point to Attacker firing shotgun on medium spread –2
Humans, Elves, Orks 10 25 Attacker firing shotgun on wide spread –4 8 100 km
101 to 1,000¥ 1 day the opponent instead. 9 400 km
Dwarfs 8 20 Copyright© 2006 WizKids Inc. All Rights Reserved. Shadowrun, Matrix,
1,001 to 10,000¥ 2 days Attacker using area attack weapon (grenade, missile) –2
and WK Games are registered trademarks and/or trademarks of WizKids,
Trolls 15 35 10,001¥+ 1 week
Inc. in the United States and/or other countries.
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A. Declare Actions. Each character may take 1
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Melee Agility combat skill
Action Phase. Each character also gets 1 Free
Ranged Agility combat skill
Action to be taken on this phase or during any
B. Defender rolls attribute + skill +/– modifiers (+skill if on full defense) subsequent phase in the Combat Turn.
B. Resolve Actions.
Defender Attribute Skill Full Defense
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Full Darkness –6 –6 –3 –3 Object/sound not in immediate vicinity –2
Partial Light –2 0 –2 –1 Object/sound far away –3
Glare –1 –1 –1 0 Object/sound stands out in some way +2
Light Fog/Mist/Rain/Smoke –2 –1 0 –1 Interfering sight/odor/sound –2
Heavy Fog/Mist/Rain/Smoke –4 –2 –2 –2 Perceiver has active enhancements +rating
Thermal Smoke –4 –2 –6 –2 Perceiver using virtual reality –6

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Humans, Elves, Orks 10 25
Dwarfs 8 20
Trolls 15 35

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