Chapter 6: Combat
This chapter outlines the general rules for personal combat.
Combat aims to be a high-stakes, fast-paced experience that can shift from
deadly firefights to intense close-quarters battles. While the system supports
cinematic heroics, it is also gritty, where mistakes can be lethal, and
overconfidence will be your downfall. Even the most skilled and well-equipped
characters can be felled by a single bad decision or a stroke of misfortune.
Success in combat hinges on combining gunfire with movement,
leveraging melee prowess where applicable, and integrating support from things
such as drones, hacking, or magic. The system encourages strategic planning and
teamwork, rewarding those who think beyond simply "shooting and
moving" to exploit environmental and situational advantages. The most
successful shadowrunners are those who fight only when necessary, and when they
do, they take full advantage of every resource at their disposal.
KISS (Keep It Simple, Stupid): The combat chapter may
seem complex, but it really isn't. What it does is provide a solid framework
for you to imagine and execute combat that is fun and tense—and quick and easy
to resolve. You don’t need to know every little detail. Instead, focus on these
points:
·
You must be Aware of your enemies to fight
effectively (you can’t hit what you can’t see).
·
High Initiative will let you act first; if it’s really
high, it will let you do more in a single turn.
·
Each round, during your turn, you can Move
around, do a Major activity (such as attack or cast a spell), and do a Minor
task (such as pulling out a piece of equipment, using certain Talents, and
more).
·
To attack, you roll 2d10 to see if you hit. If
you do hit the enemy, you roll your damage, and the target’s armor will either
stop the damage entirely—or absorb a percentage of the damage.
·
Cumulative damage will eventually take you out
of the fight, but so too can taking a large percentage of your health in one
hit. The system is pretty deadly, so it is better not to get hit, or at the
very least, don’t fight fair. But do wear armor, just in case.
·
In addition to your health pool, you have a
stamina pool. This is especially important for spellcasters but also
applies to all characters. Stamina is reduced by injuries, hostile spells, or by
using certain Talents or your own magic.
Awareness
Before combat begins, characters use the Perception skill to
become Aware of potential threats. Awareness
is not just about seeing the
enemy—it's about sensing danger, noticing subtle changes in the environment, or
picking up on the telltale signs of an ambush. Awareness can determine the
outcome of an encounter before the first blow is struck or a shot is fired, as
those who are caught unaware will be at a severe disadvantage.
Perception skill use
For personal combat, Vigilance is used, but both
Astral (Awareness) and Matrix (Scan) combat have separate
Perception skills. If using drones or using a vehicle, use the Sensor
skill instead. Sometimes, Insight can be used for Awareness in social
settings, typically to ascertain a character's hostile intentions (or lack
thereof).
Using Perception skills to detect hidden enemies or other
dangers requires using Actions. Unlike many other kinds of activities, you can
decide how much effort you put into Awareness. The listed TNs assume you’re
using a Major action. If you use a Minor action, increase TN by +5.
If you use Perception as a Free action, TN is +10. If, on the other
hand, you use a Full action, decrease TN by -5.
Simply put, the more effort you put in, the easier it
becomes. If you’re immobile and just observing (Full action), that’s going to
be a lot easier than if you’re running for your life and not paying attention
to your surroundings (Free action).
Awareness Levels
There are three levels of awareness:
·
Fully Aware: Characters
who achieve a Solid or Perfect success on their Perception check are fully
aware of all threats. This means they can detect even hidden or camouflaged
enemies, allowing them to react and strategize effectively.
·
Partially Aware:
Characters who marginally succeed (or marginally fail) are aware of some
threats but not all. They can act, but only against those enemies they have
detected. This partial awareness can lead to dangerous surprises if key threats
are overlooked.
·
Unaware (Surprised):
Characters who get a Significant or Complete failure in their Perception check
are caught off guard. They cannot act during the first round of combat and are
vulnerable, unable to take Reactions until they have had a chance to regain
their bearings.
It’s possible to suspect that something or someone is nearby
or hidden, yet be entirely Unaware. In such a case, you’re probably spending a
lot of effort on Perception checks, and eventually (or should we say
hopefully?) your Awareness level will increase. But until that happens, it
doesn’t really help that you're concerned or jumpy—you’re still going to be
surprised when the trap finally springs.
Awareness Difficulty
The Target Number (TN) of the Awareness check varies
depending on the situation.
The default difficulty is Moderate. It assumes an enemy
moving tactically between cover, taking care to remain hidden, but not staying
immobile or using extensive camouflage.
A careless or loud enemy, or a larger group trying to engage
a small squad, would be Easy. A concealed enemy attacking from cover would be
Difficult, while a hidden sniper attacking at extreme range is Near Impossible
to detect.
Stealth and Awareness
Characters actively using Stealth can increase the TN of the
Awareness check against them. This can be further modified by environmental
factors (darkness, noise, cover) and the Degree of Success on their Stealth
roll.
Maintaining Awareness
Combat can be extremely chaotic, and keeping track of every
combatant or potential threat is practically impossible. You will continue to
be aware of your immediate surroundings and the situation in front of you, but
you’re not somehow omniscient just because combat has started.
Rechecking Awareness is warranted only if the situation
changes materially, such as when characters lose track of the enemy or new
opponents appear. You will not, however, magically become unaware of an
opponent you're already aware of.
You must spend actions to keep track of things. The
TN will depend on how much effort you put in (i.e., the type of action you
choose), same as for the initial Perception skill checks.
For example, if the fight is between two dudes facing each
other in an alley, you probably won’t need to check at all. Unless someone is
sneaking up on you from behind, in which case you’ll probably be caught
unawares, since you only spend a Free action (with the +10 increase in TN as a
result).
For more complex and fluid combats, you might actually want
to take time to do some proper Perception checks every so often, maybe not on
every turn, but maybe every other or every third turn. You don’t have to
do this; you can rely on those Free actions, but investing a bit more effort
could save you a lot of grief in the long run.
Initiative
Once Awareness is determined, characters roll for Initiative to establish the order of
actions.
Initiative is determined as follows:
Xd6 + AG + CU + modifiers, where X = 1 (unless you have
Talents, gear, or other sources of additional dice).
Identical Initiative: In the event of a tie, the
character with the highest Agility (AG) goes first. If equal, compare then Cunning
(CU). If still tied, use a d10 to determine who goes first.
Changes to Initiative: Initiative order remains
constant for the duration of the fight unless an Action (specifically
Refocus), Talent, condition (such as an injury), or other factor changes it.
The most common cause of changes to Initiative is a
reduction due to an injury.
Edge and Initiative: You can spend 1 Edge at the
start of the round (that’s before anyone goes that round) to give yourself +2d6
Initiative. This boost only lasts for 1 round, so basically for your next turn
only. Probably best used on the first round of combat, but you’re free to use
this option any time you choose.
Delaying: The system does not allow delaying. Combat
is too fast-paced and chaotic for a character to simultaneously plan their
turn-based approximation of what is happening. However, the system allows for
Overwatch, Interception, Snap Snots, Counterspells, and more. If you want to
wait and see what happens, rely on these mechanics—or use your turn to move
somewhere advantageous and use Perception to get an even better overview of
what is happening. And then you strike on the next turn.
Initiative effects on the action economy
Characters with very high Initiative move and act so quickly
that they get bonus actions, as shown here. In some cases, a character might
lose their Minor action due to low Initiative, for example, through injuries or
debilitating effects.
·
Slow 0-9: No Minor action.
·
Normal 10-19: No change (so the normal
Major/Move/Minor actions).
·
Fast 20-29: Bonus Minor action each turn.
·
Lightning 30-39: Bonus Major action each
turn (yes, this means you can attack twice).
·
Superhuman 40-49: Second bonus Minor
action each turn.
·
Supernatural 50+: Second bonus Major
action each turn.
Getting 30+ Initiative is only really possible for higher-tier
characters (unless using Edge to boost Initiative). You also have the option to
downgrade an action each round (see below), so that extra Move action could
become an extra Minor action, for example.
Actions
Combat is broken down into rounds, with each
character getting a set of actions (1 Major, 1 Move, 1 Minor) to spend when it
is their turn to act (as determined by Initiative). In addition, once
per round, a character can make 1 Reaction outside their turn (some Talents and
Edge use allow for additional Reactions).
Turn-based action
From a game-mechanics standpoint, all actions (except
Reactions) are executed within a turn-based framework, so characters aren’t
continuously moving and doing things throughout the round. This is, of course, not
what’s happening in the game world. The characters do not live in a
turn-based reality! The turn-based approach is just a means to an end,
simplifying and streamlining combat so it doesn’t take too much time or get too
complex.
To this end, the combat has rules for stuff like Attacks
of Opportunity (hitting someone doing stupid stuff, like casting a spell,
within reach of your weapon), Overwatch (waiting for the opportunity to
attack with a ranged weapon), Snapshots (a reactionary shot at something
moving at close range), and Interceptions (moving to block the movement
of an opponent). But these rules are also a means to an end: to make the
turn-based gameplay feel less turn-based by adding reactivity!
If the GM and the players keep this in mind—the world
isn't turn-based, but the rules are—then combat will flow much better, and
resolving corner cases or exceptions should become intuitive and
straightforward.
The Three Ms
The three Ms are:
·
1 Major Action: The primary action of the
turn, used for attacks, casting spells, or using special abilities.
·
1 Move Action: Maneuver around the
battlefield, draw or ready weapons, or take tactical positioning.
·
1 Minor Action: Perform quick,
supplementary actions like activating talents or using a piece of gear.
Swapping actions: Action types are not universally
interchangeable, but once per turn, you can downgrade one action.
For example, you can turn your Major action into a second
Move action or Minor action or change your Move action into a second Minor
action.
Other action types
Here are some action types that don’t fit into the three Ms:
·
Free Actions: Simple actions that can be
performed at any time without consuming the character's primary actions, such
as shouting a warning, dropping an item, or making a quick observation.
·
Full Actions: These require the
character's full attention. Requires 1 Major +1 Move +1 Minor action.
Typically used for complex tasks that require your undivided attention. One
common example is Sprinting, which lets you move very quickly at the expense of
everything else.
·
Extended Actions: These are Full actions
that require more than one turn to complete. They often involve complex
tasks such as setting up equipment, hacking into a secure system, or casting
high-level ritual spells.
Reactions
Each character can perform one Reaction per round outside
their normal turn.
Reactions are crucial for defensive actions and countering
enemy moves. Some talents grant additional Reactions or allow you to use your Reactions
for non-standard activities. Using Edge can also give you additional Reactions.
Extended actions and Reactions: If you’re performing
an Extended action, check with your GM to see whether taking a reaction will
interrupt your task and cause you to fail or have to start over.
Action descriptions
This section provides a more extensive list of various
actions (sorted by type) and their effects. The list is not meant to be exhaustive,
but should cover most situations.
Major actions
Major actions cover stuff that requires major effort and
concentration (hence the name) but can still be accomplished within the span of
a few seconds and combined with some movement and a minor activity.
·
Make an attack: Make an attack with a
weapon or unarmed strike.
·
Overwatch: Instead of attacking, you gain
the opportunity to make a normal ranged attack later in the round as
a Reaction (so this uses both your Major action to set up and your Reaction
to trigger).
o
This is separate from the Snapshot Reaction,
which is only at Short range and with Disadvantage.
o
If you have 2 or more major actions available,
you should definitely attack first, then go into Overwatch; otherwise you’ll
immediately break your Overwatch status.
·
Cast a spell/use a psychic power: Cast a
spell with a casting time of 1 Major action.
·
Disengage: Get out of melee without provoking
an Attack of Opportunity.
o
This is pretty much worthless unless you
subsequently use your Move action to move further away.
o
You can move out of melee without
disengaging (if you want to attack or double move, for example), but this then
triggers an AoO.
·
Active Perception (Major): Use your
action to actively scan your surroundings.
o
This is criminally underrated. This is what you should
be doing all the time if you have nothing else to use your Major action on.
o
You can also do Perception as a Minor action,
but the TN will be higher.
o
Passive Perception in the form of Free actions
is a thing, but it usually only works for quite obvious stuff, as the TN is
much higher.
·
Ready weapon or equipment: Draw a weapon,
replace a magazine, or ready a piece of gear. Yes, these activities are
Major actions, although some Talents make them Minor actions instead.
·
Use a Skill: Driving a motorcycle, bypassing
a security system, operating a drone, or charming the hot model at the bar.
·
Assist: Assist another character, such as
helping them push over something (Lone Star is not amused and arrests you both)
or doing the wingman thing to help them score with the hot elf behind the bar
(turns out she’s a he and an elf poser, but that’s another story altogether).
Move actions
Move actions involve movement in some shape or form. Since
movement is (unless you're using battle maps) abstracted, the Move action is
often no more complex than saying something like "move closer,"
"move away," “get up,” “jump out of the moving car,” “do a flip over
the barrier,” "close the door," etc.
If you are engaged in melee combat, you are assumed to be moving
around as much as your fighting formation (if any) allows. This counts as using
a Move action. If you’re unable to spend a Move action (if you’re somehow immobilized,
for example), you get Disadvantage on your attack, while enemies attacking you
get Advantage.
·
Cast a Spell: Cast a spell with a casting
time of 1 Move action.
·
Evade: Evasive movement adds +5 to the TN
of ranged attacks against you as you dodge and weave from cover to cover. It must
be combined with a second Move action to have any effect.
·
Fire Around Cover: This move-equivalent
action lets you shoot from cover—and still enjoy some of the benefits of said
cover—basically by sticking your head (and arms) out, shooting, and then
ducking back down.
·
Get Up: Stand up from prone.
·
Mount/Dismount: Get onto or off of a
mount or vehicle.
·
Move Around: Walk, run, swim, fly, or
climb up to your speed.
o
To move faster, exchange your Major action for
an additional Move action.
o
You can also use the Sprint Full action to move
up to three times your speed in a straight line.
Tip: If you need to move further, convert a Major
action into a Move action. That way, you can move twice as far, or stand up
from prone and move, or run over to a low wall and vault over it,
etc. The Dash Full action is a variant of this that lets you run all out at the
exclusion of all other activities.
Minor actions
Minor actions aren’t as involved as major actions but still
require a bit of time and effort, so you can’t do an infinite number of them
each turn. In fact, you can do only one (Initiative, as well as Talents and
Gear can give additional Minor actions, or turn Major actions into Minor
actions).
By far, the most common uses of minor actions are combat
options and talent use.
·
Active Perception (Minor): Keep an eye on
your surroundings. TN is at +5 or more compared to Major action Perception.
·
Drop Prone: Fall flat or get into nearby
cover (such as after ending movement next to cover).
·
Cast a Spell: Cast a spell with a casting
time of 1 Minor action, such as Flare.
·
Recover Item: Retrieve a small item from
your person, like a potion from a belt pouch or a grenade hanging from your
combat harness.
o
You still need to take a Major action to do
something useful with the item.
·
Take a Step: Not enough movement to be a
Move action, just a little 5-foot step or similar.
·
Use a Combat Option: Use a default combat
option that costs 1 minor action.
·
Use a Talent: Activate a Talent requiring
1 Minor action.
Free actions
Anything that doesn’t take any time or effort is a Free
action. This could be anything from shouting a warning to making a silent hand
gesture to dropping something you’re holding. There is no limit to the number
of Free actions you can make within reason. No shouting a warning repeatedly to
make a conversation, for example.
·
Drop Item: Drop something you’re holding.
Not a “toss aside” or similar, just letting it drop.
·
Passive Perception: Same as active
perception, but the TN is at least +10 higher, so this is only for the
basic, almost obvious stuff.
·
Shout: Shout a brief warning or similar.
Full actions
An activity to occupy you to the exclusion of all else.
Requires 1 Major + 1 Move +1 Minor action, so unless your Initiative is very
high, you can do nothing else during that turn.
·
Refocus: You spend your turn refocusing.
Reroll your Initiative and use that score on subsequent turns.
·
Sprint: Triple your movement for the
round as you do nothing but run (or fly or swim or whatever) as fast as you
can.
Extended actions
Some actions are so complex that they require multiple Full
actions, meaning you’ll have to spend several rounds of Full actions to
complete them. Some Extended actions require consecutive action, but some might
allow you to do other stuff in between.
·
Chant: Deranged cultists chanting in
unison to bring forth Cthuluh from the deep.
·
Hack: A decker desperately trying to get
the security doors under his control so the team can get the hell out of the
facility.
Reaction
·
Attack of Opportunity: Make a melee
attack against an enemy leaving your reach.
·
Cast a Spell: Cast a spell with a casting
time of 1 Reaction.
·
Counterspell: Attempt to interrupt and
negate a spell being cast by another.
·
Intercept: Enter melee with a character
trying to move past you. The intercepted target can either choose to stop
moving and attack you instead, or focus on the original target, in which case
you get a free melee attack with Disadvantage, and then the attacker resolves
his attack with Disadvantage.
·
Snapshot: Fire your weapon at a target
within Short range. This attack has Disadvantage despite the range being Short.
·
Trigger Overwatch: Execute an action you
prepared earlier in the round.
·
Use a Talent: Activate a reaction-based Talent.
Movement
Movement during combat is abstracted to prioritize
storytelling and decision-making over exact measurements. This approach focuses
on the action, allowing for more fluid, dynamic combat scenarios without
requiring a large grid map, miniatures, or detailed rules for positioning,
cover, and more. It also makes combat much faster, taking way less time
to resolve than more position-focused game systems.
There are some drawbacks to this method. The chief of which
is a potential lack of detail: If the GM can’t effectively and accurately
communicate the area's layout, the number, and position of the enemies, and
generally establish what is happening, players can quickly become “lost” or
pacified. A player who can’t tell what’s happening can’t be expected to use
their character’s abilities in an impactful and fun manner.
Combat maps: A simple map outlining the major
features of the battlefield can be used to visualize combat, with tokens or
miniatures representing relative positions. Exact positioning remains
flexible, allowing players to focus on tactical decisions rather than
micromanaging placement.
Combat ranges can be simplified into these broad range
categories:
•
Close Range: Within a few meters—ideal
for melee combat and short-range firearms.
•
Short Range: A reasonable distance, such
as across a room or a small alley. Firearms will dominate, but melee characters
can use movement to reach the shooters.
•
Medium Range: Up to the effective range
of rifles or spells, like across a large open area. Melee combatants and
characters with only short-range weapons, such as pistols, are at a significant
disadvantage.
•
Long Range: Anything beyond a few hundred
meters.
•
Extreme Range: Up to the maximum range of
heavy weapons.
Collaborative Storytelling: Using the flexible
positioning paradigm, players and the GM work together to determine the
positions of combatants based on the narrative and logical placement. This
requires a shared understanding and trust, as exact distances are not strictly
measured.
This also gives players room to shape the combat narrative.
While the GM always has the final say, players should be encouraged to engage
with the flexibility of the movement system to create interesting situations
and opportunities.
Conversely, suppose players fail to use their Move actions
in credible or creative ways. In that case, the GM is free to penalize that
character. Characters who remain stationary are easy targets for concentrated
fire or flanking attacks. Use cover and movement to avoid being pinned down.
Using detailed maps: That said, if you want to use a
map and miniatures/tokens, there is nothing wrong with that. A scale of 2
meters per hex or square is appropriate for close-quarters fighting. The
advantage of using such maps is obvious to anyone who has played any sort of
tactical game: positioning becomes much more important, opening up new tactics
and turning combat into a game in itself.
Just be aware that even a mid-sized fight between a team of
four players and an opposing force could take half the session to resolve. If
that’s what you want, great. If you want to focus on the exploration and role-playing
aspects of the game, detailed combat is probably not time well spent.
Attacks
There are two types of attack, melee and ranged. Melee
attacks require you to get into melee range and try to hit your opponent.
Ranged combat requires a ranged weapon and a target within range.
All attacks are treated as Success Checks.
The attacker rolls 2d10 and uses the appropriate skill to
meet or exceed a Target Number (TN).
Advantage and Disadvantage frequently come into play.
·
Melee
o
TN 10 for a target that isn’t resisting. Not quite
an automatic hit, but pretty close.
o
TN 20 for a target that is defending.
·
Ranged
o
TN 10 for a target just standing in the open. Not
quite an automatic hit, but pretty close.
o
TN 20 for a target at combat range that’s trying
not to get shot.
If the defender is aware and resisting, use their Defense
attributes instead (see below) if it is higher. Melee attacks can be
defended against by either Dodge or Parry (whichever is higher), but Dodge is the only defense against ranged
attacks.
If you hit, roll variable damage of Xd6+Y and compare it to
the target’s PT. If higher than PT, reduce by DR, and whatever is left does
damage. Damage is compared to the target’s Health, and if high enough will
injure or even kill the target.
Disadvantage and game effects:
There are numerous game options, such as talents or attack
options, that allow you to do something special by accepting Disadvantage. You cannot
pick such an option if you already have a source of Disadvantage. You’re already
too disadvantaged to attempt something even more complex.
If you have one or more sources of Advantage, however, you
may ignore one source of Disadvantage for every Advantage. This is an exception
to the normal rule that Advantage/Disadvantage don’t cancel out on a one-to-one
basis, and is checked only with regard to seeing if you’re allowed to pick a
combat option or not.
Melee attacks
Melee combat is an integral part of the combat system. While
it might seem strange that a man armed with a sword can survive a gunfight,
that doesn't take into account the many extraordinary abilities and equipment
melee combatants can bring to a fight.
How common melee combat is will depend on the setting. Shadowrun,
for example, is designed to allow certain character archetypes to fight
effectively in melee. Astartes are also more than capable of surviving into
melee range and wreaking havoc. In a hard sci/fi setting like 2230AD, this is
much less relevant.
·
How to: First, use a Move action to get
within Reach (usually 2 meters unless you’re a Large character or wielding a
Reach weapon) of the target. You obviously can't make a melee attack if you
can't reach the target.
·
Reach: If you have longer Reach than your
opponent, you get Advantage on attacks, and your enemy gains Disadvantage on
his.
o
Reach weapons: Some weapons and talents
can give you improved Reach.
o
Size: Trolls have a natural Reach
advantage (so consider bringing a spear if you plan to fight lots of trolls).
·
Skill Usage: Brawl for unarmed; one of
two Melee skills (Brawn or Finesse) for melee weapons.
·
Base Target Number:
o
Not resisting/unaware: TN 10. You’ll
probably hit, but you need to roll to see whether you get a Solid or Perfect
hit, which gives you more damage dice.
o
Defending: TN 20 or defender’s Parry or
Dodge (defender’s
choice).
·
Modifiers:
o
Advantage: If the defender uses Parry
defense but has no suitable weapon to parry with, the attacker gains Advantage
(should probably use Dodge unless Dodge is much lower).
o
Defenseless: If the defender, for some
reason, can't defend, you attack against TN 10, which is close to an automatic
hit, but make the roll since you get bonus damage for high MoS.
o
Outnumbered: The outnumbered side has
Disadvantage on all attacks, while the outnumbering side has Advantage on all
checks.
Melee attack options
Want to do something other than attack your opponent? This
can typically be resolved by spending 1 Major action and 1 Minor action, having
GM assign a TN (or declare it an opposed check), and making the check. Some Talents
either improve your ability to perform certain attack options or give you access
to additional options.
If you have multiple attacks in one round, you could use
multiple attack options on a single attack.
·
Aim for Opening (1 Major, 1 Minor): You
aim carefully for a weakness in the defender’s armor. This is way more
difficult than just aiming for whatever part of the enemy is exposed. But if
you have ways to eliminate that Disadvantage, it can be an excellent option.
o
Reduce PT by 5, but the attack has Disadvantage,
and the defender gains Advantage on his next attack against you.
·
Charge (1 Full action): Charge is a
somewhat reckless form of attack where you charge forward and try to overwhelm
your opponent. A more cautious approach would be to Move and then Attack, which
also doesn’t use your Minor action or give your enemy an advantage.
o
You can only Charge if you’re not already
engaged in melee combat.
o
You must move at least 6 m in a direct line and
then make your attack.
o
You gain Advantage on your attack, but all
attacks against you until your next turn have Advantage.
·
Disarm (1 Major, 1 Minor): Disarm is rather
tricky to pull off and not always that effective. It’s easier to disable the
defender through damage. But sometimes, disarming an opponent is the way to go.
o
If you hit them, their weapon is out of
position, and they need a Minor action to correct their grip. Until they do,
they count as unarmed.
o
A Solid hit (+5 MoS) will make them actually drop
their weapon. It requires a Major action to pick up a dropped item.
o
A Perfect hit (+10 MoS) will send the weapon
flying a short distance. A Move and a Major action will be required to pick it
up. In the meantime, they are unarmed and might provoke an attack of
opportunity. Or they could pull out another weapon instead.
·
Flurry (1 Major, 1 Minor): You try to
overwhelm your target(s) with a quick succession of light attacks.
o
Gain 1 additional attack (either against the
same target or two different targets within reach), but both attacks have Disadvantage,
and you do -1d6 damage.
·
Grapple (1 Major, 1 Minor): Grappling an
armed opponent who doesn’t want to play at Judo is kind of tricky, but
sometimes you want this anyway. They will have to counter-grapple (using this
action) or break free (Major action).
o
If you hit them, you’ve grabbed your opponent,
and they can no longer use Move actions to reposition.
o
A Solid hit (+5 MoS) gives your opponent
Disadvantage to counter-grapple or break free, and you gain Advantage on
subsequent grapple checks.
o
A Perfect hit (+10 MoS) lets you throw your
opponent to the ground (prone). You may then either remain standing (grapple
ends) or follow through and become prone yourself but maintain the grapple.
·
Smash (1 Major, 1 Minor): You sacrifice
accuracy for power, simple as that.
o
Do +1d6 damage, but the attack has Disadvantage.
Ranged attacks
Ranged attacks assume a defender that is aware, moving, and
using cover for effect—and an attacker that's in a stressful situation, wary of
counterattacks and their own vulnerabilities.
TN 20 represents a shot under normal battlefield
conditions within the weapon’s effective range (which can be as little
as 10 meters or as long as 200 meters or more). This differs significantly from
shooting at a stationary target TN 10, where the question is less “Did
you hit?” and more “How close to a ‘perfect 10’ did you get?” Put another way,
TN 20 is for shooting at bad guys, and TN 10 is for shooting beer cans with
your mates.
·
How to: You need a weapon with enough
range to hit the target. Otherwise, you need to swap weapons or move closer.
·
Skill Usage: Appropriate weapon skill.
·
Base Target Number:
o
Target practice: TN 10
o
Combat situation: TN 20 or Dodge defense
(if higher).
·
TN Modifiers:
o
Cover: Better cover raises TN by 5 or more.
See the Armor and Cover section for details.
o
Evasion: If the defender is Evading (a
type of Move action), increase the TN by 5.
o
Range/Speed: Longer distances and faster
targets increase TN by 5 to 20. The total effect of the combination of speed
and range is in question here, so moving fast at extreme ranges will not affect
the total modifier as much as moving fast at shorter ranges (but it will still
be a factor).
o
Size: Very small or very large targets
will affect the TN.
·
Dodge defense: If Dodge is higher than
the modified TN, use Dodge instead.
o
Dodge defense is not affected by TN modifiers,
meaning it’s vastly more important if you’re fighting at close quarters and out
of cover. If you’re a sniper hiding on a rooftop 500 meters away, it's much
less vital.
o
Typical civilians will typically have Dodge 20
(14+3+3), the same as the base for range, so there is no difference. However, a
wired Street Samurai or Physical Adept will likely have a much higher Dodge (even
more than 30 for higher-tier opponents). Such characters can also probably move
twice and attack during the same turn, so if you start out close, you might get
off one Snapshot before they are on top of you!
Fire modes
Ranged weapons have four fire modes: Single, Semi-auto, Burst,
and Auto.
When making a ranged attack, unless you specify a mode, it
defaults to Single Attack, unless the weapon doesn’t support this mode (there
are some automatic-only weapons).
·
Single Shot (SS): Some weapons can only
fire a single shot per action.
·
Semi-auto (SA): A single attack doesn't necessarily mean a single shot; it
could be several shots fired from a semi-automatic pistol or multiple arrows
fired from a bow. Expends 3 units of ammo.
·
Burst Fire (BF): Burst fire is a controlled
burst at a single target using an automatic weapon. You may choose to
either gain Advantage on the attack or do an extra +1d6 damage
(if you already have Advantage, you should always pick extra damage). Expends 5
units of ammunition.
·
Auto Fire (AF): Sustained burst, either
against a single target or against several (nearby) targets. Requires a
Major and Minor action. Expends 10 units of ammo for each affected target.
o
Single target: Same as burst fire, but
the damage bonus is +2d6.
o
Multiple targets: You can attack multiple
targets in the same general vicinity. Each attack has Disadvantage. Damage is
unaffected.
Special weapons, such as hand grenades, missile launchers,
and so forth, are single-attack weapons but with special rules for what happens
if you hit or miss.
Ranged attack options
·
Aimed Shot (1 Major, 1 Minor): You aim
carefully. This is way more difficult than just aiming for the center of mass
and letting the bullets do the talking. But if you have ways to eliminate that
Disadvantage, it can be an excellent option.
o
Works with SA and BF modes only.
o
Do +1d6 damage, but the attack has Disadvantage.
·
Crossfire (1 Major, 1 Minor): If at least
one ally has already attacked the same target this round, you can declare
Crossfire with the GM’s permission (primarily reliant on relative positioning
and the tactical situation).
o
Reduce the TN of the attack by 3.
o
Reduce it by 5 instead if multiple allies (2 or
more) have fired at the same target, and GM declares the target is particularly
exposed.
·
Suppressive Fire (Full action): You’re
not shooting at an actual target but spraying as much lead downrange as
possible to suppress the enemy.
o
Works with any firing mode, but SA is much less
effective, and AF is the most effective.
o
Uses an entire clip or load of ammo.
o
You roll the attack vs. the enemy’s Discipline
defense, and they do not get any bonus for cover.
o
If you “hit,” they are Pinned (see below) until
your next action unless they have some way to break the pin.
·
Trick Shot (1 Major, 1 Minor): Use your
ranged weapon to do something other than attacking a target, such as hitting a
small object for effect, knocking the detonator out of the villain's hand, that
sort of stuff. Basically, this is an Aimed shot, only harder.
o
The GM sets an appropriately high TN, and you
have Disadvantage.
Defense
If your Dodge defense is high, you will likely use that
score to set the TN for enemy ranged and melee attacks instead of the default
TN. The same applies to Parry, except it only applies to melee attacks.
·
Dodge: 14 + AG (Agility) + CU (Cunning).
·
Parry: 11 + (Brawl or Melee skill).
Your other defenses will also come up during play, but not
as often as Dodge and Parry. Will helps resist fear and pinning, and Grit lets
you avoid some adverse conditions. Poise is more of a social defense and
doesn’t come up quite as often in combat.
·
Grit: 14 + ST (Strength) + VI (Vitality).
·
Poise: 14 + CU (Cunning) + PR (Presence).
·
Will: 14 + RE (Resolve) + PR (Presence).
Active defense
Active defense using Dodge and Parry is the exception rather
than the rule, in part to keep the number of dice rolls down, but primarily
because the Advantage/Disadvantage mechanic and most talents and other factors
assume that the attacker is the active party and is rolling the dice.
Theoretically, you could have the attacker roll to attack, and
then the defender roll to defend. This would, however, double the number of
dice rolls (and probably more than double the time taken), introduce another
layer of randomness, and require a rewrite of all game effects.
So active defenses are usually reserved for “saving throw”
type cases, where the player rolls to avoid a harmful effect. One such example
is poison, where the player rolls Resilience against a set TN, and on a
success, they suffer only a lesser effect. Some spells and psychic powers also
work in this manner.
Damage mitigation
Armor provides protection through Penetration Threshold (PT)
and Damage Reduction (DR):
·
Damage less than PT is completely
negated.
·
Damage equal to or greater than PT is reduced
by DR as a percentage.
Here are some sample armor values:
·
Sample Light Armor: PT 15 / DR 20%. An
armored vest or a full-body ballistic garment.
·
Sample
Medium Armor: PT 25 / DR
40%. Typical body armor worn by soldiers, usually a helmet and chest plate worn
over a flexible full-body suit.
·
Sample Heavy Armor: PT 35 / DR 60%. Full-body
hardened armor.
These are just examples; individual armor models can have
differing values. You will find details in the Equipment chapter.
Layering armor
Layering armor is possible, but not particularly
effective—it’s much more effective just to wear better (heavier) armor. But in
some cases, that might not be possible.
Layering armor rules:
·
Use the highest PT of all armors worn.
o
Additional armor does not affect PT.
·
Use the highest DR of all armors worn.
o
Then, half the DR of the secondary armor will be
added.
·
Armor never provides DR higher than 80%. This
applies to layering as well.
·
You are normally limited to two layers of armor,
but the GM might allow a third layer if it makes thematic sense. For example, a
Physical Adept wearing an armored coat might be allowed to combine it with
Eldritch Armor and Hardened Flesh from his Awakened Legacy.
Examples:
·
Wearing a light armor coat (PT15/DR20) over
Eldricht Armor I (PR15/DR20) is PR15/DR30.
·
Combining that same armor coat with medium
combat armor (PT25/DR40) results in PT25/DR50.
Armor Penetration
Some weapons reduce PT and/or DR.
·
Reducing PT makes it easier to penetrate and do
any damage.
·
A reduction in DR will reduce armor
effectiveness if penetrated.
Regular firearms don’t have armor penetration. It’s baked
into their base stats. More powerful guns do more damage to begin with and therefore
penetrate armor more easily. A 7.62 mm assault rifle going full auto is far
more likely to breach and do damage than a 9 mm pistol, for example.
The same goes for ammunition. You’re already assumed to be
firing high-tech armor-piercing rounds, not 18th-century lead balls.
That said, there is specialized, often expensive ammo that provides special
effects such as PT/DR reduction or even more damage.
Damage types
The combat rules default to Physical damage. Other
damage types interact with armor in the following ways:
·
Stun damage: Increase PT by 5 and DR by
20.
·
Energy damage: Reduce PT by 10 and DR by
20.
When you suffer Stun damage, you must track this separately
from Physical/Energy damage. It counts against the target’s total health but
isn’t as lethal as the other damage types and heals much quicker.
Stun damage is not the same as Fatigue. It’s still damage,
not exhaustion, just damage that’s not as lethal as being shot or
stabbed. The target will be bruised and battered but won’t (in most cases) die
of stun-related injuries.
Cover
You can either shoot through the cover or try to bypass it
(hit a part of the defender that's exposed).
Bypassing cover
·
Partial
Cover: +5 to attack roll
TN (makes targeting difficult due to limited exposure).
·
Full
Cover: +10 to attack roll
TN (only small areas like hands or head exposed).
Shooting through cover is really only viable if the
cover is flimsy or you're packing some serious firepower.
Sample cover values:
·
Flimsy: PT 5/DR 20
·
Light: PT 10/DR 20
·
Medium: PT 20/DR 40
·
Tough: PT 30/DR 60
·
Reinforced: PT 40/DR 80
·
Impenetrable: PT 60/DR 100
Called shots
Hit locations and armor coverage are abstracted, so most of
the time, called shots aren’t a factor. Only if the GM explicitly declares
that the target has a weakness or vulnerability (such as not wearing a
helmet while wearing body armor, or a magical beast having a chink in its
armor) can a Called Shot be made. Mechanically, the called shot rule is effectively
an extension of the bypassing cover rule.
Called Shots (both melee and ranged) require 1 Major and 1
Minor action to attempt.
·
Weakness: +5 to +10 to TN, ignore 5 PT
and 20 DR.
·
Vulnerability: +15 to +20 to TN, ignore 10
PT and 40 DR.
Example: An enemy combatant in Heavy Armor PT 35/DR 60
is caught without his helmet visor disabled. The GM informs the players of this
and tells them they can aim for the opening to get -10 PT/-40 DR if they accept
a +15 to their TN.
Resistances and Vulnerabilities
Some targets have Resistance and/or Vulnerability.
Resistance and vulnerabilities are expressed as increases
(or reductions) in PT/DR against specific forms of attack.
Examples:
·
Spirits of Flame have a fixed DR of 100 against
fire damage.
·
The Black Wendigos of the Mnt. Rainier Hot Zone enjoy
PT20/DR 60 against all non-magical forms of attack. They also heal extremely
quickly, but that’s another topic.
Damage and Injury
Combat is supposed to be somewhat heroic or cinematic until
you get hit. Then it becomes potentially lethal. Plenty of things can
kill you outright or take you out of the fight. The best way to avoid this is
to not fight. The second best thing is to fight smart so you don’t get
hit. Failing that, wearing armor is an excellent way to avoid dying.
There are two ways to get incapacitated or killed: either
a single attack inflicts enough damage to take you out of the fight, or you're
worn down by multiple attacks.
Example:
·
A typical civilian has 20 Health. Any single hit
that causes 10+ damage will make them practically combat-ineffective, and 20
damage total will incapacitate them.
·
Basic melee (for example, a sword) and ranged
weapons (for example, a pistol) deal about the same amount of damage. So, let’s
assume an attack with a sword or light pistol does 3d6+1 damage. That is, on
average, 11.5 damage, with a floor of 4 and a ceiling of 19. Most rolls will be
in the 8-14 range.
·
A single hit can cause serious injury, and two
to three shots are practically guaranteed to take down the person through
cumulative injuries, even if rolls are slightly below average.
Combatants should always strive to wear some form of
armor (or avoid being in a position to be attacked, such as decking or rigging
from afar). Chances are, if a fight breaks out, the enemy is packing a lot more
than semi-automatic pistols! Without armor, you'll likely get taken out quickly
if you're hit. With armor, you're still likely to take some damage from
powerful weapons, but you won't immediately go down and will largely be immune
to minor attacks.
It is, of course, better not to get hit in the first place,
which is why you'd rather avoid fighting at all, or if you are going to fight,
do it from a position of strength. And cover. Use cover whenever you can. Even
melee fighters can benefit from cover, staying protected until they have an
opportunity to strike. If you can survive any overwatch fire, you're now in
melee, making it very hard for enemy shooters to fire at you without hitting
their ally.
Damage modifiers
Solid and Perfect hits can boost damage considerably. The
more skilled you are at combat, the higher your chance of beating the TN by a
large margin and getting that extra damage.
·
Solid Hit (+1d6): If the Margin of
Success is +5.
·
Perfect Hit (+2d6): If the Margin of
Success is +10.
Example: You fire your heavy pistol at a target, and
between your skill and luck (your dice roll), you get MoS +11. Your base damage
of 4d6+2 becomes a respectable 6d6+2. Even an average roll is sufficient to put
down most targets, or even outright kill them.
Automatic weapons are commonplace in any high-tech setting. Volume
of fire means you’re more likely to hit something and hit it more than
once. The combined effect of this is simulated by extra damage dice. The only
real downside is ammo consumption (and the risk of collateral).
·
Burst Fire/Auto Fire (+1d6): For weapons
fired in BF or AF mode vs multiple targets.
·
Auto Fire (+2d6): For weapons fired in AF
mode vs a single target.
Example: Your machine pistol does a modest 3d6+1
damage but can fire both Burst and Full Auto, doing +1d6/+2d6, respectively. And
this stacks with Solid/Perfect hits. The Fire Modes and Attack Options sections
and the Equipment chapter discuss automatic fire and ammunition.
Another very common damage modifier for ranged attacks is
the Aimed Shot option.
·
Aimed Shot (+1d6): If you used the Aimed
Shot attack option.
Damage modifiers are added together, so if you fired an
Aimed Shot BF from your machine pistol and get a Perfect Hit, you’d do +1d6+1d6+2d6=4d6
extra damage, turning your modest 3d6+1 damage onto a massive 7d6+1, which is
likely to do lethal damage to an unarmored civilian and even injure someone in
armor.
Injury Thresholds
The damage of each hit, be it a single shot or burst, is
compared to your Injury Thresholds, which are derived from your total Health.
·
If Fatigue causes your Stamina to drop below
specific threshold values, additional effects will occur. See below for
details.
·
Initiative cannot fall below 0.
Injury Threshold descriptions:
·
Light injury (Less than 25% HLT): It’s a
grazing hit, painful, but not consequential.
o
Suffer 3 Fatigue.
o
Temporarily reduce Initiative by 1d6 on your
next turn.
o
You have Disadvantage on your actions next turn.
·
Moderate Injury (≥ 25% HLT): Solid hit
that causes considerable trauma and pain. You're not out of the fight yet, but
one more hit, and you're probably done for.
o
Suffer 5 Fatigue.
o
Temporarily reduce Initiative by 2d6 on your
next turn.
o
You have Disadvantage on your actions for 1d6+1
rounds.
·
Serious Injury (≥ 50% HLT): You are
seriously injured, barely able to keep going, and not really combat effective
anymore.
o
Suffer 10 Fatigue.
o
Reduce Initiative (until end of combat) by 2d6
starting on your next turn.
o
You have Disadvantage on all your actions until
you receive medical care.
o
You can only take 1 action (Major/Move/Minor) on
your turn.
o
You cannot do Reactions.
o
Every round for 1d6+1 rounds, you suffer 1
additional damage applied directly to your total.
·
Critical Injury (≥ 75% HLT): You are critically
injured. Better hope you have a DocWagon contract or a mage specializing in
healing—or both!
o
Suffer 20 Fatigue.
o
Reduce Initiative to 0 until end of combat
starting on your next turn. While you are Critically Injured, you cannot
increase your Initiative above 0.
o
Drop prone.
o
If you are still conscious, you can take 1 Minor
action on your turn.
o
You cannot do Reactions.
o
Every round, you suffer 1d6 additional damage
applied directly to your total.
·
Lethal Injury (≥ 100% HLT): You have
suffered a lethal injury and are dying.
o
Suffer 50 Fatigue.
o
You become Unconscious (you won’t be needing an
Initiative score for some time, if ever).
o
Drop prone.
o
You expire in 1d6+1 rounds unless stabilized.
o
Even if stabilized, you require immediate
extensive medical care, including trauma surgery, or you will die within 1d6+1
hours.
Stun damage: Stun damage is, by definition, less
lethal than other damage.
·
Reduce the severity of the injury by one step.
o
Any hit reduced below Light does nothing.
·
The amount of damage suffered is not reduced,
however. So the cumulative effect of Stun damage remains significant.
Injury Threshold example
·
Instead of the civilian from the previous
example, let’s look at a physically powerful character (Health 30) wearing
armor with PT25/DR60.
·
His Injury Threshold for Moderate is 15+, so
it’s already pretty unlikely that he’ll get knocked out by a single pistol
shot.
·
PT25 means I must do at least 25 damage to even
hope to cause an injury. And DR 60 means 25 damage becomes 10 after
penetration, which is only sufficient for a Moderate injury.
·
However, he still suffered 10 damage, so the
cumulative effect will catch up with him pretty quickly, and after three such
hits, he needs to lie down and rethink his tactics.
Cumulative damage
Even the toughest characters will go down after repeated
injuries.
·
When damage ≥ HLT: You are incapacitated.
o
Suffer 20 Fatigue and reduce Initiative to 0.
o
Drop prone.
o
If you are still conscious, you can only take 1
Minor action on your turn.
o
You cannot do Reactions.
·
When damage ≥ 2xHLT: You are dying.
o
Suffer 50 Fatigue.
o
You become Unconscious (you won’t be needing an
Initiative score for some time, if ever).
o
Drop prone.
o
You expire in 1d6+1 rounds unless stabilized.
o
Even if stabilized, you require immediate
extensive medical care, including trauma surgery, or you will die within 1d6+1
hours.
Using Edge to stay in the fight
When you suffer an injury, you may spend 1 Edge to reduce its
severity by 1 step.
·
If you reduce the severity below Light,
you ignore that injury.
Edge has no effect on cumulative damage, either on its
effects or on how much damage you suffer. It can only reduce the impact of
individual hits.
Example: You can turn a Serious Injury into a
Moderate Injury, which makes a massive difference in terms of your continued
fighting capabilities.
Stamina and Fatigue
Stamina reflects a character’s endurance and ability to
perform strenuous actions.
In addition to depleting from general strenuous activity,
fatigue is caused by suffering injuries, using magic or technomancy, or
employing special combat options, talents, or cyberware.
Fatigue
Stamina loss is called Fatigue and works much the same way
as cumulative Damage:
·
Fatigued
≥ 50% of Stamina: You are getting tired, but you can still fight.
It’s time to take a break, though.
o
You lose 1 Major or 1 Move action each turn
(your choice).
·
Exhausted ≥ 100% of Stamina: You’re
completely exhausted. You need to lie down and just breathe.
o
Reduce your Initiative to 0.
o
You’re still conscious, but most immediately
stop acting (you may immediately drop to kneeling or prone, or choose to remain
standing).
o
You can only do 1 Minor action each turn,
regardless of your remaining Initiative.
o
If you do nothing (except maybe some Free
actions) for 1 minute (10 turns), you regain 1 Stamina until you are no longer
exhausted.
·
Unconscious ≥ 200% of Stamina: You’re beyond
exhausted.
o You
immediately collapse (drop prone). You’re unconscious, so you can’t take
action, and initiative is no longer relevant.
o You
regain 1 point of Stamina for every 10 minutes that pass until you’re no longer
Unconscious.
Resting
If you’re Exhausted or Unconscious, you automatically
recover (at the specified rates) until you have 1 point of Stamina. Beyond
that, you need to rest to recover. Or use stim patches or certain combat drugs,
but that’s hardly a long-term viable strategy.
There are two kinds of resting:
Short Rests:
·
Max per Day: 2
·
Duration: Approximately 1 hour (something
a little more than a quick breather).
·
Stamina Recovery: Recover 50% stamina.
If characters don’t have time for a 1-hour break, the GM can
allow a shorter rest (10 minutes, for example), but this will only recover 25%
of stamina and still use up a short rest for the day.
Long Rests:
·
Max per Day: 1
·
Duration: Approximately 8 hours
(basically a whole night’s sleep).
·
Stamina Recovery: Recovers all stamina.
If conditions are less than ideal, or the rest is
interrupted, the GM can still allow partial recovery, for instance, 50% for 4-5
hours or 8 hours in the wilderness without shelter.
Stim Patches
Stim patches can be hugely useful, but overuse is dangerous
(and can lead to addiction).
·
A stim patch restores 1d6+Rating points of
Stamina.
·
After 1d6x10 minutes, make a Grit check DC 20+Rating.
o
On a failure, you suffer 2d6+2xRating fatigue.
o
If successful, you will suffer half as much
damage.
·
For each additional stim patch used during the
intervening period, increase DC by 5 and add together the dice for each patch.
Healing
Unlike Stamina, which recovers very quickly, damage takes
time to heal.
Exactly how long depends on:
·
The level of injury: Light, Moderate,
Severe, Critical, or Lethal.
o
If you’re only Lightly or Moderately injured,
you will fully recover given time.
o
If you are suffering from Severe, Critical, or
Lethal injuries, you require medical attention to recover.
·
The type of damage: Lethal (physical or
energy) or nonlethal (stun) damage.
o
Stun damage recovers much faster than lethal
damage and will recover even if you’re Seriosuly injured or worse.
·
Level of care: No care (natural healing),
medical care (you don’t need to stay in the hospital but need someone with
medical skills to check on you), or intensive care (full hospitalization).
·
Activity level: Active, resting, or
hospitalized.
o
The less you do, the faster you recover. Simple.
Other sources of healing:
·
First Aid: Provides quick recovery for
minor injuries and stabilizes critical ones.
·
Magic Healing: Magic can restore lost
Health (but never Stamina), but powerful healing spells are costly in terms of
Burn. See the Magic and Spells chapter for details.
·
Medical Attention: Full recovery happens
over days or weeks, depending on injury severity.
First aid
First aid can stabilize a person with serious injuries to prevent
further damage or death and restore a small amount of Health.
·
First aid requires a medkit and a Medic
success check.
o
If you don’t have a proper medkit, you can
improvise, but the TN will be higher (+5 if you have some equipment, +10 if you
have nothing but what you can improvise).
o
A complete trauma kit reduces the TN by 5 (10
for a portable auto-doc or equivalent, such as the gear employed by DocWagon).
·
Successful First Aid improves your Injury level
by one step.
o
First Aid never restores lost Stamina.
o
First Aid does not restore lost Initiative, so
the injured character may want to Refocus if the fight is still ongoing.
·
Once you’ve received first aid, you cannot
benefit from first aid until you’re injured anew.
Effects of First Aid:
·
Light injuries (TN 15): Restores 1d6
Health (+1 for every 5 MoS, to a maximum of 1d6+3).
·
Moderate injuries (TN 20): Restores 1
Health (+1 for every 5 MoS, to a maximum of 3).
o
If applied quickly enough, it will also remove
the timed Disadvantage.
·
Serious injuries (TN 25): You count as
being Moderately injured, with no other effects.
·
Critical injuries (TN 30): You count as
being Seriously injured.
o
You do not suffer additional damage, but
your action economy is limited.
·
Lethal Injuries (TN 30): You count as
being Critically injured.
o
You do not suffer additional damage, but
your action economy is severely limited.
o
You still require intensive medical care, or you
will die.
Trauma patches: These high-tech medical patches can
be slapped on bare skin (1 Minor action if readied, 1 Major action if not) and
will immediately perform emergency first aid with an effective Medic skill of +12.
Magic healing
Magic healing is spell-based, so you have to check
individual spell descriptions for details.
Generally speaking, however, magic healing can accomplish
the same as First Aid, but it can also significantly speed up natural healing
and negate the need for medical attention.
Natural healing
If you’re only Lightly or Moderately injured, you will fully
recover given time. If you are suffering from Severe, Critical, or Lethal
injuries, you require medical attention to recover.
·
Light injuries: Recover 1 Health per day
of recovery.
·
Moderate injuries: Recover 1 Health per
week of recovery or 1 Health per day of medical attention.
·
Serious injuries: Recover 1 Health per
day of medical attention.
·
Critical injuries: Recover 1 Health per
week of medical attention. You’re hooked up to all sorts of machines and probably
unconscious most of the time.
·
Lethal injuries: You can’t recover from
this; either you got life-saving first aid and became “only” Critically
Injured, or you died.
Medical attention
Health recovery from serious and critical injuries requires
professional care or advanced medkits.
Stun damage
Stun damage recovers at an accelerated rate:
·
Recover Stun damage equal to your Vitality per
day of recovery, regardless of your level of Injury. This is separate from the
recovery from lethal damage.
Fear and Pinning
While adventurers are generally quite used to danger, they
are not immune to basic metahuman psychology.
Fear: Fear in this context is a fear reaction strong
enough to override the player’s control of their character. A good player will
roleplay his character appropriately in dangerous situations, but that’s not
what we’re talking about here. This is facing an elder dragon or astral horror-type
fear, being subjected to intense virtual torture, or, more mundanely, the GM stepping
in to override a player they feel isn’t roleplaying very well.
·
Exceptional circumstances may cause characters
to make active Discipline defense checks to resist fear.
·
Some creatures, especially Awakened beasts, have
special Fear-based attacks that target Discipline defense.
Pinning: Pinning is a subtype of fear. Adventurers may
be brave, but they are not stupid—or they would already be dead. Consequently,
they will—like everyone else—keep their heads down when taken under fire.
·
Sustained suppressive fire can pin down a
character, reducing their ability to act.
o
Requires a Discipline defense check to overcome.
Other types of combat
Magic in Combat:
- Spells
have specific casting times and effects. See the Magic chapter for
detailed rules and the Spells chapter for spell descriptions.
Vehicles and Drones:
- Use
the same basic mechanics but include specific rules for handling and
damage. See the Rigging chapter for details.
Matrix Combat:
- Digital
combat follows the same basic principles but targets specialized defenses
and uses matrix skills. See the Matrix chapter for details.
Extended combat examples
Melee combat
Kicker, the troll Adept, is facing off against two corporate
security goons. One is armed with a shotgun, the other with a riot shield and
"stun" baton.
Kicker wins the initiative and thus gets to act first, but
neither guard is surprised, so they will get to both act and react. Kicker
rushes forward (Move action) to rip the head off the shotgun guard, but before
he can strike, the man spends his Reaction to make a Snapshot against the
incoming troll. He rolls well and hits, but Kicker's armor stops the blast. The
other guard uses his Reaction to make an Intercept, but Kicker opts NOT to keep
beelining for the shotgun man, so the guard with the baton doesn't get a free
attack. He does, however, prevent Kicker from attacking his shotgun-armed companion.
Kicker now attacks the guard with the baton and shield
(instead of the one with the shotgun as he intended). Unarmed attacks against
an armed opponent normally have Disadvantage, but Kicker has the Killing Hands
ability, so it counts as armed. He is also a troll, so he has an extended
reach, thus gaining Advantage on the attack, but this is negated by the
defender's shield, so it's back to the standard 2d10 for the attack. Undaunted,
Kicker rolls the dice and gets double '8' for a total of 20+8+8+5=41, landing a
Perfect hit for 4d6+2d6+10 damage (converted to 9d6+1). He rolls pretty well
again, doing 35 points of damage, which is way above the guard's PT of 20, so
it penetrates. Even with body armor and a shield, the guard is critically
injured and drops.
It is now the other guard's turn (his previous shot was a
reaction; this is his first full turn). He shoots (Major action) and hits
again—trolls are hard to miss—and actually manages to penetrate, but Kicker's
armor (both Eldritch and physical) and high Health (as a troll Adept, his
Health score is around 40) means the damage is only moderate. He suffers 5
Fatigue (not a big deal as he’s at full Stamina), gets -2d6 initiative next round
(could be a problem), and Disadvantage on actions for 1d6+1 rounds (definitely
an issue, but largely offset by his Advantage from Raech).
After shooting, the guard backs off a bit (with his Move
action) to distance himself from the troll.
New round, Kicker rolls a ‘7’ on 2d6, reducing his
Initiative quite a bit, but it’s still higher than the guard’s, so Kicker gets
to act again before the guard can shoot again. He moves forward—so the guard
makes another snapshot—and this time, he absolutely fumbles the roll with a
double ‘1’. Kicker slams his deadly fists into the poor guy. This time, the
troll doesn't roll nearly as well, but it's still enough to seriously injure his
opponent.
The poor guard, seeing that the situation is hopeless, tries
to surrender.
Kicker, feeling merciful, accepts his surrender by switching
over to stun (nonlethal) damage for his next attack. Since the guard is
effectively no longer resisting, the GM rules that he is considered
Defenseless. With TN this low (10), Kicker's next attack is practically
guaranteed to be a Perfect hit, with massive (stun) damage and resulting
incapacitation of the guard. The GM decides that since Kicker did so much
damage, the guard is actually in Critical condition, despite the final blow
being Stun damage.
Ranged combat
Vanya, the somewhat homicidal goth elf combat mage, is on
the verge of exhaustion (literally down to her last point of Stamina). One more
spell, and she might pass out from the exertion. This is a bummer since one of
PanGen's bio-monstrosities is coming straight at her, and her fellow runners
are otherwise engaged. She could try to use a minor spell, but that won't stop
the thing, so it is pointless.
Planning ahead, Vanya draws her Ares Predator before her
turn is over (using her Fast Hands talent) and waits. The PanGen creation, a
twisted mockery of an ork with claws for hands, rushes forward with startling
speed, so Vanya spends her Reaction on a Snapshot before it's too late. The
range is Short, even for a pistol (half Effective range), but Snapshots
override this and incur Disadvantage regardless. Fortunately, Vanya's gun is
Smartlinked, so at least the Advantage from that offsets the Snapshot
Disadvantage.
With her decent Dexterity and Cunning, Vanya's Ranged
(Close) skill isn't half bad at 14. Not bad, but from previous experience, she
knows these creatures are hard to hit, so she opts to spend 1 Edge to add 1d10
to the pool. She rolls 2d10 and gets a 1 and a 10. Fortunately, the extra dice
from Advantage comes up a '10', so Vanya removes the '1' from the pool, keeping
both ‘10s’.
The PanGen Abomination has a Dodge defense of 26, which is
much higher than the base TN 20 for a ranged attack, so Dodge is used. There
are no modifiers to the TN, so 26 it is.
Vanya's attack roll of 14+10+10=34 is more than enough to
hit, so she also gets a +5 to the total for rolling a double for a total of 39.
That's a MoS of 13, more than the 10 required for a Perfect hit, so she gets
+2d6 damage. The Predator has a base damage of 4d6+2, so the total is 6d6+2. Vanya also has the Double Tap talent, which
can add +1d6 damage to SA (Single Attack) weapons, but this requires a Minor
action to be spent to trigger, so it cannot be used as part of a Reaction. She wants
to spend another Edge to add +2d6 to the damage, but she can’t since she
already used Edge on the attack roll.
The damage roll is decent but not spectacular, with a 23
total, which Vanya is pretty sure, based on previous experience, won't take the
thing down. And indeed it doesn’t; the monster is severely injured, but it’s in
an adrenaline-fueled rage and won’t stop fighting until literally dead.
She hopes, however, to Double Tap it to death on her next
turn.
Unfortunately, the Abomination’s initiative remains
unchanged (due to the aforementioned rage effect), and it hits Vanya on its
turn and, despite her armor and magical protection, does enough damage
to—barely—cause damage.
Vanya is uninjured at this stage, so this would not be an
issue, except the attack causes her Stamina to drop to 0 or below, which in
turn means she's incapacitated… and won't get to attack on her next turn but
instead be Helpless when the Abomination's next turn comes up. It looks like a lot
like an Edge Burn moment…
Fortunately, Kicker the Troll steps out of the shadows with
his newly acquired assault shotgun and puts the monstrosity to sleep for good.
When she wakes up, Vanaya decides she hates the troll even
more for having saved her scrawny ass.
