Shadowrun 4E - GM's screen (lite).pdf

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Shadowrun, Fourth Edition GM Screen
CoMbat seQUeNCe
CoMbat tUrN seQUeNCe
1. declare attack
2. apply situational Modiiers
3. Make the opposed test
A. Attacker rolls attribute + skill +/– modiiers
Attacker Attribute Skill
Astral Willpower/Force Astral Combat/Force
Matrix attack program Cybercombat
Melee Agility combat skill
Ranged Agility combat skill
B. Defender rolls attribute + skill +/– modiiers (+skill if on full defense)
Defender
Attribute
Skill
Full Defense
1. roll initiative
Initiative Score = Initiative attribute + hits
2. begin first initiative Pass
Characters act in turn from highest Initiative Score
to lowest
3. begin action Phase
A. Declare Actions. Each character may take 1
Complex Action or 2 Simple Actions during their
Action Phase. Each character also gets 1 Free
Action to be taken on this phase or during any
subsequent phase in the Combat Turn.
B. Resolve Actions.
4. declare and resolve actions of remaining
Characters
5. begin Next initiative Pass
Characters who have more than one Initiative Pass
may go again. Repeat this cycle for characters who get
a third or fourth pass as well.
6. begin new Combat turn
Astral
Intuition/Force
Astral Combat/Force
+Dodge/Force
Matrix
Response
Firewall
+Hacking/rating
Melee
Reaction
combat skill/Unarmed/Dodge
+Dodge
Ranged
Reaction
+Dodge
C. If attacker achieves more hits, attack succeeds. Ties can be considered a graz-
ing hit (see p. 139). Otherwise, attack fails.
4. Compare damage to armor if the attack causes Physical damage
A. Attack’s base DV + net hits = Modiied Damage Value
B. Armor +/– AP modiier = Modiied Armor Value
C. If the Modiied Damage Value does not exceed the Modiied Armor Value, dam-
age is Stun rather than Physical.
Attack Base DV DV modiiers
Astral (Charisma/Force) ÷ 2 net hits
Astral w/weapon focus by weapon net hits
Matrix attack program net hits
Melee (armed) by weapon net hits
Melee (unarmed) Strength ÷ 2 net hits
Ranged by weapon net hits, ammo type, autoire*
*autoire does not count when comparing the Modiied DV to the Modiied Armor
sPellCastiNG by tHe NUMbers
step 1: Choose a spell.
step 2: Choose the force up to the caster’s Magic attri-
bute (unless overcasting—see p. 172).
step 3: Choose a target within the caster’s line of sight.
step 4: roll Magic + spellcasting.
step 5: determine effect (see spell description).
step 6: roll Willpower + attribute to resist drain.
step 7: determine ongoing effects
(–2 sustaining modiier).
5. damage resistance test
Defender rolls attribute + Modiied Armor Value. Each hit reduces the Modiied DV
by 1.
Attack
PerCePtioN test tHresHolds
Attribute used
Armor used
item/event is: threshold
Obvious/Large/Loud
Astral
Willpower
Mystic
1
Matrix
System/Willpower
Armor/Biofeedback Filter
Normal
2
Melee
Body
Impact
Obscured/Small/Muled
3
Ranged
Body
Ballistic or Impact
Hidden/Micro/Silent
4
6. apply damage
Each remaining point of DV = 1 box of damage.
PerCePtioN test Modifiers
Visibility Modifiers
situation dice Pool
Modiier
Perceiver is distracted –2
Perceiver is actively looking/listening for it +3
Object/sound not in immediate vicinity
Visibility Modiiers Normal low-light thermographic Ultrasound
Full Darkness
–6
–6
–3
–3
–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
hermal Smoke
–4
–2
–6
–2
Perceiver using virtual reality
–6
MoVeMeNt rate table
Metatype
Walking rate (m/turn) running rate (m/turn)
Humans, Elves, Orks
10
25
Dwarfs
8
20
Trolls
15
35
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skills aNd liNked attribUtes
diffiCUlty table
PHysiCal attribUtes
agility
Archery
Automatics
Blades
Clubs
Escape Artist
Exotic Melee Weapon (Speciic)
Exotic Ranged Weapon (Speciic)
Forgery
Gunnery
Gymnastics
Heavy Weapons
Iniltration
Locksmith
Longarms
Palming
Pistols
hrowing Weapons
Unarmed Combat
body
Diving
Parachuting
strength
Climbing
Running
Swimming
Data Search
Demolitions
Electronic Warfare
First Aid
Industrial Mechanic
Hacking
Hardware
Medicine
Nautical Mechanic
Professional Knowledge
Sotware
dificulty threshold
Easy
1
Average
2
Hard
3
MeNtal attribUtes
Charisma
Con
Etiquette
Instruction
Intimidation
Leadership
Negotiation
Extreme
4
bUyiNG Hits
dice Pool automatic Hits
1–3
not possible
4–7
1
Willpower
Astral Combat
Survival
8–11
2
12–15
3
intuition
Artisan
Assensing
Disguise
Interests Knowledge
Language
Navigation
Perception
Shadowing
Street Knowledge
Tracking
16–19
4
20–23
5
sPeCial attribUte
Magic
Banishing
Binding
Counterspelling
Ritual Spellcasting
Spellcasting
Summoning
24–27
6
28–31
7
32–35
8
36–39
9
exteNded test
diffiCUlties
resonance
Compiling
Decompiling
Registering
Note: You cannot default on
Italicized skills.
reaction
Dodge
Pilot Aerospace
Pilot Aircrat
Pilot Anthroform
Pilot Exotic Vehicle (Speciic)
Pilot Ground Crat
Pilot Watercrat
logic
Academic Knowledge
Aeronautics Mechanic
Armorer
Automotive Mechanic
Computer
Cybertechnology
Cybercombat
task time interval
Fast
1 Combat Turn
Quick
1 Minute
Short
10 Minutes
Average
30 Minutes
Consuming
1 Day
Exhaustive
1 Week
Mammoth
1 Month
raNdoM alert resPoNse
task dificulty threshold
Easy
4
Average
8
Hard
12
1d6 roll response
Extreme
16+
1
Launch Track IC
2
Launch Attack IC
3
Launch Blackout or Black Hammer IC
4
Scramble Security Hacker
CoNCealability table
5
Terminate Connection
6
System Reset/Shutdown
Concealability Modiier examples
–6
RFID tag, bug, slap patch, micro-electronics, micro-
drone
Matrix searCH table
–4
Hold-out pistol, monowhip, ammo, credstick, chips/
sots, sequencer/passkey
hreshold
Diiculty
–2
Light pistol, knife, sap, microgrenade, lash-pak, jam-
mer, minidrone
2
Easy
4
Average
+0
Heavy pistol, taser, grenade, goggles, commlink
8
Hard
+2
Machine pistol, medkit, club
16
Extreme
+4
SMG, stun baton, sword
+6
Assault rile, katana
Interval
Search Area
1 Initiative Pass
Same device
aVailability iNterVal
1 Combat Turn
Same network
1 Minute
Entire Matrix
item’s Cost interval
Up to 100¥
12 hours
101 to 1,000¥
1 day
Copyright© 2006 WizKids Inc. All Rights Reserved. Shadowrun, Matrix,
and WK Games are registered trademarks and/or trademarks of WizKids,
Inc. in the United States and/or other countries.
1,001 to 10,000¥
2 days
10,001¥+
1 week
Long
1 Hour
Copyright© 2006 WizKids Inc. All Rights Reserved. Shadowrun, Matrix,
and WK Games are registered trademarks and/or trademarks of WizKids,
Inc. in the United States and/or other countries.
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WeaPoN raNGe table
raNGed CoMbat Modifiers table
Dice Pool Modiier:
+0
–1
–2
–3
situation
dice Pool Modiier
Range in Meters
Attacker running
–2
Short
Medium
Long
Extreme
Attacker in melee combat
–3
Pistols
Taser
Attacker in a moving vehicle
–3
0–5
6–10
11–15
16–20
Target has partial cover
–2
Hold-out Pistol
0–5
6–15
16–30
31–50
Target has good cover
–4
Light Pistol
0–5
6–15
16–30
31–50
Target hidden (blind ire)
–6
Heavy Pistol
0–5
6–20
21–40
41–60
Attacker iring from cover
–1
Attacker wounded
–wound modiiers
(see p. 153)
automatics
Machine Pistol
0–5
6–15
16–30
31–50
Attacker using laser sight
+1*
SMG
0–10
11–40
41–80
81–150
Attacker using smartlinked weapon
+2*
Assault Rile
0–50
51–150
151–350
351–550
Attacker using image magniication
eliminates range
modiiers (see p. 139)
longarms
Shotgun (lechette)
0–10
11–25
26–40
41–60
Attacker using a second irearm
splits dice pool
Shotgun (slug )
0–10
11–40
41–80
81–150
Attacker using of-hand weapon
–2
Sporting Rile
0–100
101–250
251–500
501–750
Aimed shot
+1 per Simple Action
Sniper Rile
0–150
151–350
351–800
801–1,500
Called shot
–variable (see Called
Shots, p. 149)
Heavy Weapons
Light Machine Guns
0–75
76–200
201–400
401–800
Multiple targets
–2 per additional
target that Action
Phase
Medium/
Heavy Machine Gun 0–80
81–250
251–750
751–1,200
Assault Cannon
0–100
101-300
301–750
751–1,500
Tracer rounds with short burst
+1
Grenade Launcher
*5–50
51–100
101–150
151–500
Tracer rounds with long burst
+2
Missile Launcher
*20–70
71–150
151–450
451–1500
Tracer rounds with full auto
+3
ballistic Projectiles
Bow
Recoil, semi-automatic
–1 for second shot
that Action Phase
0–STR
To STR x 10 To STR x 30 To STR x 60
Light Crossbow
0-6
7-24
25-60
61-120
Recoil, burst
–2 (irst burst),
–3 (second)
Medium Crossbow
0-9
10-36
37-90
91-150
Heavy Crossbow
0-15
16-45
46-120
121-180
Recoil, long burst
–5 (irst burst),
–6 (second)
impact Projectiles
hrown Knife
0–STR
To STR x 2
To STR x 3
To STR x 5
Recoil, full auto
–9
Shuriken
0–STR
To STR x 2
To STR x 5
To STR x 7
Recoil, heavy weapon
2 x uncompensated
recoil
hrown Grenades
Standard
0–STR x 2 To STR x 4
To STR x 6 To STR x 10
Recoil compensation
Reduces recoil modi-
ier
Aerodynamic
0–STR x 2 To STR x 4
To STR x 8 To STR x 15
Gyro stabilization
Reduces recoil or
movement modiier
* See Grenade Launcher Minimum Range, p. 145.
Visibility Impaired
See Visibility Table
* Note that the bonuses for laser sights and smartlinks are not
cumulative.
Melee Modifiers table
situation
dice Pool Modiier
Friends in the melee
–wound modiier
(see p. 153)
defeNse Modifiers table
Character has longer Reach
+1 per point of net
Reach*
situation
dice Pool Modiier
Defender unaware of attack
No defense possible
Defender wounded
–wound modiiers (see p. 153)
Character using of-hand weapon
–2
Character attacking multiple targets
splits dice pool
Defender inside a moving vehicle
+3
Character has superior position
+2
Defender has defended against
Opponent prone
+3
previous attacks since last action
–1 per additional defense
Attacker making charging attack
+2
Ranged Attacks only:
Defender running +2
Defender in melee targeted by ranged attack –3
Attacker iring wide burst –2
Attacker iring long wide burst –5
Attacker iring full-auto wide burst –9
Attacker iring shotgun on medium spread –2
Attacker iring shotgun on wide spread –4
Attacker using area attack weapon (grenade, missile) –2
–2
Defender receiving a charge
+1
Visibility impaired
See Visibility Table
Called shot
variable (see Called
Shots, p. 149)
Touch-only attack
+2
* You may apply Reach as a –1 dice pool modiier per net point to
the opponent instead.
Character wounded
+1 per friend (max. +4)
Defender prone
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sCatter diaGraM
Melee WeaPoNs table
blades
reach damage Value aP
Combat Axe
2
(STR/2 + 4)P
–1
Forearm Snap-Blades
(STR/2 + 2)P
Katana
1
(STR/2 + 3)P
–1
Knife
(STR/2 + 1)P
Monoilament Sword
1
(STR/2 + 3)P
–1
Survival Knife
(STR/2 + 1)P
–1
Sword
1
(STR/2 + 3)P
Clubs
Club
1
(STR/2 + 1)P
sCatter table
Extendable Baton
1
(STR/2 + 1)P
Sap
(STR/2 + 1)S
Staf
2
(STR/2 + 2)P
type
scatter
Standard Grenade
1D6 meters – 2 per net hit
Stun Baton
1
6S(e)*
–half
Aerodynamic Grenade
2D6 meters – 4 per net hit
Cyberware
(blades or exotic Melee)
Hand Blade
Grenade Launcher
3D6 meters – 4 per net hit
(STR/2 + 2)P
Rocket
2D6 meters – 1 per net hit
Hand Razors
(STR/2 + 1)P
Missile
2D6 meters – 1 per net hit
(– Sensor rating )
Spur
(STR/2 + 3)P
Airburst
1D6 meters – 1 per net hit
(– Sensor rating )
Cyberware (Unarmed)
Aluminum Bone Lacing
(STR/2 + 2)P
Plastic Bone Lacing
(STR/2 + 1)P
Titanium Bone Lacing
(STR/2 + 3)P
Shock Hand
6S(e)*
–half
exotic Melee Weapons
Pole Arm
ProjeCtile WeaPoNs table
2
(STR/2 + 2)P
–2
Monoilament Chainsaw
1
5P
–2
Monoilament Whip
2
8P
–4
Weapon
damage Value aP
Riot Shield
(STR/2)S
+2
Bow
(STR Min. +2)P
Taser Armor/Shield
6S(e)*
–half
Light Crossbow
3P
Unarmed
Shock Glove
Medium Crossbow
5P
5S(e)*
–half
Heavy Crossbow
7P
–1
Unarmed
(STR/2)S
Shuriken
(STR/2)P
sample improvised Weapons
Bottle (unbroken:
Clubs, broken: Blades)
hrowing knife
(STR/2 + 1)P
(STR/2)P
+1
Chain/Whip (Exotic Melee)
1
(STR/2 + 1)P
+1
GreNade daMaGe table
Chair (Clubs)
1
(STR/2 + 1)S
Frying Pan (Clubs)
(STR/2 + 1)S
+1
Metahuman Body
(Unarmed Combat)
type damage Code aP blast
Flash-Bang
6S
–3
10m Radius
1
(BOD/2)S
+2
Flash-Pak
Special
Special
Pistol/Rile Butt (Clubs)
(STR/2 + 1)P
Fragmentation
12P(f )
+2
–1/m
Pool Cue
(Clubs, breaks ater irst hit) 1
High Explosive
10P
–2
–2/m
(STR/2)S
Gas
Chemical
10m Radius
*(e) means that the weapon inlicts Electricity damage (see p. 154).
Smoke
10m Radius
hermal Smoke
10m Radius
siGNal ratiNG table
CHarisMa-liNked oPPosed tests
signal rating signal range
skill Used acting Character rolls: target Character rolls:
Con
0
3 m
Con + Charisma
(Con or Negotiation) + Charisma
1
40 m
2
100 m
Etiquette
Etiquette + Charisma
Perception + Charisma
3
400 m
Intimidation
Intimidation + Charisma
Intimidation + Willpower
4
1 km
Leadership
Leadership + Charisma
Leadership + Willpower
5
4 km
Negotiation
Negotiation + Charisma
Negotiation + Charisma
6
10 km
7
40 km
8
100 km
9
400 km
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Barrier rating taBle
BuilD/repair taBle
armor Structure
item or part/repair
threshold
Simple/Malfunction
2
Material
rating rating
Fragile
1
1
Basic/EasyFix
4
CheapMaterial
2
3
Complex/CommonRepair
8
AverageMaterial
4
5
Intricate/SeriousDamage
12
HeavyMaterial
6
7
Exotic/BrokenBeyondRepair
16+
ReinforcedMaterial
8
9
StructuralMaterial
12
11
Situation
Dice Pool Modiier
HeavyStructuralMaterial
16
13
WorkingConditions:
Armored/ReinforcedMaterial
24
15
Distracting
–1
HardenedMaterial
32+
17+
Poor
–2
Terrible
–4
DaMaging BarrierS taBle
Superior
+1
Toolsand/orPartsAre:
Weapon
DV Modiier
Inadequate
–2
MeleeorUnarmed
Nochange
Unavailable
–4ornotallowed
Whip/Monoilamentwhip
DVof1
Superior
+1ormore
Projectile
DVof1perprojectile
PlansorReferenceMaterial:
Bullet
DVof2perbullet
Available
+1
Explosive
baseDVx2
AugmentedRealityEnhanced
+2
AVrocket/missile
baseDVx3
WorkingFromMemory
Combatspell
Nochange
Logic5+
+0
Logic1–4
–(5–Logic)
KnoWleDge SKill taBle
oBJeCt reSiStanCe taBle
Character Seeks:
hreshold
Category
threshold
Generalknowledge
1
NaturalObjects
(Trees,Soil,UnprocessedWater)
Detailedknowledge
2
1
Intricateknowledge
3
ManufacturedLow-TechObjectsandMaterials
(Brick,Leather,SimplePlastics)
Obscureknowledge
4
2
ManufacturedHigh-TechObjectsandMaterials
(AdvancedPlastics,Alloys,ElectronicEquipment)
3
HighlyProcessedObjects
(Computers,ComplexToxicWastes,Drones,Vehicles) 4+
Signature taBle
target Vehicle
Modiier
Largeandoversizedvehicles(trains,
constructionvehicles,zeppelins,
tractor-trailers,airliners)
SaMple DeViCeS
+3
Device type Device rating example
Electric-powered(EP)vehicles
–3
Dumb
1
Generalappliances,bodyware
Metahumans,critters
–3
Simple
2
Public terminals, entertain-
mentsystems
Drones
–3
Micro-drones
–6
Average
3
Standardpersonalelectronics,
headware, vehicles, drones,
home/businessterminals
Complex
4
Security vehicles, alphaware,
researchterminals,securityde-
vices
Smart
5
High-end devices, betaware,
securityterminals,militaryve-
hicles
Cutting-Edge
6
Deltaware,credsticks
Bad
–3
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