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Shadowrun, Fourth Edition GM Screenthe-eye.eu/public/Books/rpg.rem.uz/Shadowrun/4th Edition... · 2018. 1. 14. · Shadowrun, Fourth Edition GM Screen. Difficulty table. Difficulty

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Page 1: Shadowrun, Fourth Edition GM Screenthe-eye.eu/public/Books/rpg.rem.uz/Shadowrun/4th Edition... · 2018. 1. 14. · Shadowrun, Fourth Edition GM Screen. Difficulty table. Difficulty
Page 2: Shadowrun, Fourth Edition GM Screenthe-eye.eu/public/Books/rpg.rem.uz/Shadowrun/4th Edition... · 2018. 1. 14. · Shadowrun, Fourth Edition GM Screen. Difficulty table. Difficulty

Difficulty table

Difficulty thresholdEasy 1Average 2Hard 3Extreme 4

buying Hits

Dice Pool automatic Hits 1–3 notpossible 4–7 1 8–11 2 12–15 3 16–19 4 20–23 5 24–27 6 28–31 7 32–35 8 36–39 9

extenDeD test Difficulties

task time interval Fast 1CombatTurn Quick 1Minute Short 10Minutes Average 30Minutes Long 1Hour Consuming 1Day Exhaustive 1Week Mammoth 1Month

task Difficulty threshold Easy 4 Average 8 Hard 12 Extreme 16+

Visibility MoDifiers

Visibility Modifiers normal low-light thermographic ultrasoundFullDarkness –6 –6 –3 –3PartialLight –2 0 –2 –1Glare –1 –1 –1 0LightFog/Mist/Rain/Smoke –2 –1 0 –1HeavyFog/Mist/Rain/Smoke –4 –2 –2 –2ThermalSmoke –4 –2 –6 –2

MoVeMent rate table

Metatype Walking rate (m/turn) running rate (m/turn)Humans,Elves,Orks 10 25Dwarfs 8 20Trolls 15 35

coMbat turn seQuence

1. roll initiative InitiativeScore=Initiativeattribute+hits2. begin first initiative Pass CharactersactinturnfromhighestInitiativeScore

tolowest3. begin action Phase A. Declare Actions.Eachcharactermaytake1

ComplexActionor2SimpleActionsduringtheirActionPhase.Eachcharacteralsogets1FreeActiontobetakenonthisphaseorduringanysubsequentphaseintheCombatTurn.

B. Resolve Actions.4. Declare and resolve actions of remaining

characters5. begin next initiative Pass CharacterswhohavemorethanoneInitiativePass

maygoagain.Repeatthiscycleforcharacterswhogetathirdorfourthpassaswell.

6. begin new combat turn

sPellcasting by tHe nuMbers

step 1: choose a spell.step 2: choose the forceuptothecaster’sMagicattri-

bute(unlessovercasting—seep.172).step 3: choose a targetwithinthecaster’slineofsight.step 4: roll Magic + spellcasting.step 5: Determine effect(seespelldescription).step 6: roll Willpower + attribute to resist Drain.step 7: Determine ongoing effects

(–2sustainingmodifier).

WeaPon range table

Dice Pool Modifier: +0 –1 –2 –3 Range in Meters Short Medium Long Extreme

PistolsTaser 0–5 6–10 11–15 16–20Hold-outPistol 0–5 6–15 16–30 31–50LightPistol 0–5 6–15 16–30 31–50HeavyPistol 0–5 6–20 21–40 41–60automaticsMachinePistol 0–5 6–15 16–30 31–50SMG 0–10 11–40 41–80 81–150AssaultRifle 0–50 51–150 151–350 351–550longarmsShotgun(flechette) 0–10 11–25 26–40 41–60Shotgun(slug) 0–10 11–40 41–80 81–150SportingRifle 0–100 101–250 251–500 501–750SniperRifle 0–150 151–350 351–800 801–1,500Heavy WeaponsLightMachineGuns 0–75 76–200 201–400 401–800Medium/ HeavyMachineGun 0–80 81–250 251–750 751–1,200AssaultCannon 0–100 101-300 301–750 751–1,500GrenadeLauncher *5–50 51–100 101–150 151–500MissileLauncher *20–70 71–150 151–450 451–1500ballistic ProjectilesBow 0–STR ToSTRx10 ToSTRx30 ToSTRx60LightCrossbow 0-6 7-24 25-60 61-120MediumCrossbow 0-9 10-36 37-90 91-150HeavyCrossbow 0-15 16-45 46-120 121-180impact ProjectilesThrownKnife 0–STR ToSTRx2 ToSTRx3 ToSTRx5Shuriken 0–STR ToSTRx2 ToSTRx5 ToSTRx7Thrown GrenadesStandard 0–STRx2 ToSTRx4 ToSTRx6 ToSTRx10Aerodynamic 0–STRx2 ToSTRx4 ToSTRx8 ToSTRx15

*SeeGrenade Launcher Minimum Range,p.145.

skills anD linkeD attributes

PHysical attributes

agilityArcheryAutomaticsBladesClubsEscapeArtistExoticMeleeWeapon(Specific)ExoticRangedWeapon(Specific)ForgeryGunneryGymnasticsHeavyWeaponsInfiltrationLocksmithLongarmsPalmingPistolsThrowingWeaponsUnarmedCombat

bodyDivingParachuting

reactionDodgePilot AerospacePilot AircraftPilot AnthroformPilot Exotic Vehicle (Specific)PilotGroundCraftPilotWatercraft

strengthClimbingRunningSwimming

Mental attributes

charismaConEtiquetteInstructionIntimidationLeadershipNegotiation

intuitionArtisanAssensingDisguiseInterestsKnowledgeLanguageNavigationPerceptionShadowingStreetKnowledgeTracking

logicAcademicKnowledgeAeronautics Mechanic ArmorerAutomotive Mechanic ComputerCybertechnologyCybercombat

DataSearchDemolitionsElectronic WarfareFirstAidIndustrial Mechanic HackingHardwareMedicineNautical Mechanic ProfessionalKnowledgeSoftware

WillpowerAstral CombatSurvival

sPecial attribute

MagicBanishingBindingCounterspellingRitual SpellcastingSpellcastingSummoning

resonanceCompilingDecompilingRegistering

Note: YoucannotdefaultonItalicizedskills.

coMbat seQuence

1. Declare attack2. apply situational Modifiers3. Make the opposed test A. Attacker rolls attribute + skill +/– modifiers

Attacker Attribute SkillAstral Willpower/Force AstralCombat/ForceMatrix attackprogram CybercombatMelee Agility combatskillRanged Agility combatskill

B. Defender rolls attribute + skill +/– modifiers(+skillifonfulldefense)

Defender Attribute Skill Full DefenseAstral Intuition/Force AstralCombat/Force +Dodge/ForceMatrix Response Firewall +Hacking/ratingMelee Reaction combatskill/Unarmed/Dodge +DodgeRanged Reaction — +Dodge

C. If attacker achieves more hits, attack succeeds.Tiescanbeconsideredagraz-inghit(seep.139).Otherwise,attackfails.

4. compare Damage to armor if the attack causes Physical damage A.Attack’sbaseDV+nethits=ModifiedDamageValue B.Armor+/–APmodifier=ModifiedArmorValue C.IftheModifiedDamageValuedoesnotexceedtheModifiedArmorValue,dam-

ageisStunratherthanPhysical.

Attack Base DV DV modifiers Astral (Charisma/Force)÷2 nethitsAstralw/weaponfocus byweapon nethitsMatrix attackprogram nethitsMelee(armed) byweapon nethitsMelee(unarmed) Strength÷2 nethitsRanged byweapon nethits,ammotype,autofire*

*autofiredoesnotcountwhencomparingtheModifiedDVtotheModifiedArmor

5. Damage resistance test Defenderrollsattribute+ModifiedArmorValue.EachhitreducestheModifiedDV

by1.

Attack Attribute used Armor usedAstral Willpower MysticMatrix System/Willpower Armor/BiofeedbackFilterMelee Body ImpactRanged Body BallisticorImpact

6. apply Damage EachremainingpointofDV=1boxofdamage.

ranDoM alert resPonse

1D6 roll response 1 LaunchTrackIC 2 LaunchAttackIC 3 LaunchBlackoutorBlackHammerIC 4 ScrambleSecurityHacker 5 TerminateConnection 6 SystemReset/Shutdown

Matrix searcH table

Threshold Difficulty 2 Easy 4 Average 8 Hard 16 Extreme

Interval Search Area 1InitiativePass Samedevice 1CombatTurn Samenetwork 1Minute EntireMatrix

concealability table

concealability Modifier examples –6 RFIDtag,bug,slappatch,micro-electronics,micro-

drone –4 Hold-outpistol,monowhip,ammo,credstick,chips/

softs,sequencer/passkey –2 Lightpistol,knife,sap,microgrenade,flash-pak,jam-

mer,minidrone +0 Heavypistol,taser,grenade,goggles,commlink +2 Machinepistol,medkit,club +4 SMG,stunbaton,sword +6 Assaultrifle,katana

aVailability interVal

item’s cost interval Upto100¥ 12hours 101to1,000¥ 1day 1,001to10,000¥ 2days 10,001¥+ 1week

rangeD coMbat MoDifiers table

situation Dice Pool ModifierAttackerrunning –2Attackerinmeleecombat –3Attackerinamovingvehicle –3Targethaspartialcover –2Targethasgoodcover –4Targethidden(blindfire) –6Attackerfiringfromcover –1Attackerwounded –woundmodifiers

(seep.153)Attackerusinglasersight +1*Attackerusingsmartlinkedweapon +2*Attackerusingimagemagnification eliminatesrange

modifiers(seep.139)Attackerusingasecondfirearm splitsdicepoolAttackerusingoff-handweapon –2Aimedshot +1perSimpleActionCalledshot –variable(seeCalled

Shots,p.149)Multipletargets –2peradditional

targetthatActionPhase

Tracerroundswithshortburst +1Tracerroundswithlongburst +2Tracerroundswithfullauto +3Recoil,semi-automatic –1forsecondshot

thatActionPhaseRecoil,burst –2(firstburst),

–3(second)Recoil,longburst –5(firstburst),

–6(second)Recoil,fullauto –9Recoil,heavyweapon 2xuncompensated

recoilRecoilcompensation Reducesrecoilmodi-

fierGyrostabilization Reducesrecoilor

movementmodifierVisibilityImpaired SeeVisibilityTable

*Notethatthebonusesforlasersightsandsmartlinksarenotcumulative.

scatter table

type scatterStandardGrenade 1D6meters–2pernethitAerodynamicGrenade 2D6meters–4pernethitGrenadeLauncher 3D6meters–4pernethitRocket 2D6meters–1pernethitMissile 2D6meters–1pernethit

(–Sensorrating)Airburst 1D6meters–1pernethit

(–Sensorrating)

scatter DiagraM

cHarisMa-linkeD oPPoseD tests

skill used acting character rolls: target character rolls:Con Con+Charisma (ConorNegotiation)+CharismaEtiquette Etiquette+Charisma Perception+CharismaIntimidation Intimidation+Charisma Intimidation+WillpowerLeadership Leadership+Charisma Leadership+WillpowerNegotiation Negotiation+Charisma Negotiation+Charisma

Melee WeaPons table

blades reach Damage Value aPCombatAxe 2 (STR/2+4)P –1ForearmSnap-Blades — (STR/2+2)P —Katana 1 (STR/2+3)P –1Knife — (STR/2+1)P —MonofilamentSword 1 (STR/2+3)P –1SurvivalKnife — (STR/2+1)P –1Sword 1 (STR/2+3)P —clubs Club 1 (STR/2+1)P —ExtendableBaton 1 (STR/2+1)P —Sap — (STR/2+1)S —Staff 2 (STR/2+2)P —StunBaton 1 6S(e)* –halfcyberware (blades or exotic Melee)HandBlade — (STR/2+2)P —HandRazors — (STR/2+1)P —Spur — (STR/2+3)P —cyberware (unarmed)AluminumBoneLacing — (STR/2+2)P —PlasticBoneLacing — (STR/2+1)P —TitaniumBoneLacing — (STR/2+3)P —ShockHand — 6S(e)* –halfexotic Melee WeaponsPoleArm 2 (STR/2+2)P –2MonofilamentChainsaw 1 5P –2MonofilamentWhip 2 8P –4RiotShield — (STR/2)S +2TaserArmor/Shield — 6S(e)* –halfunarmedShockGlove — 5S(e)* –halfUnarmed — (STR/2)S —sample improvised WeaponsBottle(unbroken: Clubs,broken:Blades) — (STR/2)P +1Chain/Whip(ExoticMelee) 1 (STR/2+1)P +1Chair(Clubs) 1 (STR/2+1)S —FryingPan(Clubs) — (STR/2+1)S +1MetahumanBody (UnarmedCombat) 1 (BOD/2)S +2Pistol/RifleButt(Clubs) — (STR/2+1)P —PoolCue (Clubs,breaksafterfirsthit) 1 (STR/2)S —

*(e)meansthattheweaponinflictsElectricitydamage(seep.154).

grenaDe DaMage table

type Damage code aP blastFlash-Bang 6S –3 10mRadiusFlash-Pak Special — SpecialFragmentation 12P(f ) +2 –1/mHighExplosive 10P –2 –2/mGas Chemical — 10mRadiusSmoke — — 10mRadiusThermalSmoke — — 10mRadius

Projectile WeaPons table

Weapon Damage Value aPBow (STRMin.+2)P —LightCrossbow 3P —MediumCrossbow 5P —HeavyCrossbow 7P –1Shuriken (STR/2)P —Throwingknife (STR/2+1)P —

Defense MoDifiers table

situation Dice Pool ModifierDefenderunawareofattack NodefensepossibleDefenderwounded –woundmodifiers(seep.153)Defenderinsideamovingvehicle +3Defenderhasdefendedagainst previousattackssincelastaction –1peradditionaldefenseDefenderprone –2Ranged Attacks only:Defenderrunning +2Defenderinmeleetargetedbyrangedattack –3Attackerfiringwideburst –2Attackerfiringlongwideburst –5Attackerfiringfull-autowideburst –9Attackerfiringshotgunonmediumspread –2Attackerfiringshotgunonwidespread –4Attackerusingareaattackweapon(grenade,missile) –2

PercePtion test tHresHolDs

item/event is: thresholdObvious/Large/Loud 1Normal 2Obscured/Small/Muffled 3Hidden/Micro/Silent 4

PercePtion test MoDifiers

situation Dice Pool ModifierPerceiverisdistracted –2Perceiverisactivelylooking/listeningforit +3Object/soundnotinimmediatevicinity –2Object/soundfaraway –3Object/soundstandsoutinsomeway +2Interferingsight/odor/sound –2Perceiverhasactiveenhancements +ratingPerceiverusingvirtualreality –6

Melee MoDifiers table

situation Dice Pool ModifierFriendsinthemelee +1perfriend(max.+4)Characterwounded –woundmodifier

(seep.153)CharacterhaslongerReach +1perpointofnet

Reach*Characterusingoff-handweapon –2Characterattackingmultipletargets splitsdicepoolCharacterhassuperiorposition +2Opponentprone +3Attackermakingchargingattack +2Defenderreceivingacharge +1Visibilityimpaired SeeVisibilityTableCalledshot variable(seeCalled

Shots,p.149)Touch-onlyattack +2

*YoumayapplyReachasa–1dicepoolmodifierpernetpointtotheopponentinstead.

signal rating table

signal rating signal range 0 3m 1 40m 2 100m 3 400m 4 1km 5 4km 6 10km 7 40km 8 100km 9 400kmCopyright© 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.