Sr3 - Combat Crib Sheet

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Shadowrun Combat Crib Sheet Combat Turn Sequence [SR3 p103]: 1. All Dice Pools refresh 2. Determine Initiative 3. Characters take actions in their Combat Phase - highest initiative to lowest 4. Calculate the next Initiative Pass - each player subtracts 10 from their initiative score. For each character that has a modified Initiative greater than zero repeat step 3. Actions [SR3 p105 - 108]: On a character's Combat Phase they can Walk or Run and take actions. Either 1 Free action plus 2 Simple actions or 1 Free action plus 1 Complex action. Free Actions • Activate cyberware • Call a Shot • Change smartgun fire mode • Deactivate Focus • Delay Action • Drop object • Drop prone • Drop a sustained spell • Eject smartgun clip • Spell Defence

Simple Actions • Change gun mode manually • Change position / stand up • Command a spirit • Fire a weapon (SS or SA) • Insert a clip/ Remove a clip • Ready a weapon • Shift to / from Astral Perception • Take aim • Throw a weapon

Complex Actions • Astral Projection (Exclusive) • Banish Spirit (Exclusive) • Call Elemental (Exclusive) • Cast a spell • Control Spirit (Exclusive) • Fire a weapon on full auto. • Make a hand to hand attack • Summon nature spirit (Exclusive) • Use a Skill

Damage [SR3 p125]: Damage is inflicted at one of four levels of severity (see below). The appropriate number of boxes should be ticked off on the character's appropriate Condition Monitor. Damage Level: Number of Boxes Inflicted:

Light (L) 1

Moderate (M) 3

Serious (S) 6

Deadly (D) 10

Injuries impose TN modifiers. Initiative is also reduced by a similar amount. Number of Boxes Filled: TN Modifier: Initiative Modifier:

1 to 2 +1 -1

3 to 5 +2 -2

6 to 9 +3 -3

10 Unconscious Unconscious

Ranged Combat Attack [SR3 p113]:

Roll: TN:

Skill (e.g. Pistols) + Combat Pool (maximum of skill) Based upon range and modifiers

Dodge [SR3 p113]:

Roll: TN:

Combat Pool only (no limit) 4 +1 per three bullets in burst if fired in BF or FA mode

If Dodge successes exceed attack successes the shot cleanly misses the target. Resist Damage [SR3 p113]:

Roll: TN:

Body + Combat Pool (no limit) Power of weapon less Armour rating (minimum of 2)

Compare Attack successes against Dodge plus Damage Resistance successes. Every 2 net successes in favour of the attacker stage damage up a level (L > M > S > D) Every 2 net successes in favour of the defender stage damage down a level (D > S > M > L > Nothing)

Melee Combat Attacker [SR3 p122]:

Roll: TN:

Skill (e.g. Unarmed Combat) + Combat Pool (maximum of skill) 4 + Modifiers

Defender [SR3 p122]:

Roll: Skill (e.g. Unarmed Combat) + Combat Pool (maximum of skill) TN: 4 + Modifiers Every 2 net successes stage damage up a level (L > M > S > D > D & +1 Power > D & +2 Power etc) Resist Damage [SR3 p123]:

Roll:

Body + Combat Pool (no limit)

TN: Power of attack less Armour rating (minimum of 2) Every 2 net successes stage damage down a level (D > S > M > L > Nothing)

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