Shadows over Baltimore Combat Turns |
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Combat Turn
Sequence Combat in Shadowrun proceeds in a set sequence known as
the Combat Turn. Each Combat Turn is 3 seconds long (so there are 20 Combat Turns per minute). The Combat Turn attempts to
mimic real combat, resolving issues such as who acts first, who is faster on the draw, what happens when one character punches
another, and so on. During the Combat Turn, each player—starting with the fastest—takes turns describing his character’s
action and rolls dice to see how well he performs it. The gamemaster describes the actions and reactions of the nonplayer
characters, as well as the final outcome of all actions. Combat Turns may be broken up into a series of Initiative Passes if any characters
have the ability to take extra actions in a Combat Turn. The point during each Combat Turn when a specific character can act
is called an Action
Phase. 1. Roll Initiative Determine Initiative for all the characters,
critters, spirits, intrusion countermeasures, and anything else involved in the fight (see Initiative). The order of Initiative Scores from
high to low determines the order in which the action will take place. Note that wound modifiers affect the
Initiative Score (see Initiative and Damage). 2. Begin First
Initiative Pass Characters involved in the combat now
take their actions sequentially in the first Initiative Pass, starting with the character who has the highest Initiative Score.
This character is the acting character If more than one character has the same
Initiative Score, they go at the same time. 3. Begin Action
Phase The acting character now declares and
takes his actions, according to the steps below. If another character has delayed an action and
wishes to act during this Action Phase, he must declare it here. That character chooses whether to act before, after, or at
the same time as current acting character. A. Declare Actions The acting character declares his actions
for the Action Phase. He may take two Simple Actions or one Complex Action. Alternately, the character can choose to delay
his action until a later Action Phase in that Combat Turn. The character may also declare one Free Action during either this
Action Phase or on any subsequent Action Phases in the Combat Turn. Likewise, any character who has already acted in the Combat
Turn prior to this Action Phase and still has his Free Action left may declare it at this point if he chooses. B. Resolve Actions Resolve the actions of the acting character. 4. Declare and
Resolve Actions of Remaining Characters Move on to the character with the next
highest Initiative Score and repeat Step 3. Continue this cycle until the actions of all characters have been resolved for
that Initiative Pass. 5. Begin Next
Initiative Pass Once all of the characters have acted
and the all of the actions have been resolved for the first Initiative Pass, Steps 2 through 4 are then repeated for characters
who get a second Initiative Pass due to implants, magic, or other abilities. This cycle is repeated in full for characters
who get a third pass, and then for those who get a fourth pass (if any). No character can act in more than 4 Initiative Passes
in a Combat Turn. If a character was wounded in a previous
Initiative Pass, wound modifiers may affect his Initiative Score on this and any subsequent passes. 6. Begin a New
Combat Turn Begin a new Combat Turn, starting again
at Step 1. Continue repeating Steps 1 through 6 until the combat ends.
Initiative Initiative determines the order in
which characters act, as well as how often they act during a single Combat Turn. Initiative is based on two factors:
Initiative Score and Initiative Passes. Initiative
Score To determine a character’s Initiative
Score, make an Initiative Test using his Initiative attribute. (A character’s Initiative attribute is the sum of
Reaction and Intuition.) Edge may be used on this test. Add the hits to your Initiative attribute—this total is your
Initiative Score. The gamemaster records the score for each character, from highest to lowest. The character with the highest
score goes first and the others follow in descending order. If two characters
get the same score, then they act simultaneously. If for some reason it is imperative
to determine which one acts first, compare attributes to see who has the highest Edge, Initiative, or Reaction (resolving
ties in that order). Initiative and Damage When making the Initiative Test, wound
modifiers from damage affect the Initiative Score. In addition, if a character takes damage that inflicts wound modifiers
during a Combat Turn, apply those (additional) modifiers to his Initiative Score immediately. This means that a character’s
Initiative Score may be affected in the middle of an Initiative Pass (though if he has already acted in that pass, it won’t
matter until the next one). If damage modifiers reduce a character’s
Initiative Score to zero or less, that character does not get any actions during that Combat Turn. Initiative
Passes Some characters may have magic or implants
that allow them to act more than once in a Combat Turn. When this occurs, the Combat Turn is divided
into Initiative Passes. Everyone gets to act during the first Initiative Pass (in order according to their Initiative Score),
characters with two actions get to go again during a second Initiative Pass, characters with three actions get a third action
during a third Initiative Pass, and so on. No character can act in more than 4 Initiative Passes in a Combat Turn (even if
they spend Edge). If a character does not get an action
that allows him to act during an Initiative Pass, he can do nothing; he must bide his time until the next turn. The character
also gets no Free Actions during those extra Initiative Passes; he may, however, still dodge and defend against attacks. The same Initiative Score is kept for
the entire Combat Turn—do not re-roll it for each Initiative Pass. The only way to affect an Initiative Score during
the Combat Turn is with wound modifiers. The number of Initiative Passes in which a character gets to act during a Combat
Turn should be noted on his character sheet. Switching
Initiative In some cases, a character’s
Initiative or Initiative Passes may change in the middle of a Combat Turn due to the use of certain gear, spells, or abilities
(turning on your wired reflexes, for example, or a magician re-entering his body from astral space). If a character’s
Initiative attribute changes, immediately apply the difference as a positive or negative modifier to the character’s
Initiative Score. This new Initiative Score applies for any subsequent actions in that Combat Turn. So a character with Initiative
8 and an Initiative Score 11 who activates an implant that changes his Initiative to 10 (+2)
immediately raises his Initiative Score to 13 (11 + 2). If the number of Initiative Passes
available to a character increases, that character does not gain the extra Initiative Passes for that turn. So a magician with 1 IP who takes
his first action to astrally project (+2 IP) does not gain any extra actions that turn, but he will have 3 IP for the next
turn. If the number of Initiative Passes available to a character decreases, then that character immediately loses any extra Initiative Passes for that turn he
might have had. So when that same magician returns to his body, he immediately loses 2 IPs on that turn. Initiative
and Edge A character can use Edge to affect
his Initiative in several ways during a Combat Turn: • Edge may be used on the Initiative
Test, as per normal Edge rules. • Edge can be spent to go first in an Initiative
Pass. The character must declare this at the beginning of the Initiative Pass. He then goes first, regardless of his Initiative
Score. If more than one character spends Edge to go first, resolve which of the Edge spending characters go first by their
Initiative Scores; non-Edge spending characters go on their Initiative Scores as normal. • Edge can be spent to get an
extra Initiative Pass action. A character who only acts once a turn could, for example, spend 1 point of Edge to act during
a second Initiative Pass as well. The character must declare this at the beginning of the Initiative Pass—it is not
possible to buy an action in the middle of a pass. A character may only purchase 1 extra action this way in each Combat Turn. Initiative
Glitches If a character rolls a glitch on his
Initiative Test, he automatically goes after anyone who has the same Initiative Score as him (rather than acting simultaneously).
If the gamemaster chooses, she can also inflict a minor dice pool modifier (–1) to the character’s first action,
to reflect his stumbling start. If the character rolls a critical glitch, he not only goes last in each Initiative Pass, but
he also loses one of his extra actions (if any); this does not affect characters who have only one action per turn. Delayed
Actions Sometimes players don’t want
to go when it’s their turn. They prefer to wait to see what happens and how others act before they go. This is called a delayed action
. A
delayed action must be declared during Step 3A of the Combat Turn. A player can declare a delayed action on any of his actions
in any pass. A character can delay an action until a later Action Phase. During the Declare Actions part of that Action Phase,
the character must declare that he is intervening. Characters who have held an action and intervened in this manner go before
anyone who is normally taking his action during that Action Phase. If multiple characters delay their actions until the same
Action Phase, they act at the same time. Note
that a delayed character can choose to intentionally act after another in an Action Phase, but only if he would normally have
gone before. The character delaying an action in
this manner does not lose his original Initiative Score. Once that Initiative Pass is over, the character’s Initiative
Score applies to any additional passes that occur. Players can also decide to go after the last player’s Action Phase
in a pass. As long as the character acts before that pass ends and the next one begins, there is no problem. If more than
one character decides to act last in a pass, resolve who goes first as if resolving an Initiative tie. A character can also
delay his action until the next Initiative Pass. If he had an action in that Initiative Pass, then he automatically loses
it (in place of the delayed action—you only get one action per pass). Timed
Items and Initiative Some items, such as grenades, explosive
devices, timed traps, and so on are timed as to exactly when they will explode. In most situations, these items will detonate
on the character’s (current) Initiative Score during the next Initiative Pass. If there are no more Combat Turns, the
item will detonate as the gamemaster sees fit. If an item has a timer set by a player
character, that character can decide when it goes off, but he must declare this when the item is activated. As a default,
it’s best to have such items go off on the character’s Initiative Score during a predetermined pass or at the
beginning or end of a Combat Turn. Note that timed items always go last
in the case of tied Initiative Scores.
The
Action Phase When a character’s Action Phase
arrives, he must decide what he’s going to do. The character has many options to choose from: fire a gun, cast a
spell, activate a computer program, and so on. Each of these is classified as one of three types of actions a character
can take: Free, Simple, and Complex. A character can take either two Simple Actions or one Complex Action during his Action
Phase. In addition, each character may take one Free Action at any point in the Initiative Pass (either during his own Action
Phase or at any later time). When it’s your turn to act, you must declare the actions that you will perform during the
Action Phase. You may take Free, Simple, and Complex Actions in any order during your Action Phase. The descriptions that follow list many
of the Free, Simple, and Complex Actions a character might take during combat in Shadowrun. Gamemasters must determine on the fly whether
other actions that a character wants to take would count as Free, Simple, or Complex, based on those noted and the effort
the action would take. FREE
ACTIONS Free Actions are relatively simple,
nearly automatic actions that require little or no effort to accomplish. Examples are saying a word, dropping an object, dropping
prone, or walking. A character may take a Free Action during his own Action Phase or at some later point in the Initiative
Pass. A character may not take a Free Action prior to his first Action Phase in the Initiative Pass. Free Actions generally require no Success
Test, though special circumstances may warrant one. Call
a Shot A character may “call a shot”
(aim for a vulnerable portion of a target) with this Free Action. This action must be immediately followed by a Take Aim,
Fire Weapon, Throw Weapon, or Melee Unarmed Attack. Change
Linked Device Mode A character may use a Free Action to
activate, deactivate, or switch the mode on any device that he is linked to either by a direct neural interface or by wireless
link. This includes activating cyberware, changing a smartgun’s firing mode, deactivating thermographic vision, switching
a commlink to hidden mode, turning a device’s wireless functionality off, and so on. Note that some devices may require
longer to interact act with, as noted in individual gear descriptions. Drop
Object A character may drop a held object
as a Free Action. If he is holding objects in both hands, he may drop both objects as a single Free Action. Drop
Prone A character may kneel or drop prone
at any time, as long as he is not surprised. A character who is surprised may not drop prone. Eject
Smartgun Clip A character linked to and holding a
ready smartgun may use a simple cybernetic command to eject the weapon’s clip. It still takes a Simple Action to insert
a new, fresh clip. Gesture A character may execute one gesture
as a Free Action. (However ludicrous this may sound, it pertains primarily to the use of gestures as silent communication
in combat situations.) Intercept A character may spend an available
Free Action to intercept an opponent who attempts to move past him or break out of melee combat. Run Running uses a Free Action and inflicts
Running movement modifiers. Running is considered to be any movement over the character’s Walking
Rate. Speak/Text
Phrase Speaking one phrase or sentence of
verbal communication is a Free Action. If the character wants to speak more, each additional phrase/sentence requires
a Free Action. The gamemaster should be careful to control excessive, unrealistic conversations within the span of a Combat
Turn (about 3 seconds.) Some gamemasters and players may, however, prefer elaborate communication. Characters who are equipped
to send text messages through a neural connection with their commlink may also send short messages as a Free Action.
Simple
Actions A Simple Action is one step more complicated
than a Free Action and requires a bit more concentration to attempt. Only a few Simple Actions, however, require a Success
Test to accomplish. Simple Actions can only be taken on a character’s Action Phase. During his Action Phase, a character
may take up to two Simple Actions or one Complex Action. An extra Free Action may be taken in place of a Simple Action (so the character would
get two Free Actions and one Simple ction, or three Free Actions, instead of one Free and two Simple Actions). Change
Gun Mode A character holding a ready firearm
can change its firing mode via a Simple Action. If the weapon is a properly linked smartgun, it takes only a Free Action to
change the mode. This includeschanging a shotgun’s choke if the gun does not have a smartgunlink. Fire
Weapon A character may fire a ready firearm
in single-shot, semi-automatic, or burst-fire mode via a Simple Action. If a character has one weapon in each hand, he may
fire once with each weapon by expending one Simple Action. Note that single-shot weapons may be fired only once per Action
Phase. Likewise, only one long burst may be fired in each Action Phase. Insert
Clip A character may insert a fresh clip
into a ready firearm by taking a Simple Action, but only if he has first removed the previous clip. Observe
in Detail A character may make a detailed observation
by taking a Simple Action. This allows a Perception Test. Note that characters should always
be able to observe what is immediately obvious (gamemaster’s discretion, keeping in mind any perception enhancements
the character may have) without having to spend a Simple Action and make a Perception Test. For example, a character might
automatically be aware that someone is running toward him with a gun in hand; however, the gamemaster may decide that the
character cannot tell if it is a friend or foe without taking an Observe in Detail action. Pick
Up/Put Down Object A character may pick up an object within
reach or put down one that he was holding by expending a Simple Action (note that just dropping an object is a Free Action). Quick
Draw A character may attempt to quick-draw
a pistol or pistol-sized weapon and immediately fire it by expending a Quick Draw action. For the character to successfully
draw the weapon, the player must make a Pistols + Reaction (3) Test. If the pistol is held in a quick-draw holster, reduce
the threshold to 2. If the test is successful, the character draws the pistol and fires as a single Quick Draw Simple Action.
If the test fails, he clears the gun but cannot fire with the same Simple Action. If he glitches, the gun is stuck in the
holster or dropped. On a critical glitch, it is flung across the room or misfired while still in the holster. Only weapons that can be fired with
a Simple Action can be quick-drawn. Two weapons may be quick-drawn and fired simultaneously, but this raises the threshold
on the Pistols + Reaction Test to. A separate Pistols + Reaction (4) Test is required for each pistol (threshold 3 if they
are held in quick-draw holsters). Ready
Weapon A character may ready a weapon by spending
a Simple Action. The weapon may be a firearm, melee weapon, throwing weapon, ranged weapon, or mounted or vehicular weapon.
Readying entails drawing a firearm from a holster, drawing a throwing or melee weapon from a sheath, picking up any kind of
weapon, nocking an arrow in a bow, or generally preparing any kind
of weapon for use. A weapon must be ready before it can be used. A character can ready a number of small throwing weapons,
such as throwing knives or shuriken, equal to one-half his Agility (round down) per Ready Weapon action. Remove
Clip A character may remove a clip from
a ready firearm by taking a Simple Action. It takes another Simple Action to grab a fresh clip and slam it into the weapon.
The wielder of a linked smartgun may eject the gun’s clip by spending a Free Action to make a simple cybernetic command. Sprint Sprinting allows a character to increase
his Running rate by using a Simple Action and making a Running Test. Stand
Up Using a Simple Action, a character
who is lying down or prone may stand up. If the character is wounded and attempting to stand up, he needs to succeed in a
Body +Willpower (2) Test to do so (wound modifiers apply to this test). Take
Aim A character may take aim with a ready
ranged weapon (firearm, bow, or throwing weapon) as a Simple Action. Take Aim actions are cumulative, but
the benefits are lost if the character takes any other kind of action—including a Free Action—at any time. Take
Aim actions may be extended over multiple Action Phases and Initiative Passes, even from Combat Turn to Combat Turn. The maximum
number of sequential Take Aim actions a character may take is equal to one half the character’s skill with that weapon,
rounded down. Each Take Aim action applies a +1 dice
pool modifier to the Attack Test. Take Aim may also be used to line up a shot using an image magnification
system; in this case the +1 Take Aim bonus does not apply (but range modifiers are neutralized). Throw
Weapon A character may throw a ready throwing
weapon by taking a Simple Action. Use
Simple Object A character may use a simple object
by taking a Simple Action. In this case, “simple” is defined as a device or mechanism that can be operated via
a simple activity such as pushing a button, turning a knob (doors must be unlocked to be opened with
a Simple Action), pulling a lever, and so on. The gamemaster must decide on a case-by-case basis if a device
or mechanism is simple or complex. A character can also use objects such as pills, skillsofts, or slap patches by taking a
Simple Action.
COMPLEX
ACTIONS A Complex Action requires concentration
and/or finesse. Only one Complex Action is possible per Action Phase. A character who wishes to take
a Complex Action may also take a Free Action that Action Phase, but no Simple Actions are possible. Fire
Automatic Weapon A character may fire a ready firearm
in full autofire mode by taking a Complex Action. Fire
Mounted or Vehicle Weapon A character may fire a ready mounted
or vehicle weapon by taking a Complex Action. Full
Defense A character may choose to dedicate
his attention to avoiding incoming attacks as a Complex Action. Note that full defense actions may be taken at any time, even
before the character’s Action Phase, as long as the character is not surprised—but it uses
up the character’s next available action. Characters may goon full defense even if they don’t have an action that
pass, sacrificing their first action of the next Combat Turn instead. Melee/Unarmed
Attack A character may make a melee or unarmed
attack by taking a Complex Action . A character may also attack multiple targets within melee range with a single Complex
Action. Reload
Firearm Weapons that do not use clips must
be reloaded using a Complex Action. Use
Complex Object A character may operate a complex object,
such as a computer, vehicle, mechanical tool, and so on by taking a Complex Action. “Use” entails activating a
program, issuing detailed instructions, conducting an internal operation (such as copying files), driving the vehicle, and
so on. Use
Skill A character may use an appropriate
skill by taking a Complex Action Movement There are two types of movement: walking
and running. Characters may move at one of these two rates during each Initiative Pass, or they may choose
to remain stationary. To walk or run, the character must declare it during the Declare Actions part of his Action Phase. Walking
does not take up any action, but running requires a Free Action. Once a mode of movement has been declared,
the character moves in that mode until his next Action Phase. A character continues to move in the last mode he chose during
passes in which he does not have an action. This means a character with only one action, for example, who chooses to walk
or run in the first Initiative Pass will be walking or running the same throughout subsequent Initiative Passes. The movement
mode can only be changed when the character acts again. Movement
Rate The movement rates for each metatype
are noted on the Movement Table. This rate is the distance the character moves by that method per Combat Turn (not per Initiative
Pass). If a character mixed his modes of movement during a Combat Turn and it becomes important to know exactly how far the
character moved in a particular pass, simply divide his Movement Rate by the number of passes in that turn. Sprinting Characters may attempt to increase
their running distance by spending a Simple Action (rather than just a Free Action to run) and making a Running + Strength
Test. Each hit adds 2 meters to their Running Rate. Running
Modifiers Characters who are running take a –2
dice pool modifier to any tests attempted while running, with the exception of charging attacks and defending against
attacks.
Resolving
Combat Shadowrun includes four types of combat: ranged
combat, melee (also known as hand-to-hand), astral combat, and cybercombat. All
combat, whether it involves firearms, knives, astral attacks, or attack programs, is resolved in the same manner. Opposed
Combat Test Combat is handled as an Opposed Test
between the attacker and defender. The exact skills and attributes used depend on the type of combat, method of attack, and
style of defense, as described in each section. Various modifiers may also apply. If the attacker scores more hits than the defender (the defender
wins on ties), the attack hits the target. Otherwise, the attack misses. The
Combat Sequence Use the procedure outlined below to
resolve combat. 1. Declare Attack The attacker declares an attack as
part of the Declare Actions part of his Action Phase and spends an appropriate
action depending on the type of attack. The defender also declares what method he is using to defend. The defender can choose
to go on full
defense if
he chooses. 2. Apply Situational Modifiers Apply appropriate situation dice pool
modifiers to the attacker according to the specific attack. Modifiers may also apply to the defender’s dice pool depending
on his method of defense. 3. Make the Opposed Test The attacker rolls attack skill + attribute
+/– modifiers. The defender rolls defending skill + attribute +/– modifiers. If the attacker scores more hits than the defender
(the defender wins on ties), the attack hits the target. Otherwise, the attack misses. Note the net hits (the number of hits
that exceed the defender’s hits). If the result of the Opposed Test is a tie, the gamemaster may choose to rule it as
a grazing
hit. A
grazing hit does not do any damage, but the character nevertheless makes contact. This allows certain contact-only attacks
(poisons, shock gloves, touch-only combat spells, etc.) to still do damage. 4. Compare Armor Add the net hits scored to the base
Damage Value of the attack; this is the modified Damage Value. Determine the type of armor used to
defend against the specific attack, and apply the attack’s Armor Penetration modifier; this is the modified Armor Value. If the attack causes
Physical damage, compare the modified Damage Value to the modified Armor Value. If the DV does not exceed the Armor, then the attack inflicts
Stun rather than Physical damage. 5. Damage Resistance Test The defender rolls attribute + modified
Armor Value to resist damage. Each hit scored reduces the modified Damage Value by 1. If the DV is reduce to 0 or less, no
damage is inflicted. 6. Apply Damage Apply the remaining Damage Value to
the target’s Condition Monitor. Each point of DV equals 1 box of damage. |
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