Shadows over Baltimore Ranged Combat |
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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. Ranged
Combat All ranged combat in Shadowrun, whether it involves
firearms, projectile weapons, or thrown weapons, is resolved in the same manner. Ranged
Attack Modifiers Using a weapon is not always as easy
as it might seem. Weapon accessories, range, intervening terrain, atmospheric conditions, and the movement of the
attacker and the target can apply dice pool modifiers. To determine the attacker’s final dice pool for a ranged attack,
add up all the applicable modifiers and apply that sum to the character’s Agility + combat skill. The result is the
final, adjusted dice pool. If the dice pool is reduced to 0 or less, the attack automatically fails, unless the character
tries for a Long Shot. The various modifiers are listed on the Ranged Combat Modifiers Table. ..
. . . . . . . . . . . . . . . . . . . . . . . . . . . . Range Each weapon type has
specified ranges, as noted on the Weapon Range Table, broken down into categories of Short, Medium, Long,
and Extreme. Distances are measured in meters. The range modifier appears at the top of the appropriate
range column. For some projectiles, range is based on the attacker’s Strength (or the Minimum Strength
for bows). Minimum
Ranges: Weapons marked with asterisks at short range have minimum range requirements, meaning that if they are used
to attack targets at a closer range than the minimum, the attack automatically fails. Attacker Running If the attacker is running
at the time of the attack or during his previous action, the attack suffers a –2 modifier. Attacker in Melee Combat If the attacker is attempting
to conduct a ranged attack while engaged in melee combat, or if he is aware of another character trying to block his attack
within two meters of him, the attack suffers a –3 modifier. Attacker in a Moving Vehicle Shooting an unmounted
weapon from a moving vehicle incurs a –3 modifier. See Gunnery, p. 162. Target Has Partial Cover Attacks against targets
obscured by intervening terrain such as brush, foliage, or various obstacles (crates, windows, doorways, curtains and the
like) receive a –2 modifier if at least 25% of the target’s form is obscured. For obscurity due to environmental
conditions such as smoke or darkness, use the modifiers given on the Visibility Table. Target Has Good Cover If at least 50% of the
target’s form is obscured by intervening terrain, a –4 dice pool modifier applies. This modifier can also apply
to prone targets at least 20 meters away. Target Hidden (Blind Fire) A –6 modifier applies
to attacks against targets that cannot be seen. This modifier normally applies only to attacks through opaque barriers
or for indirect fire by grenade or missile launchers against unseen targets. Attacks against normally visible targets that
are invisible at the time of the attack—for example, a character protected by an invisibility spell—also suffer
this modifier. Note that shooting via Blind Fire (including against hidden/ unseen targets) uses
the firearms skill + Intuition (rather than Agility). Attacker Firing From Cover Hiding behind cover limits
a character’s ability to see the action, even if they quickly move out from behind cover to shoot, and so applies
a –1 dice pool modifier to any attacks. Attacker Wounded Wound modifiers apply
if the attacker has taken damage. Attacker Using Laser Sight Attacks using weapons
equipped with a laser sight receive a +1 dice pool modifier. Laser sights are only effective out to 50 meters from the weapon;
mist, light or heavy smoke, fog, or rain all counteract them. This bonus is not cumulative with the bonus for using a smartlinked
weapon. Attacker Using Smartlinked Weapon Characters utilizing
a smartlink system and using a properly equipped smartweapon receive a +2 dice pool modifier. This bonus
is not cumulative with the bonus for using a laser sight. Attacker Using Image Magnification Image magnification equipment
allows the character to “zoom in” on the target, reducing the Range category to Short, and thus eliminating any
range modifiers. The character must take a Take Aim action to “lock onto” the target (the Take Aim does not apply
a +1 aiming bonus for this purpose, unless additional Take Aim actions are made). As long as the target and attacker do not
move, the attacker remains locked on and may continue to get the image magnification bonus on subsequent actions without further
Take Aim actions. Image mag can be used in conjunction with a laser sight or smartlinked weapon (but not both). Attacker
Using a Second Firearm Characters can use two pistol- or SMG-class
weapons, one in each hand, firing both with a single Simple Action. Doing so, however, requires that the character split his
dice pool between the attacks. If two separate skills are being used (Pistols and Automatics), use the smallest dice pool.
Split the pool before
applying
modifiers. Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights. Additionally, any uncompensated
recoil modifiers applicable to one weapon also apply to the other weapon. Attacker
Using Off-Hand Weapon If the character is using his non-dominant
hand to fire the weapon (a southpaw shooting right-handed, for example), he suffers –2 modifier for the attack. Note
that all characters have a dominant hand (left or right, their choice), unless they have the Ambidextrous quality. Aimed
Shot Characters who aim receive a +1 dice
pool modifier per Simple Action spent aiming. Called
Shot Characters who seek to target a specific
location on the target (the hole in an opponent’s armor, a held item, a vital area, etc.) suffer a variable dice pool
modifier. Multiple
Targets If a character is attacking multiple
targets within a single Action Phase, he takes a –2 dice pool modifier per additional target. For example, if a character
engages two targets with burst fire, he receives a –2 modifier for the second target. Recoil Weapons that fire more than one round
in an Action Phase suffer from an escalating recoil modifier as the rounds leave the weapon. Semi-automatic weapons
that fire a second shot receive a –1 dice pool modifier for the second shot only. Burst-fire
weapons
receive a –2 recoil modifier for the first burst fired in that Action Phase and –3 for the second. Long bursts
suffer –5 (first burst in phase) or –6 recoil (second). Full auto
bursts suffer –9 recoil. Characters can only counter a recoil modifier with recoil compensation or gyro stabilization Heavy
Weapons:
Any
weapon classified as a heavy weapon (light, medium, and heavy machine guns and all assault cannons) has all of its uncompensated
recoil doubled. For example, if a medium machine gun fires a 6-round burst and only has 3 points of recoil compensation (reducing
its recoil modifier from –5 to –2), its final recoil modifier would be –4 (–2 x 2). Any shotgun fired
in burst fire mode is also subject to the double recoil modifier for any uncompensated recoil. Recoil
Compensation Recoil compensation systems counteract
the effects of recoil on a weapon. The recoil modifier is reduced by one for each point of recoil compensation the
system provides. Recoil compensation does not counter any other situational modifiers. Gyro-Stabilization Gyro-stabilization provides portable,
stabilized firing platforms that counter the effects of recoil and movement-based modifiers (such as for running). Reduce
the total recoil and movement modifiers by 1 for every point of gyro-stabilization the system provides. Gyro-stabilization
is cumulative with recoil compensation. Visibility
Impaired Environmental conditions such as darkness
or smoke occasionally affect combat; how much depends on the type of vision the attacker is using. Consult
the Visibility Table for appropriate modifiers. Modifiers apply equally to all types of vision, whether they are natural or
cybernetic. Defending
Against Ranged Combat There is no skill that applies to defending
against ranged attacks—defending characters simply roll Reaction (the defaulting modifier does not apply). Characters
may also go on full defense. Firearms Most ranged combat involves firearms
that fire in one or more of the following modes: single-shot (SS), semi-automatic (SA), burst-fire (BF), and full-auto mode
(FA). Firearms are detailed in the Street Gear chapter. Single
-Shot Mode Most weapons that fire in single-shot
mode can fire only in that mode. Firing a single-shot weapon requires only a Simple Action, but that weapon cannot be fired
again during the same Action Phase. Semi
-Automatic Mode Guns that fire in semi-automatic mode
can be fired twice in the same Action Phase. Each shot requires a Simple Action and a separate attack test. The first shot
is unmodified; the second shot, if fired in that same Action Phase, takes a –1 recoil dice pool modifier. Recoil compensation
can cancel out this modifier. Multiple
Targets If an attacker firing a semi-automatic
weapon engages two different targets in the same Action Phase, apply a –2 dice pool modifier when attacking the second
target. Burst-Fire
Mode In burst-fire mode, firearms spit out
bullets in rapid succession every time the trigger is pulled. Firing a weapon in burst-fire mode is a Simple Action, which
means that a character can fire up to two bursts per Action Phase. Each burst requires a separate attack test. The firing
character can choose to fire a narrow burst or a wide burst, each described below. Both use up 3 bullets. The first burst
fired in an Action Phase inflicts a –2 recoil modifier, the second inflicts an additional –3
recoil (neutralized by recoil compensation, if any). Narrow
Bursts Narrow.are intended to inflict a target
with maximum Note that this DV modifier does not apply when comparing the DV to the armor rating. Narrow
bursts increase the attack’s DV by +2. Wide
Bursts Wide bursts are intended to spray bullets
around to have a better chance of hitting the target. Wide bursts decrease the defender’s dice pool by –2 damage.
Multiple
Targets Bursts can only be fired at one target
for each burst. If a burst-firing attacker engages two different targets in the same Action Phase (either with two separate
short bursts or one short burst and one long burst), there is an additional –2 dice pool modifier when attacking the
second target. Not
Enough Bullets If the firing character is short on
ammo (2 bullets rather than 3), reduce each of the modifiers applied by 1 (so a narrow burst does +1 DV and –1 recoil
on the first shot). Treat a burst with only 1 bullet in the clip as a single-shot attack. Full
-Auto Mode Weapons that can fire in full-auto
mode throw bullets for as long as the attacker keeps the trigger pulled. Characters can use a weapon in full-auto mode to
fire bursts, as noted above, each taking a Simple Action. Full-auto weapons can also be used to fire long bursts with a Simple Action
or full
bursts with
a Complex Action. Long
Bursts Long bursts use up 6 bullets each.
Firing a long burst imposes a –5 dice pool modifier if it is the first burst fired that Action Phase, –6 if it is the
second (recoil compensation neutralizes this modifier). Like short bursts, long bursts can be fired as narrow or wide bursts.
Long bursts only take a Simple Action, but only one long burst can be fired in an Action Phase. An attacker could, however,
fire a long burst and a short burst in the same Action Phase (or vice versa). Narrow: Narrow long bursts
apply a +5 DV modifier to the attack. Wide: Wide long bursts
apply a –5 dice pool modifier to the defender’s dice pool. Not
Enough Bullets:
If the
attacker is a bullet or two short, reduce each of the modifiers applied by 1 (one bullet short) or (2 bullets short). If there
are only 3 or less bullets available, treat it as a short burst instead. Full
Bursts Full bursts use 10 bullets and take
a Complex Action. Firing a full burst imposes a –9 dice pool modifier (recoil compensation neutralizes this modifier) Narrow: Narrow full bursts
apply a +9 DV modifier to the attack. Wide: Wide full bursts
apply a –9 dice pool modifier to the defender’s dice pool. Multiple
Targets:
Full
bursts may be made against more than one target as long as they are within one meter of each other, but in that case treat
it as separate burst fire attacks against each target (one short and one long against two targets, or three short against
three targets). Suppressive
Fire Sometimes a character may just use
full autofire to make his opponents keep their heads down. This type of shooting—where the character saturates an area
with bullets without specifically targeting anyone—is called suppressive fire. A character using a full burst to suppress
can target a triangular area projecting from the shooting character outward
up to a distance of his choosing with a width of 10 meters at its end and a height of 2 meters. Suppressive fire takes a Complex
Action and uses 20 bullets. The area remains “suppressed” until the shooting character’s next Action Phase.
Suppressive fire is treated as a wide burst, but for simplicity we assume that the wide burst and recoil
modifiers cancel out. The character laying down suppressive fire simply makes a Success Test using Agility + appropriate firearm
skill. Note any hits. Any character that is currently in
(but not behind cover or prone) or that moves into or out of the suppressed area before the shooter’s next Action Phase
risks catching some flying lead. That character must make a Reaction + Edge Test (+ Dodge if on full defense) with a threshold
equal to the hits scored by the suppressing attacker. If the test fails, the character is hit, suffering damage at the weapon’s
base Damage Value. Characters in the suppressed area who do not move other than taking cover or dropping prone are not at
risk. Ammunition Most weapons can fire an assortment
of ammunition types. For ease of record-keeping and damage calculation, however, we suggest that ammunition cannot be mixed
in a clip; each clip must contain only one type of ammo. Clips can be interchanged during Combat. A weapon’s listed
Damage Code is based on regular ammunition. If a specialized form of ammunition
is used, it may modify the weapon’s Damage Value and AP, as noted with the ammo description. Some weapons such
as autocannons and tasers have distinctive ammunition that is already calculated into the
Damage Code of the weapon. Shotguns The shotguns described in the Street Gear
section
fire slug rounds. Characters can load them with shot rounds, but shot rounds have little effect against 21stcentury body armor.
To determine the damage done by shot rounds, apply the flechette ammunition rules to the Damage Code indicated for the weapon.
Shot rounds spread when fired, creating a cone of shot extending outward from the shotgun’s muzzle. This allows the
shot to hit multiple targets, but with reduced effectiveness (the same numbers of shot pellets are spread out over a larger
area.) The mechanism that controls this spread is called the choke. The shotgun user can set his weapon’s choke for
a narrow spread, medium spread, or wide spread. Changing the choke setting requires a Simple Action (or a Free Action if the
shotgun is smartlinked). Taking a shot requires a Simple Action, regardless of the choke setting. Narrow
Spread A shotgun user can shoot at only one
target with a narrow spread. Use the shotgun’s standard flechette-modified (+2 DV, +2 AP) Damage Code. Medium
Spread A shotgun user can catch up to two
targets who are within one meter of each other with a medium spread. The shotgun wielder makes a single attack test against
all targets, who each suffer a –2 dice pool modifier on their defense roll. Medium spread shots are more scattered,
so they inflict less damage and armor penetration. Taking into account the flechette ammunition, they inflict +0 DV, +4 AP. Wide
Spread Up to three targets within one meter
of each other can be caught in a shotgun’s wide spread. The shotgun wielder makes a single attack test against all targets,
who each suffer a –4 dice pool modifier on their defense roll. Wide spread shots are even less effective than Medium
spread. Taking into account the flechette ammunition, they inflict –2 DV, +6 AP. GRENADES Grenades are inaccurate and unreliable,
but can be extremely effective when used properly. A character can deliver grenades to a target by throwing them
or firing them from a grenade launcher. In either case, the number-one priority of the attacker is to land the grenade as
near the target as possible. Because of their shape and method of delivery, grenades will scatter, bouncing and skittering
across the ground. The better the throw or launch, the less the scatter. Resolving a grenade attack is a two-step process.
The first step determines where the grenade ends up in relation to the target (see Determine Scatter, below). The second
step resolves the effect of the grenade’s explosion see Blast Effects). Grenade
Launcher Minimum Range The shortest possible range for grenade
launchers is given as 5 meters because the mini-grenades fired from standard grenade launchers do not actually arm
until they have traveled about that distance. They do not detonate if they hit anything before traveling five meters—a
safety feature in case of accidental misfire. Disarming this safety feature requires a simple adjustment to the grenade with
an Armorer + Logic (4, 10 minutes) Extended Test. Timing
Grenades As noted under Timed Items and Initiative, a grenade detonates
on the next Initiative Pass using the Initiative Score of the character who threw it (unless the attacker is using an airburst
link, in which it detonates on that Action Phase). Determine
Scatter To determine the grenade’s final
location, first choose the intended target. Make a standard ranged attack test using the attacker’s Agility + appropriate
combat skill (Throwing Weapons or Heavy Weapons), opposed by the target. If targeting a location, treat this as a Success
Test instead. Apply standard ranged attack dice pool modifiers. Next, the gamemaster must determine
the grenade’s base scatter. All grenades scatter to some degree, but an attacker who made a good attack can limit the
distance the grenade scatters. The gamemaster determines the direction of the scatter by rolling 1D6 and consulting the Scatter
Diagram. The large arrow indicates the direction of the throw, so a result of 1 means the grenade continued on past the target,
while a result of 4 means the grenade bounced back in the direction of the attacker. Having determined the direction of
the scatter, the gamemaster next calculates its base distance. The Scatter Table indicates the number of dice rolled to find
the scatter distance. Airburst grenades only roll 1D6 for scatter. The attacker reduces this scatter distance by 2 meters
per net hit for standard grenades or 4 meters per net hit for aerodynamic grenades and grenade launchers. If the scatter distance
is reduced to 0 or less, the grenade hits the target exactly, and any remaining hits are added to the DV. Otherwise, the grenade
lands at the remaining distance in the direction indicated. Blast
Effects Grenades are area-effect weapons, meaning
that their blast affects a given area and any targets within it. The farther away the target is from the grenade’s
final location—the blast point—the less damage it takes, because distance reduces a grenade’s blast effect.
Different grenade types lose blast effect at different rates. Consult the Grenade Damage Table to find the grenade’s
Damage Code and Damage Value reduction rate. To resolve the effects of the grenade
blast, roll a damage resistance test using the target’s Body + Impact Armor. Apply the grenade’s AP to the Impact
armor rating. Each hit on this test reduces the DV by 1. Blast
Against Barriers When a grenade’s blast hits a
barrier such as a wall, door, or other similar structure, check to see if the barrier is damaged or destroyed. If the barrier
falls, the blast continues on, though any targets past the barrier receive its Armor rating bonus. If the barrier does not
fall, the blast may be channeled; see Blast in a Confined Space, below. Blast
in a Confined Space When a grenade detonates in a confined
space, such as a hallway or room, the gamemaster must first determine whether any barriers (usually walls) stood firm against
the explosion. Consult the Blast Against Barriers rules above. If the walls or doors hold up, the blast is channeled. Otherwise, determine
blast effects normally. If the walls hold, the shock wave reflects
off of them, continuing back in the direction from which it came. If this rebounding shock wave maintains enough
Damage Value to reach a character, that character is subject to the appropriate blast effect. If the character is struck a
second time by the shock wave (once as it headed out and again as it rebounded), the Damage Value of the blast is equal to
the combined Damage Value of the two waves. Theoretically, a detonating grenade
could rebound repeatedly off each of the four walls in a small, well-built room, raising the effective Damage Value of the
blast to a value far higher than the original damage of the grenade. This is known as the “chunky salsa effect.” Rockets and
Missiles Occasionally, characters get their
hands on military grade missiles and rocket launchers. Both use the same kind of launcher, but the two types of attacks
have inherent differences. Resolving Rocket
and Missile Fire Rocket fire is resolved in the same
manner as for grenade launchers. Missile fire works a little differently. Missiles have a Sensor rating that reflects the
sophistication of their targeting electronics. When using the missile’s sensing and targeting circuits, the firing character
rolls dice equal to his Heavy Weapons + the missile’s Sensor rating. If the missile is launched from a vehicle,
use Gunnery + the missile (or vehicle’s) Sensor rating. Active Targeting may
also be used to fire missiles. When a missile is fired against a vehicle, the vehicle’s Signature acts as a dice pool
modifier to the attack. Impact armor protects against missile
and rocket attacks. Rocket and Missile Scatter Like grenades, missiles and rockets
scatter. For both, reduce the scatter distance by 1 meter per net hit rolled on the attack test. Missile scatter is further
reduced by 1 meter for every point of Sensor the missile possesses. |
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