Shadows over Baltimore Melee 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. MELEE
COMBAT Whenever two or more characters engage
each other in hand-to-hand combat or armed combat that does not involve ranged weapons, the following melee combat rules apply.
Melee combat in Shadowrun assumes that some maneuvering occurs as part of the fight. Rather than a single blow, each attack is a series
of moves and counter-moves executed by those involved. Melee combat is not “I punch you and then I wait for your turn
to punch me;” rather, it represents several seconds of feints, jabs, punches, counters, attacks, defends, kicks, and
bites by both combatants at the same time. For simplicity, the character Melee
Attack Modifiers Apply appropriate modifiers from the
Melee Modifiers Table . Defending
Against Melee Attacks Defenders have three choices for defending
against unarmed attacks. If they have a melee weapon in hand, they can parry the attack by rolling Reaction + the
appropriate weapon skill. If they have Unarmed Combat skill, they can choose to block by rolling Reaction + Unarmed Combat. Or they can simply
dodge
out
of the way using Reaction + Dodge. Melee defenders can also choose to
go on full defense , and add Dodge skill dice to their defense roll. Defenders apply dice pool modifiers according to the
Defense Modifiers Table. Some modifiers from the Melee Modifiers Table may apply to the defender as well. Melee
Modifiers Various factors may affect a character’s
ability to attack, parry, or dodge in melee combat. The modifiers noted on the Melee Modifiers Table apply to both attackers
and defenders, unless specifically noted. Called
Shots Characters using melee weapons may
call shots. Multiple
Opponents and Friends in Melee Characters may often find themselves
outnumbered in a fight. When this occurs, the number of friends on hand becomes extremely important. In such a situation,
total up the number of characters within a few meters who are involved in the same fight as the character. They only count
if they are near the combatant character and fighting against the same opponent(s). If six friends are around, but are all
spread out fighting their own combats, they can be of no help against the character’s opponent. Total up the number of “friends”
on each side. The character with the greater number of friends on his side gets a +1 dice pool modifier for each friend more
than his opponent has, to a maximum of +4. As characters
move away or are taken out of the fight, they no longer count as “friends.” Reach Certain weapons (or the arms of a troll)
are longer and allow an attacker to hit a target from a greater distance, giving him a slight edge in melee combat. Weapons
with this feature have a Reach rating of 1–4. When one melee fighter has a reach advantage over his opponent, he can
choose to apply that reach offensively (attacking from a distance) or defensively (keeping his opponent at bay). Every point of Reach translates
into a +/–1 dice pool modifier. When a melee attack is made, compare
the Reach of the two opponents and calculate the difference. The character with the higher net Reach can choose to apply his
net Reach bonus as a dice modifier bonus to his test or as a negative dice pool modifier to his opponent’s test. Trolls
have a natural Reach of 1 that is cumulative with weapon Reach. Off-Hand
Weapon If an attacking or parrying character
is wielding the melee weapon in his non-dominant hand, 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. Multiple
Targets Characters may attack more than one
opponent in melee with the same Complex Action, as long as those opponents are within one meter of each other. The attacker’s
dice pool is split between each attack, and each attack is handled separately. Superior
Position A character has a superior position
if he is standing on higher ground (by at least half a meter) than his opponent, if he is standing on stable ground while the opponent is
not, if he is attacking the opponent from behind, or if the opponent is in a restricted position and the character is not.
Note that if a target is not aware than an attack is coming then he cannot defend against it (no dodge or parry). It is generally assumed that
characters engaged in combat have enough situational awareness to notice attacks from behind (and thus dodge/parry them) unless
the attacker is using Infiltration skill to sneak up on the character. Character
Charging A character who runs and attacks an
opponent in the same Action Phase is considered to be charging. The charging character must cover at least 2 meters of ground
to reach his opponent. Charging characters get a +2 Charging dice pool modifier to their attacks and do not suffer a movement
modifier for running. Defender
Receiving a Charge A character who has delayed his action
and who is being charged by another character can intervene and take his action in the split-second before the charging character
attacks. A character who receives a charge in this way receives a +1 dice pool modifier to his attack for bracing against
the attack. Touch-Only
Attack If a character is merely seeking to
touch an opponent, rather than damage him (in order to cast a touch-only spell, for example), then the attacker receives a
+2 dice pool modifier. Melee
Combat Weapons Melee combat weapons are any weapons
wielded by combatants within a few meters of each other. Some of these weapons can also be thrown, but if the weapon is swung,
melee combat rules apply. If you throw a melee weapon (a club, for instance), you resolve that action as a ranged projectile attack. The
Melee Weapons Table lists the melee weapons available in Shadowrun, along with their statistics. For full details, see the gear listings. Melee
Damage The Damage Value for most melee attacks
is based on the attacker’s Strength ÷ 2 (round up), modified for the weapon. A standard unarmed attack inflicts (Strength
÷ 2)S. Impact armor (not Ballistic) is used to defend against melee weapons. |
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