Shadowrun 4E - GM's screen (full).pdf

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Shadowrun, Fourth Edition GM Screen
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coMbat seQuence
coMbat turn seQuence
skills anD linkeD attributes
Difficulty table
WeaPon range table
rangeD coMbat MoDifiers table
scatter DiagraM
Melee WeaPons table
1. Declare attack
2. apply situational Modiiers
3. Make the opposed test
A. Attacker rolls attribute + skill +/– modiiers
Attacker
1. roll initiative
InitiativeScore=Initiativeattribute+hits
2. begin first initiative Pass
Characters actinturnfromhighestInitiativeScore
tolowest
3. begin action Phase
A. Declare Actions.Eachcharactermaytake1
ComplexActionor2SimpleActionsduringtheir
ActionPhase.Eachcharacteralsogets1Free
Actiontobetakenonthisphaseorduringany
subsequentphaseintheCombatTurn.
PHysical attributes
agility
Archery
Automatics
Blades
Clubs
EscapeArtist
ExoticMeleeWeapon(Speciic)
ExoticRangedWeapon(Speciic)
Forgery
Gunnery
Gymnastics
HeavyWeapons
Iniltration
Locksmith
Longarms
Palming
Pistols
hrowingWeapons
UnarmedCombat
body
Diving
Parachuting
strength
Climbing
Running
Swimming
DataSearch
Demolitions
Electronic Warfare
FirstAid
Industrial Mechanic
Hacking
Hardware
Medicine
Nautical Mechanic
ProfessionalKnowledge
Sotware
Dificulty threshold
Easy
1
Dice Pool Modiier:
+0
–1
–2
–3
situation
Dice Pool Modiier
blades
reach Damage Value aP
Range in Meters
Attackerrunning
–2
CombatAxe
2
(STR/2+4)P
–1
Average
2
Short
Medium
Long
Extreme
Attackerinmeleecombat
–3
ForearmSnap-Blades
(STR/2+2)P
Hard
3
Pistols
Taser
Attackerinamovingvehicle
–3
Katana
1
(STR/2+3)P
–1
Attribute
Skill
Mental attributes
charisma
Con
Etiquette
Instruction
Intimidation
Leadership
Negotiation
Extreme
4
0–5
6–10
11–15
16–20
Targethaspartialcover
–2
Knife
(STR/2+1)P
Hold-outPistol
0–5
6–15
16–30
31–50
Targethasgoodcover
–4
MonoilamentSword
1
(STR/2+3)P
–1
Astral
Willpower/Force
AstralCombat/Force
LightPistol
0–5
6–15
16–30
31–50
Targethidden(blindire)
–6
SurvivalKnife
(STR/2+1)P
–1
Matrix
attackprogram
Cybercombat
buying Hits
HeavyPistol
0–5
6–20
21–40
41–60
Attackeriringfromcover
–1
Sword
1
(STR/2+3)P
Melee
Agility
combatskill
Attackerwounded
–woundmodiiers
(seep.153)
automatics
MachinePistol
clubs
Ranged
Agility
combatskill
Dice Pool automatic Hits
0–5
6–15
16–30
31–50
Club
1
(STR/2+1)P
1–3
notpossible
Attackerusinglasersight
+1*
B. Defender rolls attribute + skill +/– modiiers(+skillifonfulldefense)
Defender
SMG
0–10
11–40
41–80
81–150
scatter table
ExtendableBaton
1
(STR/2+1)P
4–7
1
Attackerusingsmartlinkedweapon
+2*
B. Resolve Actions.
4. Declare and resolve actions of remaining
characters
5. begin next initiative Pass
CharacterswhohavemorethanoneInitiativePass
maygoagain.Repeatthiscycleforcharacterswhoget
athirdorfourthpassaswell.
6. begin new combat turn
AssaultRile
0–50
51–150
151–350
351–550
Sap
(STR/2+1)S
Willpower
Astral Combat
Survival
Attribute
Skill
Full Defense
8–11
2
Attackerusingimagemagniication
eliminatesrange
modiiers(seep.139)
longarms
Shotgun(lechette)
type
scatter
Staf
2
(STR/2+2)P
Astral
Intuition/Force
AstralCombat/Force
+Dodge/Force
12–15
3
0–10
11–25
26–40
41–60
StandardGrenade
1D6meters–2pernethit
StunBaton
1
6S(e)*
–half
Matrix
Response
Firewall
+Hacking/rating
intuition
Artisan
Assensing
Disguise
InterestsKnowledge
Language
Navigation
Perception
Shadowing
StreetKnowledge
Tracking
16–19
4
Attackerusingasecondirearm
splitsdicepool
Shotgun(slug )
0–10
11–40
41–80
81–150
AerodynamicGrenade
2D6meters–4pernethit
cyberware
(blades or exotic Melee)
HandBlade
Melee
Reaction
combatskill/Unarmed/Dodge
+Dodge
20–23
5
Attackerusingof-handweapon
–2
sPecial attribute
Magic
Banishing
Binding
Counterspelling
Ritual Spellcasting
Spellcasting
Summoning
SportingRile
0–100
101–250
251–500
501–750
GrenadeLauncher
3D6meters–4pernethit
Ranged
Reaction
+Dodge
24–27
6
Aimedshot
+1perSimpleAction
SniperRile
0–150
151–350
351–800
801–1,500
(STR/2+2)P
Rocket
2D6meters–1pernethit
28–31
7
Calledshot
–variable(see Called
Shots, p.149)
Heavy Weapons
LightMachineGuns
HandRazors
(STR/2+1)P
C. If attacker achieves more hits, attack succeeds.Tiescanbeconsideredagraz-
inghit(seep.139).Otherwise,attackfails.
Missile
2D6meters–1pernethit
(–Sensorrating )
32–35
8
0–75
76–200
201–400
401–800
Spur
(STR/2+3)P
36–39
9
Multipletargets
–2peradditional
targetthatAction
Phase
Medium/
HeavyMachineGun 0–80
Airburst
1D6meters–1pernethit
(–Sensorrating )
cyberware (unarmed)
AluminumBoneLacing
4. compare Damage to armor if the attack causes Physical damage
(STR/2+2)P
81–250
251–750
751–1,200
A.Attack’sbaseDV+nethits=ModiiedDamageValue
sPellcasting by tHe nuMbers
AssaultCannon
0–100
101-300
301–750
751–1,500
PlasticBoneLacing
(STR/2+1)P
Tracerroundswithshortburst
+1
B.Armor+/–APmodiier=ModiiedArmorValue
extenDeD test
Difficulties
GrenadeLauncher
*5–50
51–100
101–150
151–500
TitaniumBoneLacing
(STR/2+3)P
Tracerroundswithlongburst
+2
C.IftheModiiedDamageValuedoesnotexceedtheModiiedArmorValue,dam-
ageisStunratherthanPhysical.
MissileLauncher
*20–70
71–150
151–450
451–1500
ShockHand
6S(e)*
–half
step 1: choose a spell.
step 2: choose the force uptothecaster’sMagicattri-
bute(unlessovercasting—seep.172).
step 3: choose a target withinthecaster’slineofsight.
step 4: roll Magic + spellcasting.
step 5: Determine effect (seespelldescription).
step 6: roll Willpower + attribute to resist Drain.
step 7: Determine ongoing effects
(–2sustainingmodiier).
Tracerroundswithfullauto
+3
resonance
Compiling
Decompiling
Registering
Note: Youcannotdefaulton
Italicized skills.
ballistic Projectiles
Bow
exotic Melee Weapons
PoleArm
Recoil,semi-automatic
–1forsecondshot
thatActionPhase
reaction
Dodge
Pilot Aerospace
Pilot Aircrat
Pilot Anthroform
Pilot Exotic Vehicle (Speciic)
PilotGroundCrat
PilotWatercrat
task time interval
Fast
0–STR
ToSTRx10 ToSTRx30 ToSTRx60
2
(STR/2+2)P
–2
Attack
Base DV
DV modiiers
logic
AcademicKnowledge
Aeronautics Mechanic
Armorer
Automotive Mechanic
Computer
Cybertechnology
Cybercombat
Projectile WeaPons table
1CombatTurn
LightCrossbow
0-6
7-24
25-60
61-120
MonoilamentChainsaw
1
5P
–2
Astral
(Charisma/Force)÷2 nethits
Recoil,burst
–2(irstburst),
–3(second)
Quick
1Minute
MediumCrossbow
0-9
10-36
37-90
91-150
MonoilamentWhip
2
8P
–4
Astralw/weaponfocus
byweapon
nethits
Weapon
Damage Value aP
Matrix
attackprogram
nethits
Short
10Minutes
HeavyCrossbow
0-15
16-45
46-120
121-180
Recoil,longburst
–5(irstburst),
–6(second)
RiotShield
(STR/2)S
+2
Bow
(STRMin.+2)P
TaserArmor/Shield
6S(e)*
–half
Melee(armed)
byweapon
nethits
Average
30Minutes
impact Projectiles
hrownKnife
LightCrossbow
3P
Long
1Hour
Melee(unarmed)
Strength÷2
nethits
0–STR
ToSTRx2
ToSTRx3
ToSTRx5
Recoil,fullauto
–9
unarmed
ShockGlove
MediumCrossbow
5P
Consuming
1Day
Shuriken
0–STR
ToSTRx2
ToSTRx5
ToSTRx7
5S(e)*
–half
nethits,ammotype,autoire*
*autoiredoesnotcountwhencomparingtheModiiedDVtotheModiiedArmor
byweapon
Recoil,heavyweapon
2xuncompensated
recoil
HeavyCrossbow
7P
–1
Exhaustive
1Week
hrown Grenades
Standard
Unarmed
(STR/2)S
Shuriken
(STR/2)P
Mammoth
1Month
0–STRx2 ToSTRx4
ToSTRx6 ToSTRx10
Recoilcompensation
Reducesrecoilmodi-
ier
sample improvised Weapons
Bottle(unbroken:
Clubs,broken:Blades)
hrowingknife
(STR/2+1)P
Aerodynamic
0–STRx2 ToSTRx4
ToSTRx8 ToSTRx15
5. Damage resistance test
task Dificulty threshold
Easy
Gyrostabilization
Reducesrecoilor
movementmodiier
(STR/2)P
+1
Defenderrollsattribute+ModiiedArmorValue.EachhitreducestheModiiedDV
by1.
Attack
PercePtion test tHresHolDs
4
Chain/Whip(ExoticMelee)
1
(STR/2+1)P
+1
*See Grenade Launcher Minimum Range, p.145.
ranDoM alert resPonse
Average
8
VisibilityImpaired
SeeVisibilityTable
grenaDe DaMage table
Chair(Clubs)
1
(STR/2+1)S
Attribute used
Armor used
item/event is: threshold
Obvious/Large/Loud
Hard
12
FryingPan(Clubs)
(STR/2+1)S
+1
Astral
Willpower
Mystic
1
1D6 roll response
*Notethatthebonusesforlasersightsandsmartlinksarenot
cumulative.
MetahumanBody
(UnarmedCombat)
Extreme
16+
type Damage code aP blast
Flash-Bang
Matrix
System/Willpower
Armor/BiofeedbackFilter
1
LaunchTrackIC
Normal
2
6S
–3
10mRadius
1
(BOD/2)S
+2
Melee
Body
Impact
Obscured/Small/Muled
3
2
LaunchAttackIC
Flash-Pak
Special
Special
Pistol/RileButt(Clubs)
(STR/2+1)P
Melee MoDifiers table
Ranged
Body
BallisticorImpact
Hidden/Micro/Silent
4
3
LaunchBlackoutorBlackHammerIC
Fragmentation
12P(f )
+2
–1/m
PoolCue
(Clubs,breaksaterirsthit) 1
4
ScrambleSecurityHacker
concealability table
HighExplosive
10P
–2
–2/m
(STR/2)S
situation
Dice Pool Modiier
6. apply Damage
5
TerminateConnection
Gas
Chemical
10mRadius
Friendsinthemelee
+1perfriend(max.+4)
EachremainingpointofDV=1boxofdamage.
6
SystemReset/Shutdown
concealability Modiier examples
*(e)meansthattheweaponinlictsElectricitydamage(seep.154).
PercePtion test MoDifiers
Defense MoDifiers table
Smoke
10mRadius
Characterwounded
–woundmodiier
(seep.153)
–6
RFIDtag,bug,slappatch,micro-electronics,micro-
drone
hermalSmoke
10mRadius
situation
Dice Pool
CharacterhaslongerReach
+1perpointofnet
Reach*
situation
Dice Pool Modiier
Matrix searcH table
–4
Hold-outpistol,monowhip,ammo,credstick,chips/
sots,sequencer/passkey
Visibility MoDifiers
Modiier
Defenderunawareofattack
Nodefensepossible
–2
Perceiverisactivelylooking/listeningforit +3
Object/soundnotinimmediatevicinity
Defenderwounded
–woundmodiiers(seep.153)
hreshold
Diiculty
–2
Lightpistol,knife,sap,microgrenade,lash-pak,jam-
mer,minidrone
Characterusingof-handweapon
–2
signal rating table
Visibility Modiiers normal low-light thermographic ultrasound
FullDarkness
Characterattackingmultipletargets
splitsdicepool
Defenderinsideamovingvehicle
+3
2
Easy
–6
–6
–3
–3
–2
Characterhassuperiorposition
+2
Defenderhasdefendedagainst
cHarisMa-linkeD oPPoseD tests
4
Average
+0
Heavypistol,taser,grenade,goggles,commlink
PartialLight
–2
0
–2
–1
Object/soundfaraway
–3
signal rating signal range
Opponentprone
+3
previousattackssincelastaction
–1peradditionaldefense
8
Hard
+2
Machinepistol,medkit,club
0
3m
Glare
–1
–1
–1
0
Object/soundstandsoutinsomeway
+2
Attackermakingchargingattack
+2
Defenderprone
–2
skill used acting character rolls: target character rolls:
Con
16
Extreme
+4
SMG,stunbaton,sword
1
40m
Interferingsight/odor/sound
–2
LightFog/Mist/Rain/Smoke
–2
–1
0
–1
Ranged Attacks only:
Defenderrunning
Con+Charisma
(ConorNegotiation)+Charisma
Defenderreceivingacharge
+1
+6
Assaultrile,katana
2
100m
HeavyFog/Mist/Rain/Smoke
–4
–2
–2
–2
Perceiverhasactiveenhancements
+rating
Visibilityimpaired
SeeVisibilityTable
+2
Etiquette
Etiquette+Charisma
Perception+Charisma
Interval
Search Area
3
400m
hermalSmoke
–4
–2
–6
–2
Perceiverusingvirtualreality
–6
Calledshot
variable(see Called
Shots, p.149)
Defenderinmeleetargetedbyrangedattack
–3
Intimidation
Intimidation+Charisma
Intimidation+Willpower
1InitiativePass
Samedevice
4
1km
aVailability interVal
Attackeriringwideburst
–2
Leadership
Leadership+Charisma
Leadership+Willpower
1CombatTurn
Samenetwork
5
4km
MoVeMent rate table
Touch-onlyattack
+2
Attackeriringlongwideburst
–5
Negotiation
Negotiation+Charisma
Negotiation+Charisma
1Minute
EntireMatrix
Attackeriringfull-autowideburst
–9
6
10km
item’s cost interval
7
40km
Metatype
Walking rate (m/turn) running rate (m/turn)
Upto100¥
12hours
*YoumayapplyReachasa–1dicepoolmodiierpernetpointto
theopponentinstead.
Attackeriringshotgunonmediumspread
–2
8
100km
Humans,Elves,Orks
10
25
–4
Attackerusingareaattackweapon(grenade,missile) –2
101to1,000¥
1day
9
400km
Dwarfs
8
20
Copyright© 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.
1,001to10,000¥
2days
Trolls
15
35
10,001¥+
1week
Ranged
Perceiverisdistracted
Attackeriringshotgunonwidespread
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