Wednesday, April 30, 2025

TB's Journal: June 16-21, 2097

 


June 16–18 – Tenochtitlan

Stayed behind in Tenochtitlan while the others recovered from the storm-that-was-a-god. It wasn’t a vacation. I was attached to Zara’s hip for most of it—security, executive confidant, whatever role was needed. 

Zara spent her days with executives, priests, and power players. Her mission’s changed: the board now wants Dr. Velasquez found and brought in. They don’t say “before she causes more trouble,” but that’s what they mean. I didn’t argue. I’d already put Temoc and his old crew into motion—quietly—while Zara was making moves. Once they've dropped Halo off with Kolada, they will be en route to the Lost Continent. Gotta stay one step ahead.

June 19 – Crossing the Pacific

Aztechnology lent me a suborbital executive shuttle. Very kind of them. It got me to Sulawesi fast.

Halo and the others had been extracted from the crash site by Temoc’s crew, with a little help from my Indonesian friends. 

I found the team banged up but breathing. Slag’s in Singapore, getting his ware replaced. Kate went with him. Gotta keep those ratings up, gotta keep Ares happy.

Halo’s moody. Detached. Her emotions were all over the place—simmering contempt bleeding through even when talking to me. I told her to cut it out. Told her the world might worship her, but it won’t forgive her if she turns cold. She didn’t argue. Not much. That’s a win, I guess.

June 20 – Making Plans

JJ flew ahead to New Atlantis. In an ideal world, we should have canceled and taken a break, but the world ain't ideal, and Halo’s too big to cancel now. So we keep going.

We spent the evening at a seaside colonial mansion—courtesy of Mr. Kolada, who always seems to be two steps ahead of everyone but plays it like he’s just happy to be included. It was quiet. Drinks, food, music. I cooked. It’s something I do when I need to feel human. The others either enjoyed it or pretended to for the feeds, which is all I ask.

We remembered Luna. Toasted Blink. Talked a little about nothing in particular and a lot about things we’ll never repeat. If this were a movie, it’d be the calm before the next storm.

Seattle’s sending more muscle. We need it. We’re short-staffed, low on stamina, and barely scraping by with what we’ve got. New orks, trolls, a dwarf with a mouth, and a couple of humans to round it out. No elves. All are... Halo... fans. Not my team, but they’ll do the job.

June 21 – Long-distance call

Dr. Winters is trying to contact Wizkid. She's being subtle about it, so probably something fishy going down. I guess he'll tell me all about it. Or not.

Tuesday, April 29, 2025

Introduction

Version 0.99 (2025-04-29)

Shadowrun: 2097 is not your grandfather’s Shadowrun. Let’s explore the differences in setting and rules.

The Setting

Welcome to the year 2097, a time when the world stands at the precipice of a new era shaped by the confluence of magic, technology, and corporate power. This is a world where neon lights cast long shadows in the urban sprawl, and megacorporations wield power that eclipses most governments. Amidst this complex web of intrigue, you and your team of shadowrunners navigate the dangerous streets of the Seattle Metroplex, a place where opportunity and peril walk hand in hand.

The Awakening and the Rise of Magic

Magic returned to the world in 2020, coinciding with the global COVID-19 pandemic. Initially dismissed as stress-induced delusions or strange viral mutations, it soon became apparent that something far more profound was happening. People began to awaken to magical abilities, and the metahuman races—elves, dwarves, orks, and trolls—emerged, reshaping the social and political landscape. Over the decades, the world has struggled to adapt to this new reality, where ancient myths walk alongside cutting-edge technology.

The First and Second Matrix Crashes

The digital world has faced its own upheavals, with the First Matrix Crash in 2029 and the Second Matrix Crash in 2064, both devastating the global internet infrastructure. These events led to the rise of more secure, hardwired systems and a renewed focus on controlling the flow of information. In the aftermath, global megacorporations tightened their grip on both the digital and physical realms, leading to an era where privacy is a luxury and money equals power.

The Great Reawakening of 2089

In 2089, the world was shaken once more by the Great Reawakening—a global surge in magical energy that drastically altered the balance of power. The surge brought with it the emergence of technomancers—individuals who could seamlessly integrate magic and technology, bending both to their will in ways previously thought impossible. This new phenomenon sent shockwaves through the corporate world, as the megacorporations had long sought to engineer such a fusion with only limited success.

Technomancers quickly became both a coveted resource and a hunted threat. Corporations poured vast resources into capturing, studying, and replicating technomancer abilities, while also deploying black ops teams to eliminate those who refused to come under their control. In this new age, the boundaries between magic and technology blur more than ever, leading to a race among the world's most powerful entities to dominate this new frontier.

Seattle: The Heart of the Shadow World

Seattle remains one of the most important hubs in this new world order. As a thriving metroplex within the UCAS, it is a key battleground in the struggle for control over magic, technology, and the spaces where they intersect. But Seattle's significance extends far beyond its borders.

Gateway to the East

Seattle is often called the "Gateway to the East" due to its strategic location and deep ties to nations across the Pacific. It is a major economic and cultural bridge between the UCAS and powerful Asian countries like Japan, China, and Korea. The city’s ports are among the busiest in the world, facilitating trade in both legal and illicit goods. Corporations with interests in both the East and West converge in Seattle, making it a melting pot of cultures, technologies, and, increasingly, magical practices.

A Complicated Relationship with the UCAS

Despite its strategic importance, Seattle’s relationship with the UCAS is strained. The city has long harbored a sense of independence, fueled by its unique position and diverse population. Many in Seattle feel that their city’s priorities are often overlooked by the distant government in Washington, D.C. This sentiment has only grown as Seattle’s ties to the Pacific nations deepen, leading to a rising undercurrent of discontent.

Some factions within the city advocate for greater autonomy or even outright secession from the UCAS, arguing that Seattle’s future lies with its Pacific allies rather than its North American neighbors. Others push for reforms to give Seattle a stronger voice within the UCAS. Meanwhile, the federal government keeps a wary eye on the city, recognizing its importance but also its potential as a flashpoint for broader unrest.

As shadowrunners in Seattle, you will find yourselves at the crossroads of these tensions, navigating a city where the struggle for power and influence plays out not just in the boardrooms and back alleys, but across continents.


Timeline

Mid-20th Century

·         1945 (July 16th, 1945): The Trinity Test at Los Alamos, the first detonation of an atomic bomb, inadvertently triggers the first instance of magic returning to the world. This event remains classified and unknown to the public.

Late 20th Century to Early 21st Century

·         1999: The world narrowly avoids the Y2K bug, setting the stage for increased paranoia about digital technology.

·         2020: The Awakening occurs alongside the COVID-19 pandemic, marking the return of magic and the emergence of metahumans.

·         2029: The First Matrix Crash devastates global infrastructure, adding strain to an already chaotic international situation.

Mid-21st Century

·         2042: Space colonization accelerates, driven by key technological advancements in materials and propulsion technology.

·         2045: First Martian colony established, with humans thriving in space thanks to biotech and AI.

·         2057: Dunkelzahn, the first dragon to run for public office, becomes President of the United Canadian and American States (UCAS).

·         2064: The Second Matrix Crash further devastates global network systems, leading to a resurgence in secure, hardwired communications.

2070s

·         2072: Augmented reality is now almost ubiquitous, while direct-interface virtual reality become widespread. BTL addiction emerges as a threat to public safety.

·         2074: First successful transfer of human consciousness into a fully digital form.

·         2077: Metahuman rights become a significant global issue.

2080s

·         2080: Global megacorporations dominate Earth's political landscape, relegating most nations to a secondary role.

·         2082: The first successful uplift of a non-human animal to full sapience.

·         2085: Bioware and cyberware become widespread, leading to new forms of inequality.

·         2089: The Great Reawakening brings a surge in magical energy and the emergence of technomancers, individuals who can seamlessly integrate magic and technology.

2090s

·         2091: Colonization of the outer solar system begins in earnest, with major corporations establishing bases on Titan and Europa.

·         2094: The first successful integrations of magic and technology are achieved. Aztechnology and Eldritch Dynamics, particularly the Seattle branch of the latter, emerge as leaders in this groundbreaking research. Their advances in creating tech-magic hybrids mark a new era, though the full implications of their work remain to be seen.

·         2097: The current year. Earth's political landscape is dominated by megacorporations and powerful magical entities. Tensions between different factions—those who embrace pure technology, those who favor magic, those who blend the two, and the newly emerged technomancers—are reaching a breaking point.

The Rules

Shadowrun: 2097 uses a streamlined system built around Success Checks (SCs) and damage rolls. Most checks use 2d10 plus a modifier based on skill ranks and two key attributes. Roll 3d10 and drop one if you have Advantage; drop one chosen by the GM if you have Disadvantage. If your total equals or exceeds the Target Number (TN), you succeed. Margin of Success (MoS) affects outcomes—more MoS means greater effect. Rolling doubles increases MoS (or worsens failure).

Combat uses 1 Major, 1 Move, and 1 Minor action per turn, plus 1 Reaction per round. Damage is rolled with d6s and modified by attributes or weapon stats. Armor uses Penetration Threshold (PT) and Damage Reduction (DR) to mitigate damage. Edge is a resource for influencing rolls, increasing damage, or surviving fatal situations.

These rules are not designed to replicate every Shadowrun supplement or cover every edge case. They provide a flexible framework. Content from other Shadowrun material—gear, NPCs, powers—can be quickly adapted using these core mechanics.

The goal is fast, reactive, and cinematic play—high-stakes decisions with minimal overhead.

Sunday, April 27, 2025

Chapter 6: Combat

 

Version 0.96 (2025-04-27)

This chapter outlines the general rules for combat, applicable across all forms—personal, vehicle/drone, magic (including astral), and matrix. Although specialized rules exist for these specific situations, the overall flow and feel of combat remain consistent.

Shadowrun: 2097 combat aims to be a high-stakes, fast-paced experience that can shift from deadly firefights to intense close-quarters battles, with magic and matrix elements added. While the system supports cinematic heroics, it also emphasizes the harsh realities of the world, where mistakes can be lethal, and overconfidence will be your downfall. Even the most skilled and well-equipped characters can be felled by a single bad decision or a stroke of misfortune.

Success in combat hinges on combining gunfire with movement, leveraging melee prowess where applicable, and integrating support from drones, matrix actions, and magical spells. The system encourages strategic planning and teamwork, rewarding those who think beyond simply "shooting and moving" to exploit environmental and situational advantages. The most successful shadowrunners are those who only fight when necessary, but when they fight, they take full advantage of every resource at their disposal.

KISS (Keep It Simple Stupid): The combat chapter may look complex, but it really is not. What it does is provide a solid framework for you to imagine and execute combat that is fun and tense—and quick and easy to resolve. You don’t need to know every little detail. Instead, focus on these points:

·         You must be Aware of your enemies to fight effectively (you can’t hit what you can’t see).

·         High Initiative will let you act first; if it’s really high, it will let you do more in a single turn.

·         Each round, during your turn, you can Move around, do a Major activity (such as attack or cast a spell), and do a Minor task (such as pulling out a piece of equipment, using certain Talents, and more).

·         To attack, you roll dice to see if you hit. If you do hit the enemy, you roll your damage, and the target’s armor will either stop the damage entirely—or absorb a percentage of the damage.

·         Cumulative damage will eventually take you out of the fight, but so too can taking a large percentage of your health in one hit. The system is pretty deadly, so it is better not to get hit, or at the very least, don’t fight fair). But do wear armor, just in case.

·         In addition to your health pool, you have a stamina pool. This is especially important for spellcasters and technomancers but comes into play for all characters. It’s typically caused by injuries, hostile spells, or using certain Talents or magic of your own.

Awareness

Before combat begins, characters use their Perception skills to become Aware of potential threats. This phase can often determine the outcome of an encounter before the first shot is fired, as those who are caught unaware are at a severe disadvantage. Awareness is not just about seeing the enemy—it's about sensing danger, noticing subtle changes in the environment, or picking up on the telltale signs of an ambush.

Skill Use

For personal combat, usually Vigilance, but both Astral (Awareness) and Matrix (Scan) combat have separate Perception skills. If using drones, use the Sensor skill instead. Sometimes, Insight is also used for Awareness, typically to ascertain a character's hostile intentions (or lack thereof).

Using Vigilance (or other Perception skills) to detect hidden enemies or other dangers requires using Actions. The more effort you expend, the easier it is. The above TNs assume you’re using a Major action each turn. If you instead use only a Minor action, increase TN by +5. If you’re just walking along, not alert at all, you get to use Perception as a Free action, but the TN is at least +10.

Awareness Levels

There are three levels of awareness:

·         Fully Aware: Characters who achieve a Solid success on their Perception check are fully aware of all threats. This means they have noticed even the hidden or camouflaged enemies, allowing them to react and strategize effectively.

·         Partially Aware: Characters who marginally succeed are aware of some threats but not all. They can act, but only against those enemies they have detected. This partial awareness can lead to dangerous surprises if they overlook key threats.

·         Unaware (Surprised): Characters who fail their Perception check are caught off guard. They cannot act during the first round of combat and are vulnerable, unable to take Reactions until they have had a chance to regain their bearings.

Awareness Difficulty

The Target Number (TN) of the Awareness check varies depending on the situation:

Easy (TN 15)

Real World Combat:

         A group of gangers shouting at each other while trying to ambush someone behind a dumpster.

         The glint of a rifle barrel poking out of a car window across the street.

Matrix:

         Spotting an unsecured commlink broadcasting its ID in AR.

         Detecting an amateur hacker brute-forcing a login with no stealth software active.

Astral:

         Sensing a projecting mage zooming by with no attempt to mask their presence.

         A hostile spirit circling a building, not bothering to stay subtle.

Moderate (TN 20)

Real World Combat:

         An enemy moving tactically between cover.

         Someone tailing you through a crowd but occasionally making eye contact or acting suspicious.

Matrix:

         A data tap hidden in a smart lamp post, concealed with basic spoofing software.

         A hostile program passively monitoring your deck while running a mild obfuscation subroutine.

Astral:

         A spirit watching you from high above, staying still and minimizing aura flare.

         Noticing the emotional residue from a recent astral combat in a building’s interior.

 

Difficult (TN 30)

Real World Combat:

         A sniper watching from a rooftop, not moving, using thermal-dampening gear.

         An assassin wearing a crowd-adaptive cloak, blending in while moving slowly behind you.

Matrix:

         A black ICE program approaching silently while masked as legitimate code in a busy host.

         A technomancer riding in a data stream, hidden under layers of resonance threading and static filtering.

Astral:

         A free spirit mimicking the ambient astral signatures of the environment, watching you from astral space.

         A dual-natured assassin cloaked with layered masking and silence spells, approaching within line of sight.

Near Impossible (TN 40+)

Real World Combat:

         A pro sniper firing from 1,200m while camouflaged.

         A shapeshifter infiltrator who’s fully blended into a high-level corporate gala, using pheromonal suppression and behavioral mimicry.

Matrix:

         An AI-run intrusion using quantum spoofing and predictive cover protocols, appearing only as natural data drift.

         A virus that only becomes visible by detecting inconsistencies in long-term host behavior—days after insertion.

Astral:

         A horror-marked entity existing partially out of phase with standard astral space, only perceptible through obscure emotional echoes.

         An ancient astral ward so subtly keyed that detecting it requires noticing a half-second delay in the ambient mana flow.

Stealth and Awareness

Characters actively using Stealth can increase the TN of the Awareness check against them. This can be further modified by environmental factors (darkness, noise, cover) and the Degree of Success on their Stealth roll.

For Astral and Matrix stealth, see the respective chapters.

Maintaining Awareness

Combat can be extremely chaotic, and keeping track of every combatant or potential threat is practically impossible. If the situation changes materially, such as if characters lose track of the enemy or new opponents appear, rechecking Awareness is warranted, but with some caveats. You will not, for example, magically become unaware of an opponent you're already aware of. Instead, it is a gauge to determine how well you keep track of the evolving situation.

You must spend actions (Major, Minor, or Free) to keep track of things. The TN will depend on how much effort you expend (what type of action you choose). If the fight is between two dudes facing each other in an alley, you probably don’t need more than Passive Perception (Free). Unless someone is sneaking up on you from behind.

Initiative

Once Awareness is determined, characters roll for Initiative to establish the order of actions.

Initiative is determined as follows:

Xd6 + AG + CU + modifiers, where X = 1 (unless you have Talents, gear, or other sources of additional dice).

Identical Initiative: In the event of a tie, the character with the highest Agility (AG) goes first. If equal, compare then Cunning (CU). If still tied, use a d10 to determine who goes first.

Changes to Initiative: Initiative order remains constant for the duration of the fight unless an Action (specifically Refocus), Talent, condition (such as an injury), or other factor changes it. The most common cause of changes to Initiative is a reduction due to injury.

Edge and Initiative: You can spend 1 Edge at the start of the round to give yourself +2d6 Initiative. This boost only lasts for 1 round, so basically for your next turn only.

Delaying: The system does not usually allow delaying. Combat is typically too fast-paced and chaotic for a character to simultaneously plan their turn-based approximation of what is happening. However, the system allows for Overwatch, Interception, Snap Snots, Counterspells, and more. If you want to wait and see what happens, rely on these mechanics—or use your turn to move somewhere advantageous and use Perception to get an even better overview of what is happening. And then you strike on the next turn.

Initiative effects on the action economy

Characters with very high Initiative move and act so quickly that they get bonus actions, as shown here. In some cases, a character might lose their Minor action due to low Initiative, for example, through injuries or deliberating effects.

·         Slow 0-9: No Minor action.

·         Normal 10-19: No change.

·         Fast 20-29: Bonus Move action each turn.

·         Lightning 30-39: Bonus Major action each turn (yes, this means you can attack twice).

·         Superhuman 40-49: Second bonus Move action each turn.

·         Supernatural 50+: Second bonus Major action each turn.

Characters such as Street Samurai and Physical adepts can easily achieve Fast initiative even early in their careers, as can Deckers and Technomancers (in the Matrix) and spellcasters (in the Astral or when boosted by real-world magic). This enables them to either move around very quickly or covert their bonus Move into a second Minor action, enabling many additional combat options.

Getting 30+ Initiative is only really possible for higher Tier characters. A Street Samurai with AG 8, CU 6, and 3 levels of Wired Reflexes would roll 4d6+14, which averages to 28. Using Edge to boost Initiative or through some other trick, she could regularly get to 30+. Superhuman is barely achievable by late Tier 4 or Tier 5 characters, while Supernatural is only possible for certain rare opponent types.

Actions

Combat is broken down into rounds, with each character getting a set of actions (1 Major, 1 Move, 1 Minor) to spend when it is their turn to act (as determined by Initiative). In addition, once per round, a character can make 1 Reaction outside their turn.

Turn-based action

From a game mechanical standpoint, all actions (except Reactions) are executed within a turn-based framework, so characters aren’t continuously moving and doing stuff throughout the round. This is, of course, not what’s happening in the game world. The characters do not live in a turn-based reality! The turn-based approach is just a means to an end, simplifying and streamlining combat so it doesn’t take too much time.

To this end, the combat has rules for stuff like Overwatch (waiting for the opportunity to attack with a ranged weapon), Snapshots (a reactionary shot at something moving at close range), and Interceptions (moving to physically block the movement of an opponent. But these rules are also a means to an end: to make the turn-based gameplay feel less turn-based by adding reactivity!

If the GM and the players keep this in mind—the world isn't turn-based, but the rules are—then combat will flow much better, and resolving corner cases or exceptions should become intuitive and straightforward.

The Three Ms

The three Ms are:

·         1 Major Action: The primary action of the turn, used for attacks, casting spells, or using special abilities.

·         1 Move Action: Maneuver around the battlefield, draw or ready weapons, or take tactical positioning.

·         1 Minor Action: Perform quick, supplementary actions like activating talents or using a piece of gear.

Swapping actions: Action types are not universally interchangeable, but once per turn, you can downgrade one action.

For example, you can turn your Major action into a second Move action or Minor action or change your Move action into a second Minor action.

Other action types

Here are some action types that don’t fit into the three Ms:

·         Free Actions: Simple actions that can be performed at any time without consuming the character's primary actions, such as shouting a warning, dropping an item, or making a quick observation.

·         Full Actions: These require the character's full attention. Requires 1 Major + 1 Move +1 Minor action. Typically used for complex tasks that require your undivided attention. One common example is Sprinting, which lets you move very quickly to the exclusion of all else.

·         Extended Actions: These are Full actions that require more than one turn to complete. They often involve complex tasks like setting up equipment, hacking a secure system, or casting high-level ritual spells.

Reactions

Each character can perform one Reaction per round outside their normal turn.

Reactions are crucial for defensive actions and countering enemy moves. Some talents give additional reactions or let you use your reactions for non-standard activities.

Extended actions and Reactions: If you’re performing an Extended action, check with your GM to see if doing a reaction will interrupt your task and make you fail or have to start over.

Action descriptions

This section provides a more extensive list of various actions (sorted by type) and their effects.

The list is not exhaustive; it is more like guidelines for using the action system efficiently yet flexibly.

Major actions

Major actions cover stuff that requires major effort and concentration (hence the name) but can still be accomplished within the span of a few seconds and combined with some movement and a minor activity.

·         Make an Attack: Make an attack with a weapon or unarmed strike.

·         Overwatch: Have the opportunity to make a normal ranged attack later in the round as a Reaction (so this uses both your Major action to set up and your Reaction to trigger).

o    This is separate from the Snapshot Reaction, which is only at Short range and with Disadvantage.

·         Cast a Spell: Cast a spell with a casting time of 1 Major action.

·         Disengage: Get out of melee without provoking an Attack of Opportunity.

o    This is pretty much worthless unless you subsequently use your Move action to move further away.

o    You can move out of melee without disengaging (if you want to attack or double move, for example), but this then triggers an AoO.

·         Active Perception (Major): Use your action to actively scan your surroundings.

o    This is criminally underrated. This is what you should be doing all the time if you have nothing else to use your Major action on.

o    You can also do Perception as a Minor action, but the TN will be higher.

o    Passive Perception in the form of Free actions is a thing, but it usually only works for quite obvious stuff, as the TN is much higher.

·         Ready Weapon or Equipment: Draw a weapon, replace a magazine, or ready a piece of gear.

·         Use a Skill: Driving a motorcycle, bypassing a security system, operating a drone, or charming the hot model at the bar.

·         Assist: Assist another character, such as helping them push over something (Lone Star is not amused and arrests you both) or doing the wingman thing to help them score with the hot elf behind the bar (turns out she’s a he and an elf poser, but that’s another story altogether).

Move actions

Move actions involve movement in some shape or form. Since movement is (unless you're using battle maps) abstracted, the Move action is often no more complex than saying something like "move closer," "move away," “get up,” “jump out of the moving car,” “do a flip over the barrier,” "close the door," etc. Or, if engaged in melee combat, move as an integral part of fighting hand-to-hand.

·         Cast a Spell: Cast a spell with a casting time of 1 Move action, such as Astral Step or Translocation.

·         Evade: Evasive movement adds +5 to the TN of ranged attacks against you as you dodge and weave from cover to cover. It must be combined with a second Move action to have any effect.

·         Fire Around Cover: This move-equivalent action lets you shoot from cover—and still enjoy some of the benefits of said cover—basically by sticking your head (and arms) out, shooting, and then ducking back down.

·         Get Up: Stand up from prone.

·         Mount/Dismount: Get onto or off of a mount or vehicle.

·         Move Around: Walk, run, swim, fly, or climb up to your speed.

o    To move faster, exchange your Major action for an additional Move action or Dash as a Full action.

Tip: If you need to move more, convert a Major action into a Move action. That way, you can move twice as far, or stand up from prone and move. The Dash Full action is a variant of this that lets you run all out at the exclusion of all other activities.

Minor actions

Minor actions aren’t as involved as major actions but still require a bit of time and effort, so you can’t do an infinite number of them each turn. In fact, you can do only one (Initiative, as well as Talents and Gear can give additional Minor actions, or turn Major actions into Minor actions).

By far, the most common uses of minor actions are combat options and talent use.

·         Active Perception (Minor): Keep an eye on your surroundings. TN is at +5 or more compared to Major action Perception.

·         Drop Prone: Fall flat or get into nearby cover (such as after ending movement next to cover).

·         Cast a Spell: Cast a spell with a casting time of 1 Minor action.

·         Insert Clip: Slot a new clip. Especially useful if you have a SmartLink since you can eject a spent mag as a Free action. Otherwise, you need to use a Major action to reload.

·         Recover Item: Retrieve a small item from your person, like a potion from a belt pouch or a grenade hanging from your combat harness.

o    You still need to take a Major action to do something useful with the item.

·         Take a Step: Not enough movement to be a Move action, just a little 5-foot step or similar.

·         Use a Combat Option: Use a default combat option that costs 1 minor action.

·         Use a Talent: Activate a Talent requiring 1 Minor action.

Free actions

Anything that doesn’t take any time or effort is a Free action. This could be anything from shouting a warning, making a silent hand gesture, or dropping something you’re holding. There is no limit to the number of Free actions you can make within reason. No shouting a warning repeatedly to make a conversation, for example.

·         Drop Item: Drop something you’re holding. Not a “toss aside” or similar, just letting it drop.

·         Eject Clip (Smartgun): Smarlinked weapons can eject a clip as a Free action.

·         Passive Perception: Same as active perception, but the TN is at least +10 higher, so this is only for the basic, almost obvious stuff.

·         Shout: Shout a brief warning or similar.

Full actions

An activity to occupy you to the exclusion of all else. Requires 1 Major + 1 Move +1 Minor action, so unless your Initiative is very high, you can do nothing else during that turn.

·         Dash: Quadruple your movement for the round as you do nothing but run (or fly or swim or whatever) as fast as you can.

·         Refocus: You spend your turn refocusing. Reroll your Initiative and use that score on subsequent turns.

Extended actions

Some actions are so complex as to require multiple actions to be spent, which means you’ll have to spend several rounds of Full actions to complete them. Some Extended actions require consecutive action, but some might allow you to do other stuff in between.

·         Chant: Deranged cultists chanting in unison to bring forth Cthuluh from the deep.

·         Hack: A decker desperately trying to get the security doors under his control so the team can get the hell out of the facility.

Reaction

·         Attack of Opportunity: Make a melee attack against an enemy leaving your reach.

·         Cast a Spell: Cast a spell with a casting time of 1 Reaction.

·         Counterspell: Attempt to interrupt and negate a spell being cast by another.

·         Intercept: Enter melee with a character trying to move past you. The intercepted target can either choose to attack you instead, in which case you get no attack, or focus on the original target, in which case you get a free melee attack with Disadvantage, and then the attacker resolves his attack with Disadvantage.

·         Snapshot: Fire your weapon at a target within Short range. This attack has Disadvantage despite the range being Short.

·         Trigger Overwatch: Execute an action you prepared earlier in the round.

·         Use a Talent: Activate a reaction-based Talent.

Movement

Movement in combat is abstracted to prioritize storytelling and decision-making over exact measurements. This approach focuses on the action, allowing for more fluid and dynamic combat scenarios without needing a large grid map, miniatures, and detailed rules for positioning, cover, and more. This approach also makes combat much faster, taking way less time to resolve than more position-focused game systems.

There are some drawbacks to this method. Chief of which is lack of detail: If the GM can’t accurately communicate the area's layout, the number, and position of the enemies and generally establish what is happening, players can quickly become “lost” or pacified. A player who can’t tell what’s happening can’t be expected to use their character’s abilities in an impactful and fun manner.

Combat is divided into broad range categories:

         Close Range: Within a few meters—ideal for melee combat and short-range firearms.

         Short Range: A reasonable distance, such as across a room or small alley. Firearms will dominate, but melee characters can use movement to reach the shooters.

         Medium Range: Up to the effective range of rifles or spells, like across a large open area. Melee combatants and characters with only short-range weapons, such as pistols, are at a significant disadvantage.

         Long Range: Anything beyond a few hundred meters.

         Extreme Range: Up to the maximum range of heavy weapons.

Combat maps: A simple map outlining the major features of the battlefield can be used to visualize combat, with tokens or miniatures representing relative positions. Exact positioning remains flexible, allowing players to focus on tactical decisions rather than micromanaging placement.

If the tactical situation is straightforward, a map might not be required at all. Conversely, a more detailed map can be provided if the situation is more complex. Indeed, there is nothing inherently wrong with using a battle map if the group wants to—everything has speed and ranges in meters—but be aware that even a mid-sized fight between a team of four players and an opposing force could take half the session the resolve.

Collaborative Storytelling: Using the flexible positioning paradigm, players and the GM work together to determine the positions of combatants based on the narrative and logical placement. This requires a shared understanding and trust, as exact distances are not strictly measured.

This also gives players room to shape the combat narrative. While the GM always has the final say, players should be encouraged to engage with the flexibility of the movement system to create interesting situations and opportunities.

Conversely, suppose players fail to use their Move actions in credible or creative ways. In that case, the GM is free to penalize that character. Characters who remain stationary are easy targets for concentrated fire or flanking attacks. Use cover and movement to avoid being pinned down.

Attacks

There are two types of attack, melee and ranged. This applies even to magic and Matrix combat, but more about that in their respective sections. Melee attacks require you to get into melee range and try to hit your opponent. Ranged combat requires a ranged weapon of some sort and a target within range. Pretty standard stuff.

All attacks are treated as Success Checks.

The attacker rolls 2d10 and uses the appropriate skill to meet or exceed a Target Number (TN).

Advantage and Disadvantage frequently come into play.

·         Melee

o    TN 10 (for a target that isn’t resisting)

·         Ranged

o    TN 10 (for a target that’s just standing there in the open)

o    TN 20 (for a typical target at combat range that’s trying not to get shot)

If the defender is aware and resisting, use their Defense attributes instead (see below) if it is higher.

If you hit, roll variable damage of Xd6+Y, compare to the target’s PT. If higher than PT, reduce by DR, and whatever is left does damage.

There is a bit more to it, but that’s the essentials.

Melee attacks

Melee combat is an integral part of Shadowrun. While it might seem strange that a man armed with a sword can survive a gunfight, that doesn't take into account the many extraordinary abilities and equipment melee combatants can bring to a fight. Cyberware is one such thing. Adept powers another. Many Awakened creatures have devastating melee attacks.

That said, ordinary people should not try to fight gunmen with their firsts—it will end badly. Indeed, even a high-tier troll adept must know when to go for melee and when not to or be gunned down before he can even reach his targets. But employed correctly, melee attacks can be truly devastating. You just need to be smart about it.

·         How to: First, use a Move action to get within Reach (usually 2 meters unless you’re a Troll or wielding a Reach weapon) of the target. You can't make a melee attack if you can't reach the target!

·         Reach: If you have longer Reach than your opponent, you get Advantage on attacks, and your enemy gains Disadvantage on his.

o    Reach weapons: Some weapons and talents can give you improved Reach.

o    Size: Trolls have a natural Reach advantage (so consider bringing a spear if you plan to fight lots of trolls).

·         Skill Usage: Brawl for unarmed; one of two Melee skills (Brawn or Finesse) for melee weapons.

·         Base Target Number:

o    Not resisting/unaware: TN 10

o    Defending: Defender’s Parry or Dodge, defender’s choice.

·         Modifiers:

o    Advantage: If the defender uses Parry defense but has no suitable weapon to parry with, the attacker gains Advantage (should probably Dodge unless dodge is much lower).

o    Defenseless: If the defender, for some reason, can't defend, you attack against TN 10, which is close to an automatic hit, but make the roll since you get bonus damage for high MoS.

o    Outnumbered: The outnumbered side has Disadvantage on all attacks, while the outnumbering side has Advantage on all checks.

Melee attack options

Want to do something other than attack your opponent? This can typically be resolved by spending 1 Major action and 1 Minor action, having GM assign a TN (or declare it an opposed check), and making the check. Some Talents either improve your ability to perform certain attack options or give you access to additional options.

·         Disarm (1 Major, 1 Minor): Disarm is rather tricky to pull off and not always that effective. It’s easier to disable the defender through damage. But sometimes, disarming an opponent is the way to go.

o    If you hit them, their weapon is out of position, and they need a Minor action to correct their grip. Until they do, they count as unarmed.

o    A Solid hit (+5 MoS) will make them actually drop their weapon. It requires a Major action to pick up a dropped item.

o    A Perfect hit (+10 MoS) will send the weapon flying a short distance. A Move and a Major action will be required to pick it up. In the meantime, they are unarmed and might provoke an attack of opportunity. Or they could pull out another weapon instead.

·         Flurry (1 Major, 1 Minor): You try to overwhelm your target(s) with a quick succession of light attacks.

o    Gain 1 additional attack (either against the same target or two different targets within reach), but both attacks have Disadvantage, and do -1d6 damage.

·         Grapple (1 Major, 1 Minor): Grappling an armed opponent who doesn’t want to play at Judo is kind of tricky, but sometimes you want this anyway. They will have to counter-grapple (using this action) or break free (Major action).

o    If you hit them, you’ve grabbed your opponent, and they can no longer use Move actions to reposition.

o    A Solid hit (+5 MoS) gives your opponent Disadvantage to counter-grapple or break free, and you gain Advantage on subsequent grapple checks.

o    A Perfect hit (+10 MoS) lets you throw your opponent to the ground (prone). You may then either remain standing (grapple ends) or follow through and become prone yourself but maintain the grapple.

·         Rush (1 Full action): Charge is a somewhat reckless form of attack where you charge forward and try to overwhelm your opponent. A more cautious approach would be to Move and then Attack, which also doesn’t use your Minor action or give our enemy an advantage.

o    You can only Rush if you’re not already engaged in melee combat.

o    You gain Advantage on your attack, but all attacks against you until your next turn have Advantage.

·         Smash (1 Major, 1 Minor): You sacrifice accuracy for power, simple as that.

o    Do +1d6 damage, but the attack has Disadvantage.

Ranged attacks

Ranged attacks assume a defender that is aware, moving, and using cover for effect—and an attacker that's in a stressful situation, wary of counterattacks and their own vulnerabilities.

TN 20 represents a shot under normal battlefield conditions within the weapon’s effective range (which can be as little as 10 meters or as long as 200 meters or more). This differs significantly from shooting at a stationary target TN 10, where the question is less “Did you hit?” and more “How close to a ‘perfect 10’ did you get?” Put another way, TN 20 is for shooting at bad guys, and TN 10 is for shooting beer cans with your mates.

·         How to: You need a weapon with enough range to hit the target. Otherwise, you need to swap weapons or move closer.

·         Skill Usage: Appropriate weapon skill.

·         Base Target Number:

o    Target practice: TN 10

o    Combat situation: TN 20 or Dodge defense (if higher).

·         TN Modifiers:

o    Cover: Better cover raises TN by 5 or more. See the Armor and Cover section for details.

o    Evasion: If the defender is Evading (a type of Move action), increase the TN by 5.

o    Range/Speed: Longer distances and faster targets increase TN by 5 to 20. The total effect of the combination of speed and range is in question here, so moving fast at extreme ranges will not affect the total modifier as much as moving fast at shorter ranges (but it will still be a factor).

o    Size: Very small or very large targets will affect the TN.

·         Dodge defense: If Dodge is higher than the modified TN, use Dodge instead.

o    Dodge defense is not affected by TN modifiers, meaning it’s vastly more important if you’re fighting at close quarters and out of cover. If you’re a sniper hiding on a rooftop 500 meters away, it's much less vital.

o    Typical civilians will typically have Dodge 20 (14+3+3), the same as the base for range, so there is no difference. However, a wired Street Samurai or Physical Adept will likely have a much higher Dodge (even more than 30 for higher-tier opponents). Such characters can also probably move twice and attack during the same turn, so if you start out close, you might get off one Snapshot before they are on top of you!

Fire modes

Ranged weapons have three fire modes: Single, Burst, and Auto.

When making a ranged attack, unless you specify a mode, it defaults to Single Attack, unless the weapon doesn’t support this mode (there are some automatic-only weapons).

·         Single Attack (SA): Single attack doesn't necessarily mean a single shot; it could be several shots fired from a semi-automatic pistol or multiple arrows fired from a bow. Expends 1 unit of ammo.

·         Burst Fire (BF): Burst fire is a controlled burst at a single target using an automatic weapon. You may choose to either gain Advantage on the attack or do an extra +1d6 damage (if you already have Advantage, you should always pick extra damage). Expends 2 units of ammunition (so most hand-held weapons can fire 2 to 4 bursts before reloading).

·         Auto Fire (AF): Sustained burst, either against a single target or against several (nearby) targets. Requires a Major and Minor action. Expends 5 units of ammo.

o    Single target: Same as burst fire, but the damage bonus is +2d6.

o    Multiple targets: You can attack multiple targets in the same general vicinity. Each attack has Disadvantage. Damage is unaffected.

Special weapons, such as hand grenades, missile launchers, and so forth, are Single Attack weapons but with special rules for what happens if you hit or miss.

If a spell or a Matrix program doesn’t specify an attack type, it’s always Single Attack.

Ranged attack options

·         Aimed shot (1 Major, 1 Minor): You aim carefully for a perceived weakness. This is way more difficult than just aiming for the center of mass and letting the bullets do the talking. But if you have ways to eliminate that Disadvantage, it can be an excellent option.

o    Works with SA and BF modes only.

o    Do +1d6 damage, but the attack has Disadvantage.

·         Crossfire (1 Major, 1 Minor): If at least one ally has already attacked the same target this round, you can declare Crossfire with the GM’s permission (primarily reliant on relative positioning and the tactical situation).

o    Reduce the TN of the attack by 3.

o    Reduce it by 5 instead for multiple allies (2 or more) have fired at the same target, and GM declares the target is particularly exposed.

·         Suppressive fire (Full action): You’re not shooting at an actual target but spraying as much lead downrange as possible to suppress the enemy.

o    Works with any firing mode, but SA is much less effective, and AF is the most effective.

o    Uses an entire clip or load of ammo.

o    You roll the attack vs. the enemy’s Discipline defense, and they do not get any bonus for cover.

o    If you “hit,” they are Pinned (see below) until your next action unless they have some way to break the pin.

·         Trick shot (1 Major, 1 Minor): Use your ranged weapon to do something other than attacking a target, such as hitting a small object for effect, knocking the detonator out of the villain's hand, that sort of stuff. Basically, this is an Aimed shot, only harder.

o    The GM sets an appropriately high TN, and you have Disadvantage.

Defense

If your Dodge defense is high, you will likely use that score to set the TN for enemy ranged and melee attacks instead of the default TN. The same applies to Parry, except it’s only for melee attacks.

·         Dodge: 14 + AG (Agility) + CU (Cunning).

·         Parry: 11 + (Brawl or Melee skill ranks) + ST + AG.

Your other three defenses will occasionally come up during play, with Resolve helping resist fear and pinning and Resilience letting you avoid some adverse conditions. Composure is more of a social defense and doesn’t come up quite as often in combat. However, it has some applications in situations where leadership or intimidation is brought to bear. Spells that target defenses other than Dodge are also a thing.

·         Composure: 14 + CU (Cunning) + PR (Presence).

·         Discipline: 14 + RE (Resolve) + PR (Presence).

·         Resilience: 14 + ST (Strength) + VI (Vitality).

Active defense

Active defenses are the exception rather than the rule, in part to keep the number of dice rolls down, but primarily because of how the Advantage/Disadvantage mechanic and most of the talents and other factors assume that the attacker is the active party and rolling the dice.

Theoretically, you could have the attacker roll to attack and then the defender roll to defend. This would, however, double the number of dice rolls (and probably more than double the time taken), introduce another layer of randomness, and require a rewrite of all game effects.

So active defenses are usually reserved for “saving throw” type cases, where the player rolls to avoid a harmful effect. One such example is poison, where the player rolls Resilience against a set TN, and on a success, they suffer only a lesser effect. Some spells also work in this manner.

Damage mitigation

Armor provides protection through Penetration Threshold (PT) and Damage Reduction (DR):

·         Damage less than PT is completely negated.

·         Damage equal to or greater than PT is reduced by DR as a percentage.

Here are some sample armor values:

·         Sample Light Armor: PT 15 / DR 20%.

·         Sample Medium Armor: PT 25 / DR 40%.

·         Sample Heavy Armor: PT 35 / DR 60%.

These are just examples; individual armor models can have differing values. You will find details in the Equipment chapter.

Layering armor

Layering armor is possible but not particularly effective—it’s much more effective to just wear better (heavier) armor. But in some cases, that might not be possible, or you have a source of non-physical “armor,” such as the Physical Adept’s Eldritch Armor line of powers.

Layering armor rules:

·         Use the highest PT of all armors worn.

o    Additional armor does not affect PT.

·         Use the highest DR of all armors worn.

o    Then, half the DR of the secondary armor will be added.

·         Armor never provides DR higher than 80%. This applies to layering as well.

·         You are normally limited to two layers of armor, but the GM might allow a third layer if it makes thematic sense. For example, a Physical Adept wearing an armored coat might be allowed to combine it with Eldritch Armor (Chapter 10) and Hardened Flesh from his Awakened Legacy (Chapter 12).

Examples:

·         Wearing a light armor coat (PT15/DR20) over Eldricht Armor I (PR15/DR20) is PR15/DR30.

·         Combining that same armor coat with medium combat armor (PT25/DR40) results in PT25/DR50.

Armor Penetration

Some weapons reduce PT and/or DR.

·         Reducing PT makes it easier to penetrate and do any damage.

·         A reduction in DR will reduce armor effectiveness if penetrated.

Regular firearms don’t have armor penetration. It’s baked into their base stats. More powerful guns do more damage, to begin with, and will therefore penetrate armor more easily. An AK-97 going full auto is far more likely to breach and do damage than a peashooter, for example.

The same goes for ammunition. You’re already assumed to be firing high-tech armor-piercing rounds, not 18th-century lead balls. So, only special, hard-to-find, or expensive ammo actually provides AP.

Examples:

·         Hardened AP rounds (Tier 2): Reduces the target’s PT by 3 and DR by 10%.

·         Mage-killer rounds (Tier 3): Reduces PT by 5 and DR by 20 for all magic-sourced (spells, powers, and legacies) armor.

Damage types

The combat rules default to Physical damage. Other damage types interact with armor in the following ways:

·         Stun damage: Increase PT by 5 and DR by 20.

·         Energy damage: Deduce PT by 10 and DR by 20.

When you suffer Stun damage, you must track this separately from Physical/Energy damage. It counts against the target’s total health but isn’t as lethal as the other damage types and heals much quicker.

Stun damage is not the same as Fatigue. It’s still damage, not exhaustion, just damage that’s not as lethal as being shot or stabbed. The target will be bruised and battered but won’t (in most cases) die of stun-related injuries.

Cover

You can either shoot through the cover or try to bypass it (hit a part of the defender that's exposed).

Bypassing cover

·         Partial Cover: +5 to attack roll TN (makes targeting difficult due to limited exposure).

·         Full Cover: +10 to attack roll TN (only small areas like hands or head exposed).

Shooting through cover is really only viable if the cover is flimsy or you're packing some serious firepower.

Cover values

·         Flimsy: PT 5/DR 20

·         Light: PT 10/DR 20

·         Medium: PT 20/DR 40

·         Tough: PT 30/DR 60

·         Reinforced: PT 40/DR 80

·         Impenetrable: PT 60/DR 100

Called shots

Hit locations and armor coverage are abstracted in Shadowrun: 2097, so most of the time, called shots aren’t a significant factor. Only if the GM explicitly declares that the target has a weakness or vulnerability (such as not wearing a helmet with body armor or a magical beast having a chink in its armor) can a called shot be made. Mechanically, the called shot rule is effectively an extension of the bypassing cover rule.

·         Weakness: +5 to +10 to TN, ignore 5 PT and 20 DR.

·         Vulnerability: +15 to +20 to TN, ignore 10 PT and 40 DR.

Resistances and Vulnerabilities

Some targets, Awakened creatures, in particular, have some sort of Resistance and/or Vulnerability.

Resistance and vulnerabilities are expressed as an increase (or reduction) in PT/DR against specific forms of attack.

Examples:

·         Spirits of Flame have a fixed DR of 100 against fire damage.

·         The Black Wendigos of the Mnt. Rainier Hot Zone enjoy PT20/DR 60 against all non-magical forms of attack. They also heal extremely quickly, but that’s another topic.

Damage and Injury

Combat in Shadowrun: 2097 is lethal. Plenty of things can kill you outright or take you out of the fight. The best way to avoid this is to not fight. The second best thing is to fight smart so you don’t get hit. Failing that, wearing armor is an excellent way to avoid dying.

There are two ways to get incapacitated or killed: a single attack doing enough damage to take you out of the fight or being worn down by multiple attacks.

Example:

·         A typical civilian has 20 Health. Any single hit that causes 10+ damage will make them practically combat-ineffective, and 20 damage total will incapacitate them.

·         Basic melee (for example, a sword) and ranged weapons (for example, a pistol) deal about the same amount of damage. So, let’s assume an attack with a sword or pistol does 2d6+4 damage. That is, on average, 11 damage, with a floor of 6 and a ceiling of 16. Most rolls will be in the 9-13 range.

·         A single hit can cause serious injury, and two to three shots are practically guaranteed to take down the person through cumulative injuries, even if rolls are slightly below average.

Shadowrunners should always strive to wear some form of armor (or avoid being in a position to be attacked, such as decking or rigging from afar). Chances are, if a fight breaks out, the enemy is packing a lot more than semi-automatic pistols! Without armor, chances are you'll get taken out quickly if you're hit. With armor, you're likely to still take some damage from powerful weapons, but you won't immediately go down, and you'll largely be immune to minor attacks.

It is, of course, better not to get hit in the first place, which is why you'd rather avoid fighting at all, or if you are going to fight, do it from a position of strength. And cover. Use cover whenever you can. Even melee fighters can benefit from cover, staying protected until they have an opportunity to strike. If you can survive any overwatch fire, you're now in melee, making it very hard for enemy shooters to fire at you without hitting their ally.

Damage modifiers

Solid and Perfect hits can boost damage considerably. The more skilled you are at combat, the higher the chance you’ll beat the TN by a large margin and get that sweet extra damage.

·         Solid Hit (+1d6): If the Margin of Success is +5.

·         Perfect Hit (+2d6): If the Margin of Success is +10.

Example: You fire your smart-linked Ares Predator (a heavy pistol) at a target, and between your skill, the smart-link, and luck (your dice roll), you get MoS +11. Your base damage of 3d6+5 becomes a respectable 5d6+5. Even an average roll is sufficient to put down most targets, even outright kill them.

Automatic weapons are commonplace in Shadowrun: 2097, and for good reason: they are deadly. Volume of fire means you’re more likely to hit something and hit it more than once. The combined effect of this is simulated by extra damage dice. The only real downside is ammo consumption (and the risk of collateral).

·         Burst Fire/Auto Fire (+1d6): For weapons fired in burst or automatic mode vs multiple targets.

·         Auto Fire (+2d6): For weapons fired in automatic mode vs a single target.

Example: Your Ingram Smartgun does a modest 2d6+4 damage but can fire both Burst and Full Auto, doing +1d6/+2d6, respectively. And this stacks with Solid/Perfect hits. The Fire Modes and Attack Options sections and the Equipment chapter discuss automatic fire and ammunition.

·         Aimed Shot (+1d6): If you used the Aimed Shot attack option.

Injury Thresholds

The damage of each hit is compared to your Injury Thresholds, which are derived from your total Health.

·         If Fatigue causes your Stamina to drop below specific threshold values, additional effects will occur. See below for details.

·         Initiative cannot fall below 0.

Injury Threshold descriptions:

·         Light injury (Less than 25% HLT): It’s a grazing hit, painful, but not consequential.

o    Suffer 3 Fatigue and reduce Initiative by 3.

o    You have Disadvantage on your next turn.

·         Moderate Injury (≥ 25% HLT): Solid hit that causes considerable trauma and pain. You're not out of the fight yet, but one more hit, and you're probably done for.

o    Suffer 5 Fatigue and reduce Initiative by 5.

o    You have Disadvantage on all checks for 1d6+1 rounds.

·         Serious Injury (≥ 50% HLT): You are seriously injured, barely able to keep going, and not really combat effective anymore.

o    Suffer 10 Fatigue and reduce Initiative by 10.

o    You have Disadvantage on all checks until you receive medical care.

o    You can only take 1 action (Major/Move/Minor) on your turn.

o    You cannot do Reactions.

o    Every round for 1d6+1 rounds, you suffer 1 additional damage applied directly to your total.

·         Critical Injury (≥ 75% HLT): You are critically injured. Better hope you have a DocWagon contract or a mage specializing in healing—or both!

o    Suffer 20 Fatigue and reduce Initiative by 20.

o    Drop prone.

o    If you are still conscious, you can only take 1 Minor action on your turn.

o    You cannot do Reactions.

o    Every round, you suffer 1d6 additional damage applied directly to your total.

·         Lethal Injury (≥ 100% HLT): You have suffered a lethal injury and are dying.

o    Suffer 40 Fatigue and become Unconscious regardless of your Fatigue thresholds.

o    You won’t be needing an Initiative score for some time, if ever.

o    Drop prone.

o    You expire in 1d6+1 rounds unless stabilized.

o    Even if stabilized, you require immediate extensive medical care, including trauma surgery, or you will die within 1d6+1 hours.

Stun damage: Stun damage is, by definition, less lethal than other damage.

·         Reduce the severity of the injury by one step.

o    Any hit reduced below Light does nothing.

·         The amount damage suffered is not reduced, however. So, the cumulative effect of Stun damage is still significant.

Injury Threshold example

·         Instead of the civilian from the previous example, let’s look at a physically powerful Shadowrunner (Health 30) wearing armor with PT25/DR60.

·         His Injury Threshold for Moderate is 15+, so it’s already pretty unlikely that he’ll get knocked out by a single pistol shot.

·         PT25 means I must do at least 25 damage to even hope to cause an injury. And DR 60 means 25 damage becomes 10 after penetration, which is only sufficient for a Moderate injury.

·         However, he still suffered 10 damage, so the cumulative effect will catch up with him pretty quickly, and after three such hits, he needs to lie down and rethink his tactics.

Cumulative damage

Even the toughest characters will go down after repeated injuries.

·         When damage ≥ HLT: You are incapacitated.

o    Suffer 20 Fatigue and reduce Initiative to 0.

o    Drop prone.

o    If you are still conscious, you can only take 1 Minor action on your turn.

o    You cannot do Reactions.

·         When damage ≥ 2xHLT: You are dying.

o    Suffer 40 Fatigue and become Unconscious regardless of your Fatigue thresholds.

o    You won’t be needing an Initiative score for some time, if ever.

o    Drop prone.

o    You expire in 1d6+1 rounds unless stabilized.

o    Even if stabilized, you require immediate extensive medical care, including trauma surgery, or you will die within 1d6+1 hours.

Using Edge to stay in the fight

When you suffer an injury, you may spend 1 Edge to reduce the severity of the injury by one step.

·         If you reduce the severity below Light, you ignore that injury.

Edge has no effect on cumulative damage, neither its effects nor how much damage you suffer. It can only reduce the impact of individual hits.

Example: You can turn a Serious Injury into a Moderate Injury, which makes a massive difference in terms of your continued fighting capabilities.

Stamina and Fatigue

Stamina reflects a character’s endurance and ability to perform strenuous actions.

In addition to depleting from general strenuous activity, fatigue is caused by suffering injuries, using magic or technomancy, or employing special combat options, talents, or cyberware.

Fatigue

Stamina loss is called Fatigue and works much the same way as cumulative Damage:

·         Fatigued  ≥ 50% of Stamina: You are getting tired, but you can still fight. It’s time to take a break, though.

o    You lose 1 Major or 1 Move action each turn (your choice).

·         Exhausted ≥ 100% of Stamina: You’re completely exhausted. You need to lie down and just breathe.

o    Reduce your Initiative to 0.

o    You immediately collapse (drop prone). You’re still conscious.

o    You can only do 1 Minor action each turn, regardless of your remaining Initiative.

o    If you do nothing (except maybe some Free actions) for 1 minute (10 turns), you regain 1 Stamina until you are no longer exhausted.

·         Unconscious ≥ 200% of Stamina: You’re beyond exhausted.

o    You immediately collapse (drop prone). You’re unconscious, so you can’t take action, and initiative is no longer relevant.

o    You regain 1 point for stamina for every 10 minutes that pass until you’re no longer Unconscious.

Resting

If you’re Exhausted or Unconscious, you automatically recover (at the specified rates) until you have 1 point of Stamina. Beyond that, you need to rest to recover. Or use stim patches or certain combat drugs, but that’s hardly a long-term viable strategy.

There are two kinds of resting:

Short Rests:

·         Max per Day: 2

·         Duration: Approximately 1 hour (something a little more than a quick breather).

·         Stamina Recovery: Recover 50% stamina.

If characters don’t have time for a 1-hour break, the GM can allow a shorter rest (10 minutes, for example), but this will only recover 25% of stamina and still use up a short rest for the day.

Long Rests:

·         Max per Day: 1

·         Duration: Approximately 8 hours (basically a whole night’s sleep).

·         Stamina Recovery: Recovers all stamina.

If conditions are less than ideal, or the rest is interrupted, the GM can still allow partial recovery, for instance, 50% for 4-5 hours or 8 hours in the wilderness without shelter.

Stim Patches

Stim patches can be hugely useful, but overuse is dangerous (and can lead to addiction).

·         A stim patch restores 1d6+Rating points of Stamina.

·         After 1d6x10 minutes, make a Resilience check DC 20.

o    If successful, you suffer 2d6+2xRating fatigue.

o    If you fail, you will suffer half as much damage.

·         For each additional stim patch used during the intervening period, increase DC by 5 and add together the dice for each patch.

Healing

Unlike Stamina, which recovers very quickly, damage takes time to heal.

Exactly how long depends on:

·         The level of injury: Light, Moderate, Severe, Critical, or Lethal.

o    If you’re only Lightly or Moderately injured, you will fully recover given time.

o    If you are suffering from Severe, Critical, or Lethal injuries, you require medical attention to recover.

·         The type of damage: Lethal (physical or energy) or nonlethal (stun) damage.

o    Stun damage recovers much faster than lethal damage and will recover even if you’re Seriosuly injured or worse.

·         Level of care: No care (natural healing), medical care (you don’t need to stay in the hospital but need someone with medical skills to check on you), or intensive care (full hospitalization).

·         Activity level: Active, resting, or hospitalized.

o    The less you do, the faster you recover. Simple.

Other sources of healing:

·         First Aid: Provides quick recovery for minor injuries and stabilizes critical ones.

·         Magic Healing: Magic can restore lost Health (but never Stamina), but powerful healing spells are costly in terms of Burn. See the Magic and Spells chapter for details.

·         Medical Attention: Full recovery happens over days or weeks, depending on injury severity.

First aid

First aid can stabilize serious injuries to prevent further damage or death and restore a small amount of Health.

·         First aid requires a medkit and a Medic success check.

o    If you don’t have a proper medkit, you can improvise, but the TN will be higher (+5 if you have some equipment, +10 if you have nothing but what you can improvise).

o    A complete trauma kit reduces the TN by 5 (10 for a portable auto-doc or equivalent, such as the gear employed by DocWagon).

·         Successful First Aid improves your Injury level by one step.

o    First Aid never restores lost Stamina.

o    First Aid does not restore lost Initiative, so the injured character may want to Refocus if the fight is still ongoing.

·         Once you’ve received first aid, you cannot benefit from first aid until you’re injured anew.

Effects of First Aid:

·         Light injuries (TN 15): Restores 1d6 Health (+1 for every 5 MoS, to a maximum of 1d6+3).

·         Moderate injuries (TN 20): Restores 1 Health (+1 for every 5 MoS, to a maximum of 3).

o    If applied quickly enough, it will also remove the timed Disadvantage.

·         Serious injuries (TN 25): You count as being Moderately injured, with no other effects.

·         Critical injuries (TN 30): You count as being Seriously injured.

o    You do not suffer additional damage, but your action economy is limited.

·         Lethal Injuries (TN 30): You count as being Critically injured.

o    You do not suffer additional damage, but your action economy is severely limited.

o    You still require intensive medical care, or you will die.

Trauma patches: These high-tech medical patches can be slapped on bare skin (1 Minor action if readied, 1 Major action if not) and will immediately perform emergency first aid with an effective Medic skill of +12.

Magic healing

Magic healing is spell-based, so you have to check individual spell descriptions for details.

Generally speaking, however, magic healing can accomplish the same as First Aid, but it can also significantly speed up natural healing and negate the need for medical attention.

Natural healing

If you’re only Lightly or Moderately injured, you will fully recover given time. If you are suffering from Severe, Critical, or Lethal injuries, you require medical attention to recover.

·         Light injuries: Recover 1 Health per day of recovery.

·         Moderate injuries: Recover 1 Health per week of recovery or 1 Health per day of medical attention.

·         Serious injuries: Recover 1 Health per day of medical attention.

·         Critical injuries: Recover 1 Health per week of medical attention. You’re hooked up to all sorts of machines and probably unconscious most of the time.

·         Lethal injuries: You can’t recover from this; either you got life-saving first aid and became “only” Critically Injured, or you died.

Medical attention

Health recovery from serious and critical injuries requires professional care or advanced medkits.

Stun damage

Stun damage recovers at an accelerated rate:

·         Recover Stun damage equal to your Vitality per day of recovery, regardless of your level of Injury. This is separate from the recovery from lethal damage.

Fear and Pinning

While Shadowrunners are generally quite used to danger, they are not immune to basic metahuman psychology.

Fear: Fear in this context is a fear reaction strong enough to override the player’s control of their character. A good player will roleplay his character appropriately in dangerous situations, but that’s not what we’re talking about here. This is facing an elder dragon or astral horror type of fear, being subjected to intense virtual torture, or, more mundanely, the GM stepping in to override a player they feel isn’t roleplaying very well.

·         Exceptional circumstances may cause characters to make active Discipline defense checks to resist fear.

·         Some creatures, especially Awakened beasts, have special Fear-based attacks that target Discipline defense.

Pinning: Pinning is a subtype of fear. Shadowrunners may be brave, but they are not stupid—or they would already be dead. Consequently, they will—like everyone else—keep their heads down when taken under fire.

·         Sustained suppressive fire can pin down a character, reducing their ability to act.

o    Requires a Discipline defense check to overcome.

Other types of combat

Magic in Combat:

  • Spells have specific casting times and effects. See the Magic chapter for detailed rules and the Spells chapter for spell descriptions.

Vehicles and Drones:

  • Use the same basic mechanics but include specific rules for handling and damage. See the Rigging chapter for details.

Matrix Combat:

  • Digital combat follows the same basic principles but targets specialized defenses and uses matrix skills. See the Matrix chapter for details.

Extended combat examples

Melee combat

Kicker, the troll Adept, is facing off against two corporate security goons. One is armed with a shotgun, the other with a riot shield and "stun" baton.

Kicker wins the initiative and thus gets to act first, but neither guard is surprised, so they will get to both act and react. Kicker rushes forward (Move action) to rip the head off the shotgun guard, but before he can strike, the man spends his Reaction to make a Snapshot against the incoming troll. He rolls well and hits, but Kicker's armor stops the blast. The other guard uses his Reaction to make an Intercept, but Kicker opts NOT to keep beelining for the shotgun man, so the guard with the baton doesn't get a free attack. He does, however, prevent Kicker from attacking his shotgun-armed companion.

Kicker now attacks the guard with the baton and shield. Unarmed attacks against an armed opponent normally have Disadvantage, but Kicker has the Killing Hands ability, so it counts as armed. He is also a troll, so he has extended reach, thus actually getting Advantage on the attack, but this is negated by the defender's shield, so it's back to the standard 2d10 for the attack. Undaunted, Kicker rolls the dice and gets double '8' for a total of 20+8+8+5=41, landing a perfect hit for 4d6+2d6+10 damage. He rolls pretty well again, doing 35 points of damage, which is way above the guard's PT of 20, so it penetrates. Even with body armor and a shield, the guard is critically injured and drops.

It is now the other guard's turn (his previous shot was a reaction; this is his first full turn). He shoots (Major action) and hits again—trolls are hard to miss—and actually manages to penetrate, but Kicker's armor (both Eldritch and physical) and high Health (as a troll Adept, his Health score is around 40) means the damage is minor. Then, the guard backs off a bit (with his Move action) to distance himself from the troll.

New round, and Kicker gets to act again. He moves forward—so the guard makes another snapshot—and this time, he absolutely crushes the roll with a double ‘9’. If Kicker was anything other than an armored hulk, he’d be down, but he’s still up and about and slams his deadly fists into the poor guy. This time, the troll doesn't roll nearly as well, but it's still enough to cause some serious injury to the guard.

The poor guard, seeing as how the situation is hopeless, tries to surrender on his action.

Kicker, feeling merciful, accepts his surrender by switching over to stun (nonlethal) damage for his next attack. Since the guard is effectively not resisting anymore, the GM rules that he is considered Defenseless. With TN this low (10), Kicker's next attack is practically guaranteed to be a Perfect hit, with massive (stun) damage and resulting incapacitation of the guard.

Ranged combat

Vanya, the somewhat homicidal goth elf combat mage, is on the verge of exhaustion (literally down to her last point of Stamina). One more spell, and she might pass out from the exertion. This is a bummer since one of PanGen's bio-monstrosities is coming straight at her, and her fellow runners are otherwise engaged. She could try to use a minor spell, but that won't stop the thing, so it is pointless.

Planning ahead, Vanya draws her Ares Predator before her turn is over (using her Fast Hands talent) and waits. The PanGen creation, a twisted mockery of an ork with claws for hands, rushes forward with startling speed, so Vanya spends her Reaction on a Snapshot before it's too late. The range is Short, even for a pistol (half Effective range), but Snapshots override this and incur Disadvantage regardless. Fortunately, Vanya's gun is Smartlinked, so at least the Advantage from that offsets the Snapshot Disadvantage.

With her decent Dexterity and Cunning, Vanya's Ranged (Close) skill isn't half bad at 14. She rolls 2d10 and gets a 1 and a 10. Not bad, but from previous experience, she knows these creatures are hard to hit, so she opts to spend 1 Edge to add 1d10 to the pool. It comes up a '10', and Vanya removes the '1' from the pool. This will be high enough to hit AND will give +5 MoS on top of that.

The PanGen Abomination has a Dodge defense of 26, which is much higher than the base TN 20 for a ranged attack, so Dodge is used. There are no modifiers to the TN so 26 it is.

Vanya's attack roll of 14+10+10=34 is more than enough to hit, so she also gets a +5 to the total for rolling a double for a total of 39. That's a MoS of 13, more than the 10 required for a Perfect hit, so she gets +2d6 damage. The Predator has a base damage of 3d6+5, so the total is 5d6+5.  Vanya also has the Double Tap talent, which can add +1d6 damage to SA (Single Attack) weapons, but this requires a Minor action to be spent to trigger, so it cannot be used as part of a Reaction.

The damage roll is decent but not spectacular, with a 23 total, which Vanya is pretty sure (again, based on previous experience) won't take the thing down. She opts to spend another Edge to add 2d6 to the damage, but this comes up as a '1' and a ‘3’ and ultimately doesn't change anything. She should, however, be able to Double Tap it to death on her next turn, getting Advantage on her attack (for getting a perfect hit on her reaction) and doing at least 4d6+5 damage.

Unfortunately, the Abomination hits Vanya on its turn and, despite her armor and magical protection, does enough damage to—barely—cause damage. Vanya is uninjured at this stage, so this would not be an issue, except the attack causes her Stamina to drop to 0 or below, which in turn means she's incapacitated… and won't get to attack on her next turn but instead be Helpless when the Abomination's next turn comes up. It looks like a "Burn That Edge" moment unless one of her fellow runners takes pity on the fallen elf.