Difficulty table D thhd Easy 1 Average 2 Hard 3 Extreme 4 buyingHits DP amH 1–3 notpossible 4–7 1 8–11 2 12–15 3 16–19 4 20–23 5 24–27 6 28–31 7 32–35 8 36–39 9 extenDeDtest Difficulties t t m i v Fast 1 Combat urn uick 1 Minute Short 10 Minutes Average 30 Minutes Long 1Hour Con sumin g 1 Day Exhaustive 1 Week Mammoth 1 Month tD thhd Easy 4 Average 8 Hard 12 Extreme 16+ Visibility MoDifiers V Md n m lw-l h th m ph u d FullDarkness –6 –6 –3 –3 PartialL ight –2 0 –2 –1 Glare –1 –1 –1 0 LightFog/Mist/Rain/Smoke –2 –1 0 –1 HeavyFog/Mist/Rain/Smoke –4 –2 –2 –2 TermalSmoke –4 –2 – 6 –2 MoVeMentrate table M p W r ( m/ ) rr ( m/ ) Humans,Elves,Orks 10 25 Dwars 8 20 rolls 15 35 coMbatturnseQuence 1.r iv InitiativeScore=Initiativeattribute+hi ts 2.bf ivP Character sactinturnrom highestInitiativeScore tolowest 3.baPh A.Declare Actions.Eachcharacter maytake 1 Complex Action or 2 Simple Actions duringtheir Action Phase.Eachcharacter also gets 1 Free Action to be taken on this phase or during any subsequentphaseintheCombaturn. B.Resolve Actions. 4.Dd rva rm ch 5.b n ivP Characterswhohavemorethanone InitiativePass maygo again. Repeatthis cycle or characters who get athird or ourthpass as well. 6.bw cmt sPellcasting by tHe nuMbers sp1:ch sp. sp2:chhf uptothecaster’sMagicattri- bute(unlessovercasting—seep.172). sp3: ch t within the caster’s line osight. sp4: r M + sp. sp5:Dme (see spelldescription). sp6: r Wpw + D. sp 7: Dmoe (–2 sustaining modifier). WeaPonrange table DicePool Modifi er: +0 –1 –2 –3 Rangein Meters Sho rt Medium Long Ext reme Pistols aser 0–5 6–10 11–15 16–20 Hol d-o utPi sto l 0– 5 6– 15 16– 30 31 –50 Li gh tPis to l 0– 5 6–15 1 6– 30 31 –50 He avyPi st ol 0– 5 6–20 21– 40 41 –6 0 am Ma chi ne Pis tol 0– 5 6–1 5 16– 30 31–5 0 SMG 0–10 11–40 41–80 81–150 AssaultRifle 0–50 5 1–150 151–350 351–550 lm Shotgu n (flech ette ) 0–10 11–2 5 26–4 0 41–6 0 Sho tgu n (sl ug) 0–10 11– 40 41– 80 81–150 SportingRifle 0–100 101–250 251–500 501–750 Sniper Rifle 0–150 151–350 351–800 801–1,500 HeavyWeapons LightMachine Guns 0–75 76–200 201–400 401–800 Medium/ HeavyMachine Gun 0–80 81–250 251–750 751–1,200 AssaultCannon 0–100 101-300 3 01–750 751–1,500 Grenade Launcher *5–50 51–100 101 –150 151–500 Missile Launcher *20–70 71–150 151–450 451–1500 bP Bo w 0– S R o S R x 10 o S R x 30 o S R x 60 Ligh tCro ss bow 0-6 7-2 4 2 5-6 0 61 -12 0 Mediu m Cros sbow 0-9 10-3 6 37-9 0 91-1 50 Hea vyCr oss bow 0-1 5 16- 45 46- 12 0 12 1-1 80 impP Trown Knie 0–SR o SR x 2 o SR x 3 o SR x 5 Shuriken 0–SR o SR x 2 o SR x 5 o SR x 7 Trown Grenades Standard 0–SR x 2 o SR x 4 o SR x 6 o SR x 10 Aerodynamic 0–SR x 2 o SR x 4 o SR x 8 o SR x 15 * See GrenadeLauncherMinimumRange, p.145. skillsanDlinkeD attribute s PHysicalattributes a Archery Automatics Blades Clubs Escape Artist ExoticMeleeWeapon(Specific) ExoticRangedWeapon(Specific) Forgery Gunnery Gymnastics HeavyWeapons Infiltration Locksmith Longarms Palming Pistols TrowingWeapons Unarmed Combat bd Diving Parachuting r Dodge Pilot Aerospace Pilot Aircraf Pilot Anthroorm Pilot ExoticVehic le(Specific) PilotGround Craf PilotWatercraf sh Climbing Running Swimming Mentalattributes chm Con Etiquette Instruction Intimidation Leadership Negotiation i Artisan Assensing Disguise Interests Knowledge Language Navigation Perception Shadowing StreetKnowledge racking l AcademicKnowledge Aeronautics Mec hanic Armorer AutomotiveMechanic Computer Cybertechnology Cybercombat DataSearch Demolitions ElectronicWarare FirstAid Industrial Mechanic Hacking Hardware Medicine Nautical Mechanic ProessionalKnowledge Sofware Wpw Astral Combat Survival sPecialattribute M Banishing Binding Counterspelling Ritual Spellc asting Spellcasting Summoning r Compiling Decompiling Registering Note:Youcannotdeaulton Italicized skills. coMbatseQuence 1.Da 2.apps Md 3.Mhopp dt A.Attacker rolls attribute+ skill +/– modi fiers Attacker Attribute Skill As tr al Wi ll po we r/ Fo rc e As tr alComba t/ Fo rc e Matrix attackprogram Cybercombat Mel ee Agi li ty co mb a tski ll Ra ng ed Agi li ty co mb a tski ll B.Defender rolls attribute+ skill +/– modifiers (+skillion ulldeense) Defe nde r Att ribute Ski ll Full Defe nse Astr al Intu ition/ Force Astr alCombat /Forc e +Dodge /Force Mat rix Re spons e Fi rewal l +H ac ki ng/ ratin g Melee Reaction combatskill/Unarmed/Dodge +Dodge Ranged Reaction — +Dodge C.If attacker achieves morehits, attacksucceeds. ies can be considered agraz- inghit (see p.139).Otherwise,attackails. 4.cmp Dmam h Ph dm A. Attack’s base DV+ nethits = Modified Damage Value B. Armor +/– AP modifier = Modified Armor Value C. Ithe Modified Damage Value does notexceed the Modified Armor Value,dam- age is Stun rather than Physical. Attack BaseDV DV modifiers As tr al (C ha ri sma/Forc e)÷ 2 n ethi ts Astralw/weapon ocus byweapon nethits Matrix attackprogram nethits Me le e (a rmed) byw ea po n nethit s Mel ee (un armed) Str eng th÷ 2 neth its Ranged byweapon nethits,ammo type,autofire* *autofire does notcountwhen comparingthe Modified DVto the Modified Armor 5.Dmr t Deenderrollsattribute+ModifiedArmorValue.Eachhit reducestheModifiedDV by1. Attack Attributeused Armor used Astral Willpower Mystic Matrix System/Willpower Armor/BioeedbackFilter Melee Body Impact Ra ng ed Bo dy Ba ll istic or Imp act 6.app Dm Eachremainingpoi nto DV= 1 box odamage. ranDoM alertresPonse 1D6r rp 1 LaunchrackIC 2 LaunchAttackIC 3 LaunchBlackoutor BlackHammer IC 4 Scramble SecurityHacker 5 erminate Connection 6 System Reset/Shutdown Matrix searcHtable Treshold Difficu lty 2 Easy 4 Average 8 Hard 16 Extreme Interval SearchArea 1 Initiative Pass Same device 1 Combaturn Same network 1 Minute Entire Matrix concealability table cMd emp –6 RFIDtag, bug,slap patch,micro-electronics,micro- drone –4 Hold-outpistol,monowhip,ammo, credstick,chips/ sofs,sequencer/passkey –2 Lightpistol,knie, sap,microgrenade,flash-pak,jam- mer,minidrone +0 Heavypistol,taser,grenade, goggles,commlink +2 Machine pistol,medkit,club +4 SMG,stun baton,sword +6 Assaultrifle,katana aVailability interVal im’c iv Upto 100¥ 12 hours 101 to 1,000¥ 1 day 1,001 to 10,000¥ 2 days 10,001¥+ 1 week rangeDcoMbatMoDifierstable s DP Md Attacker running –2 At ta cker in me le e co mb at –3 Attacker in amovingvehicle –3 argethas partialcover –2 argethas good cover –4 a rg eth id de n ( bl in d fi re ) –6 Attacker firingrom cover –1 Attacker wounded –wound modifiers (see p.153) At ta cker us in gla se r s ig ht +1* Attacker usingsmartlinked weapon +2* Attac kerusin gimagemag nific ation eliminatesrange modifiers(seep. 139) Attacker usinga second firearm splits dice pool Attacker usingoff-hand weapon –2 Aimed shot +1perSimple Action Calledshot –variable (see Called Shots, p.149) Multiple targets –2 per additional targetthatAction Phase r ace r rou nds wit hsho rtbur st +1 r ac e r r ounds wit hlo ngburst +2 racer rounds withull auto +3 Recoil,semi-automatic –1 or second shot thatAction Phase Recoil, burst –2 (firstburst), –3 (second) Recoil, l ong burst –5 (firstburst), –6 (second) Recoil,ull auto –9 Recoil,heavyweapon 2 x uncompensated recoil Recoilcompensation Reduces recoilmodi- fier Gyro stabilization Reduces recoilor movementmodifier Visibility Impaired See Visibility able * Note thatthe bonuses or laser sights and smartlinks are not cumulative. scatter table tp s Standard Grenade 1D6 meters– 2 per nethit Aerodynamic Grenade 2D6 meters – 4 per nethit Grenade Launcher 3D6 meters– 4 per nethit Rocket 2D6 meters – 1 per neth it Missile 2D6 meters – 1 per nethit (– Sensor rating) Airburst 1D6 meters – 1 per nethit (– Sensor rating) scatter DiagraM cHarisMa-lin keDoPPoseD tests s u d a ch r : t ch r : Co n Co n+Ch ar is ma (ConorNe goti at ion)+Cha ri sma Etiq uette Etiq uett e + Char isma Perc eptio n + Char isma Intimidati on Inti midat ion + C haris ma Intimidati on + Willpow er Lea der shi p Leader shi p+ Ch ari sma Lea der shi p+ Will pow er Negot iation Negot iation + Char isma Negot iation + Char isma Melee WeaPons table bd rh D m V aP CombatAxe 2 (SR/2 + 4)P –1 Forea rm Snap- Blades — (SR/ 2 + 2)P — Katana 1 (SR/2 + 3)P –1 Kni e — (S R/2 + 1)P — MonofilamentSword 1 (SR/2 + 3)P –1 Sur viv alKni e — (S R/2 + 1)P –1 Sword 1 ( SR/2 + 3)P — c Club 1 (SR/2 + 1)P — Extendable Baton 1 (SR/2 + 1)P — Sap — (SR/2+1)S — Staff 2 (SR/2+2)P — Stun Baton 1 6S(e)* –hal cw (bd eM) Han d Bla de — (S R/2 + 2)P — Han d Razors — (S R/2 + 1)P — Spu r — (S R/2 + 3)P — cw(umd) Al uminum Bone La ci ng — (SR/2 + 2) P — Pl as ti c Bone La ci ng — (S R /2 + 1) P — i ta ni um Bo ne La ci ng — (S R /2 + 3) P — ShockHand — 6S(e )* –h al eM Wp Pole Arm 2 (SR/2 + 2)P –2 Mon ofil ame ntChainsaw 1 5P –2 Mo no fi l amen tWh ip 2 8P –4 Ri otSh ie ld — (S R /2 )S +2 a ser Armor/ Shi eld — 6S( e)* – hal umd Shoc kGl ove — 5S (e )* –h al Unarmed — (SR/2)S — smpimpvd Wp Bottle(unbroken: Club s,b roke n: Blad es ) — (SR/2 )P +1 Chain /Whip(Ex otic Melee ) 1 (SR/ 2 + 1)P +1 Chair (Clubs) 1 (SR/2 + 1)S — Fry ingPan ( Clubs) — (SR/2 + 1)S +1 MetahumanBody (Una rmed Co mb at ) 1 (BOD/2 )S +2 Pi st ol/ Ri fle Butt(Clubs) — (SR/2 + 1)P — PoolCue (Cl ubs ,bre aks afe r firs thit) 1 (SR/2 )S — *(e)means thatthe weapon inflicts Electricitydamage (see p.154). grenaDe DaMage table tp Dm cd aP b Flash-Bang 6S –3 10m Radius Flash-Pak Special — Special Fra gme nta tio n 12P() +2 –1/ m HighExplosive 10P –2 –2/m Ga s Ch emic al — 10 m Ra di us Smoke — — 10m Radius Terma lSmo ke — — 10m Ra di us ProjectileWeaPonstable W p D m V aP Bow (SR Min.+2)P — LightCrossbow 3P — Med iu m Cro ssb ow 5P — Heavy Crossbow 7P –1 Shuriken (SR/2)P — Trowingknie (SR/2 + 1)P — Defense MoDifiers table s DP Md De e nd e r u na wa r e o at ta ck No de e ns e po ss ible Deender wounded –wound modifiers (see p.153) Deender inside amoving vehicle +3 Deenderhasdeendedagainst previous attacks since lastaction –1 per additionaldeense Deender prone –2 Ranged Attacks only: Deender running +2 De end er in me lee t arg ete d byra nge d att ack –3 Attacker firingw ide burst –2 Attacker firingl on gwide b urst –5 At ta cker fi rin g u ll -a ut o wid e burst –9 Attacker firingshotgun on medium spread –2 Attacker firingshotgun on wide spread –4 Attacker usingareaattack weapon (grenade,missile) –2 PercePtiontesttHresHolDs i m/e v i: th h d Obvious/Large/Loud 1 Normal 2 Obscured/Small/Muffled 3 Hid de n/ Mic ro /S il en t 4 PercePtiontestMoDifiers s DP Md Perceiver is distracted –2 Perc eiver is activ elylooking /list eningor it +3 Obje ct/so und no tin immedia te vici nity –2 Object/sound ar away –3 Ob jec t/s oundstandsoutinsomewa y +2 Intereringsight/odor/sound –2 Perceiver has active enhancements +rating Pe rc ei ve r us in gvi rt ua lre al it y –6 Melee MoDifiers table s D P Md Fr ie nd sinth eme le e +1pe r r ie nd(max .+4) Characterw ounded –woundmodifier (seep.153) Ch ar acte rhasl on ge rRe ac h +1perpoin tonet Reach* Ch ara cte rusi ngoff- han dwea pon –2 Char acteratacki ngmultip letarget s split sdicepool Ch ara cte rhass upe rio rpos iti on +2 Opponent prone +3 At tac kermaki ngcha rgi ngat tac k +2 De e nd errece iv in gacha rg e +1 Visibilityi mpaired See Visibilityable Calledshot variable(see Called Shots, p.149) ouch-onlya ttack +2 * YoumayapplyReach as a–1 dice poolmodifier per netpointto theopponentinstead. signalrating table s r sr 0 3 m 1 40 m 2 100 m 3 400 m 4 1 km 5 4 km 6 10 km 7 40km 8 100 km 9 400 km Copyright©2006WizKidsInc.AllRights Reserved.Shadowrun,Matrix, andWKGames are registeredtrademarks and/ortrademar ks of WizKids, Inc. in theUnitedStates and/orother countries.