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Shadowrun Combat Crib Sheet

Combat Turn Sequence [SR3 p103]:


1. All Dice Pools refresh
2. Determine Initiative
3. Characters take actions in their Combat Phase - highest initiative to lowest
4. Calculate the next Initiative Pass - each player subtracts 10 from their initiative score. For each
character that has a modified Initiative greater than zero repeat step 3.

Actions [SR3 p105 - 108]: On a character's Combat Phase they can Walk or Run and take actions.
Either 1 Free action plus 2 Simple actions or 1 Free action plus 1 Complex action.

Free Actions Simple Actions Complex Actions


• Activate cyberware • Change gun mode manually • Astral Projection (Exclusive)
• Call a Shot • Change position / stand up • Banish Spirit (Exclusive)
• Change smartgun fire mode • Command a spirit • Call Elemental (Exclusive)
• Deactivate Focus • Fire a weapon (SS or SA) • Cast a spell
• Delay Action • Insert a clip/ Remove a clip • Control Spirit (Exclusive)
• Drop object • Ready a weapon • Fire a weapon on full auto.
• Drop prone • Shift to / from Astral • Make a hand to hand attack
• Drop a sustained spell Perception • Summon nature spirit
• Eject smartgun clip • Take aim (Exclusive)
• Spell Defence • Throw a weapon • Use a Skill

Damage [SR3 p125]: Damage is inflicted at one of four levels of severity (see below). The
appropriate number of boxes should be ticked off on the character's appropriate Condition Monitor.
Damage Level: Light (L) Moderate (M) Serious (S) Deadly (D)
Number of Boxes Inflicted: 1 3 6 10
Injuries impose TN modifiers. Initiative is also reduced by a similar amount.
Number of Boxes Filled: 1 to 2 3 to 5 6 to 9 10
TN Modifier: +1 +2 +3 Unconscious
Initiative Modifier: -1 -2 -3 Unconscious

Ranged Combat
Attack [SR3 p113]: Roll: Skill (e.g. Pistols) + Combat Pool (maximum of skill)
TN: Based upon range and modifiers
Dodge [SR3 p113]: Roll: Combat Pool only (no limit)
TN: 4 +1 per three bullets in burst if fired in BF or FA mode
If Dodge successes exceed attack successes the shot cleanly misses the target.
Resist Damage [SR3 p113]: Roll: Body + Combat Pool (no limit)
TN: Power of weapon less Armour rating (minimum of 2)
Compare Attack successes against Dodge plus Damage Resistance successes.
Every 2 net successes in favour of the attacker stage damage up a level (L > M > S > D)
Every 2 net successes in favour of the defender stage damage down a level (D > S > M > L > Nothing)

Melee Combat
Attacker [SR3 p122]: Roll: Skill (e.g. Unarmed Combat) + Combat Pool (maximum of skill)
TN: 4 + Modifiers
Defender [SR3 p122]: Roll: Skill (e.g. Unarmed Combat) + Combat Pool (maximum of skill)
TN: 4 + Modifiers
Every 2 net successes stage damage up a level (L > M > S > D > D & +1 Power > D & +2 Power etc)
Resist Damage [SR3 p123]: Roll: Body + Combat Pool (no limit)
TN: Power of attack less Armour rating (minimum of 2)
Every 2 net successes stage damage down a level (D > S > M > L > Nothing)