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Shadowrun Cheat Sheet

Test:

Roll d6s and compare individual results.

Hits, Glitches and Resistance:


Hits: Each die that results in a '5' or '6'
Net Hits: Any hits after any opposition or threshold.
Success: At least 1 net hit.
Critical Success: If you achieve 4 net hits above any threshold / opposition.
Failure: 0 net hits.
Glitch: If more than half your dice pool result in '1's, but you get at least one
hit, the test succeeds, but there is a problem (See Spending Edge).
Critical Glitch: If more than half your dice result in '1's, and no net hits, you
fail AND there is a big problem. (See Spending Edge).
Opposition: Hits from another test that apply against yours.
Threshold: A fixed number of hits that apply against yours.
Threshold
Easy
Average
Hard
Extreme

Single Test
1
2
3
4+

Extended Test
6
12
18
24+

Open Test: Make a single test and compare hits.


Notation: Open Body + Willpower Test, each hit...
Success Test: Make a single test and compare hits after threshold.
Notation: Body + Willpower Test (Threshold)
Opposed Test: Two tests where each opposes each other. Ties either require
another test or go to the defender.
Notation: Opposed Agility + Pistols vs. Reaction + Dodge
Extended Test: Multiple tests where net hits are tallied against a threshold
or limited by a time window. Each test takes time equal to one interval. Any
glitch rolled during an Extended Test subtracts 1d6 hits. If the net hits or dice
pool ever reaches 0, or a critical glitch is rolled, the Extended Test ends. If the
Extended Test can run on it's own, the Action is what is needed to start it.
Notation: Logic + Arcana (Threshold or Time Window, Interval), Action

Base Dice Pools:


Attribute Test:
Skill Test:
Matrix Test:
Luck Test:

Limited Skills:

Attribute 1 + Attribute 2
Attribute + Skill Group or Skill (+2 for specialization)
Skill Group or Skill (+2 for specialization) + Program
Permanent Edge

If a test is limited by a skill not actually rolled, like Pilot or Language, the
effective rank of the Limited skill cannot be more than that of the Limiting skill.

Task Time
Interval*
Free
No time at all.
Instant
1 Simple Action (est. .5 second)
Immediate
1 Complex Action (est. 1 second)
Fast
1 Combat Turn (5 seconds)
Quick
1 Minute
Short
10 Minutes
*You can halve the Interval, but any '2' rolled counts

Task Time
Interval*
Average
30 Minutes
Long
1 Hour
Consuming
1 Day (8 hours)
Exhaustive
1 Week (7 days)
Mammoth
1 Month (28 days)
Colossal
3 Months (84 days)
as a '1' for Glitches.

Types of Modifiers:

There are four types of modifiers in Shadowrun. Unless specified otherwise,


assume all modifiers are Dice Pool Modifiers:
Attribute Modifiers: These modifiers add directly to the related attribute and
the total augmented value of that attribute is capped at the augmented max.
Skill Modifiers: These modifiers add directly to the related skill(s) and the
total augmented value of that attribute is capped at 1.5 of the natural skill rating,
rounded up. Specializations add to the natural skill rating when appropriate.
Dice Pool Modifiers: These modifiers add to a specific test, with no cap.
Threshold Modifiers: These modifiers do not add to the dice pool, but
instead add to the threshold that must be overcome. If no threshold is specified,
assume a base Threshold of zero (0).

Common Dice Pool Modifiers:

Armor Penalty
-(Points of exceeded armor / 2), round up
For each point of either Ballistic or Impact that the armor worn is higher
than (Body x2), there is -1 modifier to all Agility & Reaction-based tests.
Defaulting:
-1 if you do not have any ranks in the skill
If a skill cannot be defaulted, the final dice pool is always 0.
Encumbrance:
-1 / 5 kg over carrying capacity
Your normal carrying capacity is (Strength x10) kg, but can temporarily
increased (See Lifting) to a maximum of (Strength x20) kg.
Extended Tests:
-1 / test beyond the first
Teamwork:
+1 / net hit from assistants.
Choose a leader. Each assistant rolls their tests first. Any hits add a +1
modifier to the leader's test to a maximum of the leader's skill rank. Each critical
glitch by an assistant adds +1 threshold (+3 for extended tests).
Try Again:
-2 / failed test
Useful Knowledge Skill:
+1 / 2 hits
If you have a Knowledge skill that is useful to an Active Skill test, you
get a +1 dice pool modifier to the Active Test per 2 hits on the Knowledge test.
Wound Penalty (WP):
As per damage track
Wound Penalties are cumulative per track and apply to all tests, except
resistance tests. It also reduces current Initiative Score (See Combat).
Practice:
+1 per 5 run throughs (max +5)
This requires an accurate scenario to practice, from start to finish.

Basics

Types of Tests:

Interval:

Shadowrun Cheat Sheet


Dice Pool of Zero:

Any modifier to the base dice pool. If the final dice pool is 0 or less, you
cannot attempt it or it is a critical glitch, if you must (see Spending Edge).

Edge:
Temporary vs. Permanent Edge: Your Edge attribute determines the
maximum number of Temporary Edge points you have at any point in time.
Spending Edge: You can only spend 1 Temporary Edge per dice roll and
only on tests that you perform (not allies, spirits, drones, etc). You cannot spend
on edge when using skills provided by skillsofts. Spending Edge can:

Regaining Edge: Your Temporary Edge completely refills after 24 hours


when you and your team are completely healed and not immediately threatened
or engaged in any dangerous activity.
You also regain one point of Temporary Edge by:

Impressive role-playing
Heroic self-sacrifice
Achieving an important personal goal.
Rolling a critical success or critical glitch on a any test that you didn't spend Edge on.

Burning Edge: You can spend one point of Permanent Edge (which does not
require any temporary Edge) in order to:

If the test is not defaulted, stressful or threatening, you can exchange your
dice pool for hits at a 4:1 ratio. You must have a final dice pool of at least 4 dice.

Gamemastery and Play:

Secret Threshold: You will not know the majority of the thresholds that you
will need to make. The thresholds listed in the books can be used as a rough
guideline.
Unless your character has done the specific test often and knows all the
conditions, an Intuition + Appropriate Skill test is needed. The base threshold for
this test is 2 and increases for any conditions that your character is not aware of.
Secret Rolls: You will only be making rolls for the tests that your character is
consciously aware of. Certain rolls, like checking for surprise when your character
does not feel threatened or on edge, will be made behind the screen.
Secret Dice Pool Modifiers: If you are rolling a test for your character,
meaning they are aware of it, but your character is not aware of all of the dice
pool modifiers, apply only the dice pool modifiers that you are aware of. Any
dice pool modifiers that remain will be converted to a modifier to the threshold
at a 3:1 ratio.
Incorrect Dice Pool: If it is determined that you rolled the incorrect number
of dice for a specific test, it will be handled in one of two ways. If you didn't roll
enough dice, roll the missing dice and apply normally. If you rolled too many
dice, re-roll the entire pool.

Sizes:

There are seven size categories in Shadowrun, mostly based on the idea of
equipment, common drones and people. The size category affects both
Perception Tests and Ranged Attacks.
Size
Micro
Mini
Small
Medium
Large
Massive / Heavy
Very Massive / Bulky
Really Massive

Example (Creature)
Mouse
Cat
Dwarf, human child
Human, elf or orc
Adult Troll
Elephant
Dragon
Great Dragon

Edge & Dice Pools

Add your Permanent Edge to any dice pool before it is rolled. Any '6's rolled are
rerolled and added to hits.
Add your Permanent Edge to any dice pool after it is rolled. Only '6's on the Edge
dice pool are rerolled and added to hits.
Re-roll any test that you did not score any hits, once and only once. This can when
using DIMAP skillsofts, but not regular skillsofts.
Replace any dice pool of 0 or less with a dice pool equal to your Edge. '6's are not
re-rolled with this option.
Allow you to go first in one Initiative Pass, regardless of Initiative. If 2+ people use
edge in this way, 'their' initiative is determined normally.
Allow you to act in one additional Initiative Pass, maximum of 5. This method can
only be used once per Combat Turn.
Negate the effect of a glitch.
Downgrade a critical glitch to a regular glitch.
Invoke Dead Man's Trigger: If you would be killed or knocked unconscious with at
least 1 simple action left this Combat Turn, you can still make one Simple Action
which is resolved first. You must succeeded on a Body + Willpower (3) test after the
Edge is spent.

Buying Hits:

Example (Item)
RFID Tag
Hold-Out Pistol
Light Pistol
Heavy Pistol
Club (As Micro Creature)
SMG (As Mini Creature)
Assault Rifle (As Small Creature)
Cabinet (As Med. Creature)

Automatically achieve a critical success on a single test: You must have a dice pool of
at least 4 plus any appropriate threshold.
Invoke Hand of God to save yourself, but you are incapacitated for a minimum of 24
hours and must make a Resist Severe Wounds test after the permanent Edge is spent
(See Soaking).

Shadowrun Cheat Sheet


Karma & Reputation:

Karma Purchases:

Awards: At the end of each session and at the end of each story, Karma will
be awarded. Normally, you can only spend Karma when you Edge is refreshed.
Keep track of the Total Karma and Current Karma.
Each Session
Showed Up
Overall Threat
Unusually brave or smart
Pushed storyline forward
Right skill, right time
Humor (awarded to 1 PC)
Taking notes / assisting

Award
1
1 to 4
1 to 2
1
1
1
1 to 2

Each Story
Per objective achieved
Pursued personal story
Good role-playing

Award
1 ea.
1
1

Active Skill*
New
Improve

Cost
New x 5
New x 10
10
New x 5
4
New x 2*

Knowledge / Language Skill*


New
2
Improve
New x 1*

Street Cred: A measure of how well known and respected you are in the
circles that know of you. Starting at 0, you get your first point at 5 Total Karma
and an additional point every 10 Karma thereafter.
Public Awareness: A measure of how close law enforcement and other
agencies are to finding you through your associates, Fake SINs, Lifestyles, etc.
Public Awareness increases for events that draws police attention and decreases
with time without causing an increase.

Behavior
Failing or refusing to finish a job
Insulting or angering a client
Picking a fight and losing
Incredibly obnoxious behavior
Incredibly callous behavior
Getting arrested
Betrayal
Killing an innocent person
Earning a powerful enemy
Getting a contract on your life
Working for a dragon
Exceptional bad luck

Negative Qualities
Addiction
Bad Luck
Combat Paralysis
Cursed
Elf Poser
Gremlins
Hung Out To Dry
Incompetent
Ork Poser
Poor Self Control (All but Compulsive, Level 1)
Records on File
SINner (Criminal only)
Spirit Bane
Uncouth
Uneducated
Wanted

Specialization

Quality
New Positive
Loose Negative

BP x 2
BP x 2

Maneuvers*

Contacts*
New
Improve Loyalty

Connection x 4
New x2

Improvement
Technomancers Only:
Complex Forms:
New
Improve
Submersion
w/ Network
w/ Task
Magically Active Only:
Initiation
w/ Group
w/ Ordeal
Joining a group
Foci:
Anchoring
Banishing
Binding
Centering
Counterspelling
Masking
Power
Shielding
Spellcasting
Summoning
Sustaining
Symbolic Link
Weapon
Adept Only:
New Power
Magician Only:
New Spell

Cost
2
New x1
10 + (New x 3)
-20% (round up)
-20% (round up)
10 + (New x 3)
-20% (round up)
-20% (round up)
5
Force
Force
Force
Force
Force
Force
Force
Force
Force
Force
Force
Force
Force

x
x
x
x
x
x
x
x
x
x
x
x
x

6
3
3
6
3
6
8
6
4
4
2
1
3

Point Cost x 20
5

Karma

Notoriety: A measure of how well known and hated you are in circles that
know of you. Starting at 0, subtract 1 for each positive quality listed below and
add 1 for each negative quality or poor behavior listed below. Notoriety can be
removed at 1 point per 2 points of Street Cred spent.
Positive Qualities
Blandness
First Impression
Lucky

Improvement
Improve Attribute
Aptitude Rank
Skill Group*
New
Improve

Raising Attributes: Raising an attribute does not require a test and the time
required is negliable so long as it makes sense with the other activities you are
doing. It is recommended that no more than one attribute can be raised in a
month and an attribute cannot be raised consecutively.
Training - Skill:

(Intuition) + (Skill) + (Modifiers)


(Total)
(2x Rating, Skill Group: 1 month, Skills: 1 week)

(You managed to gain the next skill rank. This test does not enforce the normal rule about defaulting
on trained-only skills.)

Learning on the Job: Each time a test's threshold is at least half your final dice
pool, you may spend 1 point of Karma toward the skill used in the test. Each
point spent this way also counts as a hit to learning that skill or skill group.
Specializations: Specializations do not require a test, and only take a week.
Instruction:

(Intuition) + (Instruction) + (Modifiers)


Open Test

(Total)

(You teach someone a skill, maneuver, complex form, adept power or spell. You must either know
the maneuver, complex form, adept power, spell or the skill, at least Rank 3, to teach it. Teaching
someone takes as long as it takes for them to learn it.)

Shadowrun Cheat Sheet


Other Karma Expeditures:

New Complex Form:

Qualities: Some qualities can be gained or lost during the course of play. While
gaining a negative quality or loosing a positive quality usually only occurs during
the course of an important plot or as a result of self-destructive choices, gaining
a positive quality or loose a negative quality is done by spending Karma equal to
twice the BP of the quality in question.
If a negative quality is no longer applicable, like paying off the money
owed from In Debt, but the Karma is not spent to remove the negative quality
itself, it is substituted for one or more, totalling an equal value. Time and effort
requirements for quality purchases are subject to GM's discretion.
New Contact:

(Total)

(Charisma) + (Etiquette) + (Modifiers)


(2 x New Loyalty, 1 week)

(Total)

(You managed to convince an NPC to become a contact with Loyalty of 1.)

Improve a Contact:

(You managed to improve a contact's Loyalty by 1.)

Learning a Maneuver: (Intuition) + (Agility) + (Modifiers)


(5, 1 week)

(Total)

(You must have an instructor that knows the maneuver and you cannot have more than 2 maneuvers
per level of the Martial Arts Positive Quality (5 BP / 10 Karma per level, max 4 in each style).)

Learn a New Power:


(Intuition) + (Appropriate Skill or Magic) + (Modifiers)
Extended Test (5, 1 day)

(Total)

(Learning a new power costs 20 Karma times the Power Point cost)

Learn a New Spell:

(Intuition) + (Spellcasting) + (Modifiers)


Extended Test (5, 1 day)

(Total)

(Learning a new spell costs 5 Karma and requires a spell formulae appropriate to your tradition.)
Learning a New Spell Modifiers:
Situation
Modifier
Aid Study service from bound Spirit (appropriate spell category)
+Force
Mentor Benefit
+Value

Joining an Initiation Group:

(Logic) + (Arcana) + (Modifiers) (Total)


(1 +1 / 5 members)

(Joining an Initiation Group costs 5 Karma. Failure means you can retest once after one month.)
Joining an Initiation Group Modifiers:
Situation
Modifier
Having either the Geasa or Focus Addiction quality
-3 each

Founding an Initiation Group: (Logic) + (Arcana) + (Modifiers) (Total)


(Number of members)
(Founding an Initiation Group costs 5 Karma from each member and a minimum of 3 members.)
Founding an Initiation Group Modifiers:
Situation
Modifier
Already Initiated
+Grade

(Total)

(Intuition) + (Resonance) + (Modifiers)


Extended Test (2x New Rating, 1 day)

(Total)

(Learning a new complex form costs 2 Karma and requires either another technomancer with the
Complex Form or a registered sprite.)
New Complex Form Modifiers:
Situation
Modifier
Aid Study service from a registered sprite
+Rating
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Improving Complex Form:

(Learning a new complex form costs (New Rating) Karma.)


New Complex Form Modifiers:
Situation
Aid Study service from a registered sprite
Using Hot Sim
Paragon Benefit
Static or Spam Zone

Modifier
+Rating
+2
+Value
-1 to -3

Downtime & Public Awareness:

Downtime: It is assumed that runners will have anywhere between two weeks to
three months of 'downtime' between runs, during which time will be spent
healing, relaxing, training, etc. Given that this time is also used for basic
everyday things (running errands, etc), assume each day has 8 hours for projects.
Public Awareness: Anytime that a runner is in a situation where either he or his
activities gather attention from law enforcement or the media, his Public
Awareness goes up by 1. For the purposes of this measurement, a 'situation' is
either a new event that causes attention or the continuation of an existing event
during which new information about the runner can be determined. Examples
include:

Alerting the authorities


Causing massive property damage
Using obvious magic
Using ordinance not typical for the area.
Being partially identified to allow for a useful dragnet
Being completely identified

Other Karma Expeditures

(Charisma) + (Etiquette) + (Modifiers)


(4 x Connection, 1 week)

(Intuition) + (Resonance) + (Modifiers)


Extended Test (5, 1 day)

At the start of each downtime period, each runner rolls a dice pool equal to
their current Public Awareness. There is no effect for a glitch or critical glitch.
Compare the number of hits against the Loyalty of each contact.

Any contact with a Loyalty greater than the number of hits is still available.
Any contact with a Loyalty less than the number of hits will avoid the runner.
Any contact with a Loyalty less than half the number of hits, rounded down, will also
succumb to any threats or bribes to endanger the runner.

Every month, subtract 1 from Public Awareness and re-test.


4

Shadowrun Cheat Sheet


Social Tests:

All verbal Social tests are limited by the Language skill used. If the subject is
not sapient, see Animal Handling / Training. The person actually doing the work
(player or contact) makes the roll. Use of the Leadership skill often requires
others to acknowledge the initiator as their leader. This is a completely voluntary
state of mind and can be changed whenever desired. Rejecting a leader removes
any bonuses from it.
Blending In:

(Charisma) + (Etiquette) + (Modifiers)


vs. Subject's Charisma + Perception

(Total)

(Failure could mean a tense encounter could turn hostile)

Command:

(Charisma) + (Leadership) + (Modifiers) (Total)


Threshold (1/2 of subordinates, round up)

(Those following your orders gain a +2 to Initiative for the next Combat Turn.)

Direct Fire:

(Charisma) + (Leadership) + (Modifiers)


(Total)
Threshold (1/2 of subordinates, round up)

(Those following your orders gain a +1 to attacks against a specific target for the rest of the Turn.)

(Total)

(+/- 10% price per net hit -OR- a favor beyond their Loyalty but still within their purview.)

Intimidating Someone: (Charisma) + (Intimidation) + (Modifiers)


vs. Subject's Willpower + Intimidation

(Total)

(If you get a critical success and wish to terrify the subject, they must make a Composure Test.)

Inspiring Someone:

(Charisma) + (Leadership) + (Modifiers) (Total)


Threshold (1) or vs. Willpower + Leadership

(Increase the Professional Rating rating of an NPC by 2 or grant a +2 to PC Composure Tests. Lasts for
one encounter. Those that agree to you as a leader do not need to make the opposed test.)

Lying / Bluffing:

(Charisma) + (Con) + (Modifiers)


vs. Subject's Charisma + Con

(Total)

(If the lie or bluff is unusually outlandish, a Threshold of 1 to 4 may be applied before resistance.)

Negotiating Terms:

(Charisma) + (Negotiation) + (Modifiers)


(Total)
Extended Open Test
(vs. Subject's Charisma + Negotiation, 1 minute)

(Price is +/- (net hits x 5)% of original offer. Selling gear starts at 30% of base price.)

Rallying:

(Charisma) + (Leadership) + (Modifiers) (Total)


Threshold (2)

(Allow for those following your orders to retry a failed Composure test.)

Using a Fake ID:

(ID / License Rating) + (Modifiers)


Open Test, Complex Action

(Total)

Modifiers to Both Sides


Freak Metagenic
Has backup
Intoxicated
Is Attracted
Knows Street Cred
Knows Notoriety
Unusually aggressive
Under Control Thoughts
/ Emotions

Modifiers to Initiator
Has Ace In The Hole
Subject's attitude:
Friendly
Neutral
Suspicious
Prejudiced
Hostile
Enemy
Subject is a Contact
Result is... to the Subject
Advantageous
Of no value
Annoying
Harmful
Disastrous

-3
+1 / friend
(max +5)
-1
-2
+Rating
-Rating
-1 to -2
-Net Hits

+2
+1
+0
-1
-2
-3
-5+
+Loyalty
+1
+0
-1
-2
-5+

Using a Fake ID Modifiers


Don't blend in or nervous
-3
Unusually bland or disguised +2

NPC Morale:

Con Modifiers
Has supporting evidence
Subject can evaluate clearly
Subject distracted

+2
-1
+1

Etiquette Modifiers
Has wrong look or attire
Is distracted
Is nervous or agitated

-2
-1
-2

Intimidation Modifiers
Caused pain to Subject
+2
Freak Metagenic
+2
(& remove the normal penalty)
Has best weapon / magic
-2 to +2
Knows Notoriety
+Rating
(& remove the normal penalty)
Most physically Imposing
-3 to +3
Outnumbers the other side
-2 to +2
Subject is oblivious to pain
-2
Unusually aggressive
+1 to +2
(& remove the normal penalty)
Leadership Modifiers
Initiator is in charge
Not part of Subject's society
Subject is devoted to Initiator
Superior Rank

+1
-1 to -3
+1
+1 to +3

Negotiation Modifiers
Blackmail / bargaining chips
Lacks background of situation
Selling item

+2
-2
+Avail.

(Charisma or Willpower) + (Prof. Rating) + (Modifiers)


Threshold by Situation

Social Tests

Favor from a Contact: (Charisma) + (Negotiation) + (Modifiers)


vs. Contact's Charisma + Negotiation

Social Modifiers

(Total)

(This is an NPC test only to determine how dedicated a person or group is to continue a course of
action. If the test is failed, the NPC(s) will no longer look to win, only to survive and make their
decisions accordingly until they are no longer in danger. This test is needed any time that the NPC
becomes aware of a change in threshold.)
NPC Morale Modifiers
Situation
Modifiers
Situation
Threshold
Allies still able to fight
+1 / 2 allies
Attacked on a flank
1
Defending friends or family
+1
Combat Casualties:
Facing unusual threat
-2
25%
2
Leader has been taken out
-2
50%
3
No reason to fight
-2
75%
4
Nowhere to run
+4
Event requires Composure
2
Hatred of enemy
+2
Faced with superior force
1
Reinforcements are enroute +1
Given option to surrender
1
Surrounded
-2
Threatened with Violence
1
Subject of Intimidation
-(net hits)

(This a secret roll that sets the Threshold for Perception Tests to see through the fake ID or License.)

Shadowrun Cheat Sheet


Mental Tests:
Composure:

Animal Tests:
(Charisma) + (Willpower) + (Modifiers)
Threshold by situation

(Total)

(Failure could mean you freeze, run or panic for a Combat Turn. It is also used in Staredowns. In order
to break the sense of panic, a Composure Test (6, 1 Combat Turn) is needed. A glitch results in
temporary traumatic stress in the form of a temporary negative quality, which can be worked through
with Psychological Review Composure Test (16, 1 week). A critical glitch can result in a permanent
negative quality.)
Psychological Review Modifiers:
Situation
Modifier
Implants
-1 per point of Essence lost
Psychological Assistance
+1 per hit on Logic + Psychology test

Judge Intentions:

(Charisma) + (Intuition) + (Modifiers)


vs. Subject's Charisma + Willpower

(Total)

(Used when the Subject isn't lying but still isn't completely honest.)

Memory:

(Intuition) + (Logic) + (Modifiers)


Threshold (by situation)

(Total)

(Remember something that you did not clearly take time to memorize.)

These are tests that the contact makes


Asking Around:
Contact's (Charisma) + (Connection)
(Total)
Extended Test (Information Threshold, 1 hour)
(This costs a favor owed to your contact, or 50Y x Connection rating.)

Arrange a Meeting:

Contact's (Charisma) + (Connection)


(Total)
(2x Target's Connections Rating)

(If successful, your contact manages to arrange a meeting with someone important. Average
response is 2x2d6 hours. This costs a favor owed to your contact, or 50Y x Connection rating.)

Finding Gear:

Contact's (Charisma) + (Negotiation) + (Connection)


(Total)
Extended Test (Item's Availability, Interval by cost)

(You manage to find someone you can reach that


like <ITEM> Acquisition, often are used to add to
Finding Gear Intervals
Price
Interval
1 - 100 Y
2 hrs
101 - 1,000 Y
1 day
1,001 10,000 Y
2 days
10,001Y +
1 week
Finding Gear Modifiers
Per +25% of price

+1 (max +10)

Situation
Demilitarized Zone
In a feral city
In a war zone, after an armistice
In an active war zone

is willing to sell the desired item. Knowledge skills,


this test.)
Gear Price Modifiers
Situation
Cost Modifier
Counterfeit
-20%
Stolen (and being sought)
-20%
Used
-20%
Sought in investigation
-10%
Price War / Market Flooded -10%
Monopolized / Market Dry
+20%
Crackdown
+50%
Availability
+4
+0
-8
-4

Cost Modifier
-10%
+100% (barter)
-25%
+50%

(If successful, you have convinced the animal to act with the Desired Behavior., This lasts until either
something happens to change it's opinion of you or, if the animal is trained, it's trainer commands it.)
Animal Handling Modifiers:
Situation
Threshold
Desired Behavior is..
To ignore you (you are not prey nor a threat)
2
To help you (as a cautious friend)
3
To protect you (as a pack member or mate)
4
Is within it's Instincts
-1
Is within it's Training, but not Instincts
+0
Isn't within it's Training or Instincts, but isn't counter to them
+1
Runs directly counter to it's Training
+2
Runs directly counter to it's Instincts
+3
Has Attunement (Animal Type) or Feral Resonance
-(Grade / 2), rnd up
Dice Pool Modifiers
Trained by..
You
Instinctive
+0
Basic
+1
Moderate
+2
Advanced
+3
Against Instincts
+4

Animal Training:

Someone Else
+0
-1
-2
-3
-4

Situation
Animal's WP
Attunement (Animal)
or Feral Resonance
Using Mindlink/Mindnet

Modifier
-WP
+Grade
+net hits

(Intuition) + (Animal Training) + (Modifiers)


(Total)
vs. (By Animal's State), Extended Test
Threshold and Interval based on Complexity

Misc Tests

Contact Tests:

When working with animals, the normal social modifiers do not apply.
Animal Handling:
(Intuition) + (Animal Handling) + (Modifiers)
(Total)
vs. Animal's Willpower + Modifiers
Extended Test (By Behavior, 1 Complex Action)

(Choose a training level. The animal resists each training test. If your net hits every gets to '0', the
animal is untrainable until your dice pool increases. If the animal ever gets 4+ net hits, it attacks. On a
critical glitch, the animal also develops some determintal habit to it's training.)
Animal Training Modifiers:
Refresher Training
Complexity
Threshold
Interval
Min. Time / Day
Occurance
Instinctive
6
1 day
10 minutes
Negligible
Basic
6
1 week
30 minutes
Negligible
Moderate
12
2 weeks
1 hour
1 / 4 months
Advanced
18
2 months
2 hours
1 / month
Against Instincts
24
3 months
3 hours
1 / week
Attunement
- (Grade / 2, round up), for specific animal types only.
Feral Resonance
- (Grade / 2, round up), for proto-sapient AIs
Multiple Animals
Pack Training
Swarm

Threshold
+1 / animal
+Rating

Interval
Same
x Rating

Animal's State
Domesticated
Wild, Young
Wild, Adult
Swarm
Pack

Resists with:
Willpower
Willpower x2
Willpower x3
+Rating
+1 / 2 animals, round up

Min. Time / Day


+25% / animal
Same
Situation
Attunement (Animal Type)
Using Mindlink / Mindnet
Feral Resonance

Refreshment
Same
Same
Modifier
+Initiation Grade
+net hits
+Submersion Grade

Shadowrun Cheat Sheet


Physical Tests:

Catching Something:

Flight:
(Reaction) + (Modifiers)
(Total)
Threshold (3 + Modifiers), Simple or Free Action

(You must be in the square that the object passes through. Once caught, it can be thrown again with
another Simple Action. Attempting to catch something used as a weapon negates any other attempt
to dodge. If you caught something that explodes, it counts as Range: 0m. The Adept Power. Missile
Parry, allows this as a free action)
Catching Something Modifiers:
Situation
Dice Pool Modifiers
On Full Defense
+Dodge Skill
Missile Parry Adept Power
+Rating
Someone is throwing the item TO you
+hits from their Agility + Thrown Weapons
Situation
Someone is throwing the item AT you or
to or at someone else

Climbing:

Threshold Modifiers
+hits from their Agility + Thrown Weapons

(Strength) + (Climbing) + (Modifiers)


Extended Test (By Situation)

(Total)

Climb - Grab: (Reaction) + (Strength) + (Modifiers)


Threshold (3)

(Total)

Climb - Gear Save:

(Logic) + (Climbing) + (Modifiers)


(Total)
Threshold (1/2 Your Body, round down)

(You must be using climbing gear and anchoring yourself, in which case you fall to the last anchor)

Escaping:

(Agility) + (Escape Artist) + (Modifiers)


Extended Test (By Restraints)

Escape Artist Modifiers:


Restraints
Threshold
Ropes
4
Handcuffs
4
Straitjacket
6
Manacles
8

Interval
1 Minute
1 Minute
1 Minute
1 Minute

Situation
Being Watched
Carefully Restrained
Has keys or tools
Pain Tolerance

(This skill requires a natural flight speed. For every hit, add 1 meter to your running speed for this
Initiative Pass. Listed are the default movement rates. Free Spirits use Charisma instead of Strength.
See Fatigue Damage for prolonged use.)
Flying Rates by Metatype:
Metatype
Flying Rate (m / IP)
Flying Fast (m / IP)
Pixie
6
17
Eagle Shifter (while shifted)
6
26
Free Spirit (manifested)
3
8
Drake (non-Sea Drake)
Walking x2
Running x2
Situation
Terrain is... compared to relative size
Open (empty sky)
Light ()
Restricted ()
Tight (flying at street level)
Weather is...
Clear
Bad (raining, light wind, light snow)
Terrible (storming, heavy wind, heavy snow)

Gliding:

(Total)
Modifier
-2
-Opp. Agility
+2
+Rating

Dice Pool Modifier


+0
-1
-2
-4
+0
-2
-4

(Reaction) + (Parachuting) + (Modifiers)


Open Test, Free Action

(Total)

(Gliding assumes that you are moving forward and down at some ratio, usually 3m forward for 1m
down. Otherwise, it is used in the same situations that Pilot skills are used. See Vehicle Tests.)

Holding Your Breath:

(Willpower) + (Swimming) + (Modifiers)


Threshold by Situation, Free Action

(Total)

(Everyone can hold their breath for 50 seconds + 5 seconds / 2 hits (10 Combat Turns + 1 / 2 hits).
After this point, you take 1 Stun damage, unresisted, for each Combat Turn you cannot breath. You
cannot retry this test unless you are able to breath for at least 1 IP.)

Jumping:

(You still slip 1d3 meters back down. If you are using Microwire without Rappelling Gloves, you must
resist 8P DV done specifically to the hands, meaning no armor is used to resist... usually.)
Climb - Grab Modifiers:
Situation
Modifier
Using Rappelling Gloves
+2

(Total)

Jumping Modifiers:
Jump Type
Running (2m) Horizontal
Standing Horizontal
Vertical (up)
Vertical (down)

Lifting:

Physical Tests

(Failure means you must make a Climb - Grab test or, if you are using climbing gear, a Climb Gear
Save test to prevent falling. See Falling & Speed Damage.)
Climbing Modifiers:
Situation
Threshold
Action
Surface
Modifier
Rappelling down 20m
2
Simple Action
Assisted Climbing +2
Assisted Climbing
(hits) m
Combat Turn
Easily Climbable
+1
Unassisted Climbing Up
(hits x2/3) m
Combat Turn
Broken Surface
+0
Unassisted Climbing Down
(hits) m
Combat Turn
Flat
-2
Climbing Horizontally
(hits x2/3) m
Combat Turn
Shear
-4
Climbing Upside Down
(hits x1/2) m
Combat Turn
Slippery or Wet
-2
Greased or Gel-Treated
-3
Attacking while Rappelling* -2
*Dice pool modifiers for attack: -2 to ranged for Running, +2 for melee for Charging

(Strength / Charisma) + (Flight) + (Modifiers)


Open Test, Simple Action

(Agility) + (Gymnastics) + (Modifiers)


(Total)
Threshold and action by Distance and Type
Action
Free
Simple
Simple
Free

Threshold
(Meters) / 2 (round up)
(Meters)
(Meters) x2
(Meters)

Max. Distance
Agility x1.5 (round up)
Agility
Agility / 3 (round up)
Agility x1.5 (round up)

(Strength) + (Body) + (Modifiers)


Open Test, Complex Action

(Total)

(For each net hit, add 10 kg to the amount you can lift without incurring an encumbrance penalty.
This benefit lasts for (Strength) minutes or until you are damaged or need to make a physical test.

Navigate a Trip Beam Maze:


(Agility) + (Reaction) + (Modifiers)
(Total)
Threshold (# of units, round up), Complex Action
(You must be able to see the trip beam maze, or otherwise know it's pattern. If successful, you
manage to travel through a Trip Beam Maze, up to your walking distance. If you do not get any net
hits, the trip beam has been triggered. If you get a Critical Glitch, you are prone when it triggers.)

Shadowrun Cheat Sheet


Physical Tests (Continued):
Navigation:

Removing Yourself:

(Intuition) + (Navigation) + (Modifiers)


Threshold by Terrain, Simple Action

(Total)

(If successful, you know a way that will either get you to or avoid a specific location. Having an
appropriate Area Knowledge skill is a Useful Knowledge Skill.
Navigation Modifiers:
Terrain
Threshold
Situation
Modifier
Urban
2
Mapsoft
+Rating
Undercity / Documented Wilderness
3
Compass / Low-Tech gear
+1
Wilderness with Features (Mountains)
4
GPS / Orientation System
+2
Wilderness without Features (Desert)
5+
Has Direction Sense
+4

Parachuting:

(Body) + (Parachuting) + (Modifiers)


(Total)
Threshold (1 + modifier for altitude), Free Action

Situation
Base Jumping (opening immediately after jumping from building)
Static Line (opening immediately after jumping from building)
Desired Touchdown is in... Terrain
Open (clear field, plains, etc.)
Light (a few trees, tall statue, etc)
Restricted (trees, small buildings, etc)
Tight (city buildings, forest, etc)
Weather is...
Clear
Bad (raining, light wind, light snow)
Terrible (storming, heavy wind, heavy snow)
Parachute Scatter Distance from Touchdown:
Parachute Scatter Direction:
Damage Resistance (DV: 5P):

Parkour:

Dice Pool Modifier


+2
+2
+0
-1
-2
-4
+0
-2
-4

(Distance Fallen) m / (2 + hits spent on accuracy)


As Scatter Digram, See Grenade & Rocket Rules
Resist: Body +1/2 Impact + (remaining hits)

(Agility) + (Gymnastics) + (Modifiers)


Threshold by Terrain, Complex Action

(Total)

(A Parkour test is needed every time you wish to move using Parkour Movement Rules. A glitch
usually means you lost something that wasn't secured on your person. Failure, simply means you did
not move this Complex Action, but ends Parkour Movement. See Parkour Movement Rules.)
Parkour Thresholds:
Parkour Modifiers:
Terrain / Situation
Threshold
Situation
Modifier
Easily Climbable
1
Slippery or Wet
-2
Adjacent Surfaces
2
Greased or Gel-Treated
-3
Opposing Surfaces, within Reach
3
Moving Terrain
-1 to -4
Bars / Poles / Posts Only
4
Has Wall Running Power
+3
Opposing Surfaces, greater than Reach 5+
(Doesn't need 6m / IP requirement)

(Total)

(This test is used whenever you need to cautiously remove your weight from something, like a
pressure pad, a land mine or a fragile piece of floor.)

Riding:

(Reaction) + (Riding) + (Modifiers)


(Total)
Threshold by Situation, Simple or Complex Action

(Riding an animal uses the animal's movement rate and the Wound penalities of both you and the
animal stack. Otherwise, it is used in the same situations that Pilot skills are used. See Vehicle Tests.)
Riding Modifiers:
Situation
Modifier
Has Attunement (Animal Type)
+(Grade)
Using Mindlink / Mindnet
+net hits

Running:

(Strength) + (Running) + (Modifiers)


Open Test, Simple Action

(Total)

(For every hit, add meter to your running speed for this Initiative Pass. Listed are the default
movement rates. Note that the Running skill covers all muscle-powered ground movement, including
biking and roller skating. See Fatigue Damage for prolonged use.)
Walking & Running Rates by Metatype:
Metatype
Walking Rate (m / IP)
Running (m / IP)
Human, Elf, Ork, Free Spirit, Non-Shifted
3
8
Dwarf
2
6
Troll
5
12
Sasquatch
4
9
Centaur
9
33
Fox Shifter (Shifted)
4
10
Wolf Shifter (Shifted)
5
16
Leopard Shifter (Shifted)
5
26
Tiger Shifter (Shifted)
5
16
Bear Shifter (Shifted)
5
16
Biped using well fitted roller skates
x2
x2
Biped using well fitted bicycle
x3
x3
Situation
Terrain is... compared to relative size
Open (no obstructions)
Light (a few bystanders, some trash)
Restricted (crowded, debris)
Tight (absolutely packed, rubble)
Moving over mobile surface (back of a truck, moving bridge, etc)

Physical Tests

(Choose the altitude when you release the parachute and make the Parachute test. If successful, your
parachute opens fully and you have slowed down to 10 m / IP. When you touchdown, you will have
resist 5 boxes of Physical damage, using half your Impact Armor. Any net hits after the threshold can
be spent on either adding to your resistance test or reducing your distance from the desired
touchdown point. If you fail, you may retry this test ONCE per parachute worn. If they all fail, you fall.
Parachuting Modifiers:
Parachute Used
Min. Altitude
Under Min. Altitude
Standard
500
+1 Threshold per / 50 m
Low-Altitude
200
+1 Threshold per / 10 m
HALO
100
+1 Threshold per / 5 m

(Reaction) + (Intuition) (Body)


Threshold (3), Simple Action

Modifier
+0
-1
-2
-4
-1 to -4

Parkour Movement Rules:

To use Parkour, you must spend at least 2 consecutive IPs, moving


at least 6 m / IP. Each IP that you are not making a Parkour Test, you must
maintain a speed of at least 6 m / IP (doesn't matter how) else Parkour
Movement ends.
While using Parkour, you can move along any surface, either upwards
at your walking speed or downwards at your running speed. If your Parkour
movement ends in a situation that you would normally fall and you did not
roll a Critical Glitch, you may make one Climb attempt to grab onto
something to be prevent falling.

Shadowrun Cheat Sheet


Physical Tests (Continued):
Skiing / Surfing:

Swimming:

(Reaction) + (Gymnastics) + (Modifiers)


(Total)
Threshold by Situation, Simple or Complex Action

(Skiing, surfing or any other groud 'gliding' assumes that you moving downhill most of the time.
Going uphill without momenentum is a Complex Action and limited to your Walking Rate
Otherwise, it is used in the same situations that Pilot skills are used. See Vehicle Tests.)
Walking & Running Rates by Angle:
Metatype
Walking Rate (m / IP)
Running (m / IP)
Shallow slope or flat (less than 10 degrees)
As Walking
As Running
Safe slope (10 to 30 degrees)
4
9
Average slope (31 to 45 degrees)
6
13
Black Diamond slope (45 to 60 degrees)
10
33
Double Black slope (61 to 80 degrees)
15
45

Sports (All):

(Agility or Body) + (Gynamstics) + (Modifiers)


(Total)
Opposed Extended Test, 15 min (avg.)

(Playing a sport is limited by the appropriate Interest skill for the sport itself, to represent the rules
and tactics. Each 'quarter', an opposed test is made for the relative points. Games that are more
precision, like golf or darts is made with Agility, while those requiring more brute force, like football
or soccer, require Body. Occasionally, a Combat Skill may be used, like Thrown Weapons. The side
with the most hits wins. As most sports require a team, this test often uses the teamwork rules.)

(Willpower) + (Survival) + (Modifiers)


Threshold by Environment, 1 day

(Total)

(Each day that you need your Survival skills, make a Survival Test. If you fail, you take an amount of
Stun damage based on exposure to the Environment and cannot 'effectively rest.)
Survival Modifiers:
Environment
Threshold
DV
Situation
Modifier
Mild (Forest, Plains, Urban)
1
2
Appropriate gear
+2
Moderate (Jungle, Swamp)
2
4
No food / water
-2
Tough (Ocean, Mountains)
3
6
Climate Control Available
+1
Extreme (Arctic, Desert)
5+
8
Inappropriate clothing / armor -1 to -4
Extended travel / exertion
-1 to -4
Toxin Terrain
-2 to -4
Weather is...
Poor
-1
Terrible
-2
Extreme
-4

(Total)

(For every two hits, add 1 meter to your swimming speed for this Initiative Pass. Seal Shifters, Sea
Drakes (while shifted) and Nagas can swim as a Free Action, swim fast as a Simple Action and add 1
meter per hit. Listed are the default movement rates. See Fatigue Damage for prolonged use.)
Swimming Rates by Metatype:
Metatype
Swimming Rate (m / IP)
Fast Rate (m / IP)
Human
1
Dwarf
1
Elf
2
Ork
1
Troll
2
Naga
2
6
Seal Shifter
3
7
Sea Drake
Walking x2
Running x2
Situation
Terrain is... compared to relative size
Open (open water)
Light (public pool)
Restricted (crowded public pool)
Tight (drain pipe)
Swimming against a strong current

Swimming - Treading: (Strength) + (Swimming) + (Modifiers)


Open Test, Complex Action

Modifier
+0
-1
-2
-4
-1 to -4

(Total)

(You can tread water and stay afloat for minutes equal to your Strength x hits on this test. After this,
take 1 point of Stun damage, unresisted and repeat the test. This Stun damage will turn to Physical if
your Stun track is filled.)
Treading Water Modifiers:
Situation
Modifier
Character has...
Cyberlimbs or Cybertorso
-1 per cyberlimb or cybertorso
Aluminum / Titanium Bone Lacing
-2
Waterlogged Clothing
-1
Dead weight (clothes, armor, etc)
-1 per 2 kg
Mildly Buoyant Item (plank of wood, etc.)
+1
Very Buoyant Item (life jacket, etc)
+2
Metatype
Humans and Dwarves
+0
Elves
+1
Orks & Trolls
-1
Physical Condition
Obese
+2
Physically Fit
+0
Out of Shape
-1
Exceptionally low body fat
-2
Rough Seas
-2 to -4

Physical Tests

Survival:

(Strength) + (Swimming) + (Modifiers)


Open Test, Complex or Simple Action

Shadowrun Cheat Sheet


Stealth Tests:
B&E Test:

Infiltration:
(Logic) + (Hardware) + (Modifiers)
(Total)
Extended Test (Threshold and Interval by Situation)

(Breaking and Entering tests follow the same rules as Build & Repair Tests, often requiring a
Hardware Kit or other special tool. If successful, you manage to disable or bypass the appropriate
piece of technical security. A glitch removes the normal 1d3 net hits and a critical glitch, or reducing
the net hits to 0, causes the security to 'lock up' and possibly alert the personnel to the attempt. In
order to make a B&E Test, you must be adjacent to and know of the control panel for the system. In
cases, like personnel scanners, this will be obvious. In other cases, like hidden cameras, pressure
meshes or hardwired security drones, this will require a Perception or appropriate Knowledge check.)
B&E Thresholds and Intervals:
Situation
Threshold
Interval
Special Tool
Light Switch / HVAC / Environmental
2
1 Combat Turn
NA
Hardwired Security Drone or Gunport
5
1 Combat Turn
NA
Alarm / Pressure Mesh or Pad
5
1 minute
NA
Security Sensor / Device
2x Rating
1 Combat Turn
NA
Opening Maglock Case
2x Maglock Rating 1 Combat
Maglock Sequencer
Copying a KeyCard
8
1 hour
Keycard Copier
Transponder / RFID Lock*
Lock Rating
1 minute
NA
*Requires picking and bypassing the lock at the same time.
Trip Beam Maze
2x Rating
1 minute
NA
*Trip Beam Maze can be bypassed and still active for others if specialty mirrors are used.

Bypass Sensors:

Modifier
-2 to each test
+3
-1
-Rating

(Equipment / Power Rating) + (Modifiers)


vs. Scanner Rating, 1 Complex Action

(Total)

(See the type of scanner for the type of equipment, power, etc necessary.)
Bypassing Sensor Tests
Sensor
Equipment / Power / Etc.
Sensor
Equipment / Power / Etc.
Opened Maglock Maglock Sequencer
Closed Maglock
Maglock Passkey
Card Reader
KeyCard Copier
Print Scanner
Cellular Glove Molder
Retinal Scan
Retinal Duplication Implant
Cameras
Camera Neutralizer
Voice Recognition Voice Modulator (Secondary Pattern) or Power
Facial Recognition By Disguise Test (+2 to your roll if in a crowd)

Disguise:

(Intuition) + (Disguise) + (Modifiers)


Open Test, 10 minutes or As Type

(Total)

(This a secret roll that sets the Threshold for Perception Tests to see through it. An appropriate
Knowledge skill can be used as an Useful Knowledge Skill for both the Disguise and the Perception
Test. If disguising the object requires modification, then the Disguise skill is limited by the
appropriate Technical skill and requires the appropriate time increment for working with the object.
See Build & Repair tests for time increments.)
Disguise a Person Modifiers:
Situation
Modifier
Has disguise equipment / Facial Sculpt Power
+Rating
Has Melanin Control Power
+3 (if appropriate)
Has Appropriate Illusion Spell
+net hits
Spent some time examining the mark
+2
Spent a lot of time examining the mark
+4

(Total)

(This a secret roll that sets the Threshold for Perception Tests to see through it. It assumes that you
moving no faster than walking rate, either walking, driving, swimming or flying.)
Infiltration Modifiers:
Situation
Threshold
Bypassing Motion / Vibration Sensor*
3
(Move Slowly, no Camouflage)
Situation
Climbing or Jumping
Running
Sprinting, Parkour Movement or in Combat
Camouflage
*Moving Slowly (.5 m / Combat Turn or less)

Lockpicking:

Modifier
-2
-3
-4
+2 (or -2 if inappropriate terrain)
-(Physical Initiative Passes -1)

(Agility) + (Locksmith) + (Modifiers)


(Total)
Extended Test (Lock Rating, 1 Combat Turn)

(This is only used to pick old-style mechanical locks (key, tumbler, etc). For Maglocks, see Sensor
Bypass. You must have a set of lock picks or an autopicker for key-style locks.)
Lockpicking Modifiers:
Situation
Modifier
You have an autopicker (key-style locks only)
+Rating
You have low-frequency hearing (tumbler-style locks only) +2
Has Nimble Fingers Power
+Rating

Palming:

(Agility) + (Palming) + (Modifiers)


Open Test, Complex Action

(Total)

(This a secret roll that sets the Threshold for Perception Tests to notice the attempt or item. Ties mean
that you succeed in placing or stealing the object, but it is immediately noticed by defender. The
defender's Perception test is modified by the Concealability of the object.)
Palming Modifiers:
Situation
Modifier
Has Nimble Fingers Power
+Rating

Shadowing:

(Agility) + (Shadowing) + (Modifiers)


Open Test, Simple Action

Stealth Tests

B&E Modifiers
Situation
Attempting to pick and bypass a Transponder / RFID Lock at same
You don't care if personnel is alerted
Attaching a remote control to trigger later (requires Device with Signal)
Has Anti-Tamper Circuits

(Agility) + (Infiltration) + (Modifiers)


Open Test, Simple Action

(Total)

(This a secret roll that sets the Threshold for Perception Tests to see through it. It assumes that you
moving no faster than target you are following and in the same method they are traveling.)
Shadowing Modifiers:
Situation
Modifier
Area is...
Mildly populated
+0
Very or sparsely populated
-2
Unusually crowded or completely barren
-4
You don't blend in
-6
(Make an Etiquette Test)
You are unusually bland or well disguised
+2
(Make a Disguise Test)

Concerning Astral, Matrix and Vehicle Stealth:

Using stealth against an astral observer requires either Assensing or


knowledge of the local astral plane. Note: non-living items usually do not
provide cover in the Astral Plane. Using stealth with vehicles or drones is
limited by the appropriate Pilot skill. Matrix Stealth has it's own rules.

10

Shadowrun Cheat Sheet


Perception Tests:
Assensing:

Perception Tests (Continued):

(Intuition) + (Assensing) + (Modifiers)


(Total)
Threshold by Situation, Free or Simple Action

Situation
Subject is trying to be stealthy for the Astral Plane
Each hour has passed
Target behind a mana barrier / ward
Identifying an unbound spirit's master
Subject has Masking Metamagic Technique
Subject has Flexible Signature (only to Astral Signatures)

Threshold Modifiers
+hits on Stealth test
+1
+Force
+2
+hits on Masking Test
+Initiation Grade

Situation
Magician has a shamanic mask (Noticing Magic only)
Area
Sterile (clean room, hospital)
Barren (city streets)
Developed (suburban area, desert)
Cultivated (park, light forest, deep water)
Teeming (jungle, heavy forest, shallow water)
Aura Noise
Devoid (no living traffic)
Sparse (scattered, occasional bystanders)
Moderate (frequent presence)
Steady (regular presence)
Crowded (packed with living creatures)
Background Count
FAB Aerosol Cloud
Powers / Implants that add to ALL Perception Tests
Shadow Clutter (depth of non-living material)

Dice Pool Modifiers


+2
+2
+1
+0
-1
-2
+2
+1
+0
-1
-2
Inverse of Rating
-2
+Rating
+0 to -4

(Some sensors, like motion detectors, do not make a test. They always trigger whenever the
conditions are met. However, such sensors can be disabled with the right gadget or test.)
Sensor Modifiers
Chemsniffer
Threshold
Situation
Modifier
Explosives / Ammo
2
Every 10 rounds of ammo or 1 Grenade +1
in sealed container
+1
Every 100g (plastique) or 30g (non)
+1
Metahuman Pheromones
3
Container is plastic
-1
has Tailored Pheromones -1
Metahuman Sweat or Blood Present
+2
SIN / ID / License Verification
See through Fake ID

Threshold
+hits on Fake ID

Situation
ID is wanted
Observer is distracted

Modifier
+4
-2

MAD Detector
Presence of ferrous metal

Threshold
1

Situation
Level 1 Ceramic Use
Level 2 Ceramic Use

Modifier
-2
-4

Cyberware / Non-biological Detector


Standard Cyberware / Weapons
Alphaware / Other Items
Betaware
Deltaware / Nanoware

Threshold
1
2
3
5+

Situation
For every 2 implants / items

Modifier
+1

Laser Microphone
Listening at 100m

Threshold
As Perception

Situation
Using a Laser Mic

Modifier
+Perception

Situation
Using Radio Scan

Modifier
+Electronic Warfare

Radio Signal Scanner


Threshold
Find Signal (Requires Electronic Warfare) 3

Tracking:

(Intuition) + (Tracking) + (Modifiers)


Threshold by Situation, Simple Action

(Total)

Perception Tests

(You must have the ability to perceive and/or project into the Astral Plane to use this skill. Unless you
are dual-natured, perceiving into the Astral Plane causes a -2 dice pool modifier to all physical tests.)
Assensing Modifiers:
Information Gain
Threshold
State of subject
General health, emotional state, if Awakened
1
General diagnosis (diseases / toxins)
3
Exact Essence of subject
4
Accurate diagnosis -OR- If subject is a Technomancer
5
Magical subject
Presence of sustained magical effect
1
General Class (spell / spirit / foci category)
2
How it's Force / Magic compares to yours (less, equal, more) 3
Exact Force / Magic of subject
4
Presence and location of implants
Standard cyberware
2
Alpha Grade cyberware
3
Beta Grade cyberware / Bioware
4
Delta Grade cyberware / Genetech / Nanotech
5
Astral Signatures
Recognize encountered aura
2
Notice from recently used magic
3
Identify what general class caused signature
4
Noticing Magic as it is happens
6 - Force
Noticing Ritual Sorcery attempt (if you are the target)
(20 Force, 1 hour)
Assensing a target for Ritual Sorcery attempt
2

Non-Vehicle Sensors: (Device's Rating) + (Modifiers)


(Total)
Threshold (1) or by Situation, Simple Action

(You can spend any net hits after the threshold toward a test to identify whatever or whomever left
the tracks. Additional tests are only needed when the dice pool or threshold changes.)
Tracking Modifiers
Tracks
Threshold
Situation
Modifier
Left Normally
1
Knows the subject
+2
Deliberately Obscured
Infiltration hits
Has enhanced scent
+2
Terrain is...
Subject running
-2
Cluttered (forest, snow, etc) +0
Subject bleeding / leaking
+4
Normal (plains, desert, trash) +1
Per 12 hours
-1 ea.
Barren (urban, desert, river) +2
Per 1 hour of bad weather
-1 ea.
Devoid (rocky, cleaned)
+4

Concerning Matrix & Vehicle Perception:

Matrix Perception is a combination of advanced programming and


watching key networks, while Vehicle Perception requires use of the Sensor,
Handling and Signature. Aside from physically seeing a vehicle or someone
use a commlink, all Stealth and Perception for vehicles or in the Matrix are
handled with it's own rules.

11

Shadowrun Cheat Sheet


Perception Tests (Continued):
Perception:

(Intuition) + (Perception) + (Modifiers)


(Total)
Threshold by Situation, Free or Simple Action

(Unless you are actively looking for something, this is a secret roll and Distracted modifier counts.
Those with natural, magical or biological enhancements take the best modifier from all modifiers.
Those with cyberware enhancements must use a Free Action to switch. If the source is completely
obstructed (seeing through an opaque wall, sound-proofed room, etc), of if you are lacking the
appropriate sense, like high or low-frequency hearing, perception is impossible and the test
automatically failed. When distracted, the senses commonly used are hearing and smell.)
Perception Modifiers:
Information Gain
Net Hits
There might be something there, but you don't know what it is.
1
There is something there and you have a very general idea of what it is .
2
There is something there and you are 75% sure of what it is.
3
There is something there and you definitely know what it is.
4+

Item / Event
Threshold
Obvious (something designed to attract attention)
1
Normal (things easy to overlook)
2
Obscured (Micro-Cameras, other unusual things)
3
Hidden (things intentionally hidden)
5+
Detecting an astral form touching you
4
Noticing magic as it's being used
6 Force
Noticing Trip Beams (or Infrared Beams, requires thermographic vision)
2 (3)
Noticing Pressure Pad (or Mesh)
3 (4)
Noticing Pressure Pad or Mesh after you have stepped on it
(Original) -2*
*If successful, you can remove yourself from it safely before it triggers (See Physical Tests).
Situation
Concentration:
Distracted (Free Action, default)
Observing in Detail (Simple Action)
Searching for something you expect (Simple Action)
Technology:
Using a VR connection to senses
In a spam zone while using AR or VR
Using aerosol to highlight Infrared Beams (Thermo not required)
Using a useful tool (Directional Microphone, etc)
(Remove
Range (distance relative to senses used):
Source is not in immediate vicinity
Source is far away
Source is extremely far away
Environment:
Source stands out in some way
Interference (background conversation, etc)
Murky Water (Murky Water with low-light or thermographic)

Modifier
-2
+0
+3
-6
-1 to -3
+2
penalties as listed)
-1
-3
-6
+2
-1 to -3
-2 (-1)

Visual Modification vs. Situation Modifiers


Normal Low-Light
Thermographic
Ultrasound
Flare Comp.
Bright Light / Glare
-1
-1
-1
+0
+0
Normal Light
+0
+0
+0
+0
+0
Partial Light
-2
+0
-2
-1
-2
Full Darkness
-6
-6
-3
-3
-6
Light Obstruction
-2
-1
+0
-1
-2
Heavy Obstruction
-4
-2
-2
-2
-4
Severe Obstruction
-6
-6
-3
-3
-6
Thermal Obstruction* -4
-2
-6
-2
-4
Underwater (0 4m) +0
+0
-1
+0
+0
Underwater (5 14m) -1
+0
-2
+0
-1
Underwater (15+ m) -2
-1
-3
-1
-2
Microscopic Vision**
+2
Visual Enhancement
+Rating
Vision Magnification ***
(Remove Range Penalties)
*This includes Thermal Smoke and environments near 37C (98F).
**Only applies to examining something extremely small and within 15mm. The +2 dice pool bonus
also applies to any Technical skill tests on the extremely small object. Requires being prone to use.
***Must be used with Take Aim or Observe in Detail. When used with Take Aim, it does not also
give +1 dice pool to attack (although subsequent Take Aim actions do).

Perception Tests

Opposed Situation
Threshold
Seeing through a disguise
hits on Opposed Intuition + Disguise*
Detecting a forgery
hits on Opposed Agility + Forgery*
Spotting someone sneaking by
hits on Opposed Agility + Infiltration
Spotting a pickpocket
hits on Opposed Agility + Palming**
Spotting a tail
hits on Opposed Agility + Shadowing
*An appropriate Knowledge skill can be used as an Useful Knowledge Skill for additional dice.
**If you tie, you notice the pickpocket just after he has succeeded.

Situation
Modifier
Concealability (Size)
Micro (RFID Tag, Bug, coin)
-6
Mini (Holdout Pistol, Monowhip, ammo, wallet)
-4
Small (Light Pistol, knife, minidrone, microgrenade)
-2
Medium (Heavy Pistol, taser, goggles, commlink)
-0
Large (Machine Pistol, medkit, club)
+2
Heavy (SMG, stun baton, sword, breifcase)
+4
Bulky (Assault Rifle, katana, small child)
+6
Larger than Bulky
+10
Has a Lined Coat or Internal Weapon Mount
-2
Concealable Holster
-1
Has a concealed Weapon Mount
-6
Other:
Powers / Implants that add to ALL Perception tests
+Rating
You are magically active (Detecting astral form / Noticing Magic only) +2
Magician has a shamanic mask (Noticing Magic only)
+2
Opponent is using the Concealment Power
-Magic
Opponent vehicle has Chameleon Coating (visual sensors only)
-4

Hearing Enhancements
Modifiers
Audio Enhancement
+Rating
Enhanced / Improved Hearing
+3
High Frequency
+0
Low Frequency
+0
Select Sound Filter
(Remove Interference Penalty from one source per Rating)
Spatial Recognizer!
+2
!
Only applies to locating the source of a sound
Other Enhancements
Enhanced / Improved Scent
Olfactory Booster (Scent Only)
Enhanced / Improved Taste
Taste Booster
Tactile Sensitivity (Touch Only)

Modifiers
+3
+Rating
+3
+Rating
+Rating

12

Shadowrun Cheat Sheet


Damage, Healing and Repair:

Damage Tracks: A Damage Track is a number of boxes to measure somethings'


integrity. Most things have only one track, with Structures and living creatures
having multiple. The number of boxes a track has is based of an attribute. Any
changes to the attribute immediately apply to the related tracks.
Track
Matrix
Physical
Overflow
Structure
Stun
Vehicle

Damage Done...
To program integrity
To biological integrity
To biological maintenance
To structural integrity
To mental integrity
To physical integrity

Type
Barriers, Buildings, Landmarks
Drones, Vehicles, Technical Objects
Living creatures / People / Spirits
Matrix Programs / AI

Number of Boxes
8 + (System / 2), round up
8 + (Body / 2), round up
Body
Structure Rating
8 + (Willpower / 2), round up
8 + (Body / 2), round up

Tracks Available
Structural
Vehicle
Stun, Physical, Overflow
Matrix

Healing & Notation: The best way to notate healing is every time you are
healed by a mundane source, remove the appropriate number of boxes, but
shade in the bottom half under the slash of any boxes that remain.
Every time you are healed by a magical source, remove the appropriate
number of boxes, but shade in the top half above the slash.
Any box not completely shaded could still be healed by the opposite
kind of attempt. Boxes that are fully shaded can only be healed naturally.
Damage done to objects do not need this notation.
Exceeding Structural Damage: The Structure damage track only represents the
damage needed for 10,000 cm3 (1m diam. x 10 cm hole or roughly 20 cm3
cube). Thus, multiple full tracks would be needed before an entire wall collapses.
Damage & Cyberware: It is assumed that all damage done to a character is to
the living flesh. If cyberware is specifically damaged, it cannot be healed, but
must be repaired instead (See Build & Repair Rules). Wound penalties only
apply to cyberlimbs, but any damaged non-cyberlimb cyberware immediately
shuts down and cannot be activated until repaired.

Bleeding Out & Stabilization: If you are bleeding out, you will continue to
take a box of Physical damage every so often. To stop bleeding out, you must be
stabilized. There is no automatic method to stabilize, but there are many external
options. Damage from bleeding out occurs at the start of that Combat Turn.
Action taken this Combat Turn
Overflow damage
No stressful actions (talking, non-test actions)
Turn After (Body) Combat Turns
Any stressful action (movement, actions w/ test) Next Combat Turn
Healing & Limitations: Living creatures can be healed in one of three ways:
Magical, Mundane and Naturally.
Whenever you get healed from a mundane source (First Aid, Medicine,
etc), any boxes that remain cannot be healed by further mundane attempts. First
Aid can be used in combat (as it only takes a Complex Action), but combat
environments are often the worst place to treat injuries.
Whenever you get healed from a magical source (Heal spells), any boxes
that remain cannot be healed by further magical attempts. However, healing
magic requires someone that can cast the spell, often takes multiple Combat
Turns to cast and the caster will have to deal with Drain proportionate to the
damage being healed.
Natural healing can heal any damage but takes a long time.

Damage

Damage Notation: For each box of damage something takes, place a slash
through the box beginning at the start of the track. When something is healed or
repaired, remove a slash from the end of the track, working back. When the
damage track is completely filled, you will have to exceed the damage track or
the target is destroyed beyond hope of repair.

Exceeding Living Damage Track: Living creatures have three tracks, Stun,
Physical and Overflow and when one is filled, any additional damage of that type
is done to the next damage track listed. Also when each track is filled,
something important happens.
Stun: When the Stun track is filled, you are knocked unconscious and
any further damage applied to the Stun track is applied to the Physical track
instead.
Physical: When the Physical track is filled, any additional damage
applied to the Physical track is applied to the Overflow track instead. Note, it is
possible to be conscious and still act while having a full Physical track (i.e. if you
Stun track is not completely filled). Yes, this is a house rule, counter to normal
rules.
Overflow: Any damage is done to the Overflow track, you are bleeding
out. When the Overflow track is filled, the living creature is dead, beyond any
hope of medical attention. If this is you... sorry, chummer...

Concerning Matrix, Object, & Vehicle Repair:

Repairing objects is done with an Extended Test with a skill


appropriate to the object. Matrix Repair is a series of real-time corrections to
program code, while repairing objects and vehicles involves extensive work
with industrial tools. All repairs for Matrix icons or physical objects are
handled with it's own rules.

13

Shadowrun Cheat Sheet


Healing Tests:

Healing Modifiers:

When working with animals, use VetTech instead of First Aid / Medicine.
Stabilizing:
(If successful with any one of the following methods, you have stabilized someone that that is
bleeding out. They will no longer take damage from bleeding out and can now be healed.)

Mundane:

(Logic) + (First Aid) + (Modifiers)


or (Logic) + (Medicine) + (Modifiers)
or (Logic) + (VetTech) + (Modifiers)
Threshold (2), Complex Action

(Total)
(Total)
(Total)

Mundane Healing Modifiers


Situation
Modifiers
Lifestyle (Specifically Necessities):
Good (Hospital)
+0
Average (Low to Luxury) -1
Poor (Street or Squatter)
-2
Bad (combat, wilderness) -3
Terrible (storm, swamp)
-4

Situation
Patient:

Medkit:

(See Mundane Healing Modifiers)

Trauma Patch: Patient's (Body) + (Modifiers)


Threshold (2), Simple Action

(Total)

TCS:

(Total)

(This method requires that you have a Trauma Patch (500 Y) readied.)

TCS's (Rating) + (Modifiers)


Threshold (2), Free Action

(This method requires that you have a Trauma Control System nanoware implant.)

Magical:

(Magic) + (Spellcasting) + (Modifiers)


Threshold (1), See below.

(Total)

Healing - Mundane:

(Logic) + (First Aid) + (Modifiers)


or (Logic) +Medkit's (Rating) + (Modifiers)
Threshold (2), Complex Action

(Total)
(Total)

(Each hit past the threshold heals 1 box of Physical damage, to a maximum number of boxes equal
to your ranks in First Aid or the Medkit's Rating. If you do not have First Aid, a modern Medkit can
walk through most medical procedures without the -1 dice pool modifier for defaulting. Medkits
must be dedicated to either First Aid or VetTech (Animal Type). See Mundane Healing Modifiers.)

Healing - Magical:

(Magic) + (Spellcasting) + (Modifiers)


Open Test, See below.

(Total)

(Each hit heals 1 box of Physical Damage to a maximum number of boxes equal to the Force of the
spell. This method requires that you cast the Heal spell, meaning you resist Drain equal to the
Physical Damage minus 2 and sustain the spell for a number of Combat Turns equal to twice the
Drain damage, but each hit past the threshold reduces this time by 1 Combat Turn. See Magical
Healing Modifiers.)

Natural Healing:

You cannot be doing anything stressful, tiring or mentally complicated during Natural Healing.)

Stun:

Patient's (Body) + (Willpower) + (Modifiers)


Open Test, 1 hour

(Total)

(For each hit, you naturally heal 1 box of Stun damage. See Long Term Care Modifiers.)

Physical:

Patient's (Body) x2 + (Modifiers)


Open Test, 1 day

(Total)

(For each hit, you naturally heal 1 box of Physical damage. Any and all Stun damage must be healed
before you can naturally heal Physical damage. If you incur Stun damage during your healing time, it
is suspended until the Stun damage is healed. See Long Term Care Modifiers.)

Uncooperative
Magically Active*
Has Implants

-2
-2
-1 / 2 pts Ess. lost

No Medkit
Medkit**
Remote Use

-3
+Rating
-2

Nanites:

Nanosymbiotes
*Medicine Specialization (Magical Health) negates this penalty.
**Do not apply this modifier twice (i.e. it is not Logic + Medkit + Medkit.)
Magical Healing Modifiers
Situation
Patient has Implants
Long Term Care Modifiers
Situation
Conditions:
Good (hospital)
Average (indoors)
Poor (street)
Bad (combat)
Terrible (storm)
Medical Attention**
Assensing Medical Attention

+Rating

Modifiers
-1 / pt Essence Lost
Modifiers

Situation
Patient:

+0
-1
-2
-3
-4
+Medicine Rating
+2

Medkit:

Modifiers
Uncooperative
Magically Active*
Has Implants

-2
-2
-1 / 2 pts Ess. Lost

No Medkit
-3
Medkit***
+Rating
Remote Use
-2
Medkit*
+Rating
*Medicine Specialization (Magical Health) negates this penalty.
*Maximum of 1 patient overseen at a time, unless a Medical Station, Shop or Facility is available.
**Do not apply this modifier twice (i.e. it is not Logic + Medkit + Medkit.)

Echo De-fragmentation:

(Willpower) + (Resonance)
Extended Test (Open, 1 Combat Turn)

Healing Tests

(This method requires that you cast the Stabilize spell at a Force equal to or exceeding the number of
boxes of Overflow Damage already done, meaning you resist Drain equal to the Overflow Damage
minus 2 and sustain the spell for a number of Combat Turns equal to twice the Drain damage, but
each hit past the threshold reduces this time by 1 Combat Turn. See Magical Healing Modifiers.)

Modifiers

(Total)

(A technomancer with this Echo can heal damage caused to their living icon if, and only if, that
damage was caused by Black IC or Fading. The technomancer cannot take any other action while
defragmenting and any damage that remains must be healed naturally.)

Power Regeneration: (Body) + (Magic) + (Modifiers)


Open Test, Free Action, See Below

(Total)

(This method of requires that you have the Regeneration Power. At the end of each Combat Turn,
each hit on this test heals 1 box of either Overflow, Stun or Physical damage, Overflow healed first,
Stun second, Physical healed last.
As an exception to the normal stabilization rules, if you have taken any Overflow Damage,
this power continues to heal you. If you have taken enough damage to normally kill, you still get one
last Regeneration test at the end of the Combat Turn. You only die if you still have enough Overflow
after the test to kill you.
Note: Regeneration does not work against all kinds of damage, particularly wounds done
with things you have an Allergy to, and wounds done specifically to the brain or spinal cord.
Regeneration does not gain any benefit from any modifiers from outside sources, such as
Medicine, It will however allow you to reattach a severed limb or body part if pressed against the
severed stump before you are fully healed (i.e. all boxes completely healed).)

14

Shadowrun Cheat Sheet


Combat Definitions:

Combat Turn: Time equal to 5 seconds, which is divided into 5 Initiative Passes,
each 1 second long. This is different from published material. To get the m/IP
speed rate of something listed in the books, divide by 3, rounded normally.
Initiative Pass (IP): Time equal to 1 second. Every participant in combat can act
on at least 1 Initiative Pass, and possibly more, based on enhancements, to an
absolute maximum of 5 (4 is the typical maximum), during each you have 1
Action Phase. For any IP that you cannot act in, you have a Passive Phase.

Any increase to IP does not go into effect until the next Combat Turn.

Any decrease to IP happens immediately.


Initiative Score: Determines your place in the order of initiative. Ties are
resolved by Edge, Initiative, then Reaction (or Intuition for the Astral Plane or
VR). Any new wound penalty incurred during the Combat Turn subtracts
from your Initiative Score. If your initiative score every gets to 0 or less, you
cannot act for the remainder of the Combat Turn.

Phase, Passive: On an Initiative Pass you cannot act on, you can do either of the
following. This counts as a Move Action.

Continuing moving at the same speed and direction, if already moving,

You can stop in a square that you would pass through.

Movement:

When moving diagonally, Movement cost one increment for the first
diagonal move and two for the second and alternates from there.
When determining area of effect, the center of the area of effect can be either
in the center of a square or at an intersection on the grid. Determine the radius
from this spot. Any square that has at least 50% covered is considered affected.
When determining cover, draw one line from each corner on your square
and the center of your square to each of the corresponding corners and the
center of the target's square. If none of the lines are obstructed, there is no
appropriate cover. If two lines or less are obstructed, there is partial cover, If
three or four lines are obstructed, there is good cover and if all lines are
obstructed, you probably do not have line of sight.
To get the m/IP speed rate of something listed in the books, divide by 3,
rounded normally.

Shadowrun does not have detailed rules of using a grid system to represent
movement and size. Likewise, combat may need be handled at different scales.
Assume that each 1x1 box on a grid is scaled to a specific size:

Tactical Combat (Person vs. Person):


Chase Combat (Car vs. Car):
Strategic Combat (Large Vehicle vs. Large Vehicle)

1m x 1m
5m x 5m
25m x 25m

In Tactical combat, medium sized creatures and characters take up a 1m x 1m


box, where significantly smaller things take up only a quarter and significantly
larger things, like trolls, take up a 2m x 2m area.
In Chase Combat, medium sized vehicles, like cars and motorcycles, take up
5m x 5m box, where significantly larger vehicles take up 5m x 10m or larger.
In Strategic Combat, only the largest of vehicels, like aircraft carriers, take up
more than a 25m x 25m square.
If exact distance is needed, use the following:

Chase Combat:
Strategic Combat:

(1d6-1)m from the closet edge


(5d6-5)m from the closest edge

Terrain:

Shadowrun does not have detailed rules for unusual terrain. Assume the
following conditions to any movement based action or test.

Open Terrain:

Test Required:

Dice Pool Modifier:

Examples:
Light Terrain:

Test Required:

Dice Pool Modifier:

Examples:
Restricted Terrain:

Test Required:

Dice Pool Modifier:

Examples:
Tight Terrain:

Test Required:

Dice Pool Modifier:

Examples:

Unobstructed and clear.


Only unusual activities.
-0
Empty sidewalks and streets, open plains
Somewhat unobstructed and clear.
Anything except walking and running.
-1
Busy sidewalks and streets, alleys, brush
Obstructed.
Anything except walking.
-2
Crowded rooms, trash-filled alleys, jungle
Very obstructed.
All activities.
-4
Packed rooms, trash-heaps, deep jungle

Combat

Action Phase: On an Initiative Pass you can act on, you can do each of the
following, in any order you choose.

1 Free Action

1 Complex Action -OR- 2 Simple Actions

1 Move Action

Maps & Size:

Walking and running do not normally require tests, but when in Restricted or
Tight terrain, a single net hit on tests like Climbing, Escape Artist or Survival is
needed to move normally. Glitches can cause half movement, while critical
glitches falling prone or possible damage.
15

Shadowrun Cheat Sheet


Combat Order:

Interrupt Actions:

Step 1: Check for Stare Downs or Surprise


When two combatants approach in clear view of each other, a stare down is often used to get
the upper hand on the first draw. Likewise, if one or more participants are not aware of all other
participants at the start of combat, a Surprise Test is needed to determined who is surprised by
whom, although in some circumstances (like Detect Enemies), surprise is not possible.
The net effect of either situation is those with fewer net hits cannot directly act against or defend
from those with more for the first IP.

Stare Down Test:

As Composure Test
Open Test, no action

(You cannot act against, nor defend from, any participant that has more net hits than you. If you and
other participant have the same number of hits, you can act and defend normally to each other.)

Surprise Test:
Astral or VR:
Agents:

(Reaction) + (Intuition) + (Modifiers)


(Intuition) x2 + (Modifiers)
(Pilot Rating) + (Node's Response) +(Modifiers)
Open Test, no action

(Total)
(Total)
(Total)

Step 2: Determine Initiative Score


Initiative Test:
(Initiative) + (Modifiers)
Open Test, no action

(Total)

(Add the number of hits to your Initiative. This is your Initiative Score. Ties are resolved by Edge,
Initiative and then Reaction or Intuition, for the Astral Plane or VR.)
Initiative Modifiers
Situation
Modifier
By Power, Spell or Implant
+Rating

Surprises Mid-Combat:
If an event occurs that would normally cause a Surprise Test (additional
combatants entering, a well-hidden bomb goes off, etc), determine Surprise Test
normally, but it only applys in relation to the new additions to the combat.
Existing combatants can act and defend as normal.

Timed & Delayed Actions:


Some events are timed so they occur after a set duration (next IP, next
Combat Turn, 1 minute, etc.) You can delay an action in response to a timed or
definable, observable event.

If the event is not obvious, it may require a Perception Test.

You act immediately after the event.

Delaying does not change your Initiative Score for subsequent IPs or
Combat Turns.

You can only take one Action Phase per Initiative Pass.

Any Action Phases that are lost for delaying past a Combat Turn are lost.

Wound Penalities & Initiative:


As you accumulate wound penalities, they apply to your Initiaitve Score as
well as to your active tests. Should your wound penality ever lessen during
combat, your Initiative Score is equally raised.

Combat - Initiative

(You cannot act against, nor defend from, any participant that has more net hits than you. If you and
other participant have the same number of hits, you can act and defend normally to each other.)
Surprise Test Modifiers:
Situation
Modifier
Alerted in some way (successful Perception test) +3
Intentionally setting an ambush
+6

You can declare one, and only one, interrupt action at a time to go into effect
immediately, provided that you are using the action against a participant that
Using an interrupt action uses up your next available Action Phase, regardless of
the type of action. Typically, this is used to declare Full Defense in response to an
attack.

Step 3: First Initiative Pass


Starting in order of highest to lowest Initiative, each participant resolve
their actions. For those with less than 5 IPs (most characters), you can choose to
hold your Active Phases until later in the Combat Turn, as desired.
A. Active Phases: You can take 1 Move Action, 1 Free Action and either
1 Complex Action or 1 Simple Action, in any order.
B. Passive Phases: You can either continue going at the same speed
and direction you are moving, if you were already moving, or stop.
Step 4: Repeat Step 3 for Initiative Passes 2-5
Step 5: Resolve End of Combat Turn
Any events that happen at the end of the Combat Turn are determined.
If an order is needed, use the final Initiative order at the end of this Combat Turn.
Step 6: End -or- Go To Step 2

Concerning Matrix & Vehicle Combat:

While the stare down, surprise test, initiative score and IP for Matrix
and Vehicle Combat are the same as Physical or Astral combat, thus allowing
to all happen at once, both Matrix and Vehicle combat have options and
requirements that standard combat does not have to be concerned about.

16

Shadowrun Cheat Sheet


Combat Actions:

Magical actions are Italicized. Matrix actions are bold and italicized.

Complex Actions
Fire Automatic Weapon
Fire Mounted or Vehicle Weapon
Full Defense*

Move Actions
Move (Active Phase Only)
Continue (Active or Passive)
Stop (Active or Passive)

Definition
Move in any direction up to your Walking Rate
Continue moving, Walking or Running, in the same direction
Stop moving in a desired square

Definition
Your next attack is aiming for a specific spot
Change one setting on any one device connected via DNI
(This includes firing options on smartguns)
Drop Object
Let go of any one or all held objects (not gently)
Drop Prone
Drop prone
Eject Smartgun Clip
Eject a clip from a gun, requires Smartlink connection
Gesture
Use sign language for 1 idea, requires line of sight
Intercept Attack
Make a melee attack against someone that runs past you
(This can be used an interrupt action)
Run
Move in any direction up to your Running Rate
Speak
Speak up to 4 syllables
Text Phrase
Manually type one word or one pre-set text message
Centering
Use the centering technique, requires Centering metamagic
Deactivate Focus
Turn off any one or all active foci
Declare Counterspelling Protection
Protect someone within line of sight with Counterspelling
Drop Sustained Spell
Drop any one or all sustained spells
Alter/Swap Icon
Change a detail of one of the icons you control
Detect Active/Passive Wireless Nodes Discover all active / passive networks within Signal range
Jack Out
Disconnect from your Matrix presence (See Dumpshock)
Switch Active Node
Switch between the nodes you are subscribed to
Switch Interface Mode
Switch between AR and VR interface
Terminate Data Transfer
End a data transfer before it is finished
Transmit Phrase
Send up to 25 words via text, requires DNI interface.
Simple Actions
Change Gun Mode
Clear a Jammed Gun
Fire Weapon
Insert Clip
Observe in Detail
Pick up/Put Down Object
Quick Draw
Ready Weapon
Remove Clip
Sprint
Stand Up
Take Aim
Throw Weapon
Use Simple Object
Activate Focus
Call Summoned Spirit
Command Spirit
Dismiss Spirit
Shift Perception
Analyze Icon
Call Sprite
Dismiss Sprite
Deactivate Program
Decrypt
Encrypt
Issue Command
Jump into Drone/Vehicle/Device
Log Off
Transfer Data

Definition
Manually change firing setting on a firearm
Remove an obstruction from a firearm
Fire a shot in Single-Shot, Semi-Auto or Burst Fire Mode
Insert a clip into an empty slot on a firearm
Use Perception without being Distracted
Pick up or put down an object gently
Draw a weapon quickly
Ready 1 regular or (1/2 Agility, round down) small weapons
Manually remove a clip from a firearm
Use Sprinting to add to Running Speed
Stand up from prone
Line up a shot, which benefits the next attack made
Throw a single weapon at a target
Use a simple object (pill, skillsoft, slap patch, button, etc.)
Turn on any one foci
Make a summoned or bound spirit manifest adjacent to you
Give a summoned or bound spirit a single command
Release a summoned or bound spirit from service
Turn on or off Astral Perception
Examine a single Matrix Icon
Make a compiled or registered sprite to log into your node
Release a compiled or registered sprite from service
Turn off any one or all programs you have running
Decrypt a Matrix Icon using the intended passcode
Encrypt a Matrix Icon using the intended passcode
Give one command to any of your authorized systems
Start controlling a machine through first-person viewpoint
Disconnect from your Matrix presence without dumpshock
Transfer non-epic files from one node to another

Combat Actions

Melee Attack
Reload Non-Clip Firearm
Suppressive Fire
Use Complex Object
Use Skill
Astral Projection
Banish Spirit
Cast Spell
Cleansing
Erase Astral Signature
Sensing
Summon Spirit
Astral Combat
Capture Wireless Signal
Compile Sprite
Control Device
Corrupt Data
Crash Node
Crash Program
Data Search
Decompile Sprite
Detect Hidden Node
Disinfect
Disarm Data Bomb
Disarm Program
Edit
Hack on the Fly
Initiate Cryptanalysis
Intercept Traffic
Jam Signals
Log On
Matrix Attack
Reboot
Redirect Trace
Repair Icon
Run Program
Set Data Bomb
Spoof Command
Trace User

Definition
Fire a shot in Full-Auto mode
Fire a weapon from a weapon mount or vehicle
Declare Full Defense for defending from attacks
(This can be used an interrupt action).
Attack using a melee weapon or unarmed combat
Manual reload a weapon that does not use a clip
Fill an area with bullets to keep enemies away
Use a complex object (tools, control panel, etc.)
Use any skill that requires a Complex Action
Start or stop Astral Projection (See Astral Projection)
Use the Banishing skill against a spirit within line of sight
Cast a spell using the Spellcasting skill
Cleanse a background count, requires Cleansing metamagic
Erase 1 Force worth of an Astral Signature
Sense a astral disturbance, requires Sensing metamagic
Summon a spirit using the Summoning skill
Attack using Astral Combat
Pinpoint and intercept wireless traffic within Signal range
Compile a sprite using the Compiling skill
Control an authorized machine remotely
Corrupt a Matrix icon, affecting it and its backups
Force a node to shut down, but raises an alert
Force a program to shut down
Search a small set of nodes for specific information
Decompile a sprite using the Decompiling Skill
Discover if there is a hidden node within Signal range
Purge a Matrix Icon of a virus
Disarm a Data Bomb that would destroy a Matrix Icon
Disarm a program, preventing it affecting you
Edit a file
Gain access to a node you are not authorized for
Decrypt a Matrix Icon that you do not have the passcode
Intercept traffic between hardwired Matrix nodes
Prevent wireless traffic in a nearby area
Log onto any node you have access to
Attack a Matrix Icon using the Cybercombat skill
Force a node to shut down without an alert
Fool a Trace program
Repair a damaged Matrix Icon
Start one program that can then be used for tests
Set a Data Bomb and determine conditions for it
Control an unauthorized machine remotely
Trace a Matrix Icon back to its originating node

Free Actions
Call a Shot
Changed Linked Device Mode

17

Shadowrun Cheat Sheet


Combat Non-Attack Actions:

Any action, including dodge or movement, other than Take Aim or the
actual attack roll immediately negates all benefits from this action.
Distance & Flight Time:
For missiles, grenades, explosions and another non-ballistic projectiles,
assume that the speed is 1km / IP (or 5 km / Combat Turn). This should not be a
factor except in extreme distance scenarios.
Quick Draw:

(Reaction) + (Appropriate Weapon Skill) + (Modifiers)


(Total)
Threshold (3), Complex of Simple Action

(If successful, you can ready and attack with a weapon, all as part of the action it takes to attack with
the weapon normally. Note: Without the Iaijutsu maneuver, this can only be used on pistols.)
Quick Draw Modifiers
Situation
Threshold Modifier
Using a Quick-Draw Holster
-1
Drawing two weapons
+1 (requires a separate test for the second weapon)

Ready a Weapon / Item:


It is assumed that, unless stated otherwise, you are not carrying anything
in your hands at the beginning of combat (pistols holstered, rifles on slings, etc).
To ready a weapon or item, you must have the weapon on or adjacent to you
and spend a Simple Action, although Quick Draw allows for readying a weapon
and using as part of the same action. If there are multiples of the same small
item, like thrown weapons, then you can ready up to 1/2 your agility, rounded
down, as a Simple Action. Reloading a bow or slingshot is readying the ammo.

Talking & Communication:


Unless unusual circumstances require a strict flow of information, it is
assumed that you can always communicate with your team as a Free Action.
Take Aim:
When using Take Aim, you must have a readied ranged weapon and
declare an intended target and a specific method of ranged attack. Once
declared, Take Aim can used either allow Visual Magnification, if present, to
eliminate any penalties to attack due to range or give a +1 dice pool modifier to
the declared attack per Simple Action spent, to a maximum of 1/2 your ranks in
the appropriate weapon skill, rounded down.
Any action, including dodge or movement, other than Call a Shot,
Take Aim or the actual attack roll immediately negates all benefits from this
action.
Take Cover:
Even if you have lost the Surprise test and cannot directly defend against
an ambush, you still can move and based on where you move to, you may
benefit from cover or lack of line of sight. This is difference between knowing you
are under attack and from where that attack is coming from.

Combat - Non-Attack Actions

Call a Shot:
When using Call a Shot, you declare an intended target, a specific part of
the intended target and a specific method of attack. Based on which part of the
target, the subsequent attack will do one of the following benefits.

Prevent the defender from using any armor on his soak test (this inflicts a
dice pool penalty equal to the armor rating).

Target a vital area to increase the DV of the attack by +1 to +4 (this


inflicts a dice pool penalty equal to the increase to the DV). This is
necessary to do damage to a specific body part (head, spine, etc)

Disarming the target instead of doing damage (this inflicts a -4 dice pool
modifier and the final DV must exceed the target's Strength).

Shoot out a tire, which forces an immediate crash test (this inflicts a -4
dice pool modifier and the vehicle must take at least one box of
damage).

Damage an implant, requiring repair instead of normal healing (this


inflicts a dice pool penalty based on the size of the implant, usually
between -2 to -6).

Perform a cinematic trick. Describe the trick and a dice pool penalty will
be assigned. If successful, the cinematic trick works for a 'reasonable'
amount of time. See Severe Wounds for ideas.

Reloading:
When you have to reload a weapon, it will take:

Eject the clip / mag: Simple or, if smartlinked, Free Action

Insert clip / mag: Simple if it uses a clip (c) or Complex, if not


Split Attacks:
It is possible to attack twice if you are holding a weapon in each hand.
Doing requires choosing the smallest of all appropriate dice pools before
modifiers and dividing it in half, rounded down. Apply all appropriate modifiers
after this dice split. If the two attacks do not both use Simple Actions, the attack
requires a Complex Action.
Using split attacks usually incurs a -2 dice pool penalty to the weapon in
the off-hand, but the second attack does count for an additional attack since last
Action Phase if both are used against the same target.

Unusual Actions:
When in doubt as to what kind of action to use for an unusual event,
assume it is a Complex action unless stated otherwise.
Use Complex Object / Use Skill:
In most circumstances where you would need to use a Complex Object,
like a terminal, or use a Skill, like First Aid, you are considered prone and
voluntarily immobile while you are using it. One notable exception is when you
can easily hold and carry the object in question, like a reassembling a disguised
weapon.

18

Shadowrun Cheat Sheet


Attack Rules:

Standard Attack:
(Agility) + (Appropriate Weapon Skill) + (Modifiers)
(Total)
vs. Standard Dodge, Complex or Simple Action
(The necessary skill is determined by the weapon used. The action is determined by the attack mode
chosen, detailed on the below list. Your hits will be opposed by the defender's defense roll, if any.
Any net hits are added to the DV of your weapon when applying damage.)
Attack Action:
Attack Mode
Mode Required
Action
Semi-Automatic
Semi-Automatic
Simple
Single-Shot
Single-Shot*
Simple
Throwing Weapons
Single-Shot*
Simple
Burst Fire
Burst Fire
Simple
Long Burst**
Full Auto
Simple
Full-Auto (Reg, HVAR or Minigun)
Full Auto
Complex
Melee
Melee
Complex
Astral Combat***
Melee
Complex
*Single-Shot weapons must be readied or reloaded again after each time they are fired.
**Only one Long Burst can be fired per Action Phase, unless the weapon has HVAR
***Astral Combat requires either Astral Projection or Dual-Natured. Those using Astral Projection
attack with Astral Agility + Astral Combat. Those with Dual-Natured use Agility + Astral Combat.

(You create a triangular area, based on the type of weapon used, in which anyone not prone or
behind cover, must make a Suppressive Fire Dodge roll or take damage based on the weapon. This
requires a minimum of 10 rounds fired, with the exception of miniguns, which require 30 rounds.
Single Shot weapons cannot be used for Suppressive Fire.)
Suppressive Fire Damage and Zone Size
Mode
Damage
Zone Size
Full Auto
Weapon's Base
10m wide x 2m tall
Miniguns
1.5 x Weapon's Base (round up)
10m wide x 2m tall
Semi-Automatic
.5 x Weapon's Base (round up)
5m wide x 2m tall
Burst-Fire
.5 x Weapon's Base (round up) +2
5m wide x 2m tall

Attacking to Knock Prone:


(Agility) + (Appropriate Weapon Skill) + (Modifiers)
vs. Melee Dodge, Complex Action

(Total)

(If successful, compare your Strength, plus any net hits, against your target's Body. If you exceed his
Body, he is knocked prone, but no other damage.)

Subdual Attack:
(Agility) + (Unarmed Combat) + (Modifiers)
(Total)
vs. Melee Dodge or Escape Subdual, Complex Action
(If successful, compare your Strength, plus any net hits, against your target's Body. If you exceed his
Body, you have him pinned. Once pinned, you can use one of the following options each Complex
action that you maintain the pin. See Escaping Subdual.)
Subdual Options
1. Improve Grip: Make another Subdual Attack (with the Superior Position, but the normal
-2 per additional attempt). Any net hits apply to your original total.
2. Inflict Stun Damage: Inflict Stun damage equal to your Strength, resisted as normal.
3. Attack to Knock Prone: As above.

Modifiers to All Attack Rolls


Situation
Modifiers
Called Shot
-Variable
Misfit Weapon
-2 / size
Multiple Targets
-2 / additional
Off-Hand Weapon
-2
Visual Penalty
See Below
Ranged Attack Modifiers
Situation
Modifiers
Aimed Shot (see Take Aim) +1 / action
Distance (see Take Aim):
Point-Blank (1m)
+2
Short
+0
Medium
-1
Long
-3
Extreme
-6
Environment:
Moving Surface
-1 to -4
Reduced Gravity
-1
Target underwater -1 (& -2 DV)
Zero Gravity
-2
From Cover
-2
In Melee
-3
Laser Sight (no Smart-Link)
+1
Movement (Gyro-stabilization negates):
Attacker walking
-1
Attacker running
-2
Moving over broken ground -1
No Line of Sight:
Blind-Fire
-6
Indirect, Information -4
Indirect, Targeted -2
Target Prone & 20+ m away -2
Target Size:
Micro
-6
Mini
-4
Small
-2
Medium
+0
Large
+1
Massive
+2 or more
Smartlink (no Laser Sight)
+2
Visual Penalty (Normal Light is +0)
Normal Low-Light
Bright Light / Glare
-1
-1
Partial Light
-2
+0
Full Darkness
-6
-6
Light Obstruction
-2
-1
Heavy Obstruction
-4
-2
Severe Obstruction
-6
-6
Thermal Obstruction* -4
-2
Underwater (0 4m) +0
+0
Underwater (5 15m) -1
+0
Underwater (15+ m) -2
-1

Melee Attack Modifiers


Situation
Charging (min. 2m)
Dwarf & Reach 2+ weapon
Friends against Target
Hands vs. Weapon:
Two-Handed w/ 1 hand
But, if you're a troll...
One-Handed w/ both
Reach
Set against a charge
Superior Position
Target Prone
Touch Only
Underwater
w/ Mask or Cybereyes
w/o Mask or Cybereyes

Modifiers
+2
-1
+1 ea. (max +4)
-2 (& -2 DV)
-1 (& -1 DV)
+0 (& +1 DV)
+Net Reach
+1
+2
+3
+2
-2 (& -1 DV)
-3 (& -1 DV)

Firearm-Specific Modifiers
Situation
Modifiers
Recoil (bullet beyond 1st)
-1 ea
Burst Fire
-2
Burst Fire, second -3
Long Burst
-5
Long Burst, second -6
Full-Auto
-9
HVAR Full-Auto
-11
Minigun Full-Auto -14
*Recoil Compensation reduces Recoil penalty
As weapon / gyro (Recoil Comp)
Strength:
6-9
(1)
10-13
(2)
14-17
(3)
18+
(4)
Recoil, Heavy Weapon
-2x remaining
Sensor
+Rating
(Sensor-equipped missiles or rockets only)
Tracers:
Burst-Fire
+1
Long Burst
+2
Full-Auto (or more) +3
Thermographic
-1
-2
-3
+0
-2
-3
-6
-1
-2
-3

Ultrasound
+0
-1
-3
-1
-2
-3
-2
+0
+0
-1

Attack Tests

Suppressive Fire:
(Agility) + (Appropriate Weapon Skill) + (Modifiers)
(Total)
vs. Dodge Suppressive Fire, Complex Action

Attack Modifiers:

Flare Comp.
+0
-2
-6
-2
-4
-6
-4
+0
-1
-2

19

Shadowrun Cheat Sheet


Attack Modifiers (Continued):

Multiple Rounds Fired:


When firing a firearm that can fire multiple rounds, you need to choose
between Narrow Bursts, Wide Bursts and, in some cases, Multiple Targets. As
you are firing multiple rounds at once, keep in mind when you run out of ammo.
Also, for each round beyond the first, you may be impacted by recoil (See
Firearm-Specific Modifiers).

The typical rate of fire for each mode of firing is:

Burst Fire:
Long Burst:
Full-Auto:
HVAR Full-Auto:
Minigun Full-Auto:

3 rounds (so +2 DV or -2 to dodge)


6 rounds (so +5 DV or -5 to dodge)
10 rounds (so +9 DV or -9 to dodge)
12 rounds (so +11 DV or -11 to dodge)
15 rounds (so +14 DV or -14 to dodge)

Recoil:
For each round beyond the first fired in a single action, there is a -1 dice
pool modifier to the attack. This dice pool modifier is cumulative per attack
within the same Initiative Pass. Recoil Compensation negates this dice pool
penality, up to it's rating, per attack that uses the Recoil Compensation.
However, if a weapon is considered 'heavy', any uncompensated Recoil penalty
is doubled.
So, two shots from uncompensated Burst Fire equates to -2 to the first
attack and -3 to the second. However, if there is 3 points of Recoil
Compensation, the dice pool modifiers are -0 and -0.
Shotguns:
Shotguns are usually firing slug rounds, but if shot or flechette rounds are
used, they can be used to attack multiple targets by using Spread Rules:

Narrow Spread: Attack 1 target. Damage is +2 DV, +5 AP.


Medium Spread: Attack 2 targets, within 2m. Damage is +0 DV, +7 AP
Wide Spread: Attack 3 targets, within 3m. Damage is -2 DV, +9 AP

When using any mobile explosive device, choose your target square and
make an attack roll as normal. Once net hits have been determined, but before
Soak rolls have been made, determine the actual final destination of the
explosion, by it's Scatter Distance and Scatter Direction. If the Scatter Distance is
0, any additional net hits add to the DV of the explosion. Note: An unexploded
device may bounce off of hard material. Rough geometry may be required.
Scatter Distance vs. Explosive Type
Type
Standard Grenade
Aerodynamic Grenade
Grenade Launcher
Rocket / Missiles
Airburst

Scatter Distance
1d6 m -1m per net
2d6 m -2m per net
3d6 m -2m per net
4d6 m -1m per net
2d6 m -1m per net

hit
hit
hit
hit -(Sensor Rating, if any)m
hit -(Sensor Rating, if any)m

Scatter Direction (Roll 1d6 and compare relative to the original trajectory)
Result
Direction
Degree (clockwise)
1
Overshooting the target
0o
2
To the right, overshooting the target
45o
3
To the right, coming short of the target
135o
4
Coming short of the target
180o
5
To the left, coming short of the target
225o
6
To the left, overshooting the target
315o
*Scatter direction is never directly left or right of the target.

Once the exact location of the explosive has been determined, the
damage done is based on the original DV of the explosive and the distance to
targets, notated as (DV, Blast Radius / meter, AP).
For example, a High Explosive grenade is (10P, -2/m, -2 AP)
Adjust the DV of the explosive based on the distance to the targets. If
the DV is adjusted down to zero, those targets are out of the blast radius and
take no damage. All grenades without an airlink explode 1 second (1 IP) after
being armed. Those with an airlink explode during the same IP as fired.
Blast against Barriers: When a blast hits a barrier, check to see if it is destroyed.
If so the blast radius extends past where the barrier was (the newly added flying
rubble makes up for the loss of shear force). If not, the remaining blast radius
distance rebounds back. This is called tamping the charge. See Demolitions.

Attack Modifiers & Grenade Rules

Narrow Bursts: For each round after the first, add +1 DV. This DV
modifier does not count for comparing to armor for Stun damage.
Wide Bursts: For each round after the first, the defender subtracts -1
from their dodge pool
Multiple Targets: If the weapon is capable of firing at least 10 rounds in
complex action, you can divide those rounds into groups of 3, rounded
down, and apply them to separate targets, provided that each target is
no more than 1m from another target in the same group. The same
attack roll is used against all of these targets. 3 rounds to a target is
called a short burst and 6 rounds is called a long burst. Be advised of the
multiple target dice pool modifier

Grenade & Rocket Rules:

Multiple Blast Waves: It is possible to be caught in 2 or more blast waves


simultaneously (multiple grenades, rebounding explosion from a reinforced
bunker hallway). Take the highest DV value and add 1/2 of the total remaining
blastwaves for the final DV.
Using this example, it is possible to place a fragmentation grenade (12P, -1/m, +5 AP)
inside a reinforced solitary confinement prison cell with a convict. The prison cell is only 1m to a side
with an Armor: 20, thus ignoring the damage from the grenade. The explosion heads out in the six
cardinal directions (up, down, forward, back, left and right) and only looses 1 DV per meter traveled,
passing the convict each trip. The DV for the first blast wave is the summation of 12 (), meaning 78.
Each additional wave that; 39. 78+(5x39) = 278. Yes, 278P of Physical Damage. Creamy Salsa.

20

Shadowrun Cheat Sheet


Dodge Rules:

Standard Dodge
Ranged:
Melee, Dodge:
Melee, Block:
Melee, Parry:

Tactics:
(Reaction) + (Modifiers)
(Reaction) + (Dodge) + (Modifiers)
(Reaction) + (Unarmed Combat) + (Modifiers)
(Reaction) + (Other Melee Skill) + (Modifiers)
vs. Standard Attack, No action

(Total)
(Total)
(Total)
(Total)

Dodge Suppressive Fire:


(Reaction) + (Edge) + (Modifiers)
vs. Suppressive Fire, No action

(Total)

(If you not get any net hits, you are damaged by the weapon used for suppressive fire.)
Dodge Suppressive Fire Modifiers
Situation
Modifier
Full Defense
+Dodge or Gymnastics skill

Escape Subdual:
(Strength) + (Unarmed Combat) + (Modifiers)
or (Agility) + (Escape Artist) + (Modifiers)
vs. Subdual Attack, Complex Action

(Total)
(Total)

(Every turn you are pinned by a Subdual Attack, you can make an Escape Subdual test to escape the
pin. If the Complex Action ends with you having any net hits, you escape. If not, you can try again at
the normal -2 per attempt.)

If You are Surprised or likely to be Surprised:

Never be more than your running distance from cover

Upon being surprised

First IP:

Use a Simple Action to sprint to cover

Use a Free Action to drop prone behind cover

Use a Simple Action to Observe in Detail for your attacker

Benefit: While you cannot dodge the surprise attack, placing


yourself behind cover will interfere with the opponent's attempt.

Second IP:

If your weapon is not Readied

Use a Simple Action to Ready Weapon

Use a Simple Action to attack from behind cover

Use a Free Action to communicate

If your weapon is already Readied

Use either a Complex or 2 Simple Actions to attack.

Use a Free action to communicate

If you have personal support (drones, spirits, sprites, critters, etc), calling
them forth does not count as acting directly against the surpriser.
During Combat:

Know your dice pools and modifiers beforehand. Calculating this on the
fly slows down game.

Do not attempt to heal during combat. Most forms of healing (Heal spell
or First-Aid skill) takes time that is not realistically available during
combat.

Since healing in combat is unlikely, take advantage of every option to


keep yourself alive, even if it hampers your ability to attack.

Dodge Tests & Tactics

(You must be aware of the attack and not surprised by it to dodge against it. If the attacker gets any
net hits, you will need to soak damage based on his weapon and net hits.)
Dodge Modifiers
Situation
Modifier
Per attack since your last Active Phase
-1 / per (cumulative)
Prone
-2
In a moving vehicle, separate from attacker
+3
Cover
Partial (less than 50%)
+2
Good (more than 50%)
+4
Full Defense:
Ranged
+Dodge or Gymnastics
Melee, Dodge
+Dodge or Gymnastics
Melee, Block
+Dodge
Melee, Parry
+Appropriate Melee Skill
Ranged Only:
You are running
+2
In melee
-3
Attacker is using:
Area Effect Weapon
-2
Wide Burst Fire
-2
Wide Long Burst
-5
Wide Full Auto
-9
Wide, HVAR Full Auto
-11
Wide, Minigun
-14
Shotgun, Medium Spread
-2
Shotgun, Wide Spread
-4
Wielding two melee weapons while parrying
+1

In Shadowrun, tactics, more than equipment, impalnts, or other


enhancements, determine success from defeat. Use the following of examples of
good tactics.

Immediately After Combat:

As most confrontations are in public areas, assume that the moment


violence starts that local police forces have been alerted and are en
route. If you are still around, this will raise Public Awareness.

As such, expect complicaitons of some form (police, civilians, back up,


etc) to arrive within a matter of minutes

If looting is to occur, assume only one person can search one body or
item before risking immediate re-engagement from police.

21

Shadowrun Cheat Sheet


Damage & Soak Rules:

There are a number of different kinds of damage and complications from


damage. Soak pools are not usually affected by wound penalties.
Damage Types:

Complications:

Physical vs. Stun: Physical damage against an armored target only STAYS Physical if the
attack's DV, modified for everything except Narrow Bursts exceeds the modified Armor
(Armor - AP) . Otherwise, it turns into Stun damage.
Physical vs. Hardened Armor: If Physical damage has been turned into Stun damage and
the target is wearing hardened armor, the target ignores the would-be Stun damage.
Knockdown: If you take damage, after soaking, equal to or greater than your Body (or 10,
whichever is less), you are knocked prone, regardless of the type of damage. Certain
weapons, like Gel Rounds increase the DV, but just for the purpose of this comparison.
Severe Wounds: If you happen to glitch on a soak test and take at least 1 box of damage,
or if you get a critical glitch on a soak test, in addition to the damage taken, something
else terrible might happen. Make a Resist Severe Wounds Test. Based on the method of
damage and the modified DV, a severe wound will be determined for you.

Physical Damage:
Ballistic:
Impact:
Elemental:
Direct Spell:

(Body) + (Ballistic Armor) + (Modifiers)


(Total)
(Body) + (Impact Armor) + (Modifiers)
(Total)
(Body) + (1/2 Impact, round up) + (Modifiers) (Total)
(Attribute varies by spell) + (Modifiers) (Total)
Open Test, no action

(For each hit, reduce the amount of damage taken by 1 one box.)
Soak Modifiers
Situation
Modifier
Weapon's AP
(Affects Armor Rating, IF armor is worn)
Natural Armor
+Rating
Mystic Armor (only vs. Astral Combat) +Rating
Elemental Protection
+Rating (specific to type of elemental damage)
Attack is a spell
+Counterspelling rank
Attack through a Structure*
+(Structure Rating -AP)
*If the attack doesn't destroy a section of the Structure first, the attack is blocked.

(Structure's Armor) + (Modifiers)


Open Test, no action

(Total)

(Before the soak test is rolled, adjust the DV of the attack based on the method of attack, listed
below. For each hit, reduce the amount of damage taken by 1 one box.)
Structural Damage Modifiers
Method of Attack
DV Modifier
Melee (blunt, bludgeoning)
No change
Melee (blunt, bludgeoning) w/ Chisel
x2
Wire clippers (wire, wire fencing only) DV: Str
Melee (edged or piercing)
1/2 original DV, round down
Whip
DV: 1
Projectile
DV: 1 per projectile
Bullet
DV: 2 per bullet
Explosive:
Not using Demolitions Skill
Original DV
Using Demolitions Skill
(Multiply DV by Position Multiplier, see Demolitions)
AV Rocket / Missile
Original DV x3
Elemental:
Acid:
Original DV x2
Cold:
1/2 original DV, rounded down
Electricity:
1/2 original DV, rounded down
Fire:
Original DV or Original DV x3, if flammable
Other
Varies (1/2 original DV, rounded down, to Original DV x3)
Combat Spell
No change

Resist Severe Wounds:

(Edge)
Open Test, no action

(Total)

(For each hit, reduce the amount of damage taken by 1 one box when comparing to the Severe
Wounds chart. Resist Severe Wounds is not affected by wound penalties. A critical glitch adds +3 to
the DV for comparing to the Severe Wounds chart.)
Severe Wounds Chart
DV
Severe Wound
Definition
0
No severe wound
1-6
Disorientation
-2 to all actions until completely healed.
Impalement
You are stuck by something through you.
Impeded Movement
Half movement rate until completely healed.
Infection
If not treated within 1 min, you will get sick.
Nasty Scar
Gain the Distinctive Style negative quality if you do not have
it already.
Nausea / Shock
Cannot act for (Modified DV) Combat Turns.
7-9
Healing Complication
Double all healing times until fully healed.
Implant Damage
If you have 1+ implant, a randomly chosen implant shuts
down and needs to be repaired
Minor Limb Loss
Either an ear, eye, hand or foot has been removed. You are
bleeding out and loose Essence equal to the appropriate
cyberlimb replacement if it is not reattached.
10+
Implant Destruction
If you have 1+ implant, a randomly chosen implant shuts
down and needs to be replaced.
Moderate Limb Loss
A lower arm or leg has been removed. You are bleeding out
and loose Essence equal to the appropriate cyberlimb
replacement if it is not reattached.
Severe Organ Failure
An internal organ has been compromised and surgery is
needed within (Body) hours to prevent death.

Damage & Soak Rolls

Ballistic: Any type of damage caused by ballistic speed impact.


Impact: Any type of damage caused by sub-ballistic speed impact.
Elemental: Any type of damage caused by chemical or energy

Acid (a): If acid is still present (i.e. not washed off), you will need to resist it at the
end of each Combat Turn, but at a cumulative -1 DV.

Cold (c): Aside from some materials becoming brittle and water expanding (slightly),
cold has no secondary effects.

Electricity (e): Electricity is usually Stun damage to living creatures, but conductive
armor provides no protection. If hit with an electricity attack, you will need to also
make a Resist Shock test (see Other Common Damage Sources). Electricity is always
Physical to machines and electronic devices.

Fire (f): If hit with a fire attack with a DV greater than modified armor, you are on fire
and must resist the original DV at the end of each Combat Turn.

Other: There are a number of other elemental types, but their affects are very niche.
Indirect Combat Spells: Spells that 'pump' mana directly into you are not effected by
mundane armor, but can be either Physical or Stun, as per the spell used.

Structural Damage:

22

Shadowrun Cheat Sheet


Substance Rules:

Substance Effects:

All drugs, toxins (poisons), pathogens (diseases) and biological /


chemical / radiation effects have the following stat block.

Agony:
ADS:

NAME
Type:

Vector:

type of substance (determines appropriate resistance)


Drug
Toxin
Pathogen (bacterial, fungal, parasitic or viral)
Biological weapon
Chemical weapon
Radiation exposure

The

method of contact with the substance.


Contact: The substance must make contact with your flesh
Exposure: The substance just has to be near you
Ingestion: The substance must be consumed
Inhalation: The substance must be inhaled
Injection: The substance must enter the blood stream

Speed: How often the Resist Substance test needs to be made


Tests: The minimum number of Resist Substance tests to purge the
substance, even if previous tests have reduced the DV to zero).

Arcane Resistance:
Blindness:
Cancer:
Disorientation:
Fatigue:
Lasting Sores:
Loss of body hair:
Malaise:
Mutation:

Instant: Effect applies at the end of each Combat Turn


Number of Combat Turns: Effect applies at the end of each
(Number) Combat Turns from now.
Time: Effect applies at the end of each (Time Increment)
from now.
Power:

The DV of the substance. This DV is reset for each minimum Resist


Substance test. If there is still DV after the minimum number of tests,
continue making Resist Substance test until the DV is zero.

Effect:

The potency of the effect is based on the modified DV. The effect
applies each (Speed) increment that the modified DV is at least 1.
While most effects last only until the substance is purged and are set
based on the specific substance, Radiation effects are permanent and
randomly determined. Based on (modified DV), apply on following
table:
Modified DV
14
57
8+

# of Effects
1
2
3

Minimum Modified DV
1
4

Effect
Cancer, Sterile
ADS, Blindness, Fatigue
Lasting Sores, Loss of body hair,
Malaise, Mutation, SFD
Walking Ghost

8
RP:

Resistance Penetration, which reduces any protection.

Nausea:
Paralysis:
Physical Damage:
SFD:
Stun Damage:
Walking Ghost:

Resist Substance:

(Body) + (Modifiers)
Open Test, no action

Substance Tests

Speed (Tests):

The

Apply an additional (modified DV) wound penalty. If


(modified DV) is greater than Willpower, you are incapable
of any action except crawling (1m / IP).
Also known as Aura Deficiency Syndrome, those with either
a Magic or Resonance attribute loose 1 point permanently.
Double the DV for the purpose of Cure Disease and similar
spells. Spells like Prophylaxis only add 1/2 normal dice,
rounded down.
Blind for as long as affected by the substance.
You have a form of cancer that will kill you in 4d6 months
without proper treatment.
-2 to all actions for as long as affected by the substance.
-1 to all physical actions for as long as affected by the
substance.
-1 to all actions and permanent reduce your Physical
Damage monitor by 1 box.
All your hair falls out. This not permanent, even for radiation
effects.
-1 to all physical actions, or -2 if (modified DV) is greater
than your Body, for as long as affected by the substance.
You gain a new negative quality, chosen by GM from the
following list, where the BP is no more than 5 times the
modified DV.

Allergy (5-30 BP)

Infirm (20 BP)

Low-Pain Tolerance (10 BP)

Sensitive Neural Structure (5 or 10 BP)

Sensitive System (15 BP)

Uncontrolled Metastatis (10 or 20 BP, Augmentation


pg. 164, rampant tumors)

Weak Immune System (5 BP)


If (modified DV) is greater than your Willpower, you are
incapable of any actions and all wound penalties are
doubled for as long as affected by substance.
-2 to all physical actions, or if (modified DV) is greater than
Reaction, you are paralyzed, for as long as affected by
substance.
(modified DV) Physical Damage dealt each resistance test.
Also known as Sudden Fetus Death, any attempt to get
pregnant will result in miscarriage (female characters only).
(modified DV) Stun Damage dealt each resistance test.
You have the Borrowed Time negative quality.

(Total)

(For each hit, reduce the DV taken by 1 one box. If the substance's DV is reduced to 0, it has no effect
whatsoever, save that the substance might still be in your system for a while.)
Soak Modifiers
Situation
Modifier
Toxin Resistance
+Rating
Pathogen Resistance
+Rating
Resistance Penetration
(Reduces Resistance Rating, min: 0)
Vector Resistance
+Rating (specific to type of vector)
Part of Attack
+Impact Armor (Injection vector only)

23

Shadowrun Cheat Sheet


Other Common Damage Sources:
Implant Surgery:

No Test
Damage is unresisted.

(The damage done from surgery must be healed naturally.)


Implant Essence vs. Damage
Essence Cost per Operation
Severity
0.2 or less
Superficial
0.21 0.5
Minor
0.51 1
Moderate
1+
Major

Resist Fatigue:

Falling & Speed:

(Total)

(Body) + (Willpower) + (Modifiers)


Threshold (3), no action

(Total)

(After 24 consecutive hours, every 6 hours awake you must make a Sleep Deprivation test. Wound
penalties do apply to this kind of soak test. If successful, you take 1 box of unresisted of Fatigue
(Stun) damage but are still awake. If you fail, you collapse and sleep for (6 + failed Threshold) hours.
If you are allowed to sleep for this duration, you are no longer sleep deprived. If you are awakened
early , you have Disorientation (see Substances) and must continue to make Sleep Deprivation tests.)
Sleep Deprivation Modifiers
Situation
Modifier
Each test beyond the first
+1 Threshold
Sleep regulator implant
(Doubles time: 48 and 1 test ever 12 hours)
Stimulate drugs
(Automatically passes test, but Threshold continues to increase.)

Fences & Traps:

(Body) + (Impact Armor) + (Modifiers)


Open Test, no action

(Total)

(If you fail to spot a dangerous fence or other trap, you are subject to the damage it causes while you
are adjacent to it. For each hit, you resist 1 box of damage. You must make a resistance test each
time you attempt to move while adjacent or otherwise subject to the trap.)
Example Fence & Trap Damage
Situation
Perception Threshold
DV
Barbed Wire Fence
1
4P
Concertina Wire Fence
2
5P
Monowire Fence
3
8P
Electric Fence
2
5S (e)

Resist Shock: (Body) + (Willpower) + (1/2 Impact Armor) + (Modifiers) (Total)


Threshold (3), no action
(If hit with an electrical attack, make a Resist Shock test. If successful, you are only Disoriented for
(2 + net attack hits) Combat Turns. If you fail, you are incapacitated for the same time period.)

Metahuman to Surface Condition*


Cushion (Safety landing)
Soft (fluffy snow, water more than (DV)m deep)
Somewhat soft (sand, packed snow, water less than (DV)m deep)
Standard (packed ground, road, sidewalk, wall)
Rough (trash, stone rubble, debris)
Very Rough (rubble with steel rebar, glass)
Trapped (intentional spikes, spears)

AP
+6
+4
+2
+0
-2
-4
-6

Type
Stun
Stun
Stun
Physical
Physical
Physical
Physical

Falling Speed by Time & Distance (from feet to surface)


Time (IP)
Distance Fallen
Speed (m / IP)
Speed (kph)
DV
.2 seconds (0)
.5 m
2 m / IP
8 kph
2
.45 seconds (0)
1m
4 m / IP
16 kph
4
.64 seconds (0)
2m
6 m / IP
22 kph
6
.78 seconds (0)
3m
8 m / IP
28 kph
8
.91 seconds (0)
4m
9 m / IP
31 kph
9
1 1.1 (1)
5m
10 m / IP
36 kph
10
1.2 seconds (1)
6m
11m / IP
40 kph
11
1.3 seconds (1)
78m
12m / IP
43 kph
12
1.4 seconds (1)
9 10 m
13 m / IP
47 kph
13
1.5 1.6 seconds (1)
11 12 m
14 m / IP
50 kph
14
1.7 1.79 seconds (1)
13 14 m
15 m / IP
54 kph
15
1.8 1.9 seconds (1)
15 17 m
16 m / IP
58 kph
16
2 seconds (2)
18 20 m
17 m / IP
61 kph
17
2.1 2.3 seconds (2)
21 24 m
18 m / IP
65 kph
18
2.4 2.5 seconds (2)
25 28 m
19 m / IP
68 kph
19
2.6 2.9 seconds (2)
29 33 m
20 m / IP
72 kph
20
3 seconds (3)
34 39 m
21 m / IP
76 kph
21
3.1 3.4 seconds (3)
40 46 m
22 m / IP
79 kph
22
3.5 3.9 seconds (3)
47 59 m
23 m / IP
83 kph
23
4 seconds (4)
60 74 m
24 m / IP
86 kph
24
5 seconds (1 Combat Turn)* 75 m+
25 m / IP
90 kph
25
*You hit terminal velocity at 1 Combat Turn, traveling at 25 m/IP (90 kph) and stay at 25 DV.
Target being rammed
Vehicle's Speed
1 6 m/IP
(1 22 kph)
7 20 m/IP
(23 72 kph)
21 66 m/IP
(73 239 kph)
67+ m/IP
(240+ kph)

DV w/o Ramming Plate


Vehicle's Body / 2, rnd down
Vehicle's Body
Vehicle's Body x2
Vehicle's Body x3

Damage back to ramming vehicle


1 6 m/IP
(1 22 kph)
7 20 m/IP
(23 72 kph)
21 66 m/IP
(73 239 kph)
67+ m/IP
(240+ kph)

DV
Vehicle's
Vehicle's
Vehicle's
Vehicle's

Other Damage Sources

(Fatigue damage is 1 box of Stun damage that comes from prolonged activity. It cannot be resisted.
After 6 boxes of Stun damage, you must make a Resist Fatigue test or collapse until you can rest. The
rate you get Fatigue damage and how often you have resist collapsing depends on the activity.)
Activity
# of Intervals before Fatigue Starts
Interval
Flight
Body + (Strength + Flight / Long Distance hits)
2 min.
Flying Fast
Body + (Strength + Flight / Long Distance hits)
Combat Turn
Running
Body + (Strength + Running / Long Distance hits)
2 min.
Sprinting
Body + (Strength + Running / Long Distance hits)
Combat Turn
Swimming
Body + (Strength + Swimming / Long Distance hits)
Combat Turn
Swimming Fast
(Body + (Strength + Swimming / Long Distance hits)) / 2
Combat Turn
Treading Water
Strength x (Strength + Swimming / Long Distance hits)
1 min.

Sleep Deprivation:

(Total)

(To determine how damage you might take from an uncontrolled high-speed impact, like falling or a
vehicle crash, determine what your speed are traveling at at the time of impact and the surface you
are making impact on. This determines the DV and AP, respectively, for the soak test.)
Falling & Speed Modifiers:
Situation
Modifier
Metahuman is able to use Parkour Movement while falling
+Gymnastics
Vehicle has Passenger Protection
+Rating

Damage
3S
3P
5P
7P

(Body) + (Willpower) + (Modifiers)


Threshold (2) to continue taking it.

(Body) + (1/2 Impact Armor) + (Modifiers)


Open Test, no action

DV w/ Plate
Vehicle's Body
Vehicle's Body x2
Vehicle's Body x3
Vehicle's Body x4

Body / 4, rnd down


Body / 2, rnd down
Body
Body x1.5, rnd down

24

Shadowrun Cheat Sheet


Magic Rules:

Line of Sight:

Many magical effects are limited to what you can see. This is defined as a single,
uninterrupted feed of light from the target to your eyes. Glass, mirrors and fiber
optic cables can manipulate this line, but cameras, sensors and similar
technological tools are useless, unless they are inside you and part of an implant
(and thus paid for with Essence.)

Line of Effect:

Some magical effects are limited by an actual straight line from you to the target
that cannot be manipulated. Examples include targeting someone behind
reinforced safety glass. It prevents line of effect, but not line of sight.

Magic Attribute:

This is what makes you magically active. Anytime your Essence is reduced by 1
point (or any portion thereof), reduce your Magic attribute by 1. If your Magic
attribute ever becomes 0, you loose all magical capabilities.

Magical Barrier:

A wall that exists only in the Astral Plane. It has a Force that determines how
difficult it is to break or bypass. A barrier's creator, and any he chooses at the
time of creation, can pass through it without concern. Magical barriers must
always be of non-concave shapes (i.e. spheres, cubes and pyramids are fine, but
U-shapes are not.)

Magical Lodge:

Your library. If you can astrally perceive, then your magical lodge counts as a
magical barrier equal to it's Force while inside. It is also needed for Ritual
Sorcery.

Metamagic:

A method of using magic that significantly different or better. Your Initiation


Grade is often used to determine exactly how much better.

Magic can be used many ways, but they all share certain definitions.
Aspected:

A magical person, effect, item or area that is limited in some functional and
psychological way. Examples include as a shaman that can only work magic at
night, a spell that only effects elves, a focus that only works while praying in
Latin or a domain that only benefits those born in the area.

Astral Plane:

The field of magic that surrounds the planet. It is where all magic (spells, spirits,
wards, etc) come from. It is a 'second' realm based on biological living
organisms, emotions and the trauma dealt to it. Inanimate objects are barely
visible in the Astral Plane and can easily be seen and passed through.

Astral Signature:

Any time you use magic, except for Astral Perception or Astral Projection, you
leave an Astral Signature that lasts for (Force) hours are the effect has expired
and can be examined via Assensing to study and track you. You can spent 1
Complex Action to erase 1 Force worth of Astral Signature.

Background Count:A localized area where the astral plane is distorted. It modifies the actual Magic
attribute of anyone inside. The majority of the planet has a Background Count of
+0. Areas where magic is low are Mana Ebbs (-1 to -6) or Voids (-7 or more),
where high magic areas are called Domains (+1 to +6) or Mana Warps (+7 plus).
Damage you incur from most magical endeavors. It is resisted with a Resist Drain
Test (See Other Common Damage Sources). If the Force of the effect is greater
than your Magic attribute, the Drain damage is Physical, otherwise it is Stun.

Essence:

The measure of body-spirit integrity. The lower someone's Essence is, the harder
it is to affect them with some beneficial Health spells (including Heal). Also, the
lower someone's Essence is, the less 'there' they appear in the Astral Plane.

Fetish:

A physical object that has three adjectives that make it different from others of
it's type. Often used to lessen Drain as part of a spell's formulae.

Focus:

A magical item that benefits its' user, usually by adding it's Force to a certain
type of test. Foci (plural of Focus) must be bonded before they can be activated
and activated before they can be used. Bonding foci costs Karma and active foci
are visible in the Astral Plane.

Maximum bound foci:


Magic attribute

Combined Force of all bound foci:


5x Magic attribute.

Maximum active foci:


Logic attribute

Force:

The general power rating of the magical effect. When generating a magical
effect, you choose the Force of the effect, from a minimum of 1 to a maximum of
twice your Magic attribute. The Force determines maximum number of successes
and the Drain DV if any. By default, the Force is equal to your Magic attribute.

Formulae:

A mundane way of documenting a particular magical effect. Spells, foci and even
certain rare spirits will have formulae that must be studied before they can be
learned (and thus used). Formulae are specific to the tradition of it's creator and
can only be used those of the same tradition (although translating is possible).

Initiation (Grade): A way of increasing not only your Magic maximum attribute, but also to gain
access to metamagic techniques. Each grade you obtain, you learn a new
metamagic technique. The maximum grade you can have is your Magic attribute
(but as Initiation raises your maximum, there is no real upper limit).

Object Resistance: Objects that highly processed or unnaturally complex are more difficult to
magically manipulate than those that are naturally created. This is represented by
a Threshold that all inanimate objects have that is used to resist magical effects.
Overchannelling:

The act of using a Force higher than your Magic attribute.

Tradition:

Your particular viewpoint on magic. It determines you Drain Attribute and you
cannot use formulae that is not for your tradition.

Ward:

A type of magical barrier that exists only in the Astral Plane that can be created
anywhere by those with astral perception. Unlike other magical barriers, wards
must be anchored to a focal point and it cannot be moved in relation to the
other terrain features within the ward (walls, floors, etc.).

Resist Drain:

(Willpower) + (Drain Attribute) + (Modifiers)


Open Test, no action

Magic

Drain:

(Total)

(Drain damage occurs in many applications of magic. If the Force of the magical effect (Spell's Force,
Spirit's Force, Ward's Force, etc) is less than or equal to your Magic attribute, the damage is Stun.
Otherwise, the damage is Physical. The exact DV varies based on the nature of the magical effect.
Your Drain Attribute is determined by your magical tradition, with Physical Adepts using Body as
their Drain Attribute if they have no appropriate magical tradition.
Like all soak tests, wound penalties do not apply and each hit reduces the DV by one box.
However, damage caused by Drain cannot be healed magically.)
Drain Modifiers
Situation
Modifier
Has Centering Metamagic & can use it
+Grade
Has Centering Metamagic & active Centering Focus
+Force
Spell uses a Fetish
+2
Local Background Count
+Rating

25

Shadowrun Cheat Sheet


Astral Plane:

Background Counts & Wards:

Astral Perception: You can shift your perception between the physical and Astral Plane as desired,
with a Simple action. While perceiving the Astral Plane, you use Assensing
instead of Perception and you are at -2 to all physical tests. Perceiving the Astral
Plane also allows you to touch (and fight) things that exist solely on the Astral
Plane, but you are still limited to physical kinds of movement.

Wards: Wards are magical barriers with the additional following attributes.

Astral Access: Based on your type of magic, you may have some or all of the
following options for entering the Astral Plane.
However, you should be careful where you 'go astral', Doing so in a
Mana Void, like outer space, will cause (Rating)P damage each Combat Turn,
while Mana Warps can cause mental instability.

Astral Projection:

You can project your conscious from your physical body and travel in the Astral
Plane. While projected, your astral body has 'physical' attributes based on your
mental attributes. Likewise, you can travel in any direction as desired and can
pass through anything that doesn't have astral mass (living creatures, magical
effects, etc). You are limited as to how long you can project before going into a
permanent coma. Starting and stopping Astral Projection is a Complex Action.
is equal
is equal
is equal
is equal
is...
is...
is...
is...

to
to
to
to

your
your
your
your

Willpower
Logic
Intuition
Charisma
3 IP / Combat Turn
33 m / IP
1,6667 m / IP (or 6,000 kph)
(Magic) hours

Damage done to your astral body is done to your physical body and visa versa.
To return to your physical body, you must be astrally touching it. If your body is
gently moved, your astral form will not be alerted to the change.
Dual-natured:

As Astral Perception, except that you constantly perceive both the physical and
Astral Plane at the same time and you do not have the -2 to all physical tests.

Magical Barriers: Magical Barriers are walls in the Astral Plane with the following
attributes.

Astral Combat: It is treated a barrier with Armor and Structure equal to


it's Force, although it completely regenerates at the end of each Combat
Turn.

Link to Creator: Any attempt to break, bypass or otherwise disrupt a


magical barrier is instantly 'felt' by it's creator, regardless of distance.

Obstruction: Barriers are usually opaque in the Astral Plane and thus
prevent line of sight.

Size: As spell or ward. Magical Lodges have a radius of (Force) m.

Spell Resistance: Magical Barriers add their Force to any resisting any
spell that attempts to pass through it or, in cases where there is no
resistance test, add (Force / 3, round up) to the threshold.

Focal Point: Wards are always linked to a physical object that determines it's size. If that
object is moved in relation to the terrain features within the ward, the ward

collapses.

Size: Any three-dimensional shape equal to (50 x Force) cubic meters, to a minimum of
1m x 1m x 1m.
Twists: Some wards are created with one of the following alterations. It requires an
Assensing Test (3) to notice the difference.

Alarm Ward: These are intentionally invisible (Assensing Test) and do not block or
stop magical activity. Instead, they alert the creator to any unauthorized travel or
magic through it.

Charged Ward: If struck in Astral Combat, it deals (Force)S back to the attacker. They
will also reflect spells back at the caster if they get more net hits on resistance
(original spell at 1/2 Force, round up, to the caster only)

Masking Ward: This twist requires the Masking technique. Like Alarm Wards, they
are hard to see, but it will stop traffic. More importantly, they hide all magic with a
Force less than the ward's. The Assensing Test is needed to notice it, but another
Assensing Test (Force x2) is needed to see through it.

Polarized Wards: These wards allow astral sight in but not out.

Trap Ward: These wards are like Alarm Wards, in that they are hard to see, but they
immediately solidify once an intruder passed into it. Trap wards do not respond to
spells passing through it.

Create Ward:

(Willpower) + (Magic) + (Modifiers)


Open Test, (Force) hours

(Total)

(Charisma) + (Magic) + (Modifiers)


vs. (Magical Barrier's Force x2)

(Total)

(Charisma) + (Magic) + (Modifiers)


or (Force x2) + (Modifiers)
vs. (Magical Barrier's Force x2)

(Total)
(Total)

Magic Astral

Astral Attributes
Body
Agility
Reaction
Strength
Astral IP
Walking Astral
Running Astral
Max Time

Background Counts: While Mana Ebbs and Voids reduce everyone's Magic
Attribute appropriately, Domains and Mana Warps only raise those whose
tradition that matches the Background Count's aspect. Otherwise, it reduces it.
If one's Magic Attribute is lowered to zero, they cannot use any magical
abilities until it is raised again. For adepts, any reduciton to their Magic Attribute
also removes an appropriate number of powers, starting with the most recent.
Any increase raises the effective level, if possible, of powers randomly

(You must be able to astrally perceive in order to create a Ward. Choose the Force of the Ward, or
your share of the Force if using Teamwork rules. The ward lasts for a number of weeks equal to the
hits achieved. It can be made permanent by spending Karma equal to it's Force. All participants must
then Resist Drain, using the total Force of the Ward, not just your share.)
Create Ward Modifiers
Situation
Threshold
Ward has a Twist
+3

Pressing Through:

(If successful, you manage to press through the barrier. You can bring one active astral presence
(another person, active spell, active foci, spirit, etc) per net hit.)

Forced Through:

(If forced through a magical barrier, you must 'force through, else any spell or spirit dissipates, foci
deactivate and magically active people pass out from a Full Stun track, unresisted.)

26

Shadowrun Cheat Sheet


Sorcery:

Spellcasting Test:

Spells: Spells use the following stat block:


NAME
Category:

Range:

Resistance:
Threshold:
Duration:

Drain Value:

(Compare your hits to the threshold or resistance of the target(s), as per the spell. Use the hits, to a
maximum of the Force of the spell, to compare to the spell's effect. For area effect spells, compare
multiple targets individually. If a spell requires a fetish, you must have it on your person to cast the
spell.)
You can cast multiple spells simultaneously by splitting your Magic + Spellcasting dice
pool, before modifiers, to a minimum of 1 die per spell. Each spell beyond the first increases the
Drain Value for all spells by +1.
Spellcasting Modifiers
Situation
Modifier
Local Background Count
+Rating
Mentor Spirit Benefit
+Value
Aid Sorcery service from bound Spirit (appropriate spell category)
+Force
Appropriate Spellcasting Foci
+Force
Per 1m increase / decrease to Area of Effect Radius
-1 each
Visibility Modifiers
As per Perception
Healing (See Magical Healing)
-1 / Essence lost
For each spell already sustained
-2 each (to all but soak tests)
Common Spellcasting Thresholds & Resistances
Object Resistance
Natural (rocks, plants, unfiltered water)
Low-Tech (brick, leather, glass, simple plastics)
Mid-Tech (alloys, medicine, simple electronics)
High-Tech (toxic wastes, computers, vehicles)
Detection Spell
General (no details)
Major details, no minor details
Major and some minor details
Complete details

Threshold
1
2
3
4

Resistances by Spell
Direct Combat Spells, Physical
Direct Combat Spells, Mana
Indirect Combat Spells
Detection Spells
Health, Negative
Illusions, Mana
Illusions, Physical
Manipulation, Mental
Manipulation, Other
Target protected by Counterspelling (and Shielding)

Threshold
1
2
3
5 (or more)
Mind Probe
Surface Thoughts Only
Consciously knows
Subconsciously knows

Threshold
1-2
3-4
5+

Attribute
Body or Object Resistance
Willpower
As Ranged Combat
Willpower or Object Resistance
Affected Attribute
Willpower
Intuition or Object Resistance
Willpower
See Spell
+Counterspelling (+Grade)

Magic Sorcery

Type:

The category (and subcategory) the spell belongs to

Combat

Direct Combat spells require Line of Sight and cannot be


dodged.

Indirect Combat spells only require Line of Effect and can be


dodged like normal combat.

Detection

Active Detection spells have a specific target

Passive Detection do not have a specific target

Health: Healing spells are penalized by low Essence

Illusion:

Mana Illusions do not affect objects (i.e. sensors)

Physical Illusions affect everything

Manipulation:

Mental Manipulation spells affect the mind

Physical Manipulation spells affect objects

Environmental Manipulation spells affect conditions


The type of spell

Mana spells only affect living or astral targets

Physical spells can affect anything


The range of the spell

LOS: The target must be in Line of Sight

LOS(A): As LOS, but with an area of effect equal to (Force)m.

Touch: The target must be touched (as Unarmed Combat)

Sensory: (Force x Magic) m, Line of Sight is not needed

Sensory Extended: As Sensory, but (Force x Magic x 10) m


If the spell is resistance by an Opposed Test and what that test is.
Counterspelling protection is added to this test.
The minimum number of hits before net hits are count.
How long the spell lasts

Instant: The spell is resolved instantly

Sustained: The spell is active for as long as it is sustained. For


each spell you sustain, as opposed to foci or spirits, you are at -2
dice pool to all tests except Soak Tests.

Permanent: The spell is made permanent, but needs to be


sustained for (2x DV) Combat Turns first.
The Drain Code is read (Force / 2, round down) + Drain Modifier,
minimum of 1. However, Direct Combat spells increase by +1 per
net hit (of the highest net hits, in the case of area of effect spells).

(Magic) + (Spellcasting) + (Modifiers)


(Total)
Threshold or Resistance by spell, Complex Action

Spellcasting: Spellcasting is the most common type of magic used. However,


you cannot use Teamwork rules for Spellcasting (See Ritual Sorcery). To cast a
spell, use the following steps:
1.
2.
3.
4.
5.
6.

Choose a spell you know.


Choose the Force. By default this will be your Magic attribute, but can be from a
minimum of 1, to a maximum of twice your Magic attribute.
Choose your target(s), provided that it is in range.
Make a Spellcasting Test
Determine Effect
Resist Drain, regardless of effect

27

Shadowrun Cheat Sheet


Sorcery (Continued):

Ritual Sorcery - Preparation: To use Ritual Sorcery, some prep work is needed.
1.

2.

Ritual Sorcery Test:

(Magic) + (Ritual Sorcery) + (Modifiers)


(Total)
Threshold or Resistance by spell, Complex Action

(Compare your hits to the threshold or resistance of the target(s), as per the spell. Use the net hits, to
a maximum of the Force of the spell, to compare to the spell's effect. For area effect spells, compare
multiple targets individually. If a spell requires a fetish, you must have it to cast the spell.)
Ritual Sorcery Modifiers
Situation
Modifier
Local Background Count (at Magical Lodge)
+Rating
Mentor Spirit Benefit
+Value
Aid Sorcery service from bound Spirit (appropriate spell category)
+Force
Appropriate Spellcasting Foci
+Force
Per 1m increase / decrease to Area of Effect Radius
-1 each
Using a Sympathetic Link (requires Sympathetic Link Metamagic)
Favored Object
-2
Oft-Handled Object
-4
Recently Handled Object
-6
Using a Symbolic Link (requires Sympathetic Link Metamagic)
That was prepared by a participant
-6
That wasn't prepared by a participant
-8
Healing (See Magical Healing)
-1 / Essence lost
For each spell already sustained
-2 each (to all but soak tests)

Counterspelling As Spell is Cast:


(Magic) + (Counterspelling) + (Modifiers)
Open Test, Complex Action

(Total)

(You must be able to see the opposing caster as he is casting the spell. Your hits are subtracted from
his before Effect is determined.)

Counterspelling Sustained Spell:


(Magic) + (Counterspelling) + (Modifiers)
(Total)
vs. Force + Magic (+ Karma spent, if quickened)
Complex Action
(You must be able to see the spell you are attempting to dispel. Your hits are subtracted from the net
hits and the opposing caster is immediately aware of your attempt. At the end of each attempt, you
must Resist Drain as if you had cast the spell, at the Force you are attempting to counterspell.)
Counterspelling Modifiers
Situation
Modifier
Appropriate Counterspelling Foci
+Force
Local Background Count
+Rating
Mentor Spirit Benefit
+Value
Aid Sorcery service from bound Spirit (appropriate spell category)
+Force

Spell Design:

Drain Modifiers: While the actual process of researching a spell in game is done
with Arcana, setting the attributes of a spell just affect the final Drain Modifier.
Drain Modifiers
Type
Mana
Physical

Drain Modifier
+0
+1

Detection
Analyze:

Drain Modifiers
Basic
Complex
Invasive

+1
+2
+4

Basic
Complex

+0
+1

Improved Sense
New Sense
Psychic Sense

+1
+2
+4

Range
Touch*
LOS
LOS(A)** or Limited***
Extended***
*Negative Health must be Touch
**Health cannot be LOS(A)
***Detection spells only

Drain Modifier
-2
+0
+2
+4

Duration
Instant*
Sustained
Permanent**
*Combat spells must be Instant
**Does not apply to curative health

Drain Modifier
+0
+0
+2

Health
Increases Initiative Passes
Cosmetic Effect
Negative Health

Drain Modifiers
+4
-2
+2

Target
Restricted Target
Very Restricted Target

Drain Modifier
-1
-2

Effect
Restricted Effect
Restricted Effect (Health)
Hides or Conceals (Illusion)
Minor Effect / Change
Major Effect / Change

Drain Modifier
-1
-2
+2
+0
+2

Illusion
Obvious*
Realistic*
Single Sense**
Multi-Sense**
*Either Obvious or Realistic.
**Either Single Sense or Multi-Sense

Drain Modifiers
-1
+0
-2
+0

Combat
Drain Modifiers
Stun Damage
-1
Physical Damage
+0
Elemental Damage*
+2
*Must be Physical, Indirect Combat Spell

Detection:
Sense:

Magic Sorcery / Spell Design

3.

Preparation:
a) Choose Participants: The maximum number of participants is the lowest rank in Ritual
Sorcery. All participants must be of the same tradition or initiation group.
b) Choose a Leader: Choose someone to gain the Teamwork benefit.
c) Choose a Spell: All participants must know the same spell.
d) Choose the Force of the Spell: The Leader chooses the Force of the spell, up to the
normal maximum of 2x his Magic attribute.
e) Choose the place: Ritual Sorcery requires a Magical Lodge, with a minimum Force
equal to the Force of the spell or the number of participants, whichever is greater
f) Choose the Time: The Ritual Sorcery attempt requires a number of uninterrupted
hours equal to (12 Leader's Magic attribute), twice that if the participants are part of
an initiation group but not of the same tradition.
Link The Ritual: If the target is not in the normal range, the ritual will require either a link.
a) Spotter: A participant or a spirit bound to a participant that successfully assenses the
target before the Ritual Sorcery attempt is finished.
b) Material Link: A physical portion of the target that can still be used to identify him (or
it) from others of the same kind. The attempt always destroys the Material Link.
c) Requires Sympathetic Link Metamagic:

Sympathetic Link: An item that is regularly on or around the target

Symbolic Link: An item that is just a representation of the target.


Make Ritual Sorcery Attempt:
a) All participants, bound spirits, active foci, etc. must be present inside the Magical
Lodge used at the start of the Ritual Sorcery attempt.
b) The Spotter has until the end of the Ritual Sorcery attempt to assense the target.
c) Assistant Ritual Sorcery Test: Every participant, except the Leader and Spotter makes
a Ritual Sorcery test. Net hits add to the Leader's Ritual Sorcery test.
d) Leader's Ritual Sorcery Test: The number of net hits is still limited by the spell's Force.
e) Determine Effect: If the spell used is an area of effect spell, the target is the center of
the effect. However, Direct Combat Area of Effect spells only affect the target.
f) Resist Drain, regardless of effect. Each participant, including the Spotter, resists Drain
for the spell. Use the Leader's Magic attribute to determine Stun or Physical damage.

Counterspelling: Counterspelling is usually used to provide added protection to


resistance tests for spells. However it can be used to tear down another's spell.

Manipulation
Drain Modifiers
Environmental*
-2
Mental*
+0
Physical*
+0
Elemental Effect**
+2
*Either Environmental, Mental or Physical
**Must a Physical effect

28

Shadowrun Cheat Sheet


Conjuring:

Spirits: Spirits use the follow stat block. When summoned, any spirit you
summon has a telepathic link to you, regardless of distance, that can be tracked,
but it must stay within (your Magic x 100)m until it is bound.
TYPE
Force:
Services:

The measure of power of a spirit. Watchers are always Force: 1.


The number of services that a spirit owes the summoner, based on net
hits from the summoning test.
Attributes:
These are function exactly the same as your attributes. The spirit listing
will often have (F) or (F +/- Var). These are the attributes of when the
spirit is manifesting in the physical world (F is the Spirit's Force).
Movement:
The spirit's movement rate in the physical world (To get m / IP, divide
by 3, round normally).
Skills:
The skills that a spirit has. All skills have a rating equal to the spirit's
Force, with no specialization.
Powers:
The powers that a spirit has to use (Shadowrun 20th Core, pg. 293)
Optional Powers: A spirit gets (Force / 3, round down), optional powers, chosen at the
time of summoning.
Weaknesses:
Any weaknesses that a spirit might have.

Spirit Services (each takes 1 service)


Summoned
Combat (Attack one opponent)
Physical Task (Any one simple physical task)
Protection (Protect one ally)
Remote Service*
Use of a Power (lasts until desired)

Bound
- Any one Summoned Service Aid Sorcery (+Force to Spellcasting)
Aid Study (+Force to learning spells)
Improved Remote Service**
Spell Binding***
Spell Sustaining***

*Remote service allows the spirit to leave the (your Magic x 100)m radius, but
automatically forfeits all other services owed.
**As Remote Service, but does not forfeit all other services owed.
*** Spell Binding and Spell Sustaining both allow a spirit to hold a sustained spell of the
proper spell category. Spell Sustaining only lasts for (Force) Combat Turns per service, where Spell
Binding lasts for (Force) days. However Spell Binding forfeits all other services owed, including any
preexisting services still being performed, and removes 1 Force from the spirit per day.

Banishing Test:

(Magic) + (Binding) + (Modifiers)


(Total)
vs. Spirit's Force (+ Binder's Magic, if bound)
Complex Action

1.
2.
3.
4.
5.

Choose a spirit you can summon (Watchers and the five spirit types of your Tradition)
Choose the Force. By default this will be your Magic attribute, but can be from a
minimum of 1, to a maximum of twice your Magic attribute.
Make a Summoning Test
Determine Effect
Resist Drain, regardless of effect

Summoning Test:

(Magic) + (Summoning) + (Modifiers)


vs. Spirit's Force, Complex Action

(Total)

(You get 1 Service owed per net hit. At the end of each attempt, you must resist Drain, using the
spirit's hits, not your net hits, as the DV, to a minimum of 2.)
Summoning Modifiers
Situation
Modifier
Appropriate Summoning Foci
+Force
Local Background Count
+Rating
Mentor Spirit Benefit
+Value

Binding: The maximum number of spirits bound at once is (Charisma) Watcher


spirits and (Charisma) spirits of other types. All binding attempts cost (Force x
500)Y in materials, regardless of success. To bind a spirit, use the following
steps:
1.
2.
3.
4.

Choose a spirit you have summoned


Make a Binding Test
Determine Effect
Resist Drain, regardless of effect

Binding Test:

(Magic) + (Binding) + (Modifiers)


vs. 2x Spirit's Force, (Force) hours

(Total)

Magic - Conjuring

Services: When a spirit owes you a service, you can order the spirit (or multiple
spirits, if all with one command) as a Simple Action. The type of services a spirit
can perform are based on whether it is summoned or bound.

Summoning: The maximum number of spirits summoned at once is 1 Watcher


spirit and 1 spirit of another type. All summoned spirits are freed from service at
the first or last ray of sunlight at sunrise or sunset. To summon a spirit, use the
following steps:

(You only need 1 net hit to bind a spirit. For each additional net hit, you get 1 additional service
owed. At the end of each attempt, you must resist Drain, using the spirit's hits, not your net hits, as
the DV, to a minimum of 2. However, critical glitches on Binding tests often releases the spirit of any
services and it often attacks. You can rebind a bound spirit, which requires the same amount of time
and materials as the original binding, but since the spirit is already bound, all net hits add to the
services owed.)
Binding Modifiers
Situation
Modifier
Appropriate Binding Foci
+Force
Local Background Count
+Rating
Mentor Spirit Benefit
+Value

(You must have line of spirit to the spirit. Each net hit removes 1 service owed by the spirit. When
services get to 0, the spirit dissipates. At the end of each attempt, you must resist Drain, using the
spirit's hits, not your net hits, as the DV.)
Banishing Modifiers
Situation
Modifier
Appropriate Banishing Foci
+Force
Local Background Count
+Rating
Mentor Spirit Benefit
+Value

29

Shadowrun Cheat Sheet


Conjuring (Continued):

Spirit Powers: Spirits have a number of useful powers above and beyond what
the summoner can accomplish. These are some of those powers (* are powers
that only available as Optional Powers; 1 per 3 points of Force)
Accident: The ability to cause an accident. Can cause a Crash Test.
Mechanic:
Dice Pool:
Spirits:

LOS, Physical, Instant, Complex Action


2x Force vs. Target's Reaction + Intuition.
Air, Fire, Man, Plant*, Task, Water*

Animal Control (LOS, Mental, Sustained, Complex Action): The ability to control a number of
animals of the same type equal to (Force) large animals (house cats or larger) or (Force x5) small
animals (rats or smaller). No Test required.
Mechanic:
Spirits:

LOS, Physical, Instant, Complex Action


Beast, Guardian*

Astral Form: The ability to exist solely on the Astral Plane. Astral Attributes are equal to it's Force.
Spirits:

All

Binding: The ability to stick a target to a surface, preventing movement.


LOS, Physical, Instant, Complex Action
2x Force vs. Target's Strength + Body
Earth, Task, Water*

Concealment: Impose a penalty for any attempts to find (Force) targets equal to -(Force)
Mechanic:
Spirits:

LOS, Physical, Sustained, Simple


Air, Beast*, Earth*, Man, Plant, Task*, Water

Confusion: Causes a penalty to all non-soak actions equal to net hits


Mechanic:
Dice Pool:
Spirits:

LOS, Mental, Sustained, Complex


2x Force vs. Target's Willpower
Air, Beast*, Earth*, Fire, Guidance, Man, Plant*, Water

Divining: Use Divining as per Metamagic


Mechanic:
Dice Pool:
Spirits:

As Divining
2x Force as per Divining Test
Guidance

Elemental Attack: Causes (Force)P, AP: 0 damage of a specific elemental type


Mechanic:
Dice Pool:
Spirits:

LOS, Physical, Instant, Complex Action


Agility + Force vs. Target's Ranged Dodge
Air* (Electrical), Earth* (Earth), Fire, Guardian* (Chosen), Water* (Cold)

Energy Aura: +4 DV of appropriate elemental type to unarmed damage. Unarmed attackers take
(Force)P, AP: 0 damage of appropriate emental type.
Spirits:

Air* (Electrical), Fire, Water* (Cold)

Engulf: If successful on melee attack, (Force)S, AP: 0 every Active Phase and target cannot be move
Mechanic:
Dice Pool:
Spirits:

Touch, Physical, Sustained, Complex


To Escape: Body + Force vs. Target's Strength + Body
Air (Damage resisted as inhalation vector), Earth* (Physical damage), Guidance* (Chosen),
Fire (Physical damage, Fire), Plant (Physical), Water

Enhanced Senses: Has enhanced senses as per implants or powers


Spirits:

Beast (Hearing, Low-Light, Smell), Guidance* (Hearing, Low-Light, Thermographic or Smell), Man (LowLight, Thermographic), Task* (Hearing, Low-Light, Thermographic or Smell)

Fear: Send target running in fear for 1 Combat Turn per net hit. Requres Composure (net hits) to
return.
Mechanic:
Dice Pool:
Spirits:

LOS, Mental, Instant, Complex


2x Force vs. Target's Willpower
Air*, Beast, Earth*, Fire*, Guardian, Guidance*, Man*, Plant,

Mechanic:
Spirits:

LOS, Physical, Sustained, Complex Action


Air*, Beast*, Earth, Fire*, Guardian, Guidance, Man, Plant, Water*

Influence: Convince one target to act on an idea as if it was theirs


Mechanic:
Dice Pool:
Spirits:

LOS, Mental, Instant, Complex


2x Force vs. Target's Willpower
Man, Guidance*, Task*

Innate Spell: Cast one spell as per Spellcasting


Mechanic:
Dice Pool:
Spirits:

LOS, Physical, Instant, Complex Action


Spellcasting: 2x Force, Drain: 2x Force
Man* (Chosen at time of summoning)

Magical Guard: Can use counterspelling


Mechanic:
Dice Pool:
Spirits:

As Counterspelling
2x Force
Guardian, Guidance, Plant

Materialization: The ability to manifest on the physical plane, with Immunity to Normal Weapons
(Hardened Armor: 2x Force). If it has a Allergy, attacks with that substance bypass this immunity.
Mechanic:
Spirits:

Self, Physical, Sustained, Complex Action


All but Watchers

Movement: Either multiply or divide target's movement while in appropriate terrain by:
Target's Body <= Force: Force
Target's Body <= 2x Force: Force / 2, round up
Mechanic:
Spirits:

LOS, Physical, Sustained, Complex Action


Air (Air), Beasts (Natural Terrain), Earth (Underground), Guardian (Combat area), Man* (Urban Terrain),
Plant* (Forest/Jungle), Task (Construction area), Water (Water)

Natural Weapons: Unarmed damage: (Force)P, AP: 0


Spirits:

Beasts*, Guardian*

Noxious Breath: Cause cone of inhalation vector: (Body)m long, (Force)S & Nausea
Mechanic:
Spirits:

LOS, Physical, Instant, Complex Action


Air*, Beasts*, Fire*, Plant*

Psychokinesis: As per the Magic Fingers spell


Mechanic:
Dice Pool:
Spirits:

LOS, Physical, Sustained, Complex Action


2x Force as Magic Fingers spell
Air*, Guardian*, Man*, Task*

Sapience: The ability to think for itself. The spirit has a conscious, a personality and acts accordingly
Spirits:

Magic Spirit Powers

Mechanic:
Dice Pool:
Spirits:

Guard: Protect (Force) targets from Accident power.

All but Watchers

Search: Find something or someone by searching the nearby Astral Plane that can be described.
Mechanic:
Dice Pool:
Spirits:

LOS, Physical, Special


2x Force (5 +1 / km needed +5 if non-living, 10 minutes)
Air, Beasts*, Earth, Fire*, Guidance, Man, Plant*, Task, Watchers (do not have -1 per extended test
modifier), Water

Silence: Spirit crease a sphere, radius: (Force) m, where any sound is -(Force) to detect and DV
Mechanic:
Spirits:

Self, Physical, Sustained, Complex


Plant

Skill: Spirit has one additional skill, equal to (Force).


Spirits:

Guardian* (Any Combat), Task* (Any Technical or Physical)

Venom: Unarmed damage also has injection toxin: (Force)P, 1 Combat Turn.
Spirits:

Beasts*

Weather Control: Causes general, plausiable change in weather for (Force) km


Mechanic:
Dice Pool:
Spirits:

LOS, Physical, Sustained, Complex Action


2x Force (10, 30 minutes)
Water*

30

Shadowrun Cheat Sheet


Arcana:

Arcana is used when working with formulae design (spell, foci, etc.). It is
the only magic-related Active skill that mundanes can use.
Arcana Test:

(Logic) + (Arcana) + (Modifiers)


(Total)
Extended Test (Based on formula)

Arcana Modifiers
Situation
All situations:
Aid Study from appropriate bound spirit
Mentor Spirit Benefit
No magical lodge to use for duration
Foci:
Aspected (can only be activated under certain conditions)
Spells:
Already know a very similar spell
Drain Modifier
Fetish:
Adding fetish to a new spell
Changing / Removing an existing Fetish
New spell with no fetish
Prior exposure (choose one)
Creating from scratch
Briefly observed (i.e. in combat)
Thoroughly observed
Translating from another tradition
Roll 2d6
2
3
4
5
6-7
8
9
10
11
12

Modifier
+Force
+Value
-4
+2
+1
+(inverse of Drain modifier)
+2
-2
+0
-2
+1
+2
-1

Exotic Reagents
A body part from a freshly killed dragon (1 hour, max.)
Specific natural herb radical reagent from another continent
Extraterrestrial metal radical reagent
1d6 x 1,000 Y worth of mineral radicals
Specific natural animal radical reagent from a living paracritter
Extraterrestrial mineral radical
A unique radical (requires a alchemy microlab to avoid 2P / Turn exposure)
Bone from a dead paracritter or someone magical active
Specific natural mineral radical from another continent
Bodily fluid from a live dragon (wait... you want me do WHAT in a cup?)

Each grade of Initiation you obtain, you learn one Metamagic Technique.
SOME techniques are listed below (See Street Magic, pg. 53 for others).
Adept Centering (Adepts Only): Choose a cosmetic action (chanting, katas, etc). Reduce your
wound penalties to any Physical or Combat skill, provided you can use your Centering Action.
Centering: Choose a cosmetic action (chanting, dancing, tarot, etc). Add your grade to all Drain
tests, provided you can use your Centering action.
Divining: Enter a trance-like state to ask the universe a question about a person, place or thing that
you have assensed or have a material link of.

Divining Test:

(Logic) + (Arcana) + (Modifiers)


(Threshold: By Situation, 10 minutes)

(Total)

(You get an answer from the universe, even though it is cryptic. During the test, you are at -2 to all
other actions except Soak Tests.)
Divining Thresholds:
Question:
Threshold
Vague (Are my old enemies catching up to me?)
1
General (Will I get hurt if I go on this run?)
2
Specific (Will Mr. Johnson take a bribe from the Yakuza?)
3
Very Specific (Will Mr. Johnson pick up his bribe this evening?)
4
Diving Modifiers
Situation
Initiation Grade

Modifiers
+Grade

Extended Masking (Requires Masking): You can hide up to your Grade of active foci or spirits equal
to your Grade. The maximum Force hidden is your Magic attribute. Otherwise, Masking rules apply.
Flexible Signature: Your Grade is added to thresholds and subtracted from the force of your astral
signatures.
Great Ritual: When you are not the Leader or Spotter in Ritual Sorcery, you add your Magic attribute
to the maximum number of participants and Force allowed, instead of making a Teamwork Test. You
still must resist Drain, like normal.
Masking: You can choose to look like a mundane or to have a higher or lower Magical attribute, up
to (Grade) difference from your own. If you can astrally project, you can also look like a different kind
of aura (spirit, dual-natured, etc) altogether. Unless specified otherwise, it is assumed you look
mundane, but any sustained spells or active foci you have are not masked.

Masking Test:

(Magic) + (Grade) + (Modifiers)


vs. Assensing Test, no action.

Magic Arcana / Metamagic

(Once you have reached the threshold, you have one copy (paper, Matrix or a physical object) that
details the formula in the style of your tradition. Although you don't need to make a test to 'learn' the
spell, you still need to pay 5 Karma to cast it. For every critical glitch on a foci formula, the test is not
stopped but the formula requires an Exotic Reagent to create the foci.)
Arcana Thresholds:
Formula
Threshold
Interval
Foci:
New (Any type)
Foci's Force x Foci's Force
1 day
Translating from another tradition
Foci's Force
1 day
Spells:
Combat
12
3 months
Detection
8
1 month
Health
8
1 month
Illusion
12
3 months
Manipulation
16
3 months
Spirit (Ally or Free)
Force x5
1 day

Metamagic:

(Total)

(Your hits subtract from those attempting to assense you.)


Quickening: Take a Complex Action and spend 1 Karma to make a sustained spell sustain itself.
More Karma can be spent, up to the Force, to add dice to resist Counterspelling.
Shielding: Add you grade to all Counterspelling protection, but not active Counterspelling.

31

Shadowrun Cheat Sheet


Enchanting:

Refining Raw:

Enchanting does not cause Drain. See below definitions.

Orichalcum:

A magical metal made from radical copper, gold, mercury and silver reagents.

Reagent:

A rare substance or element that cannot be mass produced, only gathered. They
come in for five types and four grades. Having them makes enchanting easier.
Type:

Animal: Something that comes from an animal, usually a paracritter.

Herbal: Something that comes from a plant, usual parafloura

Metal: Some piece of metal

Mineral: Some piece of rock, soil or gemstone

Unique: Anything that doesn't fall in the other four


Grade:

Raw: The substance found in the wild (low concentration)

Refined: The substance after some hand-made filtering

Radical: The substance after much hand-made filtering

Unique: Unique (type) reagents are always Unique (Grade), and are
dangerous to handle (2P / Combat Turn without an alchemy microlab)

Improving the grade of the reagent. Unique reagents cannot be refined.

Telesma:

The physical object to be enchanted.

Tools:

The

tools needed for enchanting processes:


Talislegger Kit: Only used to gather reagents.
Assaying Kits: ...And refine reagents, make materials (except orichalcum).
Enchanting Shop: Can be used to make anything
Alchemy Microlab: Can be used to make anything, with protection.

Locating Reagents:

(Intuition) + (Survival) + (Modifiers)


Extended Test (Based on reagent)

(Total)

(You need to choose one type of reagent and be in the rough location of where it exists. Once you
hit the threshold, you manage to find one source of the reagents. They still need to be gathered.)
Locating Thresholds:
Desired Reagent
Threshold
Interval
Raw
8
1 day
Refined
16
1 day
Radical
12
1 week
Locating Modifiers:
Situation
Specific type of reagent

Gather Reagents:

Modifier
-2

(Intuition) + (Appropriate Skill) + (Modifiers)


Open Test, 30 minutes

(Total)

(Each net hit grants one of the desired reagent. A source needs at least one year to be gathered from
again. The appropriate skill is based on the type of reagent gathered.)
Reagent
Knowledge Skill
Animal
Parazoology
Herbal
Parabotany
Metal
Metallurgy
Mineral
Geology

(Total)

(Magic) + (Enchanting) + (Modifiers)


Threshold (2), 28 days

(Total)

(Magic) + (Enchanting) + (Modifiers)


Extended Test (Based on materials)

(Total)

(Each hit turns one raw reagent to a refined reagents. You cannot refine different types of raw
reagents during the same day.)

Refining Refined:

(You turn up a number of refined reagents, equal to your Magic attribute, into radical reagents. You
cannot refined different types of reagents during the same period. If this process is interrupted for
more than 8 consecutive hours, it fails.)
Refining Modifiers:
Situation
Modifier
Local Background Count
+Rating
Mentor Spirit Benefit
+Value

Making Materials:

(Depending on the type of material you are making, you will also need a certain number of reagents.
This process only creates 1 material, except orichalcum, which creates 1 unit per net hit, to a
maximum of 5 per extended test. The interval cannot be interrupted, else the reagents are lost.)
Making Material Thresholds:
Materials
Threshold
Interval Reagents
Fetish
4
1 day
1 refined
Talisman (for a geas)
4
1 day
1 radical
Materials
Force
1 day
(Force x4) refined or
(magical lodge, ritual sorcery, binding, etc)
(Force x2) radical
Orichalcum
3
28 days 1 radical of each
(copper, gold, mercury
and silver)
Making Material Modifiers
Situation
Local Background Count
Mentor Spirit Benefit

Creating a Foci:

Modifier
+Rating
+Value

(Magic) + (Enchanting) + (Modifiers)


(Total)
Extended Test (16 + Object Resistance, 1 day)

Magic - Enchanting

Refining:

(Magic) + (Enchanting) + (Modifiers)


Open Test, 1 day

(You must have the foci formula, the telesma to be enchanted and an enchanting shop. The process
cannot be interrupted else the process failed. Once you reach the threshold, you must also pay 1
Karma to seal the process. At this point, the foci is ready to be bonded like normal. If the foci
requires a Metamagic Technique to use, you must also have this technique.)
Creating a Foci Modifiers:
Situation
Modifiers
Aspect Foci
+2
Force of the Foci
-Force
Local Background Count
+Rating
Mentor Spirit Benefit
+Value
Orichalcum Used
+2 per unit (no max)
Radical Reagents Used (needs (Force) units, plus formula requirements) +1 per type (max +4)
Telesma Used
Mundane (store bought, mass produced)
-4
Hand-made (made with modern tools & Artisan skill)
+0
Virgin (made with obscure techniques / materials)
+2
Exotic (made with VERY obscure techniques / materials)
+4

32

Shadowrun Cheat Sheet


Matrix Definitions:

Passcode:

A form of encrypted authorization for an account to subscribe to a node.

Passcodes: Words, symbols or other memorized sequence

Linked Passcode: As Passcode but needs a specific SIN, RFID tag or scanner

Passkey: Actual module that attaches to commlink

Account:

The permission level that determine what you are allowed to do while on a
Node. They are public user, security and administrator.

Persona:

The entire Matrix identity of a single user. Each persona has a commcode, which
is your email address, phone number, instant messenger, etc., from your MSP.

Access ID:

The hardwired identifier that is used to determine which device is connected to


which node. No Access ID can be subscribed to a node more than once. When
you are tracked in the Matrix, it is because of your Access ID (and Data Trail).

Persona Limit:

The maximum number of Personas a Node can have running at once (usually 1).

Program:

A computer utility that adds it's rating to specific dice pools, or other similar
ways. Technomancers do not use programs, but use Complex Forms instead.

RFID:

Radio Frequency Identification. RFID tags are used in practically everything to


allow computer systems to monitor the physical world.

Sculpting:

The art of designing the Matrix's appearance. It can also be used to hinder
Matrix reaction time and perception. This can be adjusted with a Reality Filter.

Simsense:

The technology that is capable of fooling one's senses into perceiving an entirely
different world with all five senses. Standard simsense is called Cold Sim
because sensory overload cannot hurt you. Hot Sim is faster, but risks (lethal)
damage via sensory feedback and BTL (Better-Than-Life) addiction.

The Matrix is everywhere and is used in nearly everything. Yet, some


definitions are important.

Agents:

Semi-Automatic programs that can run other programs for a user. If they are
running on your node, they (and their programs) count toward your Processor
Limit. If they are on another node, they count toward your Subscription limit.
See Commlinks & Nodes.
Agents cannot act on their own. They are also not good at vague
commands. See Comprehension Test (Other Matrix Actions)
Augmented Realty Object; Anything represented visually in the Matrix.
Pronounced arrow. The ARO of something that exists only in, or primarily in
Matrix is an Icon. The ARO of an actual person is called an Avatar.

AR:

Augmented Reality; The ability to interact in the Matrix through the use of semitransparent screens in glasses, force-sensitive gloves and voice commands. This
is the most common method of accessing the Matrix since 2064.

Slaving:

Setting a node to only accept Data Requests and Subscriptions from another
master node. This communication can be hacked or spoofed, but it is easier to
hack the master node. You would slave your smartgun to your commlink.

Choke Point:

A connection between two nodes that completely separates one network from
another. Most corporate networks have a choke point at the front door.

Subscription:

Commlink:

The personal computer system, since 2064. See Commlinks & Nodes.

A wide-band connection to a node, often needed for beyond normal actions (like
rigging, cybercombat, etc). Only 1 subscription is allowed per Access ID per
node. but you do not need to subscribe to every node you access, only those
that require a wide-band connection. See Data Request.

Data Trail:

The log of all activity of a single Access ID. It can be used to find someone based
on their Matrix habits.

VR:

Data Request:

A narrow-band connection to a node, needed only for basic Matrix use (i.e. web
viewing, communication, email, file transfers, equipment status, dedicated
commands to peripheral nodes, etc). There is no limit to Data Requests, but they
are of limited use. See Subscribing.

Virtual Reality: The ability to connect to the Matrix through simsense. It is


needed to be inside of distant computer systems or a rigged vehicle. While
using VR, you are using Cold or Hot Sim and your body is mostly unresponsive.

Zones:

Areas where the standard wireless Matrix access is impaired (spam zones),
interfered with (static zones), or is not available (dead zones).

MSP:

Matrix Service Provider: The company that manages your connection and issues
you a commcode. It also assists with syncing between different devices, holds
messages and online storage and some provide agents to assist.

Network:

A group of interconnected devices. There are a variety of different types:

PAN (Personal Area Network): The network of your commlink and gear

TG (Telecommunication Grid): A massive, reasonably stable, network

LTG or Local Telecommunication Grid: City-sized

PLTG or Private Local Telecommunication Grid: A private LTG.

RTG or Regional Telecommunication Grid: State or small nation.

Node:

A computer system that can connect to the Matrix. Each node has an Access ID,
a Persona Limit, a Processor Limit and the four Matrix attributes (Firewall,
Response, Signal and System). There are three types. See Commlinks & Nodes.

Peripheral Nodes (all other Matrix devices, like smartguns and medkits)

Standard Nodes (commlinks and terminals)

Nexi (which include supercomputer systems)

Matrix

ARO:

Commlinks Assumptions:

It is assumed that the average Joe has one commlink, running in


Active or Passive mode, with a valid Access ID and commcode from his MSP
and a small PAN. The same is true for commlinks that are meant for Fake SINs
to be used in public. These commlinks are always connected to a LTG.
Shadowrunners will usually have their main commlink run in hidden
mode with a spoofed Access ID and commcode that changes regularly. For
this reason, many shadowrunners, including technomancers, will have
another, public, commlink.
Since it is usually a mistake to ever link the two commlinks, switching
between them requires Free action to Jack Out (AR) or Log Off (VR) from one
and a Complex action to Log On to the other.

33

Shadowrun Cheat Sheet


Commlinks & Nodes:

A number of programs running simultaneously when the Response is degraded


by one. For regular commlinks, this is equal to the System Attribute. For nexi,
this can be between 10 to 50.
Programs with the Ergonomic option count against their own separate
Ergonomic Processor Limit, which is handled in the same way.
For example, if a commlink has a System of 4, it has a Processor Limit
of 4. For programs #1-#3, the Response is not degraded at all. At program #4,
the Response is at -1. At program #8, the Response is at -2 and so on.

Program Rating:

The maximum rating of a program is the System of the commlink it is installed


on (which is in turn limited by the Response).

Programs:

The collection of programs that you have on your commlink. Those that are not
running are just loaded. Given how Processor Limit can hamstring you, it is wise
to limit the running programs to what you need when you need them.

Signal Range:

The distance that an undisrupted wireless signal can reach. In order to access a
wireless connection, you must have Mutual Signal Range (both devices are
within Signal range of each other). Signal is reduced by mediums other than air.

Commlinks and nodes are everywhere and have their own stat block.

Access ID:

The specific Matrix identifier of this node, used to Track you.

Alert:

A heightened state of security. Causes a +4 to Firewall.

Biofeedback Filter: A program specifically designed to protecting you from sensory overload.
Device Rating:

The rating of the dedicated built-in node inside Peripheral Nodes. The Matrix
Attributes for that node are all equal to the Device Rating. An object's Equipment
Rating is not their Device Rating. A Rating 6 Medkit is still a Device Rating of 3.
Device Ratings
1
2
3 (Default Value)
4
5
6

Examples
General appliances, standard bodyware
Public terminals, entertainment centers
Standard personal electronics, headware, vehicles
Police / security equipment, alpha cyberware
Military equipment, beta cyberware
Bleeding tech equipment, delta cyberware, banks

Initiative:

While using AR, you are using your normal Initiative and IP to access the Matrix
(since you can also act in the physical world at the same time). While using VR,
your Matrix Initiative and IP is calculated differently, based on Cold vs. Hot Sim.

Cold Sim: Commlink's Response + your Intuition, 2 IP

Hot Sim: Commlink's Response + your Intuition +1, 3 IP. Hot Sim use also
gives a +2 to all Matrix tests. Risks Lethal feedback and BTL addiction

Interface:

The peripheral devices used to interface with the commlink and thus the Matrix.
Visual AR interfaces are assumed to be transparent (for spellcasting LOS).

Matrix Attributes: The four main attributes: Firewall, Response, Signal and System. The rank in each
attribute is determined by the parts and software used to build the commlink.

Firewall: The commlink's protection

Response: The commlink's processing power. See Processor Limit.

Signal: Determines the signal range of the commlink

System: The operating system (Maximum System is the normal Response)


Matrix Damage:

Each commlink has their own Matrix Damage Track, which is 8 + (System / 2),
round up. Wound penalties from your meat body and node stack in the Matrix.

Mode:

You can operate your commlink in one of three modes that will determine how
you are detected on the Matrix. The default mode is Passive.

Active: You are completely viewable in the Matrix and can be scanned
without your prior consent or knowledge. Often required in secure facilities.

Passive: You are visible in the Matrix, but must consent to any scanning.

Hidden: You are invisible in the Matrix and others must actively look to
attempt to find you. In some areas, this considered illegal or at least rude.

Peripherals:

The collection of other peripheral devices that are slaved to the commlink. The
devices needed for the interface, along with other useful devices, like smartguns,
cyberware and other tools. Together, this is your PAN.

Persona Limit:

The number of simultaneous users on a node. For peripheral and standard nodes,
this is just 1. For nexi, this is System x 3.

Signal Rating
0
1
2
3
4
5
6
7
8
9
Medium
Fresh Water
Salt Water
Dense foliage
High metal content

Range
0m
40 m
100 m
400 m
1 km
4 km
10 km
40 km
100 km
400 km

Examples
Nanoware, basic cyberware
RFID tags, hand-held electronics
Headware transceivers, micro-drones
Average commlinks, most wifi routers
Crawler drones
Heavy drones
Public access wifi routers
Ground weapon targeting systems
Commercial radar
Naval radar, commercial transmitters
-1 Signal / Distance
10 cm
1 cm
5m
2-5 m, based on concentration

Subscription Limit: (2x System). You are aware of what is going on in all of the nodes you are
subscribed to at once, but can only act in one node at a time.

Agents:

Matrix Commlinks & Agents

Processor Limit:

Agents, semi-intelligent programs, have the following stat block:


Rating:
Pilot:
Firewall:
Response:
Signal:
System:
Matrix Initiative:
Matrix IP:
Mode:
Processor Limit:
Programs:

The rating of the agent


Equal to the agent's Rating. Counts as their Intuition and Logic
attributes and their Computer, Cybercombat, Data Search and Hacking
skills.
Equal to the agent's Rating
Equal to the node the agent is currently running (I.e. it will change)
Equal to the node the agent is currently on, if any.
Equal to the agent's Rating
Pilot + Response, but do not act until given a command
3
As a normal commlink or node
As a normal commlink or node
As a normal commlink or node

34

Shadowrun Cheat Sheet


Technomancers:

Resist Fading:

Technomancers have a living, biological commlink due to their access to


Resonance. Resonance is like Magic in the sense that any loss to Essence causes
a similar loss of a full point of Resonance. However, they have no data storage.
Living Persona: Technomancers do not need a commlink to access the Matrix.
They have a Living Persona with attributes are based off of the technomancer's
attributes. However, technomancers do not have a Matrix Damage Track. All
Matrix Damage is applied to their Stun Damage Track.
Rating (Max: Resonance)
Willpower
Intuition (+1 when in VR)
Resonance / 2, round up
Logic
Charisma
By Stream (usually Willpower)
(2x Intuition) +!
3
+2 (this stacks with the +2 from Hot Sim)
Always Hot, but they do not risk addiction.
Always Hidden (they cannot go Active or Passive)
None, but they automatically spoof one

Complex Forms: Complex Forms are what technomancers use instead of


programs to add to any Matrix action that calls for a program. A permanent
Complex Form, as opposed to one from threading, cannot be higher than a
technomancer's Resonance attribute. Complex Forms are not programs and thus
cannot be targeted by actions that affect only programs. Likewise,
technomancers have all of their Complex Forms always available without
worrying about a Processor Limit.
Technomancers can also improvise or improve a Complex Form, called
threading, or create a kind of agent, called a sprite, using compiling, registering
and decompiling. All of these actions cause Fading damage.

Threading:

Threading: Temporarily gain a new Complex Form or improve an existing one.


Threading Test: (Resonance) + (Software) + (Modifiers) (Total)
Threshold (0, improving, or 1, new form), Complex Action
(Each net hit adds to a Complex Form's Rating. No threaded Complex Form can be higher than twice
the technomancer's Resonance attribute. For each sustained Threaded Complex Form, the
technomancer is at a -2 dice pool to all tests that do not involve the threaded Complex Form. Use
the final Rating of the Complex Form to determine the Fading Damage.)
Threading Modifiers:
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

(Total)

(Fading damage occurs in many applications of technomancer abilities. If the Rating of the
technomancer effect (Threading Rating, Sprite Rating, etc), is less than or equal to your Resonance
attribute, the damage is Stun. Otherwise, the damage is Physical. The exact DV varies based on the
nature of the technomancer effect. Your Fading Attribute is determined by your Stream.
Like all soak tests, wound penalties do not apply and each hit reduces the DV by one box.
However, damage caused by Fading cannot be healed magically, only through mundane means or
naturally. The exception is the De-fragmentation Echo that can heal Fading and Black IC damage. See
Healing: Echo De-fragmentation for details.)

Submersion & Echoes: Like magicians with Initiation and Metamagic,


technomancers can undergo Submersion to raise their Resonance and gain
Echoes. This is a list of SOME Echoes. See Unwired, pg. 145 for more.
Overclocking: Add +1 to your Response and +1 to your Matrix IP when in full VR, up to VR IP: 5
Amplificaiton: Add +1 to your Biofeedback Filter, Signal, Firewall, Signal or System, to a max of +3.
De-fragmentation: You can heal damage from Fading. See Healing: Echo De-fragmentation.
E-Sensing: You can sense eletromagnetic fields around you.

E-Sensing Test:

(Perception) + (Resonance) + (Modifiers)


Open Test, Simple Action

(Total)

(You must have the E-sensing Echo for this and you cannot use it in VR. Based on the hits, you learn
things from sensing the electromagnetic fields around you. The range is (Resonance x Grade) m.)
E-Sensing Threshold
Information Gained
Threshold
Presence and direction of EM signal or field), RFID tags
1
Relative size and Signal Rating, Presence of 'active' cyberware
2
Type of Node, Presence of a Technomancer, location of 'active' cyberware
3
Sensor and System Ratings, Presence of nanites on the exterior / skin
4
Firewall Rating, Presence of nanites in the bloodstream, Stealth RFID Tags,
5

Technomancers

Living Persona:
Attributes
Firewall
Response
Signal
System (and Subscription Limit)
Biofeedback Filter
Fading Attribute
Matrix Initiative
Matrix IP:
Matrix Perception:
Sim:
Mode:
Access ID:

(Resonance) + (Fading Attribute) + (Modifiers)


Open Test, no action.

Immersion: You can jump into vehicles and drones with Rigger Adaptation, getting a +1 to the
appropriate dice pools, to a maximum of +2.
Info Sortilege: You enter a trance-like state to ask the Matrix a question.

Info Sortilege:

(Data Search) + (Resonance) + (Modifiers)


(Threshold: By Situation, 10 minutes)

(Total)

(You must have the Info Sortilege Echo for this and you must use it in AR. You must also have gotten
2 net hits on a normal Data Search test about the subject of your inquiry. During the test, you are at
-2 to all other actions except Soak Tests.)
Info Sortilege Threshold
Information Gained
Threshold
Vague (Are my enemies catching up to me?)
1
General (Will I get hurt going on this next run?)
2
Specific (Will Mr. Johnson take a bribe from the Yakuza?)
3
Very Specific (Is. Mr. Johnson receiving his bribe this evening?)
4
Info Sortilege Modifiers
Situation
Static Zone

Modifier
-1 to -3

35

Shadowrun Cheat Sheet


Matrix Signature:

Sprites: Sprites have the following stat block.

Use of either threading or working with sprites leaves a signature in the


node of the event that lasts for (Rating) hours. A technomancer can erase 1 hour
from the duration per Complex Action spent. Matrix signatures can only be
detected by those with Resonance attributes.

TYPE
Rating:
Services:
Attributes:

Sprites:

Compiling Test:

(Resonance) + (Compiling) + (Modifiers)


vs. Sprite's Rating, Complex Action

(Total)

Skills:
Complex Forms:
Powers:
Optional Complex Forms:

(You get 1 Service owed per net hit. At the end of each attempt, you must resist Fading, using the
sprite's hits, not your net hits, as the DV, to a minimum of 2.)

Weaknesses:

Reconnect to Sprites: (Intuition) + (Resonance) + (Modifiers)


Threshold (3), Free Action

(Total)

Registering Test:

(Total)

Registered
- Any one Compiled Service Loaned Task
Aid Study (+Rating to learning Forms)
Improved Remote Service**
Assist Operation***
Sustain Threaded Form****
*Allows for a task on another node, but forfeits all other services owed
**As Remote Service, but does not forfeit all other services.
***Assist Operation adds the sprites Rating to one Complex Form for (Rating) Combat Turns
****Sprite sustains a Complex Form for (Rating) Combat Turns

(You restore the mental link to any of your sprites after you regain a lost Matrix connection.)

(Resonance) + (Registering) + (Modifiers)


vs. 2x Sprite's Rating, (Rating) hours

(You only need 1 net hit to register a sprite. For each additional net hit, you get 1 additional service
owed. At the end of each attempt, you must resist Fading, using the sprite's hits, not your net hits, as
the DV, to a minimum of 2. However, critical glitches on Registering tests often releases the sprite of
any services and it often attacks. Once registered, a sprite may be linked by spending (Rating) Karma.
A linked sprite no longer counts against the (Charisma) limit and lasts for 256 days, but is one bound
to perform one task. If killed, it returns (16-Rating) days later and continues it's task.)

Decompiling Test:

(Resonance) + (Decompiling) + (Modifiers)


(Total)
vs. Sprite's Rating (+ Compiler's Resonance, if registered)
Complex Action

(You must be logged into the same node as the sprite. Each net hit removes 1 service owed by the
sprite. When services get to 0, the sprite dissipates. At the end of each attempt, you must resist
Fading, using the sprite's hits, not your net hits, as the DV.)
Sprite Modifiers
Situation
Using Hot Sim
Paragon Benefit
Static or Spam Zone

Modifier
+2
+Value
-1 to -3

Sprite Services (each takes 1 service)


Compiled
Combat (Attack one opponent)
Matrix Task (Any one simple Matrix task)
Protection (Protect one ally)
Remote Service*
Use of a Power (lasts until desired)

Technomancers Sprites

Depending on which stream the technomancer is, he can compile five


types of sprites. A technomancer can only have one sprite compiled at a time,
and a compiled sprite will only last 8 hours. The technomancer chooses the type
and Rating of the sprite at the time of compiling.
Once compiled, the sprite can be registered to make it last longer,
lasting until all services owed are used, and a technomancer can have up to
(Charisma) sprites registered at the same time.
A technomancer maintains a telepathic link to all his sprites while
connected to the Matrix. If he is ever severed from the Matrix, his sprites are still
waiting for him but he has to reconnect to them.

The measure of power of a sprite.


The number of services that a sprite owes the
technomancer, based on net hits from the compiling test.
Sprites have the following Matrix attributes

Pilot: By sprite

Response: By sprite

Firewall: By sprite

Signal: This is determined by the node that the sprite


happens to be in (meaning it can change from node to
node)

System: By sprite

Matrix Initiative: By sprite

Matrix IP: 3

Edge: As Rating

Resonance: As Rating
The skills that a sprite has. All skills have a rating equal to
the sprite's Rating, with no specialization.
The complex forms that a sprite has. All complex forms
have a rating equal to the sprite's Rating.
The powers that a sprite has to use (SR4A, pg. 242)
A sprite gets (Rating / 3, round down), optional complex
forms, chosen at the time of compiling.
Any weaknesses that a sprite might have.

Sprite Powers: Powers are all complex actions on the same node they are on.
Listed are some of those powers.
Cookie (Rating x2 vs. Firewall + Stealth): Target icon reports back a log of all activity at the end of
the service (max: 8 hours). Details are based on net hits.
Gremlins (Rating x2 vs. Firewall + System): Net hits cause malfunctions and possible Crash tests.
Hash (No roll): Sprite hides in a file, encrypting it in such a way that it cannot be decrypted with the
sprite willingly leaving it.
Stenography (No roll): Sprite conceals data from all Data Browses, but must make Perception (4) to
find it again.
Stability (No roll): Sprite protects a node from Gremlins but cannot do anything else. Also reduces a
critical glitch involving the node to a standard glitch.

36

Shadowrun Cheat Sheet


Accessing the Matrix:

It is assumed that you can always access the local LTG, also known as
the 'grid' in all but the most remote or desolate areas. However, these nodes are
not usually the ones you want to access.
Accessing an 'Enemy' Node: To access a node that you are not supposed to,
referred to as an 'enemy' node, there are some requirements you have to meet.
1.

3.

4.

Assuming that all tests are successful on the first pass, it takes a
minimum of 1 Combat Turn and 3 Complex Actions to log into an enemy node.
Attach Optical Tap:

(Logic) + (Hardware) + (Modifiers)


Threshold (2), Complex Action

(Total)

(You manage to attach (or detach) an optical tap to a fiber-optic cable that is connected to a desired
node. A critical glitch will cause the cable to snap, immediately alerting the enemy node to the
breach. Attaching an optical tap requires an optical tap, costing 100Y.)
Attach Optical Tap Modifiers
Situation
Modifier
Paragon Benefit
+Value

(By scanning radio frequencies, you manage to locate a hidden node or device that is in within
mutual Signal Range. If you are looking a specific node or device, this is a single test. If you are doing
a general scan, this is an Extended Test (Interval: 1 Combat Turn), but it is a secret roll. In order for an
agent to make this test, it needs the Electronic Warfare Autosoft.)
Detecting Hidden Node Thresholds
Situation
Threshold
A specific node or device
4
A general scan
15+
Using non-standard radio frequencies
+1
Detecting Hidden Node Modifiers
Situation
Using Hot Sim
Paragon Benefit
Static or Spam Zone

Modifier
+2
+Value
-1 to -3

Initiate Cryptanalysis:
(Electronic Warfare) + (Decrypt Program) + (Modifiers)
or (Agent's Rating) + (Decrypt Program) + (Modifiers)
Extended Test (Encrypt Program x2, Varies)

(Total)
(Total)

(You manage to decrypt the encryption used by the node, file or icon. You do not have the
Decryption Key, so it is still encrypted to others and to you once you end the connection. In order for
an agent to make this test, it needs the Electronic Warfare autosoft. Once this program has started,
you do not need to spend actions working with it. It will complete the test on its own. Multiple
decryptions do not stack on the same encryption.
Strong Encryption can be used to increase the time interval on files and nodes only. Doing
so requires time equal to the desired time interval be used to set up the encryption, to a maximum
of 24 hours. Strong Encryption cannot be used on inter-device communication Dynamic encryption
cannot be used with Strong Encryption)
Initiate Cryptanalysis Time Intervals
Situation
Interval
Signal Encryption
1 Combat Turn
Strong File or Node Encryption
Vaires, Min: 1 Combat Turn, Max: 24 hours
Initiate Cryptanalysis Modifiers
Situation
Using Hot Sim
Paragon Benefit
Static or Spam Zone

Accessing the Matrix

2.

Locate the Enemy Node: Before you can access an enemy node, you need to find it.
a) Automatic: You automatically have the Access IDs of the following nodes

Wireless Active / Passive Nodes in mutual Signal Range

Wired Jackpoints (just need a datalink cable)

Trans-Node Known Access IDs (you already have these)


b) Test Required: You need a test to get any of the following Access IDs

Wireless - Hidden: Make a Detect Hidden Node Test.

Wired No Jackpoint: Make an Attach Optical Tap test.

Trans-Node Connection

Same node: Make a Matrix Perception test. See Matrix Perception

Distant Public Node: Make a Data Search test

Hidden Node: Make a Trace Icon test on an icon from that node
Negotiate Encryption: Once found, you must get past the node's encryption, if any.
a) Unencrypted -or- Have Decryption Key: No negotiation necessary
b) Encrypted / No Decryption Key: Make an Initiate Cryptanalysis test.
Negotiate Access: Once past the encryption, you will need to log into an account.
a) Have VALID Authentication Passcode: No negotiation necessary. Account is based on
Authentication Passcode / Passkey used.
b) Have a hidden account: No negotiation necessary. This usually requires prior access to the
enemy node. See Create Hidden Account.
c) Have a hidden access point: Make a Use Hidden Access Point test. This requires prior
access to the enemy node. See Create Hidden Access Point.
d) No valid Authentication Passcode: You will need to 'create' an account

Choose an account type (Public accounts don't need to be hacked):

User: Basic permissions only

Security: User and security permissions

Administrator: Full permissions

Hacking on the fly: Make a Hacking On The Fly test.

Probing the target: Make a Probing The Target test.


Log onto the Enemy Node: Assuming that all of this is successful, you can spend a Complex
Action to log onto the enemy node with the account you are using. If done in VR, it counts
against your Subscription Limit.

Detect Hidden Node:


(Electronic Warfare) + (Scan Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Scan Program) + (Modifiers)
(Total)
Threshold by Situation, Complex Action

Modifier
+2
+Value
-1 to -3

Dynamic Encryption:
(Computer) + (Encrypt Program) + (Modifiers)
Open Test, Complex Action

(Total)

(Requires a held complex action to be used. Any hits you achieve are subtracted from the decryption
attempt. This test is only rolled once at the start of each decryption attempt. )
Dynamic Encryption Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

37

Shadowrun Cheat Sheet


Access the Matrix (Continued):

Hacking On The Fly / Probing the Target:


(Hacking) + (Exploit Program) + (Modifiers)
or (Agent's Rating) + (Exploit Program) + (Modifiers)
Extended Test (Node's Firewall,
Hacking on the Fly: 1 Complex Action,
Probing the Target: VR 1 hour, AR: 1 day)

(Total)
(Total)

(You manage to find a temporary exploit to give yourself an account. However, each time you make
a Hacking on the Fly test, the node makes a extended Firewall + Analyze (your Stealth Program) test.
Probing the Target only gets one test. If either are successful, the node goes on alert, which increases
the Firewall by +4.)
Hacking On The Fly Thresholds:
Situation
Threshold
User Account needed
+0
Security Account needed
+3
Administrator Account needed
+6
Hacking a slaved device directly
+2
Modifier
+2
+Value
+6 (risks back door being closed)
-1 to -3

Use Hidden Access Point:


(Hacking) + (Exploit Program) + (Modifiers)
or (Agent's Rating) + (Exploit Program) + (Modifiers)
Threshold (1), 1 Complex Action

(Total)
(Total)

(This requires a hidden access point to be created on the node. See Create Hidden Access Point. The
node does not get a test to notice you and go on alert. Hidden Access Points are Public Accounts.)
Use Hidden Access Point Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Create a Hidden Access Point:


(Hacking) + (Exploit Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Exploit Program) + (Modifiers)
(Total)
Extended Test (Firewall + System, 1 minute)
(You manage to create a hidden access point for future access. See Use Hidden Access Point.)
Create a Hidden Access Point Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

(Total)
(Total)

(You manage to create a hidden account in the node for future access. You must have administrator
permissions to create the account and then hide it. Using it does not risk alerting the Firewall.)
Create a Hidden Account Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Create a Legitimate Account / Back door / Reusable Exploit when you have:
Security / Administrator Access:
(Software) + (Exploit Program) + (Modifiers)
(Total)
User Access: (Hacking) + (Exploit Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Exploit Program) + (Modifiers)
(Total)
Extended Test (Varies, 1 Complex Action)
(You manage to create a legitimate account, back door or reusable exploit in the node for future
access.)
Create Access Thresholds
Situation
Threshold
Legitimite Account
2
Backdoor
Node's Firewall + System
Situation
Using Hot Sim
Paragon Benefit
Static or Spam Zone

Modifier
+2
+Value
-1 to -3

Security Audits:

Accessing the Matrix

Hacking On The Fly Modifiers


Situation
Using Hot Sim
Paragon Benefit
Using a back door / reusable exploit
Static or Spam Zone

Create a Hidden Account:


(Hacking) + (Stealth Program) + (Modifiers)
or (Agent's Rating) + (Stealth Program) + (Modifiers)
Extended Test (Firewall, 10 minutes)

Security audits are usually run weekly or after any noticed breach of
security. If successful, it will remove any weaknesses discovered to access
their systems. Since you never know if you will need to get back into a node,
most hackers do their best to make sure security never knew that they were
there.
Security Audit:
(Data Search) + (Browse Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Browse Program) + (Modifiers)
(Total)
Extended Test (Lowest Stealth x2, 1 day)
(A security audit has closed down all hidden accounts, hidden access points, back doors, and
reusable exploits and verifies all legitimate accounts with the actual people. All such gaps
are removed.)
Security Audit Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value

38

Shadowrun Cheat Sheet


Spoofing:

There are a number of ways of fooling nodes and programs into


cooperating without security or administrator access.
Spoofing Peripheral Nodes: Given the nature of wireless connection, you don't
have to be logged into a node in order to control many of the peripheral nodes
that it controls. You just have to 'look' like you do.
1.
2.
3.
4.

Trace Icon:

Find Peripheral Node: You will need to find the peripheral device's frequency with a
Detect Hidden Node Test (as above).
Negotiate Encryption: Unless you have the decryption key, you will need to make a
Initiate Cryptanalysis Test (as above).
Obtain Access ID: In order to spoof a peripheral, you need the Access ID from the
node that it is slaved to. This can be obtained by making a Trace Icon test
Send Spoofed Command: Once you have the Access ID to mimic the command,
choose a single command and make a Spoof Command test.

(Computer) + (Track Program) + (Modifiers)


(Total)
or (System) + (Track Program) + (Modifiers)
(Total)
Extended Test (by Situation, Complex Action)

Trace Icon Modifiers


Situation
Using Hot Sim
Paragon Benefit
Opponent using Stealth program
Node is using Cryptosense that you are not equipped for
Static or Spam Zone
Target is using Proxy Servers

Modifier
+2
+Value
-Rating
-1
-1 to -3
+4 each, cumulative

Alter Access ID:

(Logic) + (Hardware) + (Modifiers)


Threshold (2), 30 minutes

(Total)

(You have permanently altered the Access ID of your commlink. You need to turn your commlink off
and a Hardware kit for this.)
Alter Access ID Modifiers
Situation
Modifier
Paragon Benefit
+Value

Alter Agent's Access ID:

(Logic) + (Software) + (Modifiers)


Extended Test (Rating x3, 1 week)

(Total)

(You have permanently altered the Access ID of one of your agents, meaning it has a different Access
ID than your commlink.)
Alter Agent's Access ID Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value

Spoof Access ID:


(Hacking) + (Spoof Program) + (Modifiers)
or (Agent's Rating) + (Spoof Program) + (Modifiers)
Threshold (2), Complex Action

(Total)
(Total)

(You managed to completely sever your data trail and changed your Access ID. Any Trace attempts
currently running to find you will stop at this node. However, you are instantly logged off of every
node, data request and subscription that you currently have running. This can cause dumpshock and
your commlink reverts back to the original Access ID next time it reboots. If done on a regular basis,
it will also make your data trail very hard to find.)
Spoof Access ID Threshold
Situation
Threshold
Connection jammed open by Black IC
+hits on Opposed Response + Black IC Rating
Spoof Access ID Modifiers
Situation
Using Hot Sim
Paragon Benefit
Static Zone

Spoofing

(Once you reached the threshold, you manage to trace a Icon, or something it controls, like a drone,
back to source, either to the physical wire he is using or triangulated to within 50m. Note that if the
icon you are tracking has subscribed to a Proxy Server, you cannot track back past the Proxy Server.)
Trace Icon Thresholds
Situation
Threshold
Trace User
10
Opponent using Redirect Trace
+hits from Redirect Trace test
User is made unconscious (usually through Black IC)
-2

Altering Access ID:

Modifier
+2
+Value
-1 to -3

Spoof Command:
(Hacking) + (Spoof Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Spoof Program) + (Modifiers)
(Total)
vs. Target's Pilot + Firewall (Drone or Agent), Complex Action
-or- Target's System + Firewall (node), Complex Action

(Choose one command for the target to perform as if it was autonomous. If you get any net hits, the
target performs that command the next time it capable of doing so. If you fail, no alarm is alerted. A
critical glitch may cause the target to grossly misinterpret the command.)
Spoof Command Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Command or target requires a security account
-3
Command or target requires an administrator account
-6
Static or Spam Zone
-1 to -3

39

Shadowrun Cheat Sheet


Matrix Perception:

Data Search:

You are automatically aware of all active or passive nodes that are
connected to any Node you are logged into or are within mutual Signal Range.
Matrix Perception:

(Computer) + (Analyze Program) + (Modifiers) (Total)


or (Firewall) + (Analyze Program) + (Modifiers) (Total)
Threshold by Situation, Action by Type of Node

(Matrix Perception is used for when you are looking for or examining a specific icon that is logged
onto one of the Nodes you are logged onto. It is not used to find a physical device operating in
hidden mode. It is assumed that when examining a Nexus, the first Combat Turn is spent looking for
possible enemies (Spiders, IC, rival hackers, etc). Unless you are looking for examining something
specific, this is a secret roll.)
Matrix Perception Actions
Node
Interval
Standard or Peripheral Node
1 Combat Turn
Nexus
(Processor Limit / 10, round up) Combat Turns

Opposed Tests
Finding a hidden avatar or their Trace attempt
Finding a hidden agent
Detecting a virus after infection

5+

Test
hits on Opposed Hacking + Stealth Program
hits on Opposed Firewall + Stealth Program
hits on Opposed 2x Virus Rating

Matrix Perception Modifiers


Situation
Using Hot Sim
Technomancers
Paragon Benefit
AI (all)
Finding an AI with the Rootkit Power
Agent has Homeground Autosoft
Successfully used Coenesthesia Echo*
(only against other Resonance sources)
Finding a Sprite with Blend Power
Node is using Cryptosense that you are not equipped for
Static or Spam Zone

Detecting a Virus:

Threshold
1
2
3
4+
4
3

Data Search Modifiers


Situation
Using Hot Sim
Paragon Benefit
Poor Context
No Context
Node is using Cryptosense that you are not equipped for
Static or Spam Zone

(Total)

(When a piece of software with a virus is run for the first time, the node gets a chance to catch it
before it triggers. If successful, it stops the attempt and notifies you.)
Detecting a Virus Modifier
Situation
Modifier
All situations
-4

Modifier
+2
+Value
-1
-2
-1
-1 to -3

Capture Wireless Signal:


(Electronic Warfare) + (Sniffer Program) + (Modifiers)
or (Agent's Rating) + (Sniffer Program) + (Modifiers)
Threshold (3), Complex Action

(Total)
(Total)

(Assuming that you have decrypted the Signal Encryption, you can listen in on any device within
Mutual Signal Range without being detected.)
Capture Wireless Signal Thresholds
Situation
Threshold
Using non-standard radio frequencies
+1

Verifying Software:

-2
-1
-1 to -3

(Firewall) + (Analyze Program) + (Modifiers)


Open Test, no Action

(You search the Matrix, or a portion thereof, for a specific piece of information.)
Data Search Thresholds
Information
Threshold
Area Searched
Interval
General or Common
6
A group of nodes 1 Complex Action
Limited Interest
12
The whole Matrix 1 Minute
Hidden or actively erased
24
VPN Search
1 Day
Protected (Plot)
NA
Non-local Node Access ID
As Information
Virtual Private Network (VPN) 8
Sift Echo
-(Grade)

Capture Wireless Signal Modifiers


Situation
Using Hot Sim
Paragon Benefit
Static Zone

Modifier
+2
+2
+Value
+3
-6
+Rating
+2

(Total)
(Total)

Matrix Perception

Matrix Perception Threshold:


Information Gain
Basic (Type of icon, Alert Status of Node, Edit date of a file)
Common (Access ID of an icon, Device Controls, Matrix Damage)
Difficult (Presence of a Data Bomb or Trace, 1 Matrix Attribute, Node Gateway)
Extreme (Programs another Icon is running, All Matrix Attributes)
Sprite using Stenography to hide a file or Cookie to tag an icon
Detecting a Matrix Signature*
*You must have a Resonance attribute to detect a Matrix signature
You are inside an Ultraviolet Node

(Data Search) + (Browse Program) + (Modifiers)


or (Agent's Rating) + (Browse Program) + (Modifiers)
Extended Test (by Situation)

Modifier
+2
+Value
-1 to -3

(Software) + (Analyze Program) + (Modifiers)


Open Test, 10 minutes

(Total)

(If the software has a virus and you detect it, it has not infected your other software.)
Verifying Software Threshold
Information Gained
Threshold
Nature and Type of Software
1
Rating of Software
2
Existence of any Software Options
3
Each Option and Rating
+1 each
Code Errors or Bugs
4
Presence of a Virus
1/2 Virus Rating, round up
Verifying Software Modifiers
Situation
Using Hot Sim
Paragon Benefit

Modifiers
+2
+Value

40

Shadowrun Cheat Sheet


Matrix Stealth:
Matrix Stealth:

Matrix Use:
(Hacking) + (Stealth Program) + (Modifiers)
or (System) + (Stealth Program) + (Modifiers)
Open test, no action

(Total)
(Total)

(Hits go against any Matrix Perception test to find you. Unless you are looking for yourself, this is a
secret roll.)
Matrix Stealth Modifiers
Situation
Modifiers
Using Hot Sim
+2
Paragon Benefit
+Value
Node is using Cryptosense that you are not equipped for
-1
Static Zone
-1 to -3
Spam Zone
+1 to +3

Redirect Trace:

(Hacking) + (Spoof Program) + (Modifiers)


(Total)
or (System) + (Spoof Program) + (Modifiers)
(Total)
Extended Test (Open, Complex Action)

Interfacing: All commlinks are assumed to have the following default options
and peripherals, but using them often requires holding the commlink and being
distracted.

Shadowrunners often use the following peripherals to help maximize


commlink use and minimize distraciton.

Matrix Iconography:

Reality Filter Override: (Response) + (Reality Filter Program) + (Modifiers)(Total)


vs. System + Response, no action
(The first time you enter a node, you can attempt to override the sculpted reality of a node with your
own. This program must be running before you enter a node. If you get any net hits, you are working
with a temporary +1 Response, but only for things done in that node. Likewise, if the node is using
cryptosense sculpting, you are not affected. However, if you do not get any net hits, you are at a -1
Response until you log out and back into that same node. Turning this program off while in the node
does not remove this penalty.)
Reality Filter Modifiers
Situation
Modifiers
Using Hot Sim
+2
Paragon Benefit
+Value

Output:

Image Link: Any optical method with Image Link allows the display to be overlayed
on top of your regular vision, thus preventing the automatic distracted condition.
Image link does not prevent Line of Sight for spellcasting. Examples include:

Cybereyes: All cybereyes have Image Link built-in.

Optics: Glasses, goggles, contact lens, etc can have Image Link installed.

Sound Link: Unless you want your commlink to broadcast the results of your latest
datasearch, have some method of listening to it

Cyberears: All cyberears have Sound Link built-in.

Audio: Earbuds, headphones, etc all have Sound Link built-in

Tactile Response: For those that need to 'feel' the Matrix without using VR, you can
get that kind of feedback through AR gloves, but there really isn't much use for it.

Other: Even with the advent of electronic, RFID, Wifi ready everything, there are some
circumstances where regular printed paper (and thus printers) are preferred.
Input:

AR Gloves: Allows you are give 95% of all commands without actually having the
commlink in your hand, thus keeping it secure.

Sub-vocal Microphone: In case you do not want others to overhear what command
you are giving to your commlink.

Sensors: Even though commlinks come with a built-in camera and microphone
(Rating 1 each), commlinks can have additional sensors
Direct Neural Interface (DNI): For those that don't want all of the peripherals that usually
come with commlinks, the other method is through DNI. This allows for all input and the
vast majority of output (smartlinked systems still need Image Link) to be done just by
thinking. DNI is also needed for using VR and BTLs. Examples include:

Datajack: The implanted method.

Trodes (Regular or Nano-Paste): The non-implant method, although regular trodes are
harder to hide.
Connection: Almost all commlinks and nodes are wireless, but when wifi is dangerous or
unreliable.

Skinlink: Allows connections to all of your carried peripherals without fear of jamming

Satellite Link: Allows for a Signal Rating of 8, provided you can see the sky.
Security: Every commlink user should be aware of security needs

Biometric Reader / Lock: Uses a Rating 3 device to scan for one type of biometric
data (palm print, voice print, retinal, etc) in case your commlink is stolen.

Strong Encryption: Setting Encryption to Strong for even 15 minutes is often enough
time to spot someone nearby trying to crack it.

Matrix Stealth & Use

(Hits go against any Trace Icon attempt that you are aware of. See Matrix Perception.)
Redirect Trace Modifiers
Situation
Modifiers
Using Hot Sim
+2
Paragon Benefit
+Value
Node is using Cryptosense that you are not equipped for
-1
Static Zone
-1 to -3
Spam Zone
+1 to +3

Individual nodes and icons can look like anything the programmer
decides. Common courtesy and reputation alone limits icons to be roughly the
same size as what they represent. That said, your perception of a node's theme,
or sculpting, can be altered to one's personal preference. Everyone else sees the
node as the programmer originally intented

Music / Chip Player w/ Speakers


Micro-Trid / Holo Projector Display System
Trideo Camcorder (Rating 1) w/ Image / Text Scanner
Microphone (Rating 1) w/ Voice Recognition
RFID Tag / Credstick Reader
GPS unit
Velco Keyboard and other simple interface buttons

41

Shadowrun Cheat Sheet


Matrix Damage:

Matrix Damage comes in four types and comes from any number of
attack programs. They are:
Matrix Damage: This damage is applied directly to the Matrix Damage Track of
the node, agent, sprite, etc. Technomancers and others with Living Personas do
not have a Matrix Damage Track. All Matrix Damage is applied to their Stun
Damage Track instead. They can be targeted by Black IC as they are always using
Hot Sim. Matrix Damage can be repaired with the Repair Icon action.

Black IC: This damage actually is applied to the user directly. However, it only
works when targeted against a living user that is connected via Hot Sim. Agents,
Icons, AIs and those that use Cold Sim cannot be targeted by Black IC and all
attempts to do so fail.
Black IC can be applied to either the Stun or Physical Damage Track,
based on the program. It can also cause severe psychological trauma. A user
killed or knocked unconscious by Black IC is NOT logged off their node, leaving
their connection open to trace. The exception, of course, is technomancers being
logged off when their Living Persona... well.. dies.
Like Dumpshock, Black IC damage is resisted with the Biofeedback Filter
and healed through normal means.
Nuke: This damage is applied against the Response, System or Pilot (in the case
of agents) at a 1:1 ratio. If the Response, System or Pilot is reduced to 0, the
target freezes until it can be rebooted. Nuke damage can only be repaired by
rebooting the affected node or agent. Technomancers are immune to Nuke
damage and all attempts to target them automatically fail.

(System) + (Armor Program) + (Modifiers)


Open Test, no action

(Total)

(For each hit, reduce the amount of damage taken by 1 one box. Any Matrix damage that a
Technomancer takes is applied to their Stun Damage Track.)
Soak Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Attack has Armor Penetration Option
(Reduces Armor Program, min: 0)
Per hit from an attack with Rust Option since last reboot
(Reduces Armor Program by -1,
cumulative, min: 0)

Black IC & Dumpshock Damage:


(Willpower) + (Biofeedback Filter) + (Modifiers)
Open Test, no action

(Total)

(For each hit, reduce the amount of damage taken by 1 one box. If the attack has the Psychotropic IC
option and at least one box of damage is dealt after resisting, make a Resist Psychotropic IC test.
Black IC can only damage those Hot-Sim VR, not Cold-Sim VR, AR or agents, IC, sprites, etc.)
Soak Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Attack has Armor Penetration Option
(Reduces Armor Program, min: 0)
Per hit from an attack with Rust Option since last reboot
(Reduces Armor Program by -1,
cumulative, min: 0)

Resist Psychotropic IC:

(Willpower) + (Biofeedback Filter) + (Modifiers) (Total)


vs. Black IC Rating + Psychotropic Rating, no action

(If you get at least one net hit, you resist the effects of the Psychotropic IC effect. If not, the severity
and onset of the effect will occur, based on the intention of the Psychotropic IC and number of net
hits the Psychotropic attack achieved.)
Soak Modifiers
Situation
Modifier
Paragon Benefit
+Value

Matrix Repair:

Matrix Damage is completely repaired anytime the node reboots, but in


case that is not desireable...
Repair Icon:

Common Sources & DV:


Source
Attack Program
Black Hammer
Blackout
Data Bomb
Dumpshock, Cold-Sim
Dumpshock, Hot-Sim
Nuke

Matrix Damage:

Matrix Damage & Repair

Dumpshock: Whenever a living user is in VR and is forced to log off a node that
they subscribe to without the proper command (node crashes, certain Matrix
actions, removing trodes from someone's head, etc), they must resist
'dumpshock' damage, using the Biofeedback Filter program. Icons, agents, AI
and so on are not capable of getting dumpshock. Those killed or knocked
unconscious through dumpshock are automatically logged off from all nodes.

Matrix Soak Rules:

Damage
(DV) Matrix
(DV) Physical
(DV) Stun
(Rating) d6 Matrix
5 Stun
5 Physical
-(DV) to Response, System
or Pilot

Resist Test
As Matrix Damage
As Black IC & Dumpshock
As Black IC & Dumpshock
As Matrix Damage
As Black IC & Dumpshock
As Black IC & Dumpshock
As Matrix Damage

(Computer) + (Medic Program) + (Modifiers)


(Total)
or (Agent's Rating) + (Medic Program) + (Modifiers)
(Total)
Extended Test (Matrix Damage x2, 1 Combat Turn)
(You repair all Matrix damage done to an icon or persona. This is an all or nothing repair test, so
interrupting it means no damage has been repaired and the threshold can increase during the test if
more damage is incurred. This test cannot heal Black IC, Dumpshock or Nuke damage.)
Repair Icon Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone (only when used on other icons)
-1 to -3

42

Shadowrun Cheat Sheet


Cybercombat Rules:

Cybercombat follows all the same rules of combat, with the notable
exception that when in VR, your Initiative is based on your Sim (Cold or Hot).
Your 'range' is limited to icons on the nodes you are subscribed to. As you can
be subscribed to multiple nodes at the same time, it is possible to be bombarded
from multiple nodes at once, but you can only act in one node at a time.
For all other nodes that you are subscribed to, you do not act in,
including no defense is allowed. Switching between 'active' nodes is a Free
Action. While cybercombat often looks like ranged or melee combat, it does not
take any ranged or melee rules into account.
Cybercombat Attack:
(Cybercombat) + (Appropriate Attack Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Appropriate Attack Program) + (Modifiers) (Total)
vs. Cybercombat Defense, Complex Action

Cybercombat Defense: (Response) + (Firewall) + (Modifiers)


vs. Cybercombat Attack, no action

(Total)

(You must be aware of the attack and not surprised by it to defend against it. If the attacker gets any
net hits, you will need to soak damage based on his attack program and net hits.)
Cybercombat Defense Modifiers:
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3
Full Defense:
Personas (Hackers, Technomancers, etc)
+Hacking Skill
Agents, Sprites, etc.
+Rating
Agent with Expert Defense
+Expert Defense Rating

Crash Node:

(Hacking) + (Exploit Program) + (Modifiers)


(Total)
or (Agent's Rating) + (Exploit Program) + (Modifiers)
(Total)
Extended Test (Firewall + System, Complex Action)
(If you successful, the node immediately crashes, forcefully dumping all other icons subscribed to it
(which may cause dumpshock, even to you). The node immediately goes on alert (+4 to Firewall)
after the first attempt. Once crashed the node will reboot (See Reboot).)
Crash Node Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Crash Program:
(Hacking) + (Exploit Program) + (Modifiers)
or (Agent's Rating) + (Exploit Program) + (Modifiers)
vs. Firewall + System, Complex Action

(Total)
(Total)

(Choose one program that you know is running on a node you are subscribed to. If you get any net
hits, that program is immediately shut down, changing from running to loaded.)
Crash Program Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Defuse Data Bomb:


(Hacking) + (Defuse Program) + (Modifiers)
or (Agent's Rating) + (Defuse Program) + (Modifiers)
vs. Data Bomb Rating x2, Complex Action

(Total)
(Total)

(You must know that the icon has a Data Bomb attached (See Matrix Perception). If you get any net
hits, the Data Bomb is disarmed and removed. If not, it immediately goes off and damages you.)
Defuse Data Bomb Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone (only when used on other nodes)
-1 to -3

Matrix Cybercombat

(You need a running attack program for this test. Your hits will be opposed by the defender's defense
roll, if any. Any net hits are added to the DV of your program when applying damage.)
Cybercombat Attack Modifiers:
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3
Against Sprite with Blend Power
-2
Attack Program:
has Area Option and used on multiple targets
-1 per target beyond the first
has Targeting Option
+2
Agent:
with Expert Offense
+Expert Offense Rating
with Cascading Option, per prior miss
+Cascading Option, cumulative

Other Cybercombat Actions:

Disarm Program:
(Hacking) + (Disarm Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Disarm Program) + (Modifiers)
(Total)
Extended Test (Firewall + System, Complex Action)

(You are made immune to a program that you know is running. It cannot be used against you. This
lasts until either your Access ID changes, you log off the node the Disarming occurred or program is
reloaded. Note: You cannot use this against Agents, Sprites, IC, etc directly, nor can you use it
against a Data Bomb. See Defuse Data Bomb.)
Disarm Program Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

43

Shadowrun Cheat Sheet


Other Cybercombat Actions (Continued):

Set Data Bomb:


No test, Complex Action

Disinfect:

(Computer) + (Purge Program) + (Modifiers)


or (Agent's Rating) + (Purge Program) + (Modifiers)
Threshold (Virus Rating x2), 1 Complex Action

(Total)
(Total)

(If successful, you manage to purge a virus that you have detected and all copies of the same virus
on all programs on this node. If there is more than one virus, make separate tests for each virus, but
all part of the same Complex Action.)
Dininfect Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone (only when used on other icons)
-1 to -3

Jam Signal:

(You start jamming. Choose any number of devices to make immune to the jamming attempt. If you
are using an actual signal jammer, any wireless device with a (Signal + ECCM) less than the signal
jammer is jammed so long as it is within Signal range (not Mutual Signal Range) of the jammer. If
you are using a wireless device other than a signal jammer, make the opposed test and if you get
any net hits, any other wireless device is jammed. However, impromptu wireless devices cannot
functionally normally while jamming and their range is only (Signal x5) m. For an agent to use this, it
must have the Electronic Warfare autosoft and access to a wireless device.)
Jam Signal on the Fly Modifiers
Situation
Modifier
Paragon Benefit
+Value
Static Zone
-1 to -3

Reboot:
(System) + (Response) + (Modifiers)
(Total)
Extended Test (10, 1 Combat Turn), Complex Action

(You must have administrator access to the node to reboot it. When the threshold is reached, the
node immediately shuts down, forcefully dumping all other icons subscribed to it (which may cause
dumpshock, even to you). Once started, you do not need to spend additional actions to continue it.
Once the node has shut down, make another Reboot test to see how long it takes to come back
online.)

Spoof Protection:
(Hacking) + (Spoof Program) + (Modifiers)
(Total)
or (Agent's Rating) + (Spoof Program) + (Modifiers)
(Total)
vs. Response + Analyze Program, Complex Action
(You are made immune to a program that has the Limitation option by disguising yourself as
something it can't affect. You must be aware of what the program's Limitation actually is. This lasts
until either your Access ID changes or it is reloaded.)
Spoof Protection Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Virus Infection:

(Virus Rating x 2)
(Total)
vs. Firewall + System, Complex Action

(You intentionally release a virus program that you have onto a node that you are logged into or into
a piece of targeted software. If successful, the virus has infected the node or software, causing some
aspect of that node or software to become unstable.)

Sample Virii:
Buzz: This only affects Skillsofts on the node, making them as addictive as BTL chips
Breeder: Every Combat Turn, the targeted node has another (Virus Rating / 2, round up)
programs running, thus reducing it's Response.
Flicker: The node's wireless state (active, passive, hidden) changes randomly every second.
Inertia: The targeted software no longer adds dice to any tests involving it.
Jingle: Turns the node into a Spam Zone (-net hits, max: 3)
Looper: This only affects Activesofts, forcing their users to repeat the same action for (Virus
Rating) hours once used.
Pacifist: The targeted attack program no longer does any damage
Reality Warp: All users on the targeted node are at a -1 Response as if they had failed a
Reality Filter Override Test. New users may try another Reality Filter Override test vs the
Virus Rating x2.
Slave: This forces the user of the targeted node or software to perform some command (as
desired) in order to use the software or node normally.

Other Cybercombat Actions

(Electronic Warfare) + (Signal) + (Modifiers)


(Total)
or (Agent's Rating) + (Signal) + (Modifiers)
(Total)
No test -or- vs. Electronic Warfare + Signal + ECCM, Complex Action

(Choose an icon (file, control, node, etc) and the Rating of the Data Bomb, up to the Rating of your
Data Bomb Program. Also choose whether or not the Data Bomb will delete the file (or crash the
node), and what the passcode is to bypass the Data Bomb. The first time that icon is accessed
without the passcode, it deals (Rating)d6 Matrix damage to whatever accessed it and, if desired,
delete the file or crash the node. Unless the Data Bomb has the Pavlov Option, triggering the Data
Bomb also deletes it.)

Splice: This causes icons that are subscribed to the targeted node to be cut-off and logged
back on at random.
Swiss Cheese: For every copy of this virus, the targeted node is at -1 Firewall.
Ticker: The virus attempts to crash the targeted node after a set period of time, using it's
Rating x2 as the dice pool for a Crash Node test.
Unplug: The virus attempts to reformat the targeted node, deleting everything off of it. It
uses it's Rating x2 for an Extended Test (Firewall + System, 1 minute). Upon starting, if the
node can, it automatically alerts the administrator.

44

Shadowrun Cheat Sheet


Other Matrix Actions:

Command Device:
(Appropriate Skill) + (Command Program) + (Modifiers)
As Test

(Total)

(You are able to control a subscribed device connected through the Matrix. The Base Dice Pool for
whatever this action is your rank in the appropriate skill plus your Command Program. The only
difference is that if the desired action is normally done with a Free, or Simple Action, it takes a
Complex Action to complete. As agents do not have skills, they cannot make this test, although
some Sprites can. See Rigging for Autonomous Piloting. All modifiers for the actual test also apply.)
Command Device Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Comprehension Test: (Agent's Rating) + (Response) + (Modifiers)


(Total)
Threshold by Command, no action

Comprehension Test Modifiers


Situation
Has Adaptability Autosoft
Static or Spam Zone (if command was given via Matrix)
Interference (if command was given physically)
Fuzzy Logic - Vehicle Pilots Only, takes Complex Action (or 1 Minute)

Modifier
+Rating
-1 to -3
-1 to -3
+2 (+3)

Crack Copy Protection:


(Logic) + (Software) + (Modifiers)
(Total)
Extended Test (Threshold by Software, 1 hour)

(You have managed to crack the copy protection on legal software, meaning that it will no longer
add to your data trail when you use it. However, cracked Non-Common Use programs degrade by 1
rating per month and Common Use programs degrade by 1 rating per 2 months, both to a minimum
of 1. This degradation can be halted by patching. See Patch Software.)
Crack Copy Protection Thresholds
Software
Threshold
Common Use
9 + Rating
Hacking
13 + Rating
Agents / IC / Pilot
13 + Rating
System
10 + Rating
Firewall
13 + Rating
Autosoft
12 + Rating
Crack Copy Protection Modifiers
Situation
Paragon Benefit

Modifier
+Value

(Total)
(Total)
(Total)

(Anyone that subscribes to this node and then onto another node after it is harder to Trace (See Trace
Icon). However for each Proxy Server subscribed through reduces your Response by 1.)
Create a Proxy Server Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Edit File:

(Computer) + (Edit Program) + (Modifiers)


(Total)
or (Agent's Rating) + (Edit Program) + (Modifiers)
(Total)
Threshold by Quality, Simple or Complex Action

(You manage to edit a file, including copying a file, be it text, spreadsheet, graphics, audio, video,
simsense, live stream, etc. If used in real time, like a video feed, a Simple Action is needed every IP
that a new edit is needed, where a single complicated change only takes one Complex Action. The
number of hits is the threshold for the Perception or Matrix Perception test to notice the edit.)
Edit File Modifiers
Situation
Modifier
Using Hot Sim
+2
Paragon Benefit
+Value
Static or Spam Zone
-1 to -3

Forge Data:
Currency:
Licenses / SIN:

(Forgery) + (Edit Program) + (Modifiers) (Total)


(Hacking) + (Edit Program) + (Modifiers) (Total)
Extended Test (By Rating, By Data Type)

(Choose a Rating before making the test. This is the Rating used to fool any form of examination,
which happens every time it is used. For currency, you need two certified stick of the same type, one
with a positive balance (even 1 Y). The original, and it's balance, gets destroyed in the attempt.
For SINs, you also need the complete biometrics of the person you are creating the SIN for.
For licenses, you need a SIN (real or fake) to work off of. Both must be placed into highly sensitive
databases. A critical glitch means that your forgery was instantly recognized for what it was and you
(and the person the SIN was for) are immediately flagged as criminals.)
Forgery Thresholds
Data Type
Threshold
Interval
Fake Corpscrip
(Rating x20)
1 day
Fake Game Credits
(Rating x16)
1 hour
Fake License
(Rating x16)
1 hour
Fake National Currency
(Rating x18)
1 day
Fake Nuyen
(Rating x24)
1 day
Fake National SIN
(Rating x32)
1 week
Fake Corp SIN
(Rating x36)
1 week
Forgery Modifiers
Situation
Using Hot Sim
Paragon Benefit
Per 5,000 Y (or equivalent) in fake currency
Has a real person's ID to use (must be appropriate to ID)

Other Matrix Actions

(The Agent attempts to understand an unclear command while operating autonomously. On a failure,
it needs clarification (another command). On a critical glitch, it does something you didn't intended.)
Comprehension Test Thresholds
Situation
Example
Threshold
Standard Request with minor alteration Fire on Fire Suppression Emitter
1
Standard Request with major alteration Hit the sprinklers
2
Non-Standard, but specific request
Stop that Fire Spirit
3
Non-Standard and Vague request
Stop that thing!! (no context)
4
Subject not detected by Sensors
Fire Spirit is in the next room
+1
Subject not detectable by Sensors
Fire Spirit isn't manifesting
+2

Create a Proxy Server with:


As Administrator:
(Computer) + (Edit Program) + (Modifiers)
As Other:
(Hacking) + (Edit Program) + (Modifiers)
-or- (Agent's Rating) + (Edit Program) + (Modifiers)
Extended Test (10, 1 Complex Action)

Modifier
+2
+Value
-1 per.
+6

45

Shadowrun Cheat Sheet


Other Matrix Actions (Continued):
Software Programming:

(Logic) + (Software) + (Modifiers)


(Total)
Extended Test (Threshold and Interval by Situation)

Software Programmer Modifiers


Situation
Paragon Benefit
Programming Suite

Modifier
+Value
+Rating

Spoof a Lifestyle:
(Hacking) + (Spoof Program) + (Modifiers)
or (Agent's Rating) + (Spoof Program) + (Modifiers)
Extended Test (By Lifestyle, 1 day)

Other Matrix Actions

(You have either written or patched a piece of software. Each two glitches during the programming
tests causes the software to have a bug, Critical glitch causes the bug to be noticed but the test to
stop... back to the drawing board.)
Software Programming Thresholds
Software
Threshold
Interval
Agent / IC / Pilot
Rating x3
3 months
AR Environment
12
1 month
Autosofts
Rating x2
6 months
Common Use Programs
Rating
1 month
Firewall
Rating x2
3 months
Hacking Programs
Rating x2
1 month
Sensor (Coordination Software)
Rating x2
1 month
System
Rating x2
6 months
Tactical
Rating x3
6 months
Malware
Adding a Bug
4 (note net hits)
1 hour
Finding / Removing a Bug
16 or (net hits x4)
1 week
Virus
Rating x4
3 months
Virus w/ Metamorphic Engine (Rating x4) +6
4 months
Trojan
Rating x4
3 months
Program Options (handle these as separate tests)
Biofeedback
Rating x2
1 month
General
Rating or 3 (if no rating)
1 month
Hacking
Rating or 3 (if no rating)
1 month
Psychotropic
Rating x3
3 months
Patching Cracked Software
(Difference between Ratings)
1 week
Using Programming Environment
1/2 normal

(Total)
(Total)

(You managed to fool common Matrix systems into giving you a lifestyle for 1 month. This only
works in heavily computer-managed areas and is easily seen through by actual people checking in.)
Spoofing a Lifestyle Threshold
Lifestyle (1 month)
Threshold
Lifestyle (1 month)
Threshold
Squatter
2
Luxury
100+
Low
4
Hospitalized, Standard Care 15
Middle
12
Hospitalized, Intensive Care 30
High
48
Spoofing a Lifestyle Modifiers
Situation
Using Hot Sim
Paragon Benefit

Modifier
+2
+Value

46

Shadowrun Cheat Sheet


Vehicle Attributes & Definitions:

Pilot Skill:

The skill that is needed to pilot the vehicle, either through Manual Driving,
Remote Control or Rigging. Autonomous operation requires a Maneuver (Pilot
Skill) autosoft but otherwise functions the same.
If you need to make a physical test with vehicle other than piloting,
such as Infiltration to drive quietly or Climbing with an anthroform, your test is
limited by the appropriate Pilot skill. If an autonomous vehicle needs to make a
physical test, it must have, and uses, the appropriate Autosoft, else it cannot
perform the test.

Sensor Package:

A collection of sensors the vehicle has, based on it's size. Each sensor takes
up 1 or more Capacity of the Sensor Package. It also determines the base Signal
Rating of a vehicle. When used together, they provide the Sensor Rating. If a
specific sensor is used, use it's own rating or Sensor rating, whichever is higher.

While much of vehicle use is similar to Matrix use, there are some
definitions are unique for the gear-heads. Vehicles have their own Vehicle
Damage Track and wound penalties to it stack with your own (and your
commlink if using the Matrix).
Acceleration:

Armor:

Notation (XX m / XX m): The first number is the vehicle's walking rate and the
second is the vehicle's running rate, both while in typical pedestrian combat. To
get the m / IP from anything printed, divide by 3, round normally.
Acts as Ballistic and Impact armor for the vehicle, except that the armor is
hardened. Any physical damage with a modified DV (not factoring mutliple shots
fired) value less than the modified Armor value does no damage and is ignored.
The method of remotely controlling a machine by verbal or Matrix orders. You
can control any or all machines that you are subscribed to at once, but you can
only give one command at a time. The machine must make a Comprehension
Test if the command is in any way unclear. See Other Matrix Actions.

Autosoft:

An advanced program that handles one specific type of test for a vehicle while it
is using Autonomous Piloting.

Body:

Acts as the Body and Strength for the vehicle.

Chase Grid:

When in vehicle to vehicle combat with no pedestrian speeds, each square on a


grid is 5m x 5m, instead of the normal 1m x 1m.

Cost:

The total cost, in nuyen, of the vehicle. Repairing it costs 1% per box.

Crashing.

If your vehicle crashes, it immediately stops and the vehicle, and all passengers,
must resist damage as if the vehicle rammed itself at it's current speed (without a
ramming plate).

The

Capacity
1
1
3
5
6
8
12
30

Signal
0
2
3
4
4
5
5
6

standard Sensor Package for a vehicle is:


1 Atmosphere Sensor (Capacity 1)
1 Passive Sonar (Rating as Sensors, Capacity 3)
1 Thermometric (Capacity 1)
1 Microphone (internal, Capacity 1)
2 Cameras (front and back, Capacity 1 each)
2 Laser Range Finders (front and back, Capacity 1 each)

Signature:

A measure of energy emissions that are more easily picked up by vehicle sensors
that physical senses. A dice pool modifier that is applied to Sensor Tests.

All modern vehicles have a dedicated node to handle their Pilot and Sensor
program. By Default, the node has a Device Rating based on it's purpose, but the
Matrix attributes (except Signal, which is determined by Sensors) and programs
can be altered as desired. When in doubt, check the availability of the vehicle. If
there is a R for restricted, it is probably a security vehicle. If there is a F for
forbidden, it is probably a military vehicle. Otherwise, it is a standard vehicle.

Standard Vehicles:
Device Rating 3

Police / Security Vehicles: Device Rating 4

Military Vehicles:
Device Rating 5

Speed:

The maximum safe speed the vehicle can operate. To get the m / IP from
anything printed, divide by 3 round normally. To get the kph, multiple by 1.2,
round normally.

Remote Control:

The method of remotely controlling a machine, usually a vehicle or drone,


though use of matrix control or remote device.

Rigging:

The method of remotely controlling a machine, usually a vehicle or drone, by


replacing your senses with that of the device, effectively 'becoming' the machine.

Handling:

The abstract modifier representing how maneuverable a vehicle is; A dice pool
modifier that is applied most vehicle tests.

Speed Deference: The difference in two vehicle's current speed.

Manual Driving:

Normal operation of a vehicle (i.e. what we drive today).

Maneuver:

The kind of action performed while driving. Maneuver and Terrain determine the
threshold for most Vehicle Tests.

Pilot:

The dedicated Agent program that can operate the vehicle. Rating is equal to the
vehicle's Agility, Reaction, Intuition (except for Perception) and Logic. All other
aspects of the agent are determined by the Pilot Rating and Device Rating of the
vehicle. All modern vehicles (post-2030's) have one. See Comprehension Tests.

Device Rating:

Terrain:

The terrain, and how crowded it is, relative to the size and type of the vehicle.
Maneuver and Terrain determine the threshold for most Vehicle Tests.

Out-Of-Control:

If you do not make at least one Maneuver Test every Combat Turn, the vehicle
goes out-of-control. A vehicle crashes at the end of the second consecutive
Combat Turn spent out of control.

Vehicles

Autonomous:

Vehicle Size
RFID
Micro
Hand-held / Micro-drones
Mounted / Small Drone
Medium Drone
Large Drone
Vehicle
Extra-Large Vehicle

47

Shadowrun Cheat Sheet


Vehicle Operations:

Vehicle Operation: Vehicles can be operated one of four ways, based on the
location and distance of the pilot and Matrix Use. The dice pool rolled for each
test, and Initiative, is based on the type of operation used.
Note: Motorcycles cannot be remotely or autonomously controlled
without Motorcycle Gyro-Stabilization.

Vehicle Assumptions:

Most vehicles, with the exception of high-end military vehicles, jets


submarines and experimental vehicles, run on electric motors. Regardless
of the source, a vehicle can operate for a base operation time of 6 hours.
Given that a city's GridGuide system constantly powers electric vehicles,
this is not a concern for the average citizen, but it does immediately alert
the local police to unsafe driving.
Also, since the Awakening, vehicle windows are assumed to be
tinted to prevent line of sight, so spellcasters cannot usually target those
inside of a vehicle. Motorcyclists are the obvious exception.
As all modern vehicles also have built-in nodes that handle their Pilot
program, all vehicles have their own Access ID and thus can be tracked and
spoofed. However, people are still accustomed to looking for a license plate.
Repairing a vehicle requires parts equal to 1% of the total cost at the
same availability of the vehicle (or the damaged modification, if custom).
Older vehicles cost 20-50% less, but parts for it are at a +4 Availability.

Movement: Based on the type of vehicle, a vehicles movement is either


restricted or unrestricted. Unrestricted vehicles can move in any direction, stop
and then move in any other direction. Restricted vehicles must turn, which
requires either a Maneuver Test or moving either forward or backwards a number
of meters equal to length before moving one square up, down, left or right.
Terrain
Ground
Water

Air
Space

Restricted
Bike
Tracked
Wheeled
Motorboat
Sail
Ship
Submarine
Fixed-Wing
Tilt Wing
Vector Thrust
Launch Craft
Semiballistic
Suborbital

Unrestricted
Anthroform
Exotic
Hovercraft
Exotic
Hovercraft
Exotic
Lighter-Than-Air
Rotor Wing
Deep Space
Exotic

While the current speed does provide a dice pool bonus to Maneuver Tests,
the faster you are going, the more damage you will be taking from a Crash Test.
Direction & Turning: In vehicle combat, the direction of the vehicle is important,
as it determines the firing arcs of the weapon mounts, direction of movement
and facing of ramming plates or other modifications.
For turning unrestricted vehicles, they can change direction and facing as part
of the same action.
For turning restricted vehicles, the direction they are facing at the start of
each IP is considered the front and they always face along the rough tanget of
their turning arc.
Mounts: Regular mounts, or fixed mounts, can only be fired in a straight line the
direction they are facing (give or take five degrees). Flexible mounts can target in
a 90o cone (45o, any two of left-right, up-down, forward-back). Flexible turrets
can target hemispherical (360o by 90o), but a flexible turrent on the top of a
vehicle cannot fire at things adjascent to the vehicle and prone.

Vehicle Operations & Movement

Manual Driving: You are actually in the vehicle, controlling it with your hands and possible
AR benefit.

All tests, including Initiative, are as normal for your physical body,

You must actually fit inside the vehicle, thus Manual Driving can't be used on drones.
Remote Control: You are controlling the vehicle through Matrix use, either AR or VR, like
a video game. You need to be in Mutual Signal Range.

Initiative is based on your access (AR: Physical, VR: Cold vs Hot Sim)

Other tests are using your Command Program and related skills.

The vehicle is considered a single subscribed node for the purposes of the Matrix.

You do not get dumpshock from Remote Control.


Rigging: You are the vehicle, using VR to replace your physical senses and motor control
with that of one vehicle that has Rigger Adaptation. You need to be in Mutual Signal
Range. A control rig is very important.

Initiative is based on your VR connection (Cold vs. Hot Sim)

Other tests are using your Commlink's Response and related skills.

The vehicle is considered a single subscribed node for the purposes of the Matrix.

You can get dumpshock from Rigging.


Autonomous Control: You are not actually controlling the vehicle at all, but are relying on
the vehicle's Pilot program to understand your commands. You need to be in mutual Signal
Range. See Comprehension Tests (Other Matrix Actions)

All tests, including Initiative, are as the Pilot agent operating the Drone, although they
do not act without an order from their controller.

Multiple vehicles are all considered one subscribed node for Matrix purposes, but you
can only send a single command per subscription, thus multiple drones are placed in
'subscription groups'.

Vehicle Movement:

Upsidedown and Vertical Stunts: Occassionally, there will be reason to


consider if the vehicle is moving rightsideup or upsidedown or some measure in
between. Given enough speed and momenentum, a vehicle can continue in a
non-upright position without a Crash Test. This still requires the proper medium
(driving along a wall, skimming up a wave, flying upsidedown).
GMs are encouraged to treat this as a stunt with an appropriately high
threshold.
48

Shadowrun Cheat Sheet


Chase vs. Strategic Combat:

Chase Combat is when one group is trying to get away from another group,
where Strategic Combat is where all groups decide to remain until there is a
clear victor. As in Tactical Combat (person vs. person), time (Initiaitve, IP) and
distance (range, area of effect) and other modifiers remain the same.

Starting Chase Combat:

Participants: In Chase Combat, there is always at least two groups: the chasers
and the chased. There may be more than one of each, but it is assumed that the
chased start Chase Combat together as a group. The chasers approached the
chased, first attempting to gain ground, either covertly or overtly. Once the
chased have noticed the chasers, Chase Combat begins and the chase is on.

Scale: Chase combat uses a 5m : 1 scale, meaning that a single square should
be enough for one car or up to two motorcycles. If the exact distance is needed
at any given time, roll (1d6 -1)m from the closest edge.
Surprise & Initial Position: The initial position of Chase Combat is based on a
Perception Test, a Surprise Test and if the party are the chasers or the chased.
Perception Test: Assuming that one side is attempting to close ground
without being noticed, make the appropriate Stealth and Perception Tests for
each participant, including any Sensor systems that would be used.
Surprise Test: Based on the outcome of the Perception Test, each participant
makes a Surprise Test normally. Note the number of hits for each participant.
Leaders & Trailers: The participant with the most hits on their Surprise Test
within each group is considered the leader of their group. The one with the
fewest hits is considered the trailer. Ties are resolved with Edge, Initiaitve and
Reaction (or Intuition for non-meat body participants).
Intial Positions: Starting with the chased, the leader places their vehicle as
desired along the starting line. Each subsequent chased participant places their
vehicle a number of squares behind the leader equal to the number of net hits
the leader has on them and as far left or right as the terrain allows.
Once all of the chased participants have been placed, the leader of the
chasers is placed a distance from the closest chased equal to the average of their
speed and the chased speed (min: 0m, max: Mutual Signal Range). Unless the
chasers have more hits than the chased, they cannot be head of the chased
leader. Each subsequant chaser is placed behind the leader the same way as the
chased. If there is more than one group of chasers, start with the group with the
highest number of hits on their Surprise Test, resolving ties as above.

During Chase Combat, each vehicle requires a successful Maneuver Test each
Combat Turn. It does not matter what the Manuever Test is for or if it is done by
the driver with a Complex Action or some Pilot program.
If there is no successful Manuever Test in a Combat Turn, the vehicle is outof-control and has a -2 dice pool penalty for other Maneuver Tests, which lasts
until the next successful Maneuver Test or 1 Combat Turn, at each point the
vehicle must make a Crash Test, whichever comes first.
For each Initiative Pass in Chase Combat, a vehicle can increase or decrease
it's current speed by the following chart. It must then move the current speed.
Action
Increase / Decrease
Move Action
Walking Rate (Max: Speed / Min: 0)
Free Action
Running Rate (Max: Speed / Min: 0)
Simple Action
Running Rate + Results of Pilot Test (Max: Speed / Min: 0)
Complex Action*
Increase: 2x Results of Pilot Test
*Only if already a maximum speed, lasts for 1 Combat Turn
Complex Action**
Decrease: 4x Results of Pilot Test
**A glitch means the vehicle is Out-Of-Control

Aerial vehicles without the ability to hover immediately begin to fall when
their speed drops to zero. If done as part of a landing, this causes no damage.

Ending Chase Combat:

In Chase Combat, the chased are often not looking to defeat the chasers, only
to get away from them. Therefore, the chased can escape Chase Combat.
This can be done in two ways. The first is for the chased to go somewhere
that the chasers cannot follow or affect. If the chased manage to use the terrain
and methods of transportation to get somewhere that is outside of the chaser's
ability to affect (usually Signal Range, but could a national border or
extraterritorial boundry) and is not chased for a full Combat Turn, they have
managed to escape this Chase Combat (but could be moving into another one).
The second is if the chased managed to hide from the chasers for a minimum
of 3 consecutive Combat Turns (15 seconds). This requires blocking the chaser's
ability of detecting the chased (breaking line of sight, being undetected by
Sensors, etc.). At this point, Chase Combat stops and the scenario becomes a
matter of hide-and-seek.

Chase & Strategic Combat

Initial Speed: The party determines the current speed that they are all travelling
at. The speed chosen must be equal to or less than the slowest maximum speed
of the vehicles used. Likewise, each opponent group will be travelling at the
same speed, which must be equal to or less than the slowest maximum speed of
the vehicles used.

During Chase Combat:

Strategic Combat:

Participants: Unlike Chase Combat, the groups do not have any special
desigination. Each group must choose the initial speed, up a maximum of the
slowest maximum speed. Given the size of the vehicles in Strategic Combat, it is
very rare for ambushes to occur. When they do, treat as Tactical Combat.
Scale: Strategic combat uses a 25m : 1 scale, meaning that a single square
should be enough for one troop unit or other massive vehicle If the exact
distance is needed at a given time, roll (5d6 -5)m from the closest edge.
49

Shadowrun Cheat Sheet


Maneuver Test:

Maneuver Test (by Operation):


Manual:
(Reaction) + (Appropriate Pilot Skill) + (Modifiers)
Remote:
(Command Program) + (Appropriate Pilot Skill) + (Modifiers)
Rigging:
(Commlink's Response) + (Appropriate Pilot Skill) + (Modifiers)
Autonomous:
(Pilot) + (Appropriate Maneuver Autosoft) + (Modifiers)
Threshold by Maneuver & Terrain, Complex Action or no action

Maneuver & Terrain: Based on the type of maneuver attempted and the terrain
you are in, relative to the vehicle's size, the threshold will differ. Below is the
common thresholds are most Vehicle Tests.
(Total)
(Total)
(Total)
(Total)

Maneuver Test Modifiers:


Situation
Difference in Speed between vehicles (Opposed Vehicle Tests only)
Per other vehicle on your side (do not count autonomous vehicles)
Per opponent's vehicle (do not count autonomous vehicles)
Per flat tire (If all tires are flat, vehicle stops)
Per net hit on last Maneuver Stunt
Per net hit on opponent's Cut Off Stunt
Terrain (Normal / Hiding Stunt):
Open (Highways, open seas, high altitude)
Light (Main streets, dock areas, intra-city air traffic)
Restricted (Side streets, shallow water, heavy air traffic)
Tight (Back alleys, sewers, flying at street level)
Using AR (Manual Driving and Remote Control Only)
Using Hot-Sim VR (Remote Control and Rigging Only)
Using a Control Rig implant (Rigging Only)
Vehicle is out of control
Vehicle's Handling Modifier
Vehicle's Modifications:
Hovercraft Upgrade Add-On
Improved Suspension while on-road
Improved Suspension while off-road
Manual Controls used (i.e. Ford Armstrong steering)
Motorcycle Gyro-stabilization
Motorcycle with Sidecar
Off-Road Suspension on-road
Off-Road Suspension off-road
Touch Sensors
Unstable Structural Agility, Active (Airplanes only)
Unstable Structural Agility, Deactivated (Airplanes only)

Threshold
0
1
2
3
5+

Situation
Avoiding a Crash
Avoiding a Crashing when you are ramming intentionally

Threshold
3
2

Situation
**Using VR, either Remote Control or Rigging**
Affected by smoke-screen or similar obstruction

Threshold Modifier
-1
+1

Stunts: There are some uses of the Pilot Skill that are opposed by others. All
stunts are Complex Actions that use a Maneuver test to determine net hits. If
there are multiple opponents, they each get a chance to oppose and use the
opponent with the highest net hits to determine your success.

Modifier
+/- (Speed / 10), rnd down)
+2 each
-2 each, beyond the first
-1
+1 per net hit
-1 per net hit

+0 / -4
-1 / -2
-2 / -1
-4 / +0
+1
+2
+2
-2
+Handling Modifier

-1 while Hovering
+1
Immediate Crash Test
-1 (non-motorcycles only)
+2 (to avoid crash only)
-1
-1
+1
+1
+3
-4

Cut-Off: Choose a single opponent in an adjacent Chase Grid Square. If


you get any net hits, they must make a Crash Test.
Hiding (Chased Only): No chasers can have of line of sight on your
vehicle when you attempt this stunt. If successful, you are considered
hidden for Ending Chase Combat. However, the place you currently in
may require you to be stationary.
Jump: If you are using a ground or sea craft, you can attempt to jump
over an obstruction or terrain issue. Ground vehicles require a ramp or
some other incline to apply their momentum upward.

The threshold is based on obstruction over versus the ramp used.

Distance is based on your vehicle's speed for the prior Initiative Pass.

Height, if necessary, is 20-100% of your speed (based on angle).

If you get a critical glitch, you crash upon landing.

This stunt is not opposed.


Maneuver: You attempt to put yourself in a better position for a future
Maneuver Test. Maneuver only lasts until your next Maneuver Test.
Other: If there is a scenario not listed above that would be seen as a
stunt (like flying through a narrow opening, or skiding a bike under a
moving truck), the outcome of the attempt is determined in the same
manner as other stunts. The desired affect is determined by the player.
The exact outcome of that desired affected is determined by the number
of net hits and GM discretion.

Maneuver Test

(Make a maneuver test whenever you are trying something difficult with the vehicle. This test can
sometimes be used as an opposed test, with net hits determining the outcome. If you are the
defender of one of these opposed tests, the Maneuver Test does not require an action. If you fail a
Maneuver Test, you make another Maneuver Test to avoid crashing. A crashed vehicle does damage
to itself, and passengers, as if it rammed itself without a ramming plate. See Falling & Speed for DV.)
Maneuver Test Threshold Modifiers
Situation
Threshold Modifier
Opposed Maneuver Test
+(most hits from Opposed Maneuver Test)
Affected by oil-slick or similar slippery spot
+2 (ground vehicles only)

Maneuver
Routine (causal Sunday driving, sightseeing)
Easy (merging, sudden stop, using a long runway)
Average (45o turn, takeoff on short (less than 1km) runway)
Hard (Hairpin 90o Turn, landing on short (less than 2km) runway)
Extreme (180o turn with stopping, landing with no runway)

50

Shadowrun Cheat Sheet


Vehicle Perception & Stealth:

Vehicle Perception, or Sensor Test (by Operation):


Manual:
Use Physical Perception
Remote:
(Vehicle's Sensors) + (Perception) + (Modifiers)
(Total)
Rigging:
(Vehicle's Sensors) + (Perception) + (Modifiers)
(Total)
Autonomous:
(Vehicle's Sensors) + (Clearsight Autosoft) + (Modifiers) (Total)
Threshold by Situation, Free or Simple Action

Sensor Test Threshold Modifiers


Situation
Target is trying to be found
Target is not hiding
Target is hiding

Threshold
0
1
Opposed hits on Appropriate Stealth Test

Sensor Test Modifiers:


Situation
Modifier
Concentration:
Distracted (Free Action, default)
-2
Observing in Detail (Simple Action)
+0
Searching for something you expect (Simple Action)
+3
Using Hot-Sim VR (Remote Control and Rigging Only)
+2
Range (distance relative to senses used or Signal Range):
Source is not in immediate vicinity
-1
Source is far away
-3
Source is extremely far away
-6
Environment:
Source stands out in some way
+2
Interference (background radiation, etc)
-1 to -3
Target's Signature:
Large or over-sized vehicles
+3
Electric-Powered vehicles (most civilian vehicles)
-3
Metahumans, critters
-3
Drones
-3
Micro-drones or Mini-drones
-6
ECM / Jamming Used
-Rating
ECCM Protection
(Reduces ECM penalty by Rating)
Vehicle has Touch Sensors (touch only):
+1
Opponent vehicle has
Chameleon Coating (visual sensors only)
-4
Hydrofoil Capability
+4
Lock-On Countermeasure and uses it
-3
Reflective Hull
+2
Signature Masking
-Rating

(This test is to see how well you manage to locate and follow a set of tracks. You do not need to
make another test until the threshold or dice pool modifier changes..)
Vehicle Tracking Modifiers:
Tracks
Threshold
Situation
Modifier
Left Normally
1
Knows the subject
+2
Deliberately Obscured
Infiltration hits
Has enhanced scent
+2
Terrain is...
Subject running
-2
Cluttered (forest, snow, etc) +0
Subject bleeding / leaking
+4
Normal (plains, desert, trash) +1
Per 12 hours
-1 ea.
Barren (urban, desert, river) +2
Per 1 hour of bad weather
-1 ea.
Devoid (rocky, cleaned)
+4

Vehicle Stealth Test (by Operation):


Manual:
(Agility) + (Infiltration) + (Modifiers)
(Total)
Remote:
(Command Program) + (Infiltration) + (Modifiers)
(Total)
Rigging:
(Commlink's Response) + (Infiltration) + (Modifiers)
(Total)
Autonomous: (Pilot) + (Covert Ops Autosoft) + (Modifiers)
(Total)
Open Test, Complex Action
Limited by Appropriate Pilot Skill or Maneuver Autosoft

(This test is to see how well you manage to hide your vehicle as you approach. Your hits oppose any
perception test to find you. Unless you are looking for yourself, this is a secret test.)
Vehicle Stealth Test Modifiers
Situation
Modifier
Climbing, Jumping or moving over off-road terrain
-2
Faster than Walking speed
-3
Faster than Running speed
-4
Completely dormant (stationary, no active systems except Sensors)
+4

Vehicle Shadowing Test (by Operation):


Manual:
(Agility) + (Shadowing) + (Modifiers)
(Total)
Remote:
(Command Program) + (Shadowing) + (Modifiers)
(Total)
Rigging:
(Commlink's Response) + (Shadowing) + (Modifiers)
(Total)
Autonomous: (Pilot) + (Chaser Autosoft) + (Modifiers)
(Total)
Open Test, Complex Action
Limited by Appropriate Pilot Skill or Maneuver Autosoft

Vehicle Perception & Stealth

(This test measures how well the vehicle's sensors have located and identified what you are looking
for. The sensor package of the vehicle must be capable of sensing the target with at least one sensor,
else the test automatically fails. Unless you are looking for something specific, this is a secret test.)
Sensor Test Threshold Modifiers
Information Gained
Net Hits
Presence of a target detected (within Signal or Sensor Range)
1
Location to target (distance and heading)
2
General type of target (Type of vehicle, biological form, etc)
3
Specific type of target (motorcycle, thunderbird, etc)
4
Specific example of target (Sashsa's stolen Harley, the shaman's pet)
5

Vehicle Tracking Test (by Operation):


Manual:
(Intuition) + (Tracking) + (Modifiers)
(Total)
Remote:
(Command Program) + (Tracking) + (Modifiers)
(Total)
Rigging:
(Commlink's Response) + (Tracking) + (Modifiers)
(Total)
Autonomous: (Pilot) + (Trailblazer Autosoft) + (Modifiers)
(Total)
Open Test, Complex Action
Limited by Appropriate Pilot Skill or Maneuver Autosoft

(This test is to see how well you manage to make you vehicle unnoticed as you follow someone.
Your hits oppose any perception test to find you. Unless you are looking for yourself, this is a secret
test. To follow a vehicle, you must maintain their location, which requires staying within either LOS
or Signal Range.)
Vehicle Shadowing Modifiers:
Situation
Modifier
Mild Traffic
+0
No Traffic or Heavy Traffic
-2
You vehicle doesn't blend in
-2
Your vehicle is unusually bland or well disguised
+2
(Make a Disguise Test)

51

Shadowrun Cheat Sheet


Vehicle Combat:

Vehicle Combat can be done either at the pedestrian scale or in Chase


Combat (with the Chase Grid). The direction of the vehicle is often needed to
determine firing arcs.
Surprise & Initiative: Surprise & Initiative in vehicles is determined based on
their method of operation but is otherwise used the same. Remember that
Wound Penalties from the vehicle (and commlink) stack with your own.
Manual:
Remote:
Rigging:
Autonomous:

As
As
As
As

Physical Initiative
Matrix Initiative
Matrix Initiative
Agent's Initiative, but cannot act without a command

Vehicle Weapons: All weapons mounted on a vehicle needs a weapon mount,


either fixed or flexible to determine firing arc. Unless stated otherwise, each
weapon mount holds 250 rounds of ammo.
Ramming: A moving vehicle can attempt to ram a target as a melee attack.
However, all ramming attempts immediately stop the vehicle unless one of the
following conditions are met.

Target is a pedestrian
Target is a vehicle with a Body less than half of your vehicle's Body
Target is a structure and you do enough damage to breach it.
You miss the target.

If you are not stopped, you can continue the rest of your movement for that
Initiative Pass.
Ramming Test:

As Maneuver Test
vs. Appropriate Dodge, Complex Action

(The necessary skill is determined by the weapon used. The action is determined by the attack mode
chosen, detailed on the below list. Your hits will be opposed by the defender's defense roll, if any.
Any net hits are added to the DV of your weapon when applying damage.
In all methods of operation except Manual, the vehicle defaults to Passive Targeting. In
order to use Attack Targeting, you must spend a Simple Action for a Sensor Test to get Sensor Lock,
which remains until the vehicle successfully manages to hide or otherwise breaks the lock.
All other aspects of ranged and melee combat remain the same, accept as noted.
However, remember that attacking another vehicle will probably have size modifiers and the
Vehicle's Body counts as it's Strength for melee damage.)
Vehicle Attack Modifiers:
Situation
Modifier
Vehicle's Innate Recoil Compensation
(Vehicle's Body x2)
Vehicle using Active Targeting (Requires a Sensor Test)
+net hits on Sensor Test
Vehicle using Passing Targeting:
Large or over-sized vehicles
+3
Electric-Powered vehicles (most civilian vehicles)
-3
Metahumans, critters
-3
Drones
-3
Micro-drones or Mini-drones
-6

Vehicle Combat & Ramming

Movement, Range, Cover & Modifiers: A closed vehicle provides total cover
for all inside. Vehicles with doors open can provide cover based on the size of
the door and the targets inside. Passengers firing manually from a vehicle have
the normal -3 movement modifier. All other aspects of physical combat remain
the same for vehicle combat, except as noted under Vehicle Attack.

Vehicle Attack:
Manual:
(Agility) + (Appropriate Attack Skill) + (Modifiers)
(Total)
Remote:
Active:
(Command Program) + (Appropriate Attack Skill) + (Modifiers) (Total)
Passive:
(Sensor) + (Appropriate Attack Skill) + (Modifiers)
(Total)
Rigging:
Active:
(Commlink's Response) + (Appropriate Attack Skill) + (Modifiers) (Total)
Passive:
(Sensor) + (Appropriate Attack Skill) + (Modifiers)
(Total)
Autonomous:
Active:
(Pilot) + (Appropriate Targeting Autosoft) + (Modifiers)
(Total)
Passive:
(Sensor) + (Appropriate Targeting Autosoft) + (Modifiers)
(Total)
vs. Appropriate Dodge, Complex or Simple Action

(You must be in a moving vehicle, starting in a non-adjacent square to the target and with enough
movement to enter the target square. Compare hits against any attempt to dodge the ramming
attempt. If you get any net hits, you have rammed the target. Structures and prone targets are
always automatically hit.
If successful, the target and your vehicle and all passengers in either, must all make
appropriate Soak tests., See Falling & Speed for DV, based on your vehicle's Body.
Immediately after making the Soak, check to see if your vehicle continues moving. If it
does, your vehicle, and the target if it is a vehicle, must immediately make a Maneuver Test to retain
control. If it doesn't, it crashes, but at half it's original speed.
Ramming Test Modifiers
Situation
Modifier
Getting to your target requires more than Walking Speed
-3

52

Shadowrun Cheat Sheet


Vehicle Dodge:

(The vehicle must be moving in order to dodge. Otherwise, all other aspects of melee and ranged
combat remain the same.)

(Body) + (Armor) + (Modifiers)


Open Test, no action

(Total)

(For each hit, reduce the amount of damage taken by 1 one box. If the modified DV of the attack
does not exceed the modified armor, the attack does no damage at all.
However, Vehicles are objects and thus cannot resist Direct Combat spells other than
through the Object Resistance Threshold.
Soak Modifiers
Situation
Modifier
Weapon's AP
(Reduces Armor Rating, min: 0)
Smart Armor Rating
(Reduces Weapons AP Rating, min: 0)
Active Missile Defense (against Missiles and Rockets only)* +2, +4 if lasers are used
Elemental Protection
+Rating (specific to elemental type)
Attack is a spell
+Counterspelling rank
Attack through a Structure**
+(Structure Rating -AP)
*Missile Defense requires the Missile Defense modification and can only be used up to 3 times per
Combat Turn and require a weapon mount to be dedicated to it. See Arsenal, pg. 139.
*If the attack doesn't destroy a section of the Structure, the attack is blocked.

Other Vehicle Tests:

Vehicles, particularly dedicated drones, can sometimes need to make


other kinds of physical tests. These tests are always limited by the equivalent skill
of the operator or the Maneuver Autosoft, if there is a valid Autosoft for the skill.
Other Vehicle Physical Test (by Operation):
Manual:
As Skill, although not usually possible
Remote:
(Command Program) + (Appropriate Skill) + (Modifiers)
(Total)
Rigging:
(Commlink's Response) + (Appropriate Skill) + (Modifiers)
(Total)
Autonomous:
(Pilot) + (Appropriate Autosoft, if possible) + (Modifiers)
(Total)
Open Test, Complex Action
Limited by Appropriate Pilot Skill or Maneuver Autosoft
(Use this test and compare it to the normal threshold and dice pool modifiers of the normal skill.
Autosofts are usually limited to Technical and Knowledge skills, although Hacking and Software are
not available. Other Autosofts cannot be used to make something new.)
Other Vehicle Test Modifiers
Situation
Modifier
Walker drone with Body Stabilizer (Climbing & Gymnastics Tests only)
+Rating
All other appropriate modifiers for the test
As Skill

Vehicle Dodge, Resist and Other Tests

Vehicle Dodge:
Manual:
Ranged:
(Reaction) + (Modifiers)
(Total)
Ranged, Full:
(Reaction) + (Dodge) + (Modifiers)
(Total)
Melee:
(Reaction)+ (Dodge or Melee Skill) + (Modifiers)
Melee, Full:
(Reaction) + (Dodge or Melee Skill) + (Dodge) + (Modifiers)
(Total)
Remote:
Ranged:
(Command Program) + (Modifiers)
(Total)
Ranged, Full:
(Command Program) + (Dodge) + (Modifiers)
(Total)
Melee:
(Command Program) + (Dodge or Melee Skill) + (Modifiers)
(Total)
Melee, Full:
(Command Program) + (Dodge or Melee Skill) + (Dodge) + (Modifiers) (Total)
Rigging:
Ranged:
(Commlink's Response) + (Modifiers)
(Total)
Ranged, Full:
(Commlink's Response) + (Dodge or Melee Skill) + (Modifiers)
(Total)
Melee:
(Commlink's Response) + (Dodge or Melee Skill) + (Modifiers)
(Total)
Melee, Full:
(Commlink's Response) + (Dodge or Melee Skill) + (Dodge) + (Modifiers) (Total)
Autonomous:
Ranged:
(Vehicle's Response) + (Modifiers)
(Total)
Ranged, Full:
(Vehicle's Response) + (Defense Autosoft) + (Modifiers)
(Total)
Melee:
(Vehicle's Response) + (Defense Autosoft) + (Modifiers)
(Total)
Melee, Full:
(Vehicle's Response) + (Defense Autosoft) x2 + (Modifiers)
(Total)
vs. Appropriate Attack, no action
Limited by Appropriate Pilot or Maneuver Autosoft

Vehicle Resist Damage:

Repairing Vehicles:
See the Build & Repair rules, but note the total cost of the vehicle and
the availability of the vehicle or the highest modification done to the vehicle.

53

Shadowrun Cheat Sheet


Demolitions:

All Demolition Tests requires a Demolition Kit and follow the same rules
for Build & Repair. Explosives follow the same damage rules for grenades and
rockets, except no scatter. However, if you get a critical glitch, expect the worst.
Below are some definitions that are needed.
The Armor Penetration of the Blast, as per Combat Rules. The default AP is 0.

Blast Radius:

Notated: -X / m. The rate in which the DV of an explosion is reduced if allowed


to spread in a sphere. If the distance between you and the source of the
explosion is enough to reduce the DV to 0, you take no damage.
If the explosion is tamped or is otherwise confined, the Blast Radius
notation is halved in that direction, meaning the explosion expands in that
direction farther. The default Blast Radius is -2 / m.

Charge:

The actual explosives. Given the dangers of using and transporting explosives, it
is best to carry as little as needed. A charge needs explosive chemicals (see
Chemistry), built into an armed device with a detonator (See Building
Explosives), set in place and then detonated to explode... properly.
To determine the charge needed for a hole in a structure based on the
explosive used, use the following equations.
1. Min. DV = (Hole Diam. (m) x Structure Rating)2 + (Structure Armor / 4)
2. Kg Needed = ((Min. DV / Position Multiplier) / Explosive Rating*)2 kg

Cratering:

The act of using explosives specifically to create a hole, not necessarily to get
through a wall. To determine the diameter created, use the following equations.
1. DV Resisted = (DV to Resist (Structure's Armor / 4, via Buying hits)
2. Hole Diameter = (DV Resisted / Structure Rating), meters. Do not round.

Detonator:

The device that triggers the charge. Usually activated with a Simple action at
Mutual Signal Range (See Commlinks & Device Ratings).

DV:

DV = (Position Multiplier x Explosive Rating x (kg used), rounded down) plus


net hits on a Building Explosives test.

Explosive Rating:

The relative potency of the explosive, measured in 1 kg.

Inside Structure:

The explosive is packed inside the structure. Note that any open air, like a room,
between the explosive and the structure immediately negates this effect.

Position Multiplier: Based on where the charge is placed, the DV is multiplied. It does not require
any Demolitions check to place an explosive, only to set it, once placed. Use
distance to 0 DV for determining underwater or untamped multipliers.
Position
Against Structure, Untamped
Against Structure, Tamped, or Underwater, less than 0 DV distance
Inside Structure, Untamped, depth less 0 DV distance
Inside Structure, Tamped, or Underwater, deeper than 0 DV distance
Tamped:

DV
x1
x2
x3
x4

The practice of placing an explosive against the target and then placing
something heavy or durable on top of the explosive to force the blast wave into
the target. The explosive being underwater counts, based on depth. The
substance used to tamp a charge must have an Armor rating at least half of the
target Structure.

(Total)

(This is a secret test to determine what you think is the necessary amount of explosive for a job.)
Calculating a Charge Modifiers
Net Hits
Charge Weight (kg, 1-3 low, 4-6 high)
0
+/- 50%
1
+/- 25%
2
+/- 10%
3+
Exact Amount
Missing Information
Material of Target (Structure Rating & Armor)
Plans of Target
Explosive Rating used
Thickness of Target

Building Explosives:

Modifiers
-2
-1
-2
-3

(Logic) + (Demolitions) + (Modifiers)


(Total)
Extended Test (Threshold and Interval by Situation)

(This requires the explosives and the detonator to be used to already be present. If successful, you
have an armed device. Each net hit raises the DV by +1. A glitch removes the normal 1d3 net hits. A
critical glitch or reducing the net hits to 0 means (1d6 / 2)kg, no rounding, go off. This also destroys
the Demolitions kit.
Building a Bomb Threshold and Intervals
Bomb & Modifiers
Threshold
Interval
Cutting Charge (i.e. a Bangalore Torpedo)
12
15 minutes
Bomb or Grenade
8
5 minutes
Flash-Bang or Smoke Grenade
4
15 minutes
AP:
Per -1 AP below 0
+2 per
+10 minutes per.
Per +1 AP above 0
-1 per
-2 minutes per.
Blast Radius:
-4 / m
-2
+10 minutes
-3 / m
-1
+5 minutes
-2 / m
+0
As Normal
-1 / m
+2
+2 minutes
-1 / 2m
+4
+10 minutes
Other Options:
Gel Round rules (Stun Damage)
+2
+5 minutes
Incendiary (Fire Damage)
+2
+5 minutes
Thermal Smoke (smoke grenade only) +1
+5 minutes
Using an Anti-Removal Device
+Rating
+(Rating x5) minutes

Set a Charge:

Demolitions

AP:

Calculating a Charge: (Logic) + (Demolitions) + (Modifiers)


Open Test, 1 Complex Action

(Agility) + (Demolitions) + (Modifiers)


(Total)
Extended Test (Threshold and Interval By Situation)

(You must have an armed device. If successful, you make sure that when detonated, it to explode as
desired. If you get a critical glitch, it explodes immediately in front of you.)
Sett a Charge Threshold and Interval
Situation
Threshold
Interval
Non-Cutting Charge
1
1 Complex Action
Stationary Cutting Charge
2x meters to be cut
5 minutes
Portable (Frame Charge)
2x meters to be cut
15 minutes
Different kinds of detonators
+1 per type, after the first.
+2 minutes

54

Shadowrun Cheat Sheet


Build & Repair Definitions:

Build & Repair Tests:

The Build & Repair rules have some definitions for their use.

Plans:

Any use of the Build & Repair rules can benefit from, but do not require plans of the
project. Plans can either be regular, being a standard manual or walk through, or AREnhanced, which are more like a 3-D recording of the plan and the process of using. Plans
have an Availability equal to the Threshold for making the device, +4 if they are AREnhanced, and a cost of either free (from hacker spaces, open sources and DIYers) or 10%
of the device if restricted or other hard to find.
All projects require parts or raw materials. For vehicles, drones, structures and other
physical things with Damage Tracks, this is equal to 1% of the total cost of the object per
box of damage. For new projects, the cost of the parts is either listed or subject to the
desired final result. Parts have the same Availability of the object they are meant for, which
is either the Availability of the object or the modification that has been damaged.

Tools:

Almost all uses of the Build & Repair rules require tools appropriate to their need. Tools
come in three types, based on what they can do, and dedicated to a specific Skill or Skill
Group when purchased (Artisan, Armor, Mechanics Skill Group, etc)

Kit: The simplest collection of tools, capable of repairing up to 3 boxes of


damage or very minor modifications. A kit can fit in a backpack, briefcase or, of
course, a tool box.

Shop: A decent collection of tools and a good work space, capable of repairing
all damage, most modifications and the creation of very basic projects. A shop
can fit in a garage or, if being moved and not used, in the back of a van

Facility: A dedicated site comprised of multiple large machines, capable of


repairing, modifying or creating any project appropriate to it's Skill or Skill
Group. It is the size of a large warehouse and takes at least one tracker trailer to
transport.

Inadequate: Means you have at least a kit, but you need a Shop or a Facility

Make-shift: Means you don't have even a kit, but manage to MacGyver it. This
is not always possible.

Getting the Plans:


Legwork:
Matrix:

As Finding Gear
(Data Search) + (Browse) + (Modifiers)
Extended Test (Availability, 1 minute)

(Total)

(This method is usually free, but can cost 10% of the device or modification for restricted plans.)

Designing Your Own:


(Logic) + (Appropriate Knowledge Skill) + (Modifiers)
(Total)
Extended Test (Threshold, By Threshold)

(You have the plans to create an device. Note: You cannot design your own AR-Enhanced Plans, but
once you successfully create the device while recording yourself, you will automatically have the
AR-Enhanced Plans.)
Designing Your Own Intervals
Threshold
Interval
14
1 hour
58
1 day
9 12
1 week
13+
1 month

(You must have the necessary tools for the desired project. Upon hitting the threshold, you have
successfully created, modified or repaired the desired object. Glitches remove 1d3 hits. If you get a
Critical Glitch, or get all hits removed through Glitches, all progress and parts is immediately wasted
and you have start over again. You can retry like normal, but the retry penalty does not get removed
until either the base dice pool or threshold is changed.)
Build & Repair Thresholds
Project
Threshold
Repairing something that has a Damage Track (i.e. vehicles) DV Taken
Modification
As Listed (or Rating x2 if not listed)
GM's Discretion:
Simple / Minor Malfunction
2
Basic / Easy Fix
4
Complex / Common Repair
8
Difficult / Unintented Modificaiton
10
Intricate / Serious Repair
12
Exotic / Beyond Repair
16
Telesma (See Enchanting)
Hand-Made
6
Virgin
12
Exotic
18
Build & Repair Interval
Project
Repairing something that has a Damage Track (i.e. vehicles, structures)
Modifications:
Micro sized
Mini sized
Hand-held sized (weapons, firearms)
Body sized (armor)
Vehicle sized
Structural
GM's Discretion:
Quick
Simple
Standard
Involved
REALLY Involved (Standard for Hardware)
Massive
Telesma
Build & Repair Modifiers
Situation
Modifier
Working Conditions:
Superior
+1
Distracting
-1
Poor
-2
Bad
-3
Terrible
-4
Appropriate Mentor / Paragon +2
Has Micro-vision
+2

Situation
Plans:

No Plans
Standard
AR-Enhanced
Tools & Parts:
Superior
Inadequate
Make-shift

Interval
6 hours
6
4
2
4
6
1

hours
hours
hours
hours
hours
day per section

Build & Repair

Parts:

Artisan:
(Intuition) + (Artisan) + (Modifiers)
(Total)
Build & Repair:
(Logic) + (Appropriate Build & Repair Skill) + (Modifiers)
(Total)
Extended Test (Threshold and Interval by Type)

1 minute
10 minutes
1 hour
4 hours
1 day
1 week
1 day
Modifier
-(Logic -5), max +0
+1
+2
+1 (or more)
-2
-4 (or not possible)

55

Shadowrun Cheat Sheet


Special Build & Repair Tests:
Chemistry:

Knowledge Skills:

(Logic) + (Chemistry) + (Modifiers)


(Total)
Extended Test (Threshold by Type, 1 hour)

Chemistry Output (doses per net hit vs. Tools used)


Tools
Chemistry Kit
Chemistry Shop
Chemistry Facility
Chemistry Modifiers
Situation
Has Smell or Taste enhancing implant or power

Disarming a Charge:

Dose
1 dose per net hit
10 doses per net hit
50 doses per net hit
Modifier
+Rating

(Agility) + (Demolitions) + (Modifiers)


Threshold (1), Complex Action

(Total)

(If you get at least 1 net hit, you have successfully disarmed a charge. If you just fail, nothing
happens but the charge is still armed. If you get a critical glitch or the Anti-Removal detonator gets
more hits, the charge immediately explodes.)
Disarming a Charge Modifiers
Situation
Threshold Modifier
Charge has Anti-Removal Detonator
Opposed by Anti-Removal Rating

Forgery - Physical:

(Agility) + (Forgery) + (Modifiers)


(Total)
Extended Test (Open, Interval by Type)
Limited to the related Build & Repair Skill

(This a secret roll that sets the Threshold for Perception Tests to see through it, although most forgers
thoroughly inspect their own work. The cost of the parts is 10% of the original, 50% if the fake is
supposed to be interactive. All fakes fail the moment they are used for any actual tests. All Build &
Repair Intervals and Modifiers apply normally, except you need Appraisal Tools and as listed.)
Forgery Modifiers:
Situation
Modifier
Has an legitimate example to work from
+4

Academic: Any knowledge that helps explain the world around us.
Interest: Any knowledge that covers entertainment or other niche information.
Language: Any knowledge that handles communication, including codes and ciphers
Professional: Any knowledge that assist with performing some kind of job or service.
Street: Any knowledge that comes for simply living in a given area over time, including
having to live with an area's problems or quirks.

Defining Knowledge Skills: Defining what a knowledge skill does and does not
cover can be difficult. As a guideline, no knowledge skill can be so specific that it
can not benefit from a specialization or so wide spread that there is no reason to
take similar knowledge skills. Listed are examples of what is and is not
acceptable.
Academic:
Interest:
Language:
Professional:
Street:

Too Widespread
Science
Sports
Romance Languages
Office Procedures
Gangs

Valid
Physicals
Baseball
Italian
Security Procedures
Seattle Gangs

Too Specific
Thermonuclear Reactions
Red Soxs
Venetian
UCAS Security Procedures
The Ancients

Cross-Appropriate Knowledge Skills: Occassionally, a topic could be covered


by two or more Knowledge Skills. While this is valid, there is usually a 2+
threshold difference for the individual tests.
Language Skills: Language skills are handled just like Knowledge skills, except
they also limit the use of any Social skill by their rating.
Interest or Street Knowledge Test:
(Intuition) + (Appropriate Knowledge Skill) + (Modifiers) (Total)
Academic or Professional Knowledge Test:
(Logic) + (Appropriate Knowledge Skill) + (Modifiers)
(Total)
Language Test: (Intuition) + (Appropriate Language Skill) + (Modifiers) (Total)
Threshold (By Situation), Free Action
(You know something important about the related topic or manage to communicate such info.)
Knowledge Thresholds:
Situation
Threshold
General / common knowledge
1
Detailed knowledge
2
Intricate knowledge
4
Obscure knowledge
6+

Special Build & Repair Tests / Knolwedge Skills

(You must have a plan for any Chemistry Test. The parts cost 50% of the chemical's cost, except as
listed. All other Build & Repair Modifiers apply normally, except as listed.)
Chemistry Thresholds:
Chemical (starting at Rating: 1, where appropriate)
Threshold
Simple (opium, glycerin, smoke grenade, lye, etc)
4
Breath, cellular or DNA enzyme preservative
5
Complex (morphine, ammonium nitrate, basic industrial acid)
8
Intricate (heroine most explosives, most medicine)
12
Exotic (methadone, liquid or binary explosives, advanced medicine)
16+
Per increase in Rating
+1 per.

Knowledge skills can cover anything that is known, rather than done.
They, however, are always in one of five groups

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