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© 2011 The Topps Company, Inc. All Rights Reserved. Shadowrun, Runner’s Toolkit, and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc.,
in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
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RANGED COMBAT MODIFIER TABLE 152
SITUATION DICE POOL MODIFIER SITUATION DICE POOL MODIFIER SITUATION DICE POOL MODIFIER
Attacker running –2 Aimed shot +1 per Simple Action –2 (first burst)
Recoil, burst
Attacker in melee combat –3 Blind fire –6 –3 (second)
Attacker in a moving vehicle –3 –variable –5 (first burst)
Called shot Recoil, long burst
Attacker firing from cover –2 (see Called Shots, p. 161) –6 (second)
–wound modifiers –2 per additional target Recoil, full auto –9
Attacker wounded Multiple targets
(see p. 163) that Action Phase 2 x uncompensated
Recoil, heavy weapon
Attacker using laser sight +1* recoil
Tracer rounds with short burst +1
Attacker using smartlinked weapon +2* Recoil compensation Reduces recoil modifier
Tracer rounds with long burst +2
eliminates range Tracer rounds with full auto +3 Reduces recoil or
Attacker using image magnification Gyro stabilization
modifiers (see p. 151) movement modifier
–1 for second shot that
Recoil, semi-automatic
Attacker using a second firearm splits dice pool Action Phase Target point-blank +2
Attacker using off-hand weapon –2 Visibility impaired See Visibility Table
* Note that the bonuses for laser sights and smartlinks are not cumulative.

DEFENSE MODIFIERS TABLE 159 MELEE MODIFIER TABLE 157


SITUATION DICE POOL MODIFIER SITUATION DICE POOL MODIFIER
Defender unaware of attack No defense possible Friends in the melee +1 per friend (max. +4)
–wound modifiers Character wounded –wound modifier (see p. 163)
Defender wounded
(see p. 163) Character has longer Reach +1 per point of net Reach*
Defender inside a moving vehicle +3 Character using off-hand weapon –2
Defender has defended against –1 per additional Character attacking multiple targets Splits dice pool
previous attacks since last action defense
Character has superior position +2
Defender prone –2
Opponent prone +3
Ranged Attacks only: Attacker making charging attack +2
Defender running +2 Defender receiving a charge +1
Defender in melee targeted by ranged attack –3 Visibility impaired Consult the Visibility Table, p. 152
Defender/Target has Partial Cover +2 Called shot Variable (see Called Shots, p. 161)
Defender/Target has Good Cover +4 Touch-only attack +2
Attacker firing wide burst –2 * You may apply Reach as a –1 dice pool modifier per net point to the
Attacker firing long wide burst –5 opponent instead.

Attacker firing full-auto wide burst –9


Attacker firing shotgun on medium spread –2
Attacker firing shotgun on wide spread –4
Attacker using area attack weapon
–2
(grenade, missile)

GRENADE DAMAGE TABLE 156


SCATTER TABLE 155 TYPE DAMAGE CODE AP BLAST
TYPE SCATTER Flash-Bang 6S –3 10m Radius
Standard Grenade 1D6 meters – 1 per net hit GRENADE SCATTER DIAGRAM Flash-Pak Special — Special
1
Aerodynamic Grenade 2D6 meters – 2 per net hit
6 2 155 Fragmentation 12P(f) +5 –1/m
Grenade Launcher 3D6 meters – 2 per net hit High Explosive 10P –2 –2/m
Rocket 4D6 meters – 1 per net hit Gas Chemical — 10m Radius
Missile 4D6 meters – 1 per net hit (– Sensor rating) Smoke — — 10m Radius
5 3 DIRECTION
Airburst 2D6 meters – 1 per net hit (– Sensor rating) 4 OF THROW Thermal Smoke — — 10m Radius
WEAPON RANGE TABLE 151 MATRIX SEARCH TABLE 230
DICE POOL INFORMATION IS: THRESHOLD
+0 –1 –3 –6
MODIFIER:
General Knowledge or Public 6
RANGE IN METERS
Limited Interest or Not Publicized 12
SHORT MEDIUM LONG EXTREME
Hidden or Actively Hunted and Erased 24
Pistols
Protected or Secret n/a
Taser 0–5 6–10 11–15 16–20
Hold-out Pistol 0–5 6–15 16–30 31–50 INFORMATION IS: DICE POOL MODIFIER

Light Pistol 0–5 6–15 16–30 31–50 Intricate or Specialized –1

Heavy Pistol 0–5 6–20 21–40 41–60 Obscure –2

Automatics AREA SEARCHED INTERVAL

Machine Pistol 0–5 6–15 16–30 31–50 Single Node or Signal Area Complex Action

SMG 0–10 11–40 41–80 81–150 All Subscribed Devices and Nodes Complex Action

Assault Rifle 0–50 51–150 151–350 351–550 Entire Matrix 1 Minute

Longarms SIGNAL RATING TABLE 222


Shotgun (flechette) 0–10 11–25 26–40 41–60 SIGNAL SIGNAL
RATING RANGE EXAMPLES
Shotgun (slug) 0–10 11–40 41–80 81–150
0 3m Nanoware transceivers, cyberware, intra-PAN devices
Sporting Rifle 0–100 101–250 251–500 501–750
1 40 m RFID tags, handheld electronics
Sniper Rifle 0–150 151–350 351–800 801–1,500
2 100 m Headware transceivers, micro-drone sensors
Average commlinks, residential/small business wi-fi
Heavy Weapons 3 400 m
routers, vehicular autonav sensors
Light Machine Guns 0–75 76–200 201–400 401–800 4 1 km Crawler-drone sensors
Medium/Heavy Machine Gun 0–80 81–250 251–750 751–1,200 5 4 km Cyberlimb transceivers, heavy drone surveillance sensors
Assault Cannon 0–100 101–300 301–750 751–1,500 6 10 km Cell-phone towers, public access wi-fi routers
Grenade Launcher *5–50 51–100 101–150 151–500 Targeting sensors for ground vehicle weapons (ATGMs,
7 40 km
Missile Launcher *20–70 71–150 151–450 451–1,500 tank guns, etc.)
8 100 km Flight radar, dedicated ground surveillance radar
Ballistic Projectiles 9 400 km Maritime/naval radar, commercial AM/FM radio
To STR To STR
Bow 0–STR To STR x 60
x 10 x 30
Light Crossbow 0–6 7–24 25–60 61–120 ASSENSING TABLE 191
Medium Crossbow 0–9 10–36 37–90 91–150 HITS INFORMATION GAINED

Heavy Crossbow 0–15 16–45 46–120 121–180 0 • None


• The general state of the subject’s health (healthy, injured, ill, etc.).
1 • The subject’s general emotional state or impression (happy, sad, angry).
Impact Projectiles • Whether the subject is mundane or Awakened.
Thrown Knife 0–STR To STR x 2 To STR x 3 To STR x 5 • The presence and location of cyberware implants.
Shuriken 0–STR To STR x 2 To STR x 5 To STR x 7 • The class of a magical subject (fire elemental, manipulation spell, power focus, and so on).
2
• If you have seen the subject’s aura before, you may recognize it, regardless of physical
disguises or alterations.
Thrown Grenades
• The presence and location of alphaware cyber-implants.
Standard 0–STR x 2 To STR x 4 To STR x 6 To STR x 10 • Whether the subject’s Essence and Magic are higher, lower, or equal to your own.
Aerodynamic 0–STR x 2 To STR x 4 To STR x 8 To STR x 15 3 • Whether the subject’s Force is higher, lower, or equal to your Magic.
• A general diagnosis for any maladies (diseases or toxins) the subject suffers.
* See Grenade Launcher Minimum Range, p. 155.
• Any astral signatures present on the subject.
© 2011 The Topps Company, Inc. All Rights Reserved. Shadowrun and Matrix are • The presence and location of bioware implants and betaware cyberimplants.
registered trademarks and/or trademarks of The Topps Company, Inc., in the United 4 • The exact Essence, Magic, and Force of the subject.
States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo •The general cause of any astral signature (combat spell, hearth spirit, and so on).
are trademarks of InMediaRes Productions, LLC.
• The presence and location of deltaware implants, genetreatments and nanotech.
5+ • An accurate diagnosis of any disease or toxins which afflict the subject.
• The fact that a subject is a technomancer.
PERCEPTION TEST TABLES 136
ITEM/EVENT IS THRESHOLD EXAMPLES PHYSICAL ATTRIBUTES INTUITION
AGILITY Artisan
Neon sign, running crowd, yelling,
Obvious/Large/Loud 1 Archery Assensing
gunfire
Automatics Disguise
Street sign, average pedestrian, Blades Interests Knowledge
Normal 2

SKILLS AND LINKED ATTRIBUTES


conversation, silenced gunfire Clubs Language
Item dropped under table, contact Escape Artist Navigation
Obscured/Small/Muffled 3
lens, whispering Exotic Melee Weapon Perception
Secret door, needle in haystack, (Specific) Shadowing
Hidden/Micro/Silent 5+ Exotic Ranged Weapon Street Knowledge
subvocal speech
(Specific) Tracking
DICE POOL DICE POOL
SITUATION SITUATION Forgery
MODIFIER MODIFIER
Gunnery LOGIC
Perceiver is distracted –2 Object/sound stands Academic Knowledge
+2 Gymnastics
Perceiver is actively out in some way Aeronautics Mechanic
+3 Heavy Weapons
looking/listening for it Interfering
–2 Infiltration Arcana
Object/sound not in sight/odor/sound
–2 Locksmith Armorer
immediate vicinity Perceiver has active
+rating Longarms Automotive Mechanic
Object/sound far away –3 enhancements
Perceiver using Palming Chemistry
–6 Pistols Computer
virtual reality
Throwing Weapons Cybertechnology
Unarmed Combat Cybercombat
VISIBILITY MODIFIERS 152
Data Search
VISIBILITY MODIFIERS NORMAL LOW-LIGHT THERMO ULTRASOUND BODY Demolitions
Full Darkness –6 –6 –3 –3 Diving Electronic Warfare
Partial Light –2 0 –2 –1 Parachuting Enchanting
Glare –1 –1 –1 0 First Aid
Light Fog/Mist/Rain/Smoke –2 –1 0 –1 REACTION Industrial Mechanic
Heavy Fog/Mist/Rain/Smoke –4 –2 –2 –2 Dodge Hacking
Thermal Smoke –4 –2 –6 –2 Pilot Aerospace Hardware
Pilot Aircraft Medicine
Pilot Anthroform Nautical Mechanic
MOVEMENT TABLE 149
Pilot Exotic Vehicle (Specific) Professional Knowledge
METATYPE WALKING RATE RUNNING RATE Pilot Ground Craft Software
Humans, Elves, Orks 10 Meters/turn 25 Meters/turn Pilot Watercraft
Dwarfs 8 Meters/turn 20 Meters/turn
WILLPOWER
STRENGTH Astral Combat
Trolls 15 Meters/turn 35 Meters/turn
Climbing Survival
Running
AVAILABILITY INTERVAL 312 Swimming SPECIAL ATTRIBUTES
ITEM COST INTERVAL MAGIC
Up to 100¥ 12 hours MENTAL ATTRIBUTES Banishing
CHARISMA Binding
101¥ to 1,000¥ 1 day Counterspelling
Con
1,001¥ to 10,000¥ 2 days Etiquette Ritual Spellcasting
10,001¥+ 1 week Instruction Spellcasting
Intimidation Summoning
Leadership
STREET COSTS 312
Negotiation RESONANCE
SITUATION COST ADJUSTMENT Compiling
Item counterfeit –20% Decompiling
Registering
Item stolen –20%
Item used –20%
Note 1: You cannot default on italicized skills.
Item used in a crime under investigation –10% Note 2: Attributes listed are the typical default for that skill. However,
Price war between rival dealers –10% occasionally Tests will call for different Attributes or other ratings to
be used in dice pool calculation, and sometimes defaulting may not
Market flooded –10%
be possible. 120
Distribution channels monopolized +20%
Law enforcement crackdown on item +50%
Market dry +20%
CHARISMA-LINKED OPPOSED TESTS 130 FREE ACTIONS Quick Draw
SKILL USED ACTING CHARACTER ROLLS TARGET CHARACTER ROLLS Call a Shot Ready Weapon
Con Con + Charisma (Con or Negotiation) + Charisma Change Linked Device Mode Remove Clip
Drop Object Sprint
Etiquette Etiquette + Charisma Perception + Charisma
Drop Prone Stand Up

COMBAT ACTIONS
Intimidation Intimidation + Charisma Intimidation + Willpower Eject Smartgun Clip Take Aim
Leadership Leadership + Charisma Leadership + Willpower Gesture Throw Weapon
Intercept Use Simple Object
Negotiation Negotiation + Charisma Negotiation + Charisma
Run
Speak/Text Phrase COMPLEX ACTIONS
SUCCESS TEST DIFFICULTIES TABLE 62 Fire Automatic Weapon
DIFFICULTY THRESHOLD SIMPLE ACTIONS Fire Mounted or Vehicle Weapon
Easy 1 Change Gun Mode Full Defense
Fire Weapon (SS, SA, BF) Melee or Unarmed Attack
Average 2
Insert Clip Reload Firearm
Hard 3 Observe in Detail Use Complex Object
Extreme 5+ Pick Up/Put Down Object Use Skill
146

TASK DIFFICULTY THRESHOLD 64


DIFFICULTY THRESHHOLD
FREE ACTIONS COMPLEX ACTIONS
Easy 6 Alter/Swap Icon Capture Wireless Signal
Average 12 Change Linked Device Mode Compile Sprite
Hard 18 Detect Active/Passive Wireless Control Device
Modes Crash Node
MATRIX ACTIONS
Extreme 24+
Jack Out Crash Program
Switch Interface Mode Data Search
EXTENDED TEST DIFFICULTIES Terminate Data Transfer Decompile Sprite
Transmit Phrase Detect Hidden Node
To quickly set the guidelines for an Extended Test, pick an appropriate
interval and difficulty:
Disarm Data Bomb
64 SIMPLE ACTIONS Edit
TASK TIME INTERVAL Hack on the Fly
Analyze Icon/Node
Fast 1 Combat Turn Call Sprite Initiate Cryptanalysis
Quick 1 Minute Deactivate Program Intercept Traffic
Short 10 Minutes Decrypt Jam Signals
Dismiss Sprite Log On
Average 30 Minutes
Encrypt Matrix Attack
Long 1 Hour
Issue Command Reboot
Consuming 1 Day Jump into a Drone/Vehicle/Device Redirect Trace
Exhaustive 1 Week Log Off Repair Icon
Mammoth 1 Month Observe in Detail Run Program
Transfer Data Set Data Bomb
Spoof Command
CONCEALABILITY TABLE 311 Trace User
CONCEALABILITY
MODIFIER EXAMPLES 228
RFID tag, bug, slap patch, micro-electronics,
–6
micro-drone

–4
Holdout pistol, monowhip, ammo, credstick, FREE ACTIONS COMPLEX ACTIONS
chips/softs, sequencer/passkey Centering Astral Projection
Light pistol, knife, sap, minidrone, microgrenade, Deactivate Focus Banish Spirit
–2 Declare Counterspelling Protection Cast Spell
flash-pak, jammer
Drop Sustained Spell Erase Astral Signature
MAGIC ACTIONS

+0 Heavy pistol, taser, grenade, goggles, commlink


Summon Spirit
+2 Machine pistol, medkit, club SIMPLE ACTIONS
+4 SMG, stun baton, sword Activate Focus
+6 Assault rifle, katana Call Spirit
Command a Spirit
Dismiss Spirit
Shift Perception
179

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