Today’s posting is one of the cheat sheets I put together to get combat correct as I’m learning the system. It covers the Physical Initiative Sequence – next week I’ll post the one for the Physical Combat Sequence.
The rulebook has a great deal of material to cover and so has to condense many things into as small a package as possible. As a result, some sections are particularly dense and it is easy to miss things, some of which can be very important. I plan on putting together something similar for Matrix combat and Magic combat. I’ll probably put together a supplemental on Rigger combat as it overlaps Physical combat and Matrix combat (or appears to – it might not once I dig into it). Once I have them all done, I’ll make a PDF and post it in the downloads widget.
NOTE: my HTML formatting skills are not my strongest skills - I'm a Word guru. The Word file has much better formatting than I can get here. The PDFs will have the superior formatting.
Physical Initiative Sequence
Shadowrun, 5th Ed.
- Initiative is rolled each Combat Turn
- Initiative is changed by wound modifiers as they happen (meaning as you are wounded, your initiative drops immediately).
- Initiative suffers a -10 modifier for the first Combat Turn if you enter combat after it has started.
- You can spend Edge to automatically go first this Combat Turn. This does not change your initiative roll otherwise.
- You can spend Edge to roll 5d6 as part of your initiative roll for a single Combat Turn.
Process (p. 158)
1. Roll Initiative:
a. See Initiative Attribute Chart on p159 for attributes and base initiative dice for each type of initiative.
2. Begin Initiative Pass
a. Highest to lowest
b. Ties broken by ERIC: Edge, Reaction, Intuition, Coin toss
3. Begin Action Phase
• Taking a Delayed Action is declared here, plus if going before, after, or the same time as an acting character. (p161)
• Actions taken in a Delayed Action are at -1 die.
a. Declare Actions (p163)
• 2 Simple actions or
• 1 Complex action plus 1 Free action (Free actions can be saved until later)
b. Resolve Actions
• Walk = Agility x2
• Run = Agility x4
• Sprinting is a Running+Strength[Physical] test. Maximum # of Sprinting tests = Running/2, minimum of 1
4. Repeat Step 3 for the rest of the characters in this Initiative Pass.
a. Once every character has gone, subtract 10 from all initiative totals.
b. Begin a new Initiative Pass at Step 2 for all characters that still have a positive Initiative total.
5. When all characters have an initiative total of 0 or less, Return to Step 1 for the next combat turn (assuming there is one).
- Running characters take a -2 die penalty for all tasks except a Running skill check.
- Shooting at a Running character has a -2 die penalty
- Shooting at a Sprinting target has a -4 die penalty
- Combat Actions table: p163
- Matrix Actions table: p214
- Magic Actions table: p276