Monday, June 1, 2015

Combat Cheat Sheet – Vehicle Chase Combat Sequence

[There was no game last week, so no session report this week.  Instead, here is the much belated Vehicle Chase cheat sheet.]

This expands on the terse description of determining the combat sequence in the Shadowrun 5th Edition rulebook.  Where they went for compactness, this version goes for clarity.

Terms and Requirements:
This cheat sheet refers to Piloting skills as Piloting skills, not Vehicle Skills, as that is what appears on character sheets.

Vehicle Test = Piloting Skill + Reaction [Handling] Test

The threshold is determined by the difficulty of the situation, see p. 199 for the
Vehicle Test Threshold Table (ranges from 1 to 4).
The threshold is modified by Terrain Modifiers (p. 201)
Piloting by AR raises the limit by 1.
Piloting by VR raises the limit by 2.

Controlling a Vehicle

Drivers must spend at least one Complex Action in each Combat Turn driving the
vehicle or it becomes Uncontrolled at the end of the Combat Turn.
Uncontrolled vehicles apply a -2 die modifier on all actions taken inside the vehicle.
The pilot has one Combat Turn to regain control (by spending a Complex Action) or:
o The Autopilot takes over (if the vehicle has a Pilot rating)
o The vehicle continues on last course with no defense roll against attacks

Chase Combat Process (p. 203)

1.   Determine Environment

Option 1: Speed Environment
Option 2: Handling Environment
Changes at GM discretion

2. Establish relative Chase Ranges for vehicles
See Chase Range Table, p. 204
3. Roll Initiative
Vehicle moves at driver’s initiative
4. Take actions in initiative order
Drivers may perform Chase Actions (below and p. 204) or regular Combat Actions
 (p. 205)
Passengers may only perform regular Combat Actions (p. 205)

Chase Actions
Limits are based on current Chase Environment (Speed or Handling), which dictates which vehicle attribute is the limit.

Catch-up/Break Away (any range)
Driver makes a Reaction + Piloting skill [Environment]
o The threshold is in the Vehicle Test Threshold Table (p. 199)
o Remember to apply Terrain Modifiers (p. 201)
For each Net Hit, the driver may shift one Range category closer or farther away to the
limit of the vehicle’s Acceleration
If the driver shifts past Extreme range, the pursuer must make a Reaction + Piloting
skill [Environment] with the same threshold as just made to stay within sight.

Cut Off (Short range only)
Acting vehicle seeks to make target crash
Opposed Reaction + Piloting skill [Handling*] Test (that’s the vehicle’s Handling
If attacker gets more Net Hits, target must make a Vehicle Test with a threshold =
number of net hits to avoid crashing (see Crashes, p. 201, for effects of crashing)

Ram (Short range only)
Acting vehicle seeks to ram the target
Opposed Reaction + Piloting skill [Environment] Test
If attacker gets more Net Hits, the vehicles have collided.
o Target takes Damage = attacking vehicles Body + Net Hits
o Attacking vehicle takes damage = its Body/2

Stunt (any range)
This covers any other crazy action the driver thinks will shake pursuit.
1. The GM sets a threshold based on the Environment (p. 201) and the difficulty of the
 maneuver (p. 199).
2. The Driver rolls Reaction + Piloting skill [Environment]
Fails: vehicle is out of control (-2 die penalty on all actions inside the vehicle). The
vehicle could crash, slow, or do whatever the GM thinks appropriate.
Succeeds: Pursuer must now make a Vehicle Test to maintain range
o Pursuer Fails: range increases by one category.
o If already at Extreme, fleeing vehicle escapes.

Other Notes:
Passengers attacking suffer a -2 die penalty to all attack rolls.
Vehicles attacked in combat roll Driver’s Reaction + Intuition as Defense.
Drones attacked in combat roll Rigger’s Pilot + Autosoft [Handling] as Defense.
See p. 266 if the Rigger is jumped in.
Evasive Driving = Full Defense for vehicle combat.
o -10 to Initiative
o Add Intuition to Defense pool
o Requires a Free Action to do
o May not be done vs. Ram attacks
Called Shot can be used to knock out specific vehicle components.
o Target component is destroyed.
o Each shot out tire invokes a -2 die penalty to Vehicle Tests
See p. 205 for attacking passengers in vehicles.

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