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
• 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:
• 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
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
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
attribute)
• 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.
• 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
attribute)
• 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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