Difference between revisions of "Quick Guides"

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#Find your weapons DV and AP
 
#Find your weapons DV and AP
 
#Select the fire mode that you are using
 
#Select the fire mode that you are using
#Determine your base dice pool. This is your Agility + appropriate weapon skill
+
#Determine your base [[dice pool]]. This is your Agility + appropriate weapon skill
 
#Apply bonuses from equipment such as smartlinks or sights to your dice pool
 
#Apply bonuses from equipment such as smartlinks or sights to your dice pool
 
#Subtract any wound modifiers from your dice pool
 
#Subtract any wound modifiers from your dice pool
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#Defender rolls their defence pool, and subtracts their hits from your hits. Results of 0 or less indicate a miss.
 
#Defender rolls their defence pool, and subtracts their hits from your hits. Results of 0 or less indicate a miss.
 
#If the result of the previous step is greater than 0, add it to your weapons DV. This is the Modified DV.
 
#If the result of the previous step is greater than 0, add it to your weapons DV. This is the Modified DV.
#If the modified DV is greater than the defenders armour – your weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
+
#If the modified DV is greater than the defenders armour – your weapons AP, it causes [[Physical Damage]]. If it is less, it causes [[Stun Damage]].
 
#Defender attempts to resist damage.
 
#Defender attempts to resist damage.
  

Revision as of 12:33, 26 April 2009

Quick Guides

These are quick, step by step guides to things you will be doing all the time in Shadowrun. Just combat based, to start with, but more will be added at a later date.

Shootin

  1. Find your weapons DV and AP
  2. Select the fire mode that you are using
  3. Determine your base dice pool. This is your Agility + appropriate weapon skill
  4. Apply bonuses from equipment such as smartlinks or sights to your dice pool
  5. Subtract any wound modifiers from your dice pool
  6. Determine the recoil modifier. This is number of rounds fired this phase -(recoil compensation +1)
    1. If you are using a heavy weapon, double the recoil modifier
    2. If you are using a shotgun in BF or FA fire modes, double the recoil modifier
  7. If the recoil modifier is greater than 0, subtract is from your dice pool
  8. Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
  9. If fire mode is a wide burst, defender looses defence pool, inform the GM
  10. Defender rolls their defence pool, and subtracts their hits from your hits. Results of 0 or less indicate a miss.
  11. If the result of the previous step is greater than 0, add it to your weapon + ammos DV. This is the Modified DV.
  12. If the modified DV is greater than the defenders armour – your weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
  13. If you are firing a narrow burst, add number of rounds – 1 to your modified DV
  14. Defender attempts to resist damage.

Punchin

  1. Find your weapons DV and AP
  2. Determine your base dice pool. This is your Agility + appropriate weapon skill.
  3. Compare your reach + your weapons reach to your opponents reach + weapons reach. Whoever has the higher reach may either add the difference to their own pool or subtract it from their opponents.
  4. Subtract your wound modifier from your pool
  5. Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
  6. Defender rolls their defence pool, and subtracts their hits from your hits. Results of 0 or less indicate a miss.
  7. If the result of the previous step is greater than 0, add it to your weapons DV. This is the Modified DV.
  8. If the modified DV is greater than the defenders armour – your weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
  9. Defender attempts to resist damage.

Defendin

  1. Choose whether to spend your current or your next Complex Action for Full Defence.
  2. Determine your base dice pool. This is your Reaction. Remember to include modifiers from gear or spells.
  3. If you are defending against Melee, add your Dodge skill to your pool.
  4. If you are on Full Defence, you may add one of the following to your pool:
    1. Your dodge skill. If you are defending against melee, this does mean your dice pool will have your dodge skill added to it twice
    2. Your Gymnastics skill
    3. If you are defending against melee, your skill with your currently equipped Melee weapon can be used. This indicates your are parrying rather than dodging.
  5. Subtract any Wound Modifiers from your dice pool
  6. Count each prior attack you have defended against since your last action, and subtract this total from your dice pool
  7. Add or Subtract modifiers as appropriate from the listing in the main rules book (page reference needed)
  8. Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
  9. Subtract your hits from the attackers hits. If the net hits are zero or less, you have avoided the attack
  10. If the number of net hits from the previous step is greater than 0, add them to the attackers weapon DV. This is the Modified DV
  11. If the modified DV is greater than your armour – the attackers weapons AP, it causes Physical Damage. If it is less, it causes Stun Damage.
  12. Determine your damage resistance dice pool. This is your Body + (your armour - the attackers weapons AP)
  13. Roll a number of dice equal to your dice pool. Note the hits (5’s and 6’s)
  14. Subtract hits from the attacks modified DV. If the result is greater than 0, apply that number to the appropriate damage track.

Credits

Most of the content here has been basically lifted from the cheatsheets designed by Aaron Pavao, which I grabbed from his site, pavao.org. You can get the originals, in pdf form, there. All I have done here is reword them slightly to make them slightly clearer in places, and I will be adding linkies in to explain certain terms.