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Combat in Shadowrun (W.I.P.)

Current as of: Apr 2021

::: NOTE ::: At the moment, combat scenarios are being handled via the Star Wars Tactics (SWT) HUD System, which is available for free at the landing zone of the sim, or on Second Life Marketplace. As such the details below the combat system as we have developed them so far.

::: NOTE ::: The combat system is an ever-changing, ever-evolving system. Changes will be implemented and published as they become available to the public. We do not expect the updates to the system to affect anyone's characters.

::: HUD SETUP :::

In this section you will find the basics of the set up of the SWT HUD and how it corresponds to your character creation. This is a quick-start guide essentially for the system. For more detailed information on character creation, see the "Get Started" tab on the top menu.

Button Overview
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The HUD has a show/hide command, accessed by clicking anywhere on the HUD while it is small, or on the top or bottom flaps of the HUD while it is extended (where "Tactics" or the version number are written). This will either collapse the HUD smaller, to take up less screen room, or expand it to give you access to all the buttons.

In order from left to right:

  • Conditions Menu: Clicking the yellow arrow on the left will open the conditions menu, detailed below.

  • Roll: Clicking the dice will pull up the roll text boxes. Fill in your modifier and your description to finish the roll.

  • Attack +/-; Clicking the + or - will modify your current AS. Clicking the blaster overlayed over a die will do a quick roll using your current AS score as the modifier.

  • Health +/-: Clicking the + or - will modify your current HP. Clicking the heart in between them will report your health to nearby HUDs.

  • Defence +/-: Clicking the + or - will modify your current DS. Clicking the shield in between them will report your DS to nearby HUDs.

  • Surge +/-: Clicking the + or - will modify your current SP. Clicking the lightning in between them will report your SP to nearby HUDs.

  • Settings: Clicking the cog will bring up the settings menu, detailed below.

  • Skills Menu: Clicking the yellow arrow on the bottom will open the Skills menu. Clicking on a Skill will allow you to roll that skill.

::: The Basics :::

All players start a set amount of Health Points and Action Points. Action Points determine how many actions can be made per turn. Players are also able to select ONE(1) Base class from “The Archetype." Players may flavor their classes anyway they like, but the Base class should be displayed on the HUD. 

 

Players may take any Combination of Movement, Attack, Interact or Interrupt/Reactions Actions as their remaining Power Points (PP) allow them per turn.

  • Each Action costs 1 Power Point (PP) to use. Area of Effect (AOE) actions cost 1 PP per target. 

  • Players start with 5 HP, 12 DS, and 3 PP.

  • Racial and Class bonuses are applied passively as modifiers to these values. Refer to the Archtype and Metatype pages for references.

  • Weapon bonuses will be applied as individual modifiers passively.

 

Class Skills and Spells always count as Complex Actions unless otherwise stated. Conditions on usage are described on the Skill/Spell list. PP costs vary per skill.

 

Actions are made when a player or NPC targets another player or NPC or when the Player or NPC attempts to change the conditions or outcome of a scenario.  All actions are resolved with a roll of 1d20 (One 20-sided Dice). 

  • If the result of the roll is greater than or equal to the Defense Score or Target value, the attack or action was a success.

  • If the result of the roll is less than defense score or target value, the attack or action fails.

 

Criticals and Glitches.

When it comes to critical strikes and failures, there are several things to take into consideration.  Critical strikes deal damage regardless of the modified result of the dice roll. Meaning a critical strike will always succeed.  A critical failure will always deal damage to the attacking player or NPC and/or have an adverse effect as defined by this handbook, or DM/Storyteller discretion.  

  • If the Natural Roll is 20 before modifiers are applied, the result is a Grievous Critical, and the defender takes +2 points of HP damage.

  • If the Natural Roll 1 before modifiers are applied, the result is a Glitch, and the player takes +1 points of self-inflicted HP damage, and/or suffers an adverse effect appropriately.

::NOTE:: Criticals bypass all buffs and debuffs, regardless of modified result. Meaning that Criticals ALWAYS succeed.

::NOTE:: Glitches (Critical failures) always miss, regardless of the modified results.  Critical failures count as self-inflicted damage (More on Damage types below).

Modifiers. 

Modifiers are bonuses to rolls that modify the result of a roll. Modifiers add or subtract from the natural rolls to give a Modified Result. The result of the dice rolls are given after all modifiers have been applied to the natural roll. 

  • I.E. - If Jack’s dice report reads, “Jack rolled 12+[2]=14.” 12 is the Natural Roll.  [2] is the Modifier.  14 is the Result or Modified Result. The Modified result determines whether an attack hits the target or misses.

  • If Jack’s dice report reads, “Jack rolled 12+[0]=12. (No modifiers given.)” Then there were no modifiers added to the roll, and the results are as they stand. 

Shadowrun : Prosperity

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