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 Basic Combat

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wngd_phantom
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Number of posts : 1139
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Registration date : 2008-12-08

Character sheet
Character Name: Priest Sarah Gaven
Race: ork
Sex: female

Basic Combat Empty
PostSubject: Basic Combat   Basic Combat EmptyWed Feb 16, 2011 1:18 pm

1. ROLL INITIATIVE
Determine Initiative for all the characters, critters, spirits,
intrusion countermeasures, and anything else involved in
the fi ght (see Initiative). Th e order of Initiative Scores from
high to low determines the order in which the action will
take place.
Note that wound modifiers affect the Initiative Score (see
Initiative and Damage).

2. BEGIN FIRST INITIATIVE PASS
Characters involved in the combat now take their actions sequentially
in the first Initiative Pass, starting with the character who
has the highest Initiative Score. Th is character is the acting character .
If more than one character has the same Initiative Score, they go
at the same time.

3. BEGIN ACTION PHASE
Th e acting character now declares and takes his actions,
according to the steps below.
If another character has delayed an action (see Delayed
Actions, p. 134) and wishes to act during this Action Phase, he
must declare it here. Th at character chooses whether to act before,
aft er, or at the same time as current acting character.
A. Declare Actions
Th e acting character declares his actions for the Action Phase. He
may take two Simple Actions or one Complex Action. Alternately, the
character can choose to delay his action until a later Action Phase in
that Combat Turn (see Delayed Actions, p. 134).
Th e character may also declare one Free Action during either this
Action Phase or on any subsequent Action Phases in the Combat Turn
. Likewise, any character who has already acted in the Combat Turn
prior to this Action Phase and still has his Free Action left may declare
it at this point if he chooses.
B. Resolve Actions
Resolve the actions of the acting character.

4. DECLARE AND RESOLVE ACTIONS OF
REMAINING CHARACTERS
Move on to the character with the next highest Initiative
Score and repeat Step 3. Continue this cycle until the actions of
all characters have been resolved for that Initiative Pass.

5. BEGIN NEXT INITIATIVE PASS
Once all of the characters have acted and the all of the
actions have been resolved for the first Initiative Pass, Steps 2
through 4 are then repeated for characters who get a second
Initiative Pass due to implants, magic, or other abilities. Th is
cycle is repeated in full for characters who get a third pass, and
then for those who get a fourth pass (if any). No character can
act in more than 4 Initiative Passes in a Combat Turn.
If a character was wounded in a previous Initiative Pass,
wound modifiers may affect his Initiative Score on this and any
subsequent passes.

6. BEGIN A NEW COMBAT TURN
Begin a new Combat Turn, starting again at Step 1.
Continue repeating Steps 1 through 6 until the combat ends.

RANGED COMBAT SUMMARY
Attacker Rolls: Agility + combat skill +/– modifiers
Defender Rolls: Reaction +/– modifiers
Defender using Full Defense: Reaction + Dodge +/– modifiers
DV Modifiers: Net hits, ammunition, autofire*
Armor Used: Ballistic or Impact
Condition Monitor Used: Physical or Stun
*autofire does not count when comparing the modified DV to the
modified Armor

MELEE COMBAT SUMMARY
Attacker Rolls: Agility + Combat skill
Defender Rolls: Reaction + weapon skill (parry)
-or- Reaction + Unarmed Combat (block)
-or- Reaction + Dodge (dodge)
Defender using Full Defense: Reaction + weapon skill/Dodge + Dodge
DV Modifiers: net hits
Armor Used: Impact
Condition Monitor Used: Physical or Stun

This is all straight from the SR4 Core book, you can buy digital copies of all the book, that are fully licensed and legal, but i would highly recommend the actual book, it makes life a lot easier.
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