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> Defense Trait (SR3)
Garrowolf
post Feb 24 2007, 10:31 AM
Post #1


Moving Target
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Defense

Defense reflects the basic difficulty in hitting a active moving target. It is the base TN for all attackers. Standard Defense for most characters is 4, 3 for Trolls because their huge size. Start with this number and modify it for high reaction. If the character has a Reflex Trigger make sure and note natural and augmented Defense.
CODE

Reaction Defense Bonus
  1-2           -1
  3-5            0
  6-8           +1
 9-11           +2
12-14           +3

There are several options for Defense for characters.
Flat Footed – Characters who are not prepared or aware of danger are flat footed for a round. Attacks against the target are at the character’s Defense –2.
Standard Defense – Characters who are aware of danger have their full Defense and can take all standard actions.
Fighting Defensively – Characters gain a +1 to Defense but a +2 on all their attacks.
Melee Dodge – During melee and unarmed combat both parties get a roll. The defender may roll dodge (Quickness + Atheletics TN 4) instead of countering. Their Defense gains a +1.
Abort to Dodge – Characters can take a complex action to dive for cover. They can also take their next turn’s action to abort to dodge. This means that the character is moving up to their quickness in meters to get to some sort of cover. They may do this at any initiative count, unless they have lost their action due to surprise. Their Defense gains a +2 while they do this but they may not take any other actions.

Cover and Concealment

Cover is measured in degrees. It is measured based on how much of the person is covered by the object. This does not prevent someone from shooting through the object though. Cover also gives a bonus to Dodge based on the size of the object as if the character was standing behind it. This increase the Defense of the dodging character during their dive for cover.

CODE

Cover    Penalty Defense   Concealment
¼           +1        -         +1
½           +2       +1         +2
¾           +4       +2         +4
9/10        +6       +3         +6
Total       +8       +4         Total

Cover Penalty applies to trying to hit a target with that much cover. Concealment gives a bonus to stealth checks. Characters that have been behind a wall for more then one round will appear on Thermographic Vision and cover no longer applies but the barrier will. Blind fire is at a +8. Firing from cover gives a +3 and requires that the character reduce their concealment to do so.

Movement

Target Running – If the target’s last action was a run action then their Defense gets a +4.
Target Stationary – If a target is not moving because they are occupied with a complex task or just standing stationary their Defense gets a –1.
Attacker in Melee Combat – If an attacker is attempting to conduct a ranged attack while engaged in melee or unarmed combat with another opponent, or if he’s aware of another character trying to block his attack within two meters of him, the attack is at +2 per opponent.

Range Modifier

Start with target’s modified Defense score and apply range penalties.
CODE

 Range   Penalty
 Short     +0
 Medium    +1
 Long      +2
 Extreme   +5
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