TickTalk
Nov 17 2010, 05:59 AM
To get an idea of how to play shadowrun properly I'd be super awesomely grateful if someone could do a play by play battle showing me all the rolls that need to be taken to do certain things. I've only got a couple preferences for what I'd like to be shown in the mock battle.
-Someone shooting through a wall at someone else using information guided fire
-Someone attacking someone holding a ranged weapon in Melee
-Someone beginning a surprise action by attacking someone from stealth
-Someone hacking the security cameras in order to look through them at the battle.
-Someone casting a spell
-Someone sneaking passed cameras
-Someone with extra initiative passes acting in combat
Those are just the ones I want to see. Anything you feel that I should know as a brand new player please throw in. I know this seems kind of like a mooch request but it would also help other players new to Shadowrun to get an idea of how to play. I'll take the most expansive examples of the rules in use and put them in this first post so anyone linked to this thread can see your average Shadowrun combat and rules. A lot of these I already know but would also like to show to a few of my friends who are also learning shadowrun.
Basically what I'm asking for is a big string of examples as a quick reference to how gameplay works.
Also. Pretty pretty please with a cherry on top.
Moving through a well lit lobby with cameras
Rhen Takop is the poor security team member detailed to the camera control room on this fine day. He's idly scanning the various camera screens he has in front of him, but is much more interested in the AR display he has that's showing the current Urban Brawl game. That said he's actually pretty good at what he does, and has a 4 ranks in perception and is using cameras with sensor ratings of 3
Sniikii thus has a dice pool of 8 (Agility + Infiltration). He's moving through a well-lit hotel lobby, which means he doesn't get any bonuses for visibility (which would penalize his watchers) but his Chameleon Suit gives a -4 penalty to visual perception tests to see him.
Mr. Takop is distracted (-2). This means even with I.B.'s cham suit, his normal pool of 7 to observe would be cut to 5. With the Chameleon suit on, Rhen has only 1 dice to notice IB waltzing through the lobby.
Final Roll: Infiltrationist: 8 vs Security 1
Casting a manabolt spell
You are bored standing around when a Mage decides to try to let your head explode with a Manabolt.
He is a competent Mage with Magic 6 but doesn't want to risk physical drain so he casts his spell at force 6.
Since the TN for spotting Magic ist 4 - Spell Force (iirc) it is very obvious that he is casting a spell. (But this doesn't help you resist it)
He has Spellcasting at 4 which puts his dicepool at Magic 6 + Spellcasting 4 = 10
He rolls his 10 dice and comes up with 4 successes.
Since his spell is a direct combat spell you only get to defend with your body or willpower + counterspelling. Against the Manabolt you use Willpower, lets say 4.
You roll 4 dice and come up with 2 successes.
Now he has 2 net hits which directly increase the damage of the spell to Force 6 + 2 = 8
Again since this is a direct combat spell you don't get any further resistance and take 8 Damage. With an average Body of 3 you got 2 Health Boxes left.
Now he still has to resist Drain. Drain from Manabolt should be (again iirc) F/2 = 3.
Since the force is not higher than his Magic the Drain ist Stun damage.
Lets say his Drain Attribute is Logic, in which he has a 4 and he has a Willpower of 5.
He rolls his Logic + Willpower (9 dice) and gets just 2 successes. For nearly killing you he got 1 point of stundamage.
Here comes an optional rule regarding direct combats spells into play: The optional rule is, that you get 1 extra level of Drain for each applied net hit. This would make his drain 5 and he would get 3 points of stun.
Something to consider: His successes (NOT net hits) are limited by the force of the spell, so with a force of 6 he couldn't get 7 successes on his spell, unless he uses Edge on his roll where the suxx from the Edge Dice can exceed the spells force.
Basic Combat example showing: Long Narrow Bursts, Short Wide Bursts, Full Dodge
Allright, you are a badass streetsam and you are facing a Mage who suckerpunched you with a really hurting spell. But since you are a badass Streetsam he is going to be dead in 3 seconds.
You (relevant) stats.
You are at 8 Boxes of Physical Damage
Agi 8
Rea 8
Intuition 4
Initiative: Rea + Intuition = 12
Initiative Passes: 3
Automatics 5
+Speciality in SMGs
Your trusty SMG
4P Dmg
5 Armor Penetration (since its loaded with APDS)
3 Recoil Reduction
SA/BF/FA
You and the Mage roll Initiative.
You roll 12 - 2 (Wound penality) for 4 suxx. Your initiative is 14 now.
The Mage rolls his 8 for 3 suxx. His initiative is 11, you act first.
You decide you want to end this quick and fire a Long Narrow Burst at the Mage.
A Long Burst gives you -5 dice for recoil but 3 of those are compensated by your Gun.
Your Dicepool is:
Agility 8 + Skill 5 + Speciality 2 + Smartlink 2 - Uncompensated Recoil 2 - Wound Modifier 2 = 13 Dice.
The Mage decides that you look dangerous and he goes for a full dodge. This takes up his Action this Initiative Pass and since he has only one his action this Combat Turn.
His Dicepool is:
Reaction 4 + Dodge (Alternately he could use Gymnastics) 4 = 8
You score 5 successes while he gets 2.
You apply this successes to your DV which adds up to: 4 (Weapon) + 5 (Long Narrow Burst) + 3 (Net Hits) = 12P Damage!
His Damage Resistance is his Body (4) plus his Armor - your AP. Lets say he wears a Formfitting Fullbodysuit (6 Ballistic Armor) which gets reduced to 1 through your AP.
He rolls 5 dice gets just 1 success and decides to spent one point of Edge to reroll the remaining 4 dice which give him another 3 suxx.
His total of 4 Suxx reduces his Dmg to 8, now you are equal.
But your Long Burst was only one action and you spend your other Action making a Short Wide Burst, this increases your recoil to 8 of which 3 get compensated.
Your Dicepool is:
Agility 8 + Skill 5 + Speciality 2 + Smartlink 2 - Uncompensated Recoil 5 - Wound Modifier 2 = 10 dice.
The Mage already spent his Action for Dodging so he can just use his Reaction minus his Wound Modifier 2 and minus 2 for the Wide Burst and minus 1 for consecutive attacks. He is left to a chance roll.
The Luck is with the Mage and he rolls 1 success with his 1 dice and you roll just 2 with your 10 dice.
Damage: 4 (Weapon) + 1 (Net Hit) = 5P Damage
He rolls his 5 dice (Wound Modifier dont change your damage resistance pool) and uses another point of Edge to get 4 suxx.
He is at 9 boxes of physical Damage.
Shooting through a wall using cameras to target
Simple Action: Sensor Test (Perception+Sensor Rating +- Signature Modifier) (vs. Infiltration+Agility, if Target trys to sneek around cameras)
if successful:
Simple Action: Aim
Simple Action: Shoot, longarms+Agi -4 (information guided Fire) + net hits on Sensor Test +2 smart
damage must exceed corporate building walls' armor Rating minus AP (that's 12 for bricks or 16 for concrete)
target gets corporate building walls' armor Rating as a bonus to damage resistance
Example Cybercombat(Straight from the book)
Marauder has been cornered by an IC program.
He attacks first, using his Cybercombat
4 + Attack program 4 (8 dice), getting 3 hits.
The IC rolls its Response 5 + Firewall 4, but
gets only 1 hit. With 2 nets hit, Marauder is
inflicting 6 DV (4 + 2) on the IC. The IC makes
a resistance test roiling only its Rating 4 (it’s
not carrying an Armor program). It gets 1 hit,
enough to reduce the damage to 5 boxes.
The IC has 10 boxes on its Matrix Condition
Monitor, so it’s halfway to being finished, and
now suffers from a –1 Wound modifier.
Now the IC gets to strike back. It tries to
smack Marauder with a Blackout program,
rolling Rating 4 + Blackout 4 (7 dice with the
wound). The IC gets lucky this time, scoring
4 hits. Rolling his Response 5 + Firewall 3 (8
dice), Marauder only gets 3 hits, so the Black
IC gets through.
Marauder is facing 5S DV from the
Blackout, resisted with his Willpower 3 alone
(he’s not running with a Biofeedback Filter
program). He rolls 1 hit, reducing his damage
to 4 Stun boxes. The Black IC also jams open
his connection, preventing Marauder from
logging off.
On his next action, Marauder decides to
try jacking out. An Opposed Test is made between
the IC’s Blackout 4 + Response 3 and
Marauder’s Willpower 3. Not surprisingly, the
IC wins, preventing Marauder from pulling the
plug. If he doesn’t beat the IC in direct combat,
he’s toast.
Makki
Nov 17 2010, 07:50 AM
QUOTE (Makki @ Nov 16 2010, 10:46 AM)

hack into corporate building's system for security account, then:
Simple Action: Sensor Test (Perception+Sensor Rating +- Signature Modifier) (vs. Infiltration+Agility, if Target trys to sneek around cameras)
if successful:
Simple Action: Aim
Simple Action: Shoot, longarms+Agi -4 (information guided Fire) + net hits on Sensor Test +2 smart
damage must exceed corporate building walls' armor Rating minus AP (that's 12 for bricks or 16 for concrete)
target gets corporate building walls' armor Rating as a bonus to damage resistance
I already did te first for you yesterday...
ProfGast
Nov 17 2010, 10:44 AM
Actually, Makki seems to have done the rolls required for sneaking by Sensors too. It's an opposed test with the sneaker's Infiltration + Agility vs either...
Perception +/- Mods for Perception + Sensor rating if you've got a Real Live (meta)Human watching the feed.
OR
Sensor + Clearsight Software if you've got a Pilot or Agent watching it.
Usually a camera by itself cannot actually detect sneaky, or at least may catch 'em on camera but won't do anything. If you give it something like Visual Spotter software, and program the thing to send up an alert if it sees unregistered people on the screen, then you treat it as the first
Perception (Or the Visual Spotter program rating) + Sensor vs. Infiltration + Agility
On an opposed test, a tie is supposed to go to the defending character, in which case probably ties go to the spotter.
A sample actual pool would be as follows:
I. B. Sniikii the covert ops runner is trying to get by a camera in a hotel lobby. He has an agility of 4 and an infiltration rating of 4, and is wearing a full body chameleon suit.
Rhen Takop is the poor security team member detailed to the camera control room on this fine day. He's idly scanning the various camera screens he has in front of him, but is much more interested in the AR display he has that's showing the current Urban Brawl game. That said he's actually pretty good at what he does, and has a 4 ranks in perception and is using cameras with sensor ratings of 3
Sniikii thus has a dice pool of 8 (Agility + Infiltration). He's moving through a well-lit hotel lobby, which means he doesn't get any bonuses for visibility (which would penalize his watchers) but his Chameleon Suit gives a -4 penalty to visual perception tests to see him.
Mr. Takop is distracted (-2). This means even with I.B.'s cham suit, his normal pool of 7 to observe would be cut to 5. With the Chameleon suit on, Rhen has only 1 dice to notice IB waltzing through the lobby.
Final Roll: Infiltrationist: 8 vs Security 1
cybertier
Nov 17 2010, 03:01 PM
I'll pick up:
-Someone casting a spell
-Someone with extra initiative passes acting in combat
You are bored standing around when a Mage decides to try to let your head explode with a Manabolt.
He is a competent Mage with Magic 6 but doesn't want to risk physical drain so he casts his spell at force 6.
Since the TN for spotting Magic ist 4 - Spell Force (iirc) it is very obvious that he is casting a spell. (But this doesn't help you resist it)
He has Spellcasting at 4 which puts his dicepool at Magic 6 + Spellcasting 4 = 10
He rolls his 10 dice and comes up with 4 successes.
Since his spell is a direct combat spell you only get to defend with your body or willpower + counterspelling. Against the Manabolt you use Willpower, lets say 4.
You roll 4 dice and come up with 2 successes.
Now he has 2 net hits which directly increase the damage of the spell to Force 6 + 2 = 8
Again since this is a direct combat spell you don't get any further resistance and take 8 Damage. With an average Body of 3 you got 2 Health Boxes left.
Now he still has to resist Drain. Drain from Manabolt should be (again iirc) F/2 = 3.
Since the force is not higher than his Magic the Drain ist Stun damage.
Lets say his Drain Attribute is Logic, in which he has a 4 and he has a Willpower of 5.
He rolls his Logic + Willpower (9 dice) and gets just 2 successes. For nearly killing you he got 1 point of stundamage.
Here comes an optional rule regarding direct combats spells into play: The optional rule is, that you get 1 extra level of Drain for each applied net hit. This would make his drain 5 and he would get 3 points of stun.
Something to consider: His successes (NOT net hits) are limited by the force of the spell, so with a force of 6 he couldn't get 7 successes on his spell, unless he uses Edge on his roll where the suxx from the Edge Dice can exceed the spells force.
Maybe later i will post something about indirect combat spells. And i seems like i have to write the multiple initiative passes later, too because i have to work >.<
cybertier
Nov 17 2010, 03:42 PM
Note: This should originally be the example for Mulitple Initiative Passes but i wrote it so that the Mage was low to fast and Initiative Pass 2 and 3 would be the Streetsam pumping bullets into an unmoving Mage.
So basic Combat example showing: Long Narrow Bursts, Short Wide Bursts, Full Dodge
Allright, you are a badass streetsam and you are facing a Mage who suckerpunched you with a really hurting spell. But since you are a badass Streetsam he is going to be dead in 3 seconds.
You (relevant) stats.
You are at 8 Boxes of Physical Damage
Agi 8
Rea 8
Intuition 4
Initiative: Rea + Intuition = 12
Initiative Passes: 3
Automatics 5
+Speciality in SMGs
Your trusty SMG
4P Dmg
5 Armor Penetration (since its loaded with APDS)
3 Recoil Reduction
SA/BF/FA
You and the Mage roll Initiative.
You roll 12 - 2 (Wound penality) for 4 suxx. Your initiative is 14 now.
The Mage rolls his 8 for 3 suxx. His initiative is 11, you act first.
You decide you want to end this quick and fire a Long Narrow Burst at the Mage.
A Long Burst gives you -5 dice for recoil but 3 of those are compensated by your Gun.
Your Dicepool is:
Agility 8 + Skill 5 + Speciality 2 + Smartlink 2 - Uncompensated Recoil 2 - Wound Modifier 2 = 13 Dice.
The Mage decides that you look dangerous and he goes for a full dodge. This takes up his Action this Initiative Pass and since he has only one his action this Combat Turn.
His Dicepool is:
Reaction 4 + Dodge (Alternately he could use Gymnastics) 4 = 8
You score 5 successes while he gets 2.
You apply this successes to your DV which adds up to: 4 (Weapon) + 5 (Long Narrow Burst) + 3 (Net Hits) = 12P Damage!
His Damage Resistance is his Body (4) plus his Armor - your AP. Lets say he wears a Formfitting Fullbodysuit (6 Ballistic Armor) which gets reduced to 1 through your AP.
He rolls 5 dice gets just 1 success and decides to spent one point of Edge to reroll the remaining 4 dice which give him another 3 suxx.
His total of 4 Suxx reduces his Dmg to 8, now you are equal.
But your Long Burst was only one action and you spend your other Action making a Short Wide Burst, this increases your recoil to 8 of which 3 get compensated.
Your Dicepool is:
Agility 8 + Skill 5 + Speciality 2 + Smartlink 2 - Uncompensated Recoil 5 - Wound Modifier 2 = 10 dice.
The Mage already spent his Action for Dodging so he can just use his Reaction minus his Wound Modifier 2 and minus 2 for the Wide Burst and minus 1 for consecutive attacks. He is left to a chance roll.
The Luck is with the Mage and he rolls 1 success with his 1 dice and you roll just 2 with your 10 dice.
Damage: 4 (Weapon) + 1 (Net Hit) = 5P Damage
He rolls his 5 dice (Wound Modifier dont change your damage resistance pool) and uses another point of Edge to get 4 suxx.
He is at 9 boxes of physical Damage.
Since this doesnt show multiple Initiative Passes, i'll write one up when i am at home showing some awesome multipleinitiativepassesaction! There will be Explosions! Maybe even a Rigger rocking 5 Initiative Passes.
TickTalk
Nov 17 2010, 09:44 PM
@Makki: I'll cut and paste your examples here from the other thread.
@ProfGast: Your example is EXACTLY what I'm looking for for this thread/resource.
@Cybertiger: Thank you for your contributions. These are some big ones.
Basically the reason I asked for so many examples is so that I can eventually turn this thread into a quick reference for shadowrun. One gigantic example thing. I'll even sort out the categories into combat computers and other. Even down to maybe just making quality groups. This thread is meant to be a quickreference of basically putting together the rules of the book so nothing is missed in translation to play. Make sense?
Summerstorm
Nov 18 2010, 12:27 PM
Hm hm...
Don't have time to read all of the post right now. But in the combat/burst etc post of Cybertier there are some mistakes:
Dodge STAYS on until it is your turn again. If you declare full dodge, you have a NEW, improved pool (Reaction+dodge/gym). You lose still one die per attack executed on you though.
Recoil: You cannot get more recoil penalty then you are shooting bullets. it doesn't stack for ALL attacks you made up. If you shot a long burst (6 bullets, and had 3 uncompensated. your next short burst (3 bullets) is completely uncompensated for -3.
More later... (and looking over my own mistakes... if i made some... break is over.)
cybertier
Nov 18 2010, 01:40 PM
QUOTE (Summerstorm @ Nov 18 2010, 01:27 PM)

Dodge STAYS on until it is your turn again. If you declare full dodge, you have a NEW, improved pool (Reaction+dodge/gym). You lose still one die per attack executed on you though.
Holy crap... That makes Full Dodge much better than we used it up to now.
QUOTE (Summerstorm @ Nov 18 2010, 01:27 PM)

Recoil: You cannot get more recoil penalty then you are shooting bullets. it doesn't stack for ALL attacks you made up. If you shot a long burst (6 bullets, and had 3 uncompensated. your next short burst (3 bullets) is completely uncompensated for -3.
Again we somehow thought recoil would stack for each round you shot in your action phase.
So Recoil doesn't stack for multiple attacks but Compensation is only applied to the first Recoil you get in your Action Phase
With Compensation 3:
Long Burst first Action: 2 Recoil
Short Burst snd Action: 3 Recoil (instead of 5 the way we played it)
Meaning a HV Gun firing 3 Short Bursts just gets 3 Recoil per Burst? (Instead of 3/6/9 the way we played it)
Summerstorm
Nov 18 2010, 05:36 PM
Ok, back from work.
Hm let's see. With recoil:
Say you have a full-auto capable weapon with 4 recoil compensation and you decide you want to shoot two short bursts:
First burst (3 bullets, so -2 recoil) will be compensated completely... so you will shoot without penalty
Second burst (3 bullets so -3 recoil) will only be compensated for 2 points (you have two LEFT after the first attack). So you lose ONE die
SAME weapon, but with 6 recoil compensation. and you want to shoot a long burst and a short one.
You either roll:
Long one first: (-5 recoil, but ALL compensated), short burst (-3, and only 1 compensated)
OR:
Short burst first: (-2 recoil, ALL compensated), then the long one (-6, 4 get compensated)
So it is like: you have a "recoil-pool" as long as that is bigger than your recoil penaly you lose no dice, but rather the "pool". When your recoil is bigger you lose dice from your attack. The recoil-pool refreshes every IP.
J. Packer
Dec 4 2010, 06:08 AM
Can I request an expansion of the magical attack examples to include foci, fetishes, and overcasting?
Makki
Dec 4 2010, 07:38 AM
Mage Potter:
Spellcasting 5 (Combat Spells +2), Combat Spells Spellcasting Focus Rating 3, Wise Warrior Mentor Spirit. Magic 7
Metamagic Centering, with initiate grade 2 and Rating 2 Centering Focus. Combat Spells fetish (an amulett).
Drain stats Intuition 5 + Will 5.
Enemies are an anry group of grunts (Will 3) protected by a hidden evil archenemy mage with Counterspelling 4 (Combat spells +2) and Adversary Mentor Spirit.
Potter decides not to kill, after all he's a noble warrior. He wants to use a Force 9 Stunball on all of them at once.
While they come running at him, he uses two simple actions, to activate the two foci.
They are now 20m closer, but still running through some trees not fully lit. Now he uses a free action to make some arcane gestures, his Centering. His amulett touches his breast.
With his complex action, he casts:
Spellcasting 5 + spec 2 + focus 3 + mentor 2 + magic 7 - partial light 2 = 17 dice, getting 5 hits
Gm rolls once for all the grunts:
will 3 + counterpelling 4 + spec 2 +mentor 2 = 11 dice, getting only 3 hits
Player decides to use only 1 of the two net hits, which is enough to fill their stun monitor of 10. they get F=9 + 1 hit stun damage.
His drain is (F9/2+1) (rounded down) +1 net hit = 6 physical
he rolls Int 5 + Will 5 + initiate grade 2 + centering focus 2 + fetish 2=16 dice getting 5 hits taking 1 box of physical damage. but he took out 6 guys at once.
J. Packer
Dec 4 2010, 03:58 PM
Good stuff there, Makki - but if he'd been using a F2 Power Focus instead of the Spellcasting Focus - would he still have to face Physical drain?
Makki
Dec 4 2010, 04:08 PM
yes. Power Focus does not alter Magic. it only supports more skills than the spellcasting focus with bonus dice
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