Armor:
Armor comes in three varieties: soft, hard, and hardened.
Soft armor consists of any armor without plates in
it. It resists damage as normal;
reducing the power of an attack by it’s rating, to a minimum of two.
Hard armor consists of soft armor with added
features, such as ceramic or steel plates to make it harder to penetrate. Any attack made against hard armor is
reduced by the armor’s rating, but if the power of the attack is reduced to one
or less, the defending character receives an extra body die for every point
below two the attack is reduced.
Example: Franco
fires his light pistol (6M) at Spazzamoni, who is wearing a hard suit with a
ballistic rating of six. This reduces
the attack to 0M, or two points below two.
Spazzamoni, who normally would resist the 2M with three body, now has
five thanks to his armor.
Hardened armor consists of military grade,
vehicle-class, or gel packed armor. Any
attack reduced to less than two is completely negated.
Penetration rules apply no differently to any grade
of armor.
Autofire:
Full automatic fire is no longer a singular TN all
or nothing affair. When a character
fires a burst in full auto, they have several possible TNs. The first is the minimum TN. This is calculated by adding the range and
non-RC modifiers together. Achieving
this TN enables all compensated bullets to hit. The next TN is the maximum TN.
This is the range and all modifiers added together. Achieving this TN enables all bullets
to hit. Finally, there is the variable
TN. If a character hits a TN higher
than the minimum, but lower than the maximum, he has a partial success, and a
number of uncompensated bullets equal to the difference between the achieved TN
and the minimum TN hit.
Example:
Bruno fires his AK-98 at a stationary sentry from
medium range in heavy rain. Bruno is
uninjured and lighting is currently not a problem. He decides to fire a fifteen round burst, because he has watched
far too many war movies. His gas-vent two and underbarrel weight contribute
three points of recoil compensation, and the laser sight gives a –1 bonus.
Calculating the TNs we get:
Minimum TN:
Medium Range (5) + Natural Vision in Heavy Rain (6) + Stationary Target
(-1) + Laser Sight (-1) = 9
Maximum TN: Minimum TN (9) + Twelve Uncompensated
Rounds (12) = 21
Bruno rolls his six assault rifles dice (he’s dumb,
not incompetent) aided by four combat pool dice. The results are:
1, 3, 4, 4, 4, 5, 7, 11, 13, and 19!
When firing in full automatic, damage cannot be
staged up with skill, so we only take the highest result: 19.
We subtract the minimum TN from the highest achieved and then add in the
compensated rounds to see the number of bullets that impacted. Doing that we get:
TN Rolled (19) – Minimum TN (9) + Recoil
Compensated Rounds (3) = 13 rounds hit.
Every bullet hitting is +1 power, and every three stage the damage level
up one. Calculating that we get a
damage code of 7M -> 20M -> 20D++. Nice shot Bruno.
Searching Fire:
Searching fire is “by the book”.
Suppressive Fire:
Suppressive fire is another application of fully
automatic fire, this time to cover and screen movement in addition to
preventing attacks from the enemy or movement through key junctions. It consists wholly of spraying ammunition
downrange into an area that the enemy must occupy if he wishes to remove
himself from cover. The game mechanic
of suppressive fire is as follows:
A character can choose to suppress a
minimum of one square meter per range category (one square meter at shore, two
at medium, and so on). No character can
simultaneously exist in more than one targeted square meter, for simplicity’s
sake. In some instances, however, a vehicle
may be subject to more fire.
The character initiating the suppressive fire declares, on his action, the area
which s/he is suppressing, how many rounds s/he is firing (subject to RoF
rules, below. Suppressive fire takes an
entire combat turn, so if someone started firing on initiative 12, the fire
would not let up until 12 of next turn.
Suppressive fire is considered an exclusive complex action.
Make note of how many rounds are going towards each square meter -- divide
total rounds fired by the amount of squares. This is the initial amount of Potential
Hits. Cover reduces PHs by its percentage (75% for 75% cover, etc.). A
character that happens to be located in any such square, at any time during the
time which the suppressive fire is in progress, can take a dodge test at TN 6
(plus wounds) to reduce the amount of Potential Hits by 20% or 3, whichever is
less, after the cover modifier.
If there are any PHs left, the suppresser rolls to hit. No
recoil, aiming device, target movement, visibility, multiple target or image
magnification modifiers. The TN is reduced by 1 for every 3 PHs. The hitting
burst size is increased by 1 for every 5 PHs. Consider the hit to be with 0
successes for soaking, so every 2 successes on the damage resistance test lower
the damage level by one.
Ex:
Joe Average is firing a RoF 60 (1200rpm) LMG at a street
corner 100 meters down range (Medium), expecting Bob Shadowrunner to come out
soon. Joe decides to suppress the first 2 meters off the corner. Suppressive fire lasts for an entire combat
turn, meaning from Joe’s current 7 to the 7 next turn. 30 rounds will fly into
each square meter in that time.
True enough, Bob rounds the corner soon afterwards on the
second Init Pass. He runs right into the first square meter. There's no cover,
so 30 PHs before Dodge. He rolls his 10 Combat Pool for 6 successes against 6,
lowering PHs to 12 (30 - 6 x 3). The TN for Joe to hit is 5 (range) - 4 (12
PHs, -1 per 3) or 2. Bob is hit by a 3-round burst (always at least 1, +2 from
10-14 PHs) of LMG fire, but soaks it, the lucky bastard that he is.
He then runs into the next square meter. Still no cover,
and no combat pool either. 30 PHs guarantee a TN of 2 and an easy hit, and the
burst size is now up to 4. Doesn't look good for Bob...
Ammunition:
No longer is ammunition classified by weapon
type. Please check the document “Caliberlist”
for specific information concerning ammunition types and classifications. “VC” indicates ammunition that is
velocity-controlled, for use within silenced or suppressed weapon systems.
Ammunition’s power and penetration capabilities
decrease at range. For every range
category beyond “short”, subtract one from an attack’s power and add one to its
penetration value.
Cyberware:
The following modifications to cyberstructure are
to be noted:
Bone Lacing: Bone lacing now costs 20% less in essence,
due to lack of serious connectivity to the brain.
Obvious Cyberlimbs: Standard obvious cyberlimbs (excluding Kid Stealth
legs, tails, heads, torsos, etc.) cost 50% less in nuyen and 50% less in
essence. The reduced feedback of an
obvious limb needs less neural connection with the brain, reducing essence more
than the more neurally invasive synthetic model. Due to this reduced sensitivity, increase touch perception tests
by +2.
Headware Memory: Essence cost is
now MP/500. Cost remains the same.
Hit Location:
A hit location system is in effect, described in
full in the document “Hit
Location”.
A modified armor coverage/rating system is in
place, but is currently unavailable.
The file will be returned on 23 FEB 04, as soon as access to the file is
returned. Apologies for any
inconvenience.
Penetration:
All ammunition, and consequently, firearms, now
possess a “penetration rating”. This
integer comes after the standard damage code and is used for determining the
effect a particular round has on armored targets. Positive numbers “add” armor to a target, whereas negative
numbers “subtract” armor from a target, to a minimum of zero. A round striking an unarmored target does
not factor in penetration.
Example:
Bruno fires his AK-98 at a guard wearing armored clothing (Ballistic
rating 3). The round has a damage code
of 7M-2, meaning that guard has an effective ballistic rating of 1. If Bruno had decided to fire his Browning
Max-Power instead (damage code of 8M5), the guard would have resisted with an
armor of 8.
Posture:
Posture refers to the stance that a shooter is
in. There are three distinct postures,
unsupported, crouching, and prone. Each
stance offers advantages and disadvantage in terms of speed, mobility,
accuracy, and recoil compensation.
The unsupported (standing) position allows full
mobility at the expense of accuracy and the ability to withstand recoil. Characters in the unsupported position gain
neither positive nor negative modifiers in terms of recoil or TN, and can move
and maneuver at full speed.
The crouching position allows a significantly
higher degree of accuracy and a fair degree of recoil compensation. The downside is that the character travels half
of his normal (walking) speed, and requires a simple action to turn more than
ninety degrees in one phase.
The prone position allows unparalleled accuracy but
hinders movement in a similar fashion.
A character in the prone position can only travel at one-fourth his
normal (walking) speed, and requires a complex action to turn more than ninety
degrees in one phase.
|
|
TN Modifiers by Range |
|
Movement Modifiers |
||||
|
Stance |
Short |
Medium |
Long |
Extreme |
Recoil
Comp |
Speed |
Turning
>90 Deg |
|
Unsupported |
- |
- |
- |
- |
0 |
Full |
Free
Action |
|
Crouching |
- |
- |
-1 |
-1 |
+1 |
˝
Walk |
Simple
Action |
|
Prone |
- |
-1 |
-1 |
-2 |
+3 |
Ľ
Walk |
Complex
Action |
Any weapon capable of fully-automatic fire possesses a new attribute; rate of fire. The RoF is calculated by weapon class (assault rifle, submachine gun, minigun, etc.), with exceptional specimens possessing separate RoFs. When firing in full auto, the RoF is to be divided by the number of passes possessed by the firer in that particular combat turn to determine the number of rounds available per pass.
Example:
Jackula is a cyberware whore. He possesses, through some unholy union of Christ and Satan, Move-by-Wire 4, a Synaptic Accelerator 2, and Wired Reflexes 3. Naturally, his gun is very large, and very capable of automatic fire. In stark contrast, Franklin D. Average is a completely unaugmented man, but in possession of a similar model Big Gun.
Jackula and Frank both roll initiative, Jack makes
a 62, and Frank roles a 7. Both of
their weapons have an RoF of 42 (850rpm/20CTs per minute = 42.5). Jackula, who can fire for seven passes, only
fires six shots a pass, because no matter how fast he pulls his trigger, his
gun still fires at the same rate.
Frank, who only has one pass, fires the full 42 rounds in his singular
pass.
Choke has been eliminated. The following rules now apply to shotguns firing shot, flechette, or heavy flechette ammunition:
-Base attack TN of 4 at all ranges, due to shotgun
spread. This does not stack with
scopes, imaging devices, lasersights, or non-cyber Smartgun-Links. Cybernetic SGLs deliver a -1 TN.
-Reduce the attack’s power by 3 for every range
category beyond short (-3 at medium, -6 at long, etc.)
-Reduce the attack’s damage by 1 for every range
category beyond medium (-1 at long, -2 at extreme).
-Increase dodging TNs vs. shot by two, plus one for
every range category beyond medium (+3 at long, +4 at extreme).
Sighting:
Almost all weapons come with some form of sighting mechanism, generally iron sights, reactive sights, or less common, laser sights and smartlinks. These are used to line up shots, and work naturally when the weapon is held correctly. A character firing a non-sighted weapon receives a penalty to firing, which is exacerbated at range. A character that does sight his weapon receives a number of benefits:
-The ability to use the simple action “Aim” to
impart a –1 TN modifier
-The ability to use visual magnification
-The ability to use a weapon’s imaging systems,
including lowlight and thermographic scopes
-A +1 Recoil Compensation Bonus
Non-sighting characters equipped with
Smartgun-links or lasersights do not suffer a penalty, and still receive their
appropriate bonuses. Aiming, recoil
compensation, magnification and scope usage still require a weapon to be
sighted however.