ĐĎॹá>ţ˙ _aţ˙˙˙^˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙ěĽÁM đż bjbjâ=â= 2J€W€WCÓ˙˙˙˙˙˙lœœœœ”””¨J$J$J$J$,v$l¨vK˛î$î$î$î$î$÷.÷.÷.őJ÷J÷J÷J÷J÷J÷J$(M HOPK”÷.},z÷.÷.÷.KŐ8œœî$î$0KŐ8Ő8Ő8÷.xœÜî$”î$őJŐ8÷.őJŐ8*Ő8˙@rőITx”őJî$â$ ,č:;Ĩ˘J$o0ÜIJőJFK0vKWJž˜OK1Š˜OőJŐ8¨¨œœœœŮ         Weapon range table Weapon - TN# ( 4 5 6 9 12 Hold-out pistol 0-5 6-15 16-30 31-50 -75 Light pistol 0-5 6-25 16-30 31-50 -75 Heavy pistol 0-5 6-20 21-40 41-60 -90 SMG 0-10 11-40 41-80 81-150 -210 Taser 0-5 6-10 11-12 13-15 -23 Shotgun 0-10 11-20 21-50 51-100 -120 Sporting rifle 0-30 31-60 61-150 151-300 -450 Sniper rifle 0-40 41-80 81-200 201-400 -750 Assault rifle 0-15 16-40 41-100 101-250 -350 LMG 0-20 21-40 41-80 81-150 -350 MMG 0-40 41-150 151-300 301-500 -700 HMG 0-40 41-150 151-400 401-800 -950 Assault cannon 0-50 51-150 151-450 451-1,300 -1,500 Grenade launcher 5-50 51-100 101-150 151-300 -450 Missile launcher 20-70 71-150 151-450 451-1,500 -2,250 Bow str strx10 strx30 strx60 strx80 Light crossbow strx2 strx8 strx20 strx40 strx60 Medium crossbow strx3 strx12 strx30 strx50 strx70 Heavy crossbow strx5 strx15 strx40 strx60 strx80 Throwing knife str strx2 strx3 strx5 strx8 Shuriken str strx2 strx5 strx7 strx12 Ranged combat modifiers Recoil, Semi-auto +1 per shot Recoil, Burst-fire +3 per burst Recoil, Full-auto +1 per round Recoil, Heavy weapon double normal Blind Fire +8 25% cover +2 50% cover +4 75% cover +6 Multiple targets +2 per target Target running +3 Target running +5 (Difficult ground) Target walking +1 Target stationary -1 Attacker in melee +2 per opponent Attacker running +3 Attacker running +5 (Difficult ground) Attacker walking +1 Smart link (Smart gun) -2 Smart goggles (W/Smart gun) -1 Laser sight -1 Second firearm +2 Aimed shot -1 per Simple Action Image magnification -1 range/rating Recoil compensation reduces recoil Gyro stabilization reduces recoil or Movement modifier 1 6 2 5 3 4 Throw Grenade damage table Offensive 10S -1 per meter Defensive 10S -1 per half meter Concussion 12M -1 per meter Mini-Offensive 6S -1 per meter Mini-Defensive 6S -1 per half meter Mini-Concussion 8M -1 per meter Concussion grenades do stun damage Mini-Grenades have concealability 10 Grenade range table Type 4 5 8 9 Scatter Standard strx3 strx5 strx10 strx20 1D6 meters Aerodynamic strx3 strx5 strx20 strx30 2D6 meters Grenade launcher 5-50 51-100 101-150 151-300 3D6 meters Visibility table Condition Normal Low-light Thermographic Full darkness +8 +8/+8 +4/+2 Minimal light +6 +4/+2 +4/+2 Partial light +2 +1/+0 +2/+1 Glare +2 +4/+2 +4/+2 Mist +2 +2/0 0 Light smoke/fog/rain +4 +4/+2 0 Heavy smoke/fog/rain +6 +6/+4 +1/0 Melee modifiers table Friends in melee -1 / -4 Opponent has friends +1 / +4 Larger weapon -1/reach Smaller weapon +1/reach Multiple targets +2/target Superior position -1 Opponent prone -2 Successes need to avoid a knockdown Light 1 Moderate 2 Serious 3 Stagger +1 TN# Trapped +2 TN# Shadowrun Combat Reference Perception test modifiers Perceiver is distracted +2 Very small object +6 Object partially hidden +2 Object brightly colored -2 Action very obvious -4 Action not obvious +4 Single gunshot -2 Silenced single gunshot +0 Burst fire -4 Sound-suppressed burst fire -2 Full auto fire -6 Sound-suppressed full auto -4 Grenade blast -8 A persons yell -2 Sound is rooms’ away +2 Sound is same floor +4 Sound is floors away +6 Odor obvious -4 Other odors present +2 Temperature extreme (hot or cold) -4 Perceiver wearing gloves +2 Taste obvious -4 Perceiver has a cold +2 Perception success table 1 That something is there, but little else. 2 Something is definitely there, and the perceiver suspects the kind of thing it is. 3 The perceiver knows what kind of thing it is and suspects its exact nature 4 The perceiver knows what it is, but has no specifics without further information or examination. Stealth To hide from someone, roll all dice at TN# 4 To spot someone, roll all dice at TN# 4 Success work as a perception test. Barrier rating table Material Rating Standard glass 2 Cheap material/Regular tiles 3 Average material/Ballistic glass 4 Heavy material 6 Reinforced/Armored glass 8 Structural material 12 Heavy structural material 16 Armored/Reinforced material 24 Harden material 32 Breaking Barriers Table Barrier ratings X 2 against Firearms (unadjusted for burst or full-auto) Melee attacks X 2 barrier rating Combat magic spells X 2 barrier rating Damaging manipulation normal barrier rating Normal doors will break open when reduced to half their barrier rating Security doors will only break open when the barrier rating is reduced to 0 Barrier effect table Power Effect Power less the half No effect, minor Adjusted barrier cosmetic damage rating Power equal to or Barrier damaged, greater then 1/2 reduce barrier rating adjusted barrier by 1 rating Power greater than For every increment adjusted barrier rating equal to half the barrier rating that the power exceeds the rating, a one half meter hole is opened and reduce the barrier rating by 1 Average NPC’s Type Bod/Qik Str/Cha Int/Wil Reat Init Human 3 3 3 3 3 3 3 1d6 Elf 3 4 3 5 3 3 3 1d6 Ork 6 3 5 2 2 3 2 1d6 Troll 7 2 6 1 1 2 2 1d6 Dwarf 5 2 3 3 3 4 2 1d6 Ganger 5 6 4 5 4 5 5 1d6 Mage 2 3 2 4 5 6 4 1d6 Decker 3 3 2 2 5 5 2 1d6 Rigger 4 6 2 3 3 4 4 1d6 Samurai 8 7 7 2 4 5 9 3d6 Hit man 4 5 3 4 6 5 9 3d6 Guard 4 4 4 2 3 4 3 1d6 Guard* 5 6 5 3 4 4 7 2d6 BlackOp 7 7 6 1 3 5 9 3d6 Bouncer 6 3 5 2 1 3 2 1d6 Cop 4 4 4 2 3 4 3 1d6 Cop* 5 5 5 3 4 4 6 2d6 S.W.A.T 6 7 5 3 5 6 7 2d6 S.A.S 8 9 7 3 5 6 13 4d6 Mafia 5 3 5 2 2 3 2 2d6 Mafia* 3 4 3 5 5 5 6 2d6 * - Are the elite types Mafia includes any criminal organisation Lone star reaction times Type of Response Time in minutes for response (minutes) AAA AA A B C D E Z Aware of problem Instant D6/3 D6 D6 D6x2 D6x2 D6x3 N/A First response 1 or 2 D6/3 D6 D6 D6x3 N/A N/A N/A Second response 1 or 2 D6/3 D6 D6 N/A N/A N/A N/A Patrol arrives 2 D6/3 D6/2 D6/2 D6 D6 N/A N/A Reinforcements 1 D6 D6 D6 D6+2 D6+4 D6+6 D6x3 N/A Reinforcements 2 2 2 2 4 6 6 8 N/A Continual Response 3 3 3 3 6 6 8 N/A Lonestar Response First = Astral mage/spirit AND a rigger on hidden cameras Second = Spotter Drone Patrol = Vehicle carrying two officers, one more every other minute. 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