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COMBAT
CHEAT SHEET
5TH EDITION
Combat Actions
Free Actions
Call A Shot
Change Linked Device Mode
Change Smartgun Mode
Drop Object
Drop Prone
Eject Smartgun Clip
Gesture
Add Multiple Attacks
Run
Speak/Text/Transmit Phrase
Note
Declare Called Shot with Attack for -4 Modifier
Change Device Mode via Direct Neural Interface
Fire Mode, Choke, etc.
May damage object
Avoids Suppressive Fire
Mental Command
Intuition (2) to interpret unknown gesture
Split Attack Dice Pool to attack Multiple Targets
Change Movement Speed
Simple Actions
Change Device Mode
Fire bow
Fire Weapon (SA, SS, BF, FA)
Insert or Remove Clip
Observe in Detail
Pick Up/Put Down Object
Quick Draw
Ready/Draw Weapon
Nock Arrow
Stand Up
Take Aim
Take Cover
Throw Weapon
Use Simple Device
Note
Fire Mode, Choke, Vision System, disable wireless, etc.
Only one Attack per Action Phase
Only one Attack per Action Phase
(c)
Perception + Intuition [Mental]
Without Damaging Object
Weapon Skill + Reaction [Physical] (3) to Ready & Fire
From prone, Body + Willpower (2) if wounded
+1 Modifier or Accuracy up to half Willpower
Gain Cover Bonus
Only one Attack per Action Phase
Thumb Trigger, Single Key, Single Icon, Button, etc.
Complex Actions
Fire Weapon (SB, LB, FA FB)
Fire Mounted or Vehicle Weapon
Melee Attack
Reload Weapon
Sprint
Use Skill
Interrupt Actions
Block
Dodge
Full Defense
Hit the Dirt
Intercept
Parry
Note
Refer to Fire Mode Table
Uses Gunnery
Reach adds to Pool and/or Threat Range
(belt) (b) (cy) (d) (m) (muzzle loader) (speed loader)
Running + Strength [Physical] add meters
Initiative Cost
5
5
10
5
5
5
Bonus
Unarmed Combat to next Melee Defense
Gymnastics to next Melee Defense
Willpower to All Defense until next Round
Drop Prone to avoid Suppressive Fire
Melee Attack against Passing For within Reach
Melee Weapon Skill to next Melee Defense
Fire AP
Elemental Damage
Type
Acid
Cold
Electricity
Falling
Fatigue
Fire
Source
AP
Open Flame -2
Spell
Force
Weapon
-6
Combat Sequence
Step
Declare
Attack
Defend
Apply
Explanation
Declare Attack & Defense Pools/Methods
Attack Dice Pool vs. Defense Dice Pool. 0 means Grazing
Stun if DV + Hits < Armor - AP, Roll Damage Resist Pool
DV + Net Hits - Damage Resist Hits
Reloading
Method
Removable Clip (c)
Speed Loader
Filll Clip (c)
Break Action (b)
Belt Fed (belt)
Fill Belt/Drum (belt)(d)
Internal Magazine (m)
Muzzle-Loader (ml)
Cylinder (cy)
Drum (d)
Bow
Result
Remove or Insert Clip
Completely load gun
Insert (Agility) rounds into clip
Insert 2 rounds
Remove or Insert Belt
Insert (Agility) Rounds into belt/drum
Insert (Agility) Rounds
Load 1 Muzzle Tube
Insert (Agility) Rounds
Remove or Insert Drum
Nock 1 Arrow
Combat Turns (3 Seconds)
Action Phase
Combinations
3 Free Actions
2 Free Actions, 1 Simple Action
1 Free Action, 2 Simple Actions
1 Free Action, 1 Complex Action
1. Roll Initiative Dice
2. Iniative Pass
2.1 Player Action Phase
2.1.1 Declare Movement Speed
2.1.2 Declare Actions
2.1.3 Resolve Actions
2.2 Next Action Phase
3. Initiatives -10
4. Step 2 if any Initiatives > 0
5. New Combat Turn
Movement
Speed
Walk
Run
Sprint
Subdue
Rate
2 * Agility
4 * Agility
+1 per hit for Dwarves/Trolls, +2 Elves, Humans & Orks
Action
Grapple
Break Grapple
Improve Grip
Inflict Stun
Knock Down
Description
Reduce Armor by 1 every round & Cumulutive DV -1 every round
Equipment Armor Tests (No Hits = Break, Glitch=Irreparable)
-5 Initiative & -1 Modifier All Actions & Half Damage as Matrix for Equipment
DV Meters AP-4
Resist Stun with Body + Willpower
AV + Fire Reisist - Fire AP (Net Hits from Attack) to catch fire.
DV 3 + 1 per Turn. Agility + Intuition (DV) to put out.
Effect
Grappled if Strength + Net Hits > Physical Limit
Unarmed Combat + Strength[Physical] Reduce Net Hits
Unarmed Attack adds to Net Hits
Immediate Stun DV STR. Resist as Normal
Unarmed Attack + 2 & Strength + Net Hits > Physical Limit
Scatter Range
Projectile Type
Standard Grenade
Aerodynmaic Grenade
Grenade Launcher
Missile Launcher
Rocket Launcher
Distance
(1D6 - Hits) meters
(2D6 - Hits) meters
(3D6 - Hits) meters
(4D6 - Hits) meters
(5D6 - Hits) meters
Common Dice Pools
Pool
Commmon Dice Pools
Ranged Attack Weapon + Agility +/- Modifiers - (RC + (STR/3) + 1 first shot - cumulutive bullets fired) - Range - Wounds [Accuracy]
Weapon Skill + Agility +/- Modifiers - Wounds [Physical or Accuracy]
Melee Attack
Reaction + Intuition +/- Modifiers +/- Reach - 1 per previous attack since Action Phase - Wounds
Defense Pool
Body + Armor - AP
Damage Resist
First Aid + Logic + Medkit Rating +/- Modifiers [Mental] (2)
First Aid
First Aid/Medicine + Logic [Mental] (3)
Stabilization
Running + Strength [Physical]
Sprinting
Gymnastics + Agility [1.5 x Agility]
Jumping
Throwing Weapons + Agility +/- Modifiers - Wounds [Physical] (3)
Throw Grenade
~Adragon202 - Alan
COMBAT
CHEAT SHEET
5TH EDITION
Healing Modifiers
Defenders Modifiers
Situation
Inside Moving Vehicle
Prone
Unaware of Attack
Receiving Charge
In Melee Targeted by Ranged
Running
Good Cover
Partial Cover
Area-Effect Attack
Modifier
+3
-2
No Defense
+1
-3
+2
+4
+2
-2
Situation
Average Conditions
Poor Conditions
Bad Conditions
Terrible Conditions
No Medical Supplies
Improvised Medical Supplies
Wireless Medkit/autodoc
Remote through Medkit/Autodoc
Uncoopoerative Patient
Patient is Awakened or Emerged
Patient has implants
Modifier
-1
-2
-3
-4
-3
-1
+Rating
-2
-2
-2
-1 per 2 full
points of lost
Essence
Environmental Modifiers
Visibility
Light/Glare
Wind
Range
Clear
Full Light/No Glare
None or Light Breeze Short
Light Rain/Fog/Smoke
Partial Light/Weak Glare
Light Winds
Medium
Moderate Rain/Fog/Smoke
Dim Light/Moderate Glare
Moderate Winds
Long
Heavy Rain/Fog/Smoke Total Darkness/Blinding Glare
Strong Winds
Extreme
Max Environmental Modifier
Modifier
-1
-3
-6
-10
Attacker Modifiers
Ranged Situation
Firing from Cover w/ Imaging
Firing from Moving Vehicle
In Melee Combat
Running
Using Off-Hand Weapon
Blind Fire
Called Shot
Take Aim
Wireless Smartgun
Melee Situation
Charging Attack
Attacker Prone
Superior Position
Off-Hand Weapon
Called Shot
Defender Receiving Charge
Friends in Melee
Defender Prone
Touch-Only Attack
Modifier
-3
-2
-3
-2
-2
-6
-4
+1 Dice Pool or
+1 Accuracy
+1 (gear) or
+2 (implanted)
Modifier
+2
-1
+2
-2
-4
+1
+1 or Teamwork
+1
+2
Toxins
Name
CS/Tear Gas
Gamma-Scopolamine
Narcojet
Nausea Gas
Neuro-Stun
Pepper Punch
Seven-7
Speed
1 Combat Turn
Immediate
Immediate
3 Combat Turns
1 Combat Turn
1 Combat Turn
1 Combat Turn
Vector
Contact, Inhalation
Injection
Injection
Inhalation
Contact, Inhalation
Contact, Inhalation
Contact, Inhalation
Penetration
0
0
0
0
0 (-2 @ X)
0
-2
Power
8
12
15
9
15
11
12
Called Shots
Conditions
Name
Disorientation
Nausea
Paralysis
Effect
-2 to All Actions
Vomiting (Incapacitated) if Power > Willpower
Double Wound Modifiers
Incapacitated if Power > Reaction
-2 All Actions
Duration
10 Minutes
3 Combat Turns
10 Minutes
1 Hour
1 Hour
Weapon Fire Modes
Mode
Single-Shot (SS)
Semi-Automatic (SA)
Semi-Automatic Burst (SB)
Burst Fire (BF)
Long Burst (LB)
Full Auto Long Burst (FA)
Full Auto Full Burst (FA FB)
Suppressive Fire
Action
Simple
Simple
Complex
Simple
Complex
Simple
Complex
Complex
Defense Modifier
0
0
-2
-2
-5
-5
-9
Duck or Cover
Rounds Used
1
1
3
3
6
6
10
20
Shotgun Modes
Mode
Narrow Spread
Medium Spread
Medium Spread
Medium Spread
Medium Spread
Wide Spread
Wide Spread
Wide Spread
Wide Spread
Range
All
Short
Medium
Long
Extreme
Short
Medium
Long
Extreme
Effect
Disorientation, Nausea, Stun Damage
Paralysis, Truth-Serum
Stun Damage
Disorientation, Nausea
Disorientation, Stun Damage
Nausea, Stun Damage
Physical Damage, Disorientation, Nausea
Defense Modifier
-1
-3
-3
-3
-3
-5
-5
-5
-5
DV
-1
-3
-5
-7
-3
-5
-7
-9
Accuracy Spread
2-meters
4-meters
-1
6-meters
-1
8-meters
3-meters
6-meters
-1
9-meters
-1
12-meters
Target
Blast Out of Hands
Dirty Trick
Harder Knock
Knock Down (Melee Only)
Shake Up
Splitting the Damage
Trick Shot
Vitals
Duration
2 minutes
1 hour
Immediate
2 minutes
1 minute (10 @ VII)
Immediate
10 minutes
Effect
Object Lands (Net Hits - 1) meters away
-4 Modifier to Next Action
Change Stun to Physical
Strength + Net Hits > Physical Limit
-5 Initiative
Split Damage between Physical and Stun
Net Hits add to Intimidation Modifier
+2 DV
Notes
No Cumulutive Recoil, No Multiple Attacks
Capacity
Max: STR * 10 kg
Carry More: STR + BOD Test
- Max
Physical Limit - Carrying
15
No Recoil, No Multiple Attacks
Edge
Spending
Result
Push the Limit
Add Edge Rating to Dice Pool with Rule of Six
Second Chance
Re-Roll Non-Hits
Seize the Initiative (Carpe Initium)
Go First
Blitz
5 dice for Initiative
Close Call
Negate Glitch. Reduce Critical to Glitch
Dead Man’s Trigger
Body + Willpower (3) to spend remaining actions before blackout
Burning
Smackdown
Not Dead Yet
Result
Automatic 4 hits
GM Forces Survival
~Adragon202 - Alan
shadowrun_combat_cheat_sheet_by_adragon202-d71s2y5.pdf (PDF, 184.65 KB)
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