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Shadowrun: Everybody Lies - [SR4A - Everybody Lies] Tables and Cheat Sheets:


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Charisma-Linked opposed Tests (130)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 87px; height: 17px">

Skill Used </td> <td style="width: 159px; height: 17px">

Acting Character Rolls </td> <td style="width: 208px; height: 17px">

Target Character Rolls </td> </tr> <tr> <td style="width: 87px; height: 15px">

Con

</td> <td style="width: 159px; height: 15px">

Con + Charisma

</td> <td style="width: 208px; height: 15px">

(Con or Negotiation) + Charisma </td> </tr> <tr> <td style="width: 87px; height: 20px">

Etiquette

</td> <td style="width: 159px; height: 20px">

Etiquette + Charisma

</td> <td style="width: 208px; height: 20px">

Perception + Charisma </td> </tr> <tr> <td style="width: 87px; height: 20px">

Intimidation

</td> <td style="width: 159px; height: 20px">

Intimidation + Charisma

</td> <td style="width: 208px; height: 20px">

Intimidation + Willpower </td> </tr> <tr> <td style="width: 87px; height: 20px">

Leadership

</td> <td style="width: 159px; height: 20px">

Leadership + Charisma

</td> <td style="width: 208px; height: 20px">

Leadership + Willpower </td> </tr> <tr> <td style="width: 87px; height: 24px">

Negotiation

</td> <td style="width: 159px; height: 24px">

Negotiation + Charisma

</td> <td style="width: 208px; height: 24px">

Negotiation + Charisma </td> </tr> </tbody></table>

Success Test Difficulties Table (62)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 213px; height: 32px">

Difficulty

</td> <td style="width: 240px; height: 32px">

Threshold </td> </tr> <tr> <td style="width: 213px; height: 34px">

Easy

</td> <td style="width: 240px; height: 34px">

1 </td> </tr> <tr> <td style="width: 213px; height: 33px">

Average

</td> <td style="width: 240px; height: 33px">

2 </td> </tr> <tr> <td style="width: 213px; height: 34px">

Hard

</td> <td style="width: 240px; height: 34px">

3 </td> </tr> <tr> <td style="width: 213px; height: 20px">

Extreme

</td> <td style="width: 240px; height: 20px">

5+ </td> </tr> </tbody></table>

Task Difficulty Threshold (64)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 211px; height: 20px">

Difficulty

</td> <td style="width: 234px; height: 20px">

Threshold </td> </tr> <tr> <td style="width: 211px; height: 22px">

Easy

</td> <td style="width: 234px; height: 22px">

6 </td> </tr> <tr> <td style="width: 211px; height: 17px">

Average

</td> <td style="width: 234px; height: 17px">

12 </td> </tr> <tr> <td style="width: 211px; height: 12px">

Hard

</td> <td style="width: 234px; height: 12px">

18 </td> </tr> <tr> <td style="width: 211px; height: 24px">

Extreme

</td> <td style="width: 234px; height: 24px">

24+ </td> </tr> </tbody></table>

Concealability Table (311)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 164px; height: 41px">

Concealability Modifier

</td> <td style="width: 350px; height: 41px">

Examples </td> </tr> <tr> <td style="width: 164px; height: 26px">

-6

</td> <td style="width: 350px; height: 26px">

RFID tag, bug, slap patch, micro-electronics, micro-drone </td> </tr> <tr> <td style="width: 164px; height: 38px">

-4

</td> <td style="width: 350px; height: 38px">

Holdout pistol, monowhip, ammo, credstick, chips/softs, sequencer/passkey </td> </tr> <tr> <td style="width: 164px; height: 34px">

-2

</td> <td style="width: 350px; height: 34px">

Light pistol, knife, sap, minidrone, microgrenade, flash-pak, jammer </td> </tr> <tr> <td style="width: 164px; height: 23px">

+0

</td> <td style="width: 350px; height: 23px">

Heavy pistol, taser, grenade, goggles, commlink </td> </tr> <tr> <td style="width: 164px; height: 28px">

+2

</td> <td style="width: 350px; height: 28px">

Machine pistol, medkit, club </td> </tr> <tr> <td style="width: 164px; height: 25px">

+4

</td> <td style="width: 350px; height: 25px">

SMG, stun baton, sword </td> </tr> <tr> <td style="width: 164px; height: 25px">

+6

</td> <td style="width: 350px; height: 25px">

Assault rifle, katana </td> </tr> </tbody></table>

Perception Test Tables (136)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 164px; height: 21px">

Item/Event is

</td> <td style="width: 104px; height: 21px">

Threshold

</td> <td style="width: 237px; height: 21px">

Examples </td> </tr> <tr> <td style="width: 164px; height: 35px">

Obvious/Large/Loud </td> <td style="width: 104px; height: 35px">

1

</td> <td style="width: 237px; height: 35px">

Neon sign, running crowd, yelling, gunfire </td> </tr> <tr> <td style="width: 164px; height: 31px">

Normal </td> <td style="width: 104px; height: 31px">

2

</td> <td style="width: 237px; height: 31px">

Street sign, average pedestrian, conversation, silenced gunfire </td> </tr> <tr> <td style="width: 164px; height: 37px">

Obscurred/small/Muffled </td> <td style="width: 104px; height: 37px">

3

</td> <td style="width: 237px; height: 37px">

Item dropped under table, contactlense, whispering </td> </tr> <tr> <td style="width: 164px; height: 74px">

Hidden/Micro/Silent </td> <td style="width: 104px; height: 74px">

5+

</td> <td style="width: 237px; height: 74px">

Secret door, needle in Haystack, subvocal speech </td> </tr> </tbody></table>

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 144px; height: 48px">

Situation

</td> <td style="width: 88px; height: 48px">

Dice Pool Modifier

</td> <td rowspan="5" style="width: 24px; height: 48px">

</td> <td style="width: 170px; height: 48px">

Situation

</td> <td style="width: 75px; height: 48px">

Dice Pool Modifier

</td> </tr> <tr> <td style="width: 144px; height: 23px">

Perceiver is distracted </td> <td style="width: 88px; height: 23px">

-2 </td> <td style="width: 170px; height: 23px">

Object/sound stands out in some way </td> <td style="width: 75px; height: 23px">

+2 </td> </tr> <tr> <td style="width: 144px; height: 48px">

Perceiver is actively looking/listening for it </td> <td style="width: 88px; height: 48px">

+3 </td> <td style="width: 170px; height: 48px">

Interfering sight/odor/sound </td> <td style="width: 75px; height: 48px">

-2 </td> </tr> <tr> <td style="width: 144px; height: 42px">

Object/sound not in immediate vicinity </td> <td style="width: 88px; height: 42px">

-2 </td> <td style="width: 170px; height: 42px">

Perceiver has active enhancements </td> <td style="width: 75px; height: 42px">

+rating </td> </tr> <tr> <td style="width: 144px; height: 53px">

Object/sound far away </td> <td style="width: 88px; height: 53px">

-3 </td> <td style="width: 170px; height: 53px">

Perceiver using virtual reality </td> <td style="width: 75px; height: 53px">

-6 </td> </tr> </tbody></table>

Visibility Modifiers (152)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 177px; height: 35px">

Visibility Modifiers

</td> <td style="width: 74px; height: 35px">

Normal

</td> <td style="width: 83px; height: 35px">

Low-Light

</td> <td style="width: 83px; height: 35px">

Thermo

</td> <td style="width: 90px; height: 35px">

Ultrasound

</td> </tr> <tr> <td style="width: 177px; height: 21px">

Full Darkness

</td> <td style="width: 74px; height: 21px">

-6

</td> <td style="width: 83px; height: 21px">

-6

</td> <td style="width: 83px; height: 21px">

-3

</td> <td style="width: 90px; height: 21px">

-3

</td> </tr> <tr> <td style="width: 177px; height: 18px">

Partial Light

</td> <td style="width: 74px; height: 18px">

-2

</td> <td style="width: 83px; height: 18px">

0

</td> <td style="width: 83px; height: 18px">

-2

</td> <td style="width: 90px; height: 18px">

-1

</td> </tr> <tr> <td style="width: 177px; height: 13px">

Glare

</td> <td style="width: 74px; height: 13px">

-1

</td> <td style="width: 83px; height: 13px">

-1

</td> <td style="width: 83px; height: 13px">

-1

</td> <td style="width: 90px; height: 13px">

0

</td> </tr> <tr> <td style="width: 177px; height: 28px">

Light Fog/Mist/Rain/Smoke

</td> <td style="width: 74px; height: 28px">

-2

</td> <td style="width: 83px; height: 28px">

-1

</td> <td style="width: 83px; height: 28px">

0

</td> <td style="width: 90px; height: 28px">

-1

</td> </tr> <tr> <td style="width: 177px; height: 24px">

Heavy Fog/Mist/Rain/Smoke

</td> <td style="width: 74px; height: 24px">

-4

</td> <td style="width: 83px; height: 24px">

-2

</td> <td style="width: 83px; height: 24px">

-2

</td> <td style="width: 90px; height: 24px">

-2

</td> </tr> <tr> <td style="width: 177px; height: 20px">

Thermal Smoke

</td> <td style="width: 74px; height: 20px">

-4

</td> <td style="width: 83px; height: 20px">

-2

</td> <td style="width: 83px; height: 20px">

-6

</td> <td style="width: 90px; height: 20px">

-2

</td> </tr> </tbody></table>

Movement Table (149)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 175px; height: 34px">

Metatype

</td> <td style="width: 172px; height: 34px">

Walking Rate

</td> <td style="width: 155px; height: 34px">

Running Rate

</td> </tr> <tr> <td style="width: 175px; height: 23px">

Humans, Elvese, Orks

</td> <td style="width: 172px; height: 23px">

10 Meters/turn

</td> <td style="width: 155px; height: 23px">

25 Meters/turn

</td> </tr> <tr> <td style="width: 175px; height: 18px">

Dwarfs

</td> <td style="width: 172px; height: 18px">

8 Meters/turn

</td> <td style="width: 155px; height: 18px">

20 Meters/turn

</td> </tr> <tr> <td style="width: 175px; height: 30px">

Trolls

</td> <td style="width: 172px; height: 30px">

15 Meters/turn

</td> <td style="width: 155px; height: 30px">

35 Meters/Turn

</td> </tr> </tbody></table>

Matrix Search Table (230)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 239px; height: 20px">

Information is:

</td> <td style="width: 151px; height: 20px">

Threshold </td> </tr> <tr> <td style="width: 239px; height: 17px">

General Knowledge or Public

</td> <td style="width: 151px; height: 17px">

6 </td> </tr> <tr> <td style="width: 239px; height: 12px">

Limited interest or Not publicized

</td> <td style="width: 151px; height: 12px">

12 </td> </tr> <tr> <td style="width: 239px; height: 17px">

Hidden or Actively Hunted and Erased

</td> <td style="width: 151px; height: 17px">

24 </td> </tr> <tr> <td style="width: 239px; height: 14px">

Protected or Secret

</td> <td style="width: 151px; height: 14px">

n/a </td> </tr> <tr> <td style="width: 239px; height: 8px">

Information is:

</td> <td style="width: 151px; height: 8px">

Dice Pool Modifiers </td> </tr> <tr> <td style="width: 239px; height: 19px">

Intricate or Specialised

</td> <td style="width: 151px; height: 19px">

-1 </td> </tr> <tr> <td style="width: 239px; height: 23px">

Obscure

</td> <td style="width: 151px; height: 23px">

-2 </td> </tr> <tr> <td style="width: 239px; height: 25px">

Area Searched

</td> <td style="width: 151px; height: 25px">

Interval </td> </tr> <tr> <td style="width: 239px; height: 26px">

Single Node or Signal Area

</td> <td style="width: 151px; height: 26px">

Complex Action </td> </tr> <tr> <td style="width: 239px; height: 29px">

All Subscribed Devices and Nodes

</td> <td style="width: 151px; height: 29px">

Complex Action </td> </tr> <tr> <td style="width: 239px; height: 24px">

Entire Matrix

</td> <td style="width: 151px; height: 24px">

1 Minute </td> </tr> </tbody></table>

Signal Rating Table (222)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 58px; height: 32px">

Signal Rating

</td> <td style="width: 57px; height: 32px">

Signal Range

</td> <td style="width: 387px; height: 32px">

Examples </td> </tr> <tr> <td style="width: 58px; height: 28px">

0

</td> <td style="width: 57px; height: 28px">

3 m

</td> <td style="width: 387px; height: 28px">

Nanoware transceivers, cyberware, intra-PAN devices </td> </tr> <tr> <td style="width: 58px; height: 23px">

1

</td> <td style="width: 57px; height: 23px">

40 m

</td> <td style="width: 387px; height: 23px">

RFID tags, handheld electronics </td> </tr> <tr> <td style="width: 58px; height: 17px">

2

</td> <td style="width: 57px; height: 17px">

100 m

</td> <td style="width: 387px; height: 17px">

Headware transceivers, micro-drone sensors </td> </tr> <tr> <td style="width: 58px; height: 40px">

3

</td> <td style="width: 57px; height: 40px">

400 m

</td> <td style="width: 387px; height: 40px">

Average commlinks, residential/small business wi-fi routers, vehicular autonav sensors </td> </tr> <tr> <td style="width: 58px; height: 28px">

4

</td> <td style="width: 57px; height: 28px">

1 km

</td> <td style="width: 387px; height: 28px">

Crawler-drone sensors </td> </tr> <tr> <td style="width: 58px; height: 31px">

5

</td> <td style="width: 57px; height: 31px">

4 km

</td> <td style="width: 387px; height: 31px">

Cyberlimb transceivers, heavy drone surveillance sensors </td> </tr> <tr> <td style="width: 58px; height: 28px">

6

</td> <td style="width: 57px; height: 28px">

10 km

</td> <td style="width: 387px; height: 28px">

Cell-Phone towers, public access wi-fi routers </td> </tr> <tr> <td style="width: 58px; height: 36px">

7

</td> <td style="width: 57px; height: 36px">

40 km

</td> <td style="width: 387px; height: 36px">

Targeting sensors for ground vehicle weapons (ATGMs, tang guns, etc.) </td> </tr> <tr> <td style="width: 58px; height: 22px">

8

</td> <td style="width: 57px; height: 22px">

100 km

</td> <td style="width: 387px; height: 22px">

Flight radar </td> </tr> <tr> <td style="width: 58px; height: 28px">

9

</td> <td style="width: 57px; height: 28px">

400 km

</td> <td style="width: 387px; height: 28px">

Maritime/naval radar, commercial AM/FM radio </td> </tr> </tbody></table>

Ranged Combat Modifier Table

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 242px; height: 37px">

Situation

</td> <td style="width: 157px; height: 37px">

Dice Pool Modifier </td> </tr> <tr> <td style="width: 242px; height: 31px">

Attacker running

</td> <td style="width: 157px; height: 31px">

-2 </td> </tr> <tr> <td style="width: 242px; height: 32px">

Attacker in melee combat

</td> <td style="width: 157px; height: 32px">

-3 </td> </tr> <tr> <td style="width: 242px; height: 28px">

Attacker in a moving vehicle

</td> <td style="width: 157px; height: 28px">

-3 </td> </tr> <tr> <td style="width: 242px; height: 27px">

Attacker firing from cover

</td> <td style="width: 157px; height: 27px">

-2 </td> </tr> <tr> <td style="width: 242px; height: 33px">

Attacker Wounded

</td> <td style="width: 157px; height: 33px">

-wound modifiers (see p. 163) </td> </tr> <tr> <td style="width: 242px; height: 19px">

Attacker using laser sight

</td> <td style="width: 157px; height: 19px">

+1* </td> </tr> <tr> <td style="width: 242px; height: 6px">

Attacker using smartlinked weapon

</td> <td style="width: 157px; height: 6px">

+2* </td> </tr> <tr> <td style="width: 242px; height: 38px">

Attacker using image magnification

</td> <td style="width: 157px; height: 38px">

Eliminates range modifiers (see p. 151) </td> </tr> <tr> <td style="width: 242px; height: 17px">

Attacker using a second firearm

</td> <td style="width: 157px; height: 17px">

Splits dice pool </td> </tr> <tr> <td style="width: 242px; height: 12px">

Attacker using off-hand weapon

</td> <td style="width: 157px; height: 12px">

-2 </td> </tr> </tbody></table>

*Note that the bonuses for laser sights and smartlinks are not cumulative

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 211px; height: 17px">

Situation

</td> <td style="width: 186px; height: 17px">

Dice Pool Modifier </td> </tr> <tr> <td style="width: 211px; height: 19px">

Aimed shot

</td> <td style="width: 186px; height: 19px">

+1 per Simple Acti </td> </tr> <tr> <td style="width: 211px; height: 18px">

Blind fire

</td> <td style="width: 186px; height: 18px">

-6 </td> </tr> <tr> <td style="width: 211px; height: 33px">

Called shot

</td> <td style="width: 186px; height: 33px">

-variable (see Called shots p. 161) </td> </tr> <tr> <td style="width: 211px; height: 39px">

Multiple targets

</td> <td style="width: 186px; height: 39px">

-2 per additional target that Action Phase </td> </tr> <tr> <td style="width: 211px; height: 25px">

Tracer round with short burst

</td> <td style="width: 186px; height: 25px">

+1 </td> </tr> <tr> <td style="width: 211px; height: 21px">

Tracer round with long burst

</td> <td style="width: 186px; height: 21px">

+2 </td> </tr> <tr> <td style="width: 211px; height: 26px">

Tracer round with full auto

</td> <td style="width: 186px; height: 26px">

+3 </td> </tr> <tr> <td style="width: 211px; height: 41px">

Recoil, semi-automatic

</td> <td style="width: 186px; height: 41px">

-1 for second shot that Action Phase </td> </tr> </tbody></table>

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 191px; height: 24px">

Situation </td> <td style="width: 218px; height: 24px">

Dice Pool Modifier </td> </tr> <tr> <td style="width: 191px; height: 51px">

Recoil, burst

</td> <td style="width: 218px; height: 51px">

-2 (first burst)

-3 (second) </td> </tr> <tr> <td style="width: 191px; height: 45px">

Recoil, long burst

</td> <td style="width: 218px; height: 45px">

-5 (first burst)

-6 (second) </td> </tr> <tr> <td style="width: 191px; height: 17px">

Recoil, full auto

</td> <td style="width: 218px; height: 17px">

-9 </td> </tr> <tr> <td style="width: 191px; height: 14px">

Recoil, heavy weapon

</td> <td style="width: 218px; height: 14px">

2x uncompensated recoil </td> </tr> <tr> <td style="width: 191px; height: 18px">

Recoil compensation

</td> <td style="width: 218px; height: 18px">

Reduces recoil modifiers </td> </tr> <tr> <td style="width: 191px; height: 24px">

Gyro stabilization

</td> <td style="width: 218px; height: 24px">

Reduces recoil or movement modifier </td> </tr> <tr> <td style="width: 191px; height: 11px">

Target point-blank

</td> <td style="width: 218px; height: 11px">

+2 </td> </tr> <tr> <td style="width: 191px; height: 16px">

Visibility impaired

</td> <td style="width: 218px; height: 16px">

See Visibility Table </td> </tr> </tbody></table>

Melee Modifier Table (157)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 225px; height: 31px">

Situation

</td> <td style="width: 217px; height: 31px">

Dice Pool Modifier </td> </tr> <tr> <td style="width: 225px; height: 22px">

Friends in melee

</td> <td style="width: 217px; height: 22px">

+1per friend (max. +4) </td> </tr> <tr> <td style="width: 225px; height: 17px">

Character wounded

</td> <td style="width: 217px; height: 17px">

-wound modifier (see p. 163) </td> </tr> <tr> <td style="width: 225px; height: 22px">

Character has longer Reach

</td> <td style="width: 217px; height: 22px">

+1 per point of net Reach* </td> </tr> <tr> <td style="width: 225px; height: 28px">

Character using off-hand weapon

</td> <td style="width: 217px; height: 28px">

-2 </td> </tr> <tr> <td style="width: 225px; height: 33px">

Character attacking multiple targets

</td> <td style="width: 217px; height: 33px">

Splits dice pools </td> </tr> <tr> <td style="width: 225px; height: 34px">

Character has superior postion

</td> <td style="width: 217px; height: 34px">

+2 </td> </tr> <tr> <td style="width: 225px; height: 21px">

Opponent prone

</td> <td style="width: 217px; height: 21px">

+3 </td> </tr> <tr> <td style="width: 225px; height: 27px">

Attacker making charging attack

</td> <td style="width: 217px; height: 27px">

+2 </td> </tr> <tr> <td style="width: 225px; height: 17px">

Defender receiving a charge

</td> <td style="width: 217px; height: 17px">

+1 </td> </tr> <tr> <td style="width: 225px; height: 18px">

Visibility impaired

</td> <td style="width: 217px; height: 18px">

Consult the Visibility Table p. 152 </td> </tr> <tr> <td style="width: 225px; height: 14px">

Called shot

</td> <td style="width: 217px; height: 14px">

Variable (see Called shots p. 161) </td> </tr> <tr> <td style="width: 225px; height: 19px">

Touch-only attack

</td> <td style="width: 217px; height: 19px">

+2 </td> </tr> </tbody></table>

*You may apply Reach as a -1 dice pool modifier per net point to the opponent instead.

Defense Modifiers Table (159)

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 274px; height: 38px">

Situation </td> <td style="width: 113px; height: 38px">

Dice Pool Modifier </td> </tr> <tr> <td style="width: 274px; height: 36px">

Defender unaware of attack </td> <td style="width: 113px; height: 36px">

No defense possible </td> </tr> <tr> <td style="width: 274px; height: 32px">

Defender wounded </td> <td style="width: 113px; height: 32px">

-wound modifiers (see p. 163) </td> </tr> <tr> <td style="width: 274px; height: 19px">

Defender inside a moving vehicle </td> <td style="width: 113px; height: 19px">

+3 </td> </tr> <tr> <td style="width: 274px; height: 43px">

Defender has defended against previous attacks since last action </td> <td style="width: 113px; height: 43px">

-1 per additional defense </td> </tr> <tr> <td style="width: 274px; height: 20px">

Defender prone </td> <td style="width: 113px; height: 20px">

-2 </td> </tr> <tr> <td style="width: 274px; height: 22px">

Ranged Attacks only: </td> <td style="width: 113px; height: 22px">

</td> </tr> <tr> <td style="width: 274px; height: 17px">

Defender running </td> <td style="width: 113px; height: 17px">

+2 </td> </tr> <tr> <td style="width: 274px; height: 29px">

Defender in melee targeted by ranged attack </td> <td style="width: 113px; height: 29px">

-3 </td> </tr> <tr> <td style="width: 274px; height: 29px">

Defender/Target has Partial Cover </td> <td style="width: 113px; height: 29px">

+2 </td> </tr> <tr> <td style="width: 274px; height: 21px">

Defender/Target has Good Cover </td> <td style="width: 113px; height: 21px">

+4 </td> </tr> <tr> <td style="width: 274px; height: 26px">

Attacker firing wide burst </td> <td style="width: 113px; height: 26px">

-2 </td> </tr> <tr> <td style="width: 274px; height: 28px">

Attacker firing long wide burst </td> <td style="width: 113px; height: 28px">

-5 </td> </tr> <tr> <td style="width: 274px; height: 25px">

Attacker firing full-auto wide burst </td> <td style="width: 113px; height: 25px">

-9 </td> </tr> <tr> <td style="width: 274px; height: 25px">

Attacker firing shotgun on medium spread </td> <td style="width: 113px; height: 25px">

-2 </td> </tr> <tr> <td style="width: 274px; height: 30px">

Attacker firing shotgun on wide spread </td> <td style="width: 113px; height: 30px">

-4 </td> </tr> <tr> <td style="width: 274px; height: 36px">

Attacker using area attack weapon /grenade, missile) </td> <td style="width: 113px; height: 36px">

-2 </td> </tr> </tbody></table>

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DEFENSE Cheat Sheet:

VITAL STATISTICS:

Attributes

Reaction

Body

Intuition

Willpower

Skills

Dodge

Gymnastics

(Melee Skill)

Modifiers

Wound Modifier

Full Defense Used?

Your Armor Rating

Variables

Prior attacks since last action

Other Modifiers (p. 159, SR4A, and p. 162 Arsenal)

Attacker’s Weapon DV

Attacker’s Weapon AP

Attacker’s Hits

Your Hits

Attacker’s Net Hits

Modified DV

Walkthrouh

  1. Choose whether to spend your current or your next Complex Action for Full Defense
  2. Add your Reaction (or Intuition if in Astral Projection) to your pool.
  3. If you are defending against a melee attack, add your Dodge or your skill for your currently held melee weapon (Unarmed Combat included) to your pool
  4. If you are not using Full Defense, skip this step. When using Full Defense, you may add one of the following: Your Dodge (possibly again), your Gymnastics, or if you are defending against a melee attack, the combat skill you added in step 3 (again). Only one of the above may be added.
  5. Subtract any Wound Modifier from your pool.
  6. Subtract one from your pool for each prior attack you have defended against since your last action.
  7. Add or subtract from your pool any other modifiers from p. 159, SR4A or p. 162, Arsenal.
  8. Roll your pool dice, note your hits. If you glitch, the the GM.
  9. Subtract your hits from the attacker’s hits. If the net hits are zero or less, you avoided the attack; stop now.
  10. Add the attacker’s net hits to the attacker’s weapon + ammo DV; this is the modified DV. If this number is greater than your armor rating (modified by the weapon + ammo AP), it causes Physical damage, otherwise it causes Stun damage.
  11. Start a new pool, add your Body (or Willpower if in Astral Projection) to your pool.
  12. Add your Armor Rating, modified by the weapon + ammo AP, to your pool
  13. Roll your pool dice, and subtract the hits from the modified DV. If the difference is greater than zero, apply that number of boxes to the appropriate damage track, Physical or Stun.
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MELEE COMBAT

VITAL STATISTICS

Attributes

Agility

Strength

Skills

(Weapon Skill)

Modifiers

Defender’s Reach

Weapon Used

Weapon DV

Weapon AP

Your Reach

Weapon Reach

Wound Modifier

Variables

Your Hits

Defender’s Hits

Your Net Hits

Modified DV

Other modifiers (p. 157, SR4A and p. 162, Arsenal)

Walkthrough

  1. Choose the weapon you want to use, and note its DV and AP. If unarmaed, the DV is half your Strength, rounded up.
  2. Add your Agility to your pool
  3. Add the correct weapon skill to your pool: Blades, Clubs, Exotic Melee Weapon or Unarmed
  4. Add your reach and your weapon’s reach together, and compare them to the defender’s total reach. The higher reach may either add the difference to their own pool, or subtract it from their opponent’s pool.
  5. Subtract any Wound Modifier from your pool.
  6. Add to or subtract from your pool any other modifiers from p. 157, SR4A or p. 162, Arsenal.
  7. Roll your dice, note your hits. If you glitch, tell the GM
  8. The defender rolls defense pool and subtracts their hits from your hits. If your net hits are zero or less, stop now.
  9. Add your net hits to your weapon DV; this is your modified DV. If this number is greater than the defender’s armor modified by your weapon AP, it causes Physical damage, otherwise it causes Stun damage.
  10. Tell the GM your final modified DV. The defender will attempt to resist the horrible damage you just caused...
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RANGED COMBAT

VITAL STATISTICS

Attributes

Agility

Strength

Skills

(Weapon Skill)

Modifiers

Weapon Used

Ammo Used

Weapon + Ammo DV

Weapon + Ammo AP

Weapon Fire Mode: (rounds fired)

SS(1) SA(1) BF/Narrow(3) BF/Wide(3)

FA/Long Narrow(6) FA/Long Wide(6)

FA/Full Narrow(10) FA/Full Wide(10)

Recoil Compensation

Laser Sight/Smartlink Bonus

Wound Modifier

Variables

Number of rounds fired this Action Phase

(including this attack)

Range

Recoil Modifier

Your Hits

Defender’s Hits

Your Net Hits

Modified DV

Other modifiers (p. 152, SR4A; p. 161, Arsenal)

Walkthrouh

  1. Choose the weapon and ammo you want to use, and note their DV and AP.
  2. Choose a fire mode that you want to use.
  3. Add your Agility to your pool.
  4. Add the correct weapon skill to your pool: Archery, Automatics, Exotic Range Weapon, Heavy Weapon, Longarms, Pistols, or Throwing Weapons.
  5. Add bonus for a laser sight or smartlink to your pool, if applicable.
  6. Subtract any Wound Modifiers from your pool.
  7. Subtract the Recoil Compensation from the number of rounds fired this Phase, then subtract one; the difference is the recoil modifier
  8. If the weapon is a heavy weapon, double the recoil modifier.
  9. If the weapon is a shotgun and the fire mode is BF or FA, double the recoil modifier.
  10. If the recoil modifier is greater than zero, subtract it from your pool.
  11. Subtract from your pool any range modifiers (based on your weapon type) from p. 151, SR4A
  12. Add to or subtract from your pool any other modifiers from p. 152, SR4A or p. 161, Arsenal.
  13. Roll your pool dice, note your hits. If you glitch, tell the GM.
  14. If your fire mode is one of the wide bursts, tell the GM; the defender loses defense pool.
  15. The defender rolls defense pool and subtracts their hits from your hits. If your net hits are zero or less, you miss. Stop now.
  16. If you are using a grenade or rocket as your weapon, determine scatter by consulting the Scatter Table and Grenade Scatter Diagram on p. 155, SR4A
  17. Add your net hits to your weapon + ammo DV; this is your modified DV. If this number is greater than the defender’s armor modified by your weapon + ammo AP, it causes Physical damage, otherwise it causes Stun damage.
  18. If your fire mode is one of the narrow bursts, add one less than the number of rounds in the burst to your modified DV.
  19. Tell the GM your final modified DV. The defender will attempt to resist the horrible damage you have just caused...
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MATRIX COMBAT

VITAL STATISTICS

Programs

Attack Program Rating

Skills

Cybercombat

Modifiers

Attack Program Used

Wound Modifier

Matrix Damage Modifier

Variables

Your Hits

Defender’s Hits

Your Net Hits

Modfied DV

Walkthrough

  1. Choose the attack program you want to use: Attack, Black Hammer, or Blackout.
  2. Add the attack programm rating to your pool.
  3. Add your Cybercombat rating to your pool.
  4. Subtract any Wound Modifier from your pool.
  5. Subtract any Matrix damage modifier from your pool.
  6. Roll your dice, note your hits. If you glitch, tell the GM.
  7. The defender rolls defense pool and subtract their hits from your hits. If your net hits are zero or less, you miss. Stop now.
  8. Add your net hits to your attack program rating; this is your modified DV.
  9. Tell the GM the attack programm that you used and your final modified DV. The defender will attempt to resist the horrible damage you just inflicted...
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ASTRAL COMBAT

VITAL STATISTICS

Attributes

Logic

Willpower

Charisma

Skills

Astral Combat

Modifiers

Weapon Focus Used (if any)

Weapon Focus DV

Weapon Focus Rating

Wound Modifier

Your Reach

Weapon Reach

Defender’s Reach

Variables

Your Hits

Defender’s Hits

Your Net Hits

Modified DV

Walkthrough

  1. Choose the weapon focus you want to use, and note its DV. If unarmed, the DV is half your Charisma, rounded up.
  2. If you are astrally perceiving (or dual-natured), add your Willpower to your pool. If you are astrally projecting add your Logic to your pool.
  3. Add your Astral Combat to your pool.
  4. Add your reach and your weapon’s reach together, and compare them to the defender’s total reach. The higher reach may either add the difference to their own pool or subtract it from their opponent’s pool.
  5. Add the Weapon Focus Rating if you are using one.
  6. Subtract any Wound Modifiers from your pool.
  7. Roll your pool dice, note your hits. If you glitch, tell the GM.
  8. The defender rolls defense pool and subtracts their hits from your hits. If your net hits are zero or less, stop now.
  9. Add your net hits to your weapon DV; this is your modified DV.
  10. Decide wether your attack will cause Stund damage or Physical damage, and tell the GM.
  11. Tell the GM your final modified DV. The defender will attempt to resist the horrible damage you have just caused...
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INDIRECT COMBAT SPELLS

VITAL STATISTICS

Attributes

Magic

Willpower

(Drain Resistance Attribute)

Skills

Spellcasting

Modifiers

Spell Cast

Force

Drain DV (per spell description)

Elemental Effect (if any)

Mentor Spirit Bonus

Power Focus

Spellcasting Focus

Visibility Modifiers

Wound Modifiers

Variables

Your Hits

Actual Hits

Defender’s Hits

Your Net Hits

Modified DV

DRAIN RESISTANCE ATTRIBUTES

<table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 121px; height: 15px">

Hermetic:

</td> <td style="width: 132px; height: 15px">

Logic

</td> <td style="width: 130px; height: 15px">

Norse:

</td> <td style="width: 165px; height: 15px">

Charisma

</td> </tr> <tr> <td style="width: 121px; height: 22px">

Shamanic:

</td> <td style="width: 132px; height: 22px">

Charisma

</td> <td style="width: 130px; height: 22px">

Path of the Wheel:

</td> <td style="width: 165px; height: 22px">

Charisma

</td> </tr> <tr> <td style="width: 121px; height: 20px">

Aboriginal:

</td> <td style="width: 132px; height: 20px">

Charisma

</td> <td style="width: 130px; height: 20px">

Psionic:

</td> <td style="width: 165px; height: 20px">

Intuition

</td> </tr> <tr> <td style="width: 121px; height: 17px">

Aztech:

</td> <td style="width: 132px; height: 17px">

Charisma

</td> <td style="width: 130px; height: 17px">

Qabbalistic:

</td> <td style="width: 165px; height: 17px">

Logic

</td> </tr> <tr> <td style="width: 121px; height: 15px">

Black Magic:

</td> <td style="width: 132px; height: 15px">

Charisma

</td> <td style="width: 130px; height: 15px">

Rastafarian:

</td> <td style="width: 165px; height: 15px">

Intuition

</td> </tr> <tr> <td style="width: 121px; height: 22px">

Buddhist:

</td> <td style="width: 132px; height: 22px">

Intuition

</td> <td style="width: 130px; height: 22px">

Shinto:

</td> <td style="width: 165px; height: 22px">

Charisma

</td> </tr> <tr> <td style="width: 121px; height: 30px">

Chaos Magic:

</td> <td style="width: 132px; height: 30px">

Logic

</td> <td style="width: 130px; height: 30px">

Traditional or Hedge Witchcraft

</td> <td style="width: 165px; height: 30px">

Intution

</td> </tr> <tr> <td style="width: 121px; height: 10px">

Christian Theurgy:

</td> <td style="width: 132px; height: 10px">

Charisma

</td> <td style="width: 130px; height: 10px">

Vodoo:

</td> <td style="width: 165px; height: 10px">

Charisma

</td> </tr> <tr> <td style="width: 121px; height: 8px">

Druidic:

</td> <td style="width: 132px; height: 8px">

Intuition

</td> <td style="width: 130px; height: 8px">

Wicca (Goddess)

</td> <td style="width: 165px; height: 8px">

Intuition

</td> </tr> <tr> <td style="width: 121px; height: 6px">

Egyptian:

</td> <td style="width: 132px; height: 6px">

Intuition

</td> <td style="width: 130px; height: 6px">

Wicca (Gardnerian)

</td> <td style="width: 165px; height: 6px">

Logic

</td> </tr> <tr> <td style="width: 121px; height: 21px">

Hindu:

</td> <td style="width: 132px; height: 21px">

Logic

</td> <td style="width: 130px; height: 21px">

Wuxing:

</td> <td style="width: 165px; height: 21px">

Logic

</td> </tr> <tr> <td style="width: 121px; height: 11px">

Islamic:

</td> <td style="width: 132px; height: 11px">

Logic

</td> <td style="width: 130px; height: 11px">

Zoroastrian:

</td> <td style="width: 165px; height: 11px">

Logic

</td> </tr> </tbody></table>

Walkthrough

  1. Choose the spell you wish to cast at the target.
  2. Choose a Force for the spell, up to twice your Magic.
  3. Add your Magic to your Pool.
  4. Add your Spellcasting to your Pool.
  5. Add or subtract the modifier for your Mentor Spirit to your pool, if applicable.
  6. Add the Force of a Summoning Focus (if it is of the correct type) and Power Focus to your pool.
  7. Subtract any Wound Modifier from your pool.
  8. Subtract Visibility Modifiers (p. 136, SR4A) as necessary.
  9. Roll your pool dice, add up your hits. If you glitch, tell the GM.
  10. Take the lesser of your hits and the spell’s Force; this is your actual hits total.
  11. The defender rolls defense pool and subtracts their hits from your actual hits. If your net hits are zero or less, skip to step 14.
  12. Add your net hits to the Force; this is your modified DV. IF this number is greater than half of the defender’s Impact armor, the spell causes Physical damage, otherwise it causes Stun damage.
  13. Tell the GM your final modified DV, along with any elemental effect of the spell. The defender will attempt to resist the horrible damage you have just caused...
  14. Start a new pool, add your Willpower to it.
  15. Add the Drain Resistance Attribute, according to your tradition.
  16. Roll your pool dice. Subtract one from the Drain Damage Value for each hit.
  17. If you did not reduce the Drain Damage Value to zero, apply the damage to your Condition Monitor: Physical if the Force was greater than your Magic, Stun otherwise.
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AUTONOMOUS DRONE COMBAT

VITAL STATISTICS

Attributes

Drone’s Pilot

Autosoft

Targeting

Modifiers

Weapon Used

Ammo Used

Weapon + Ammo DV

Weapon + Ammo AP

Weapon Fire Mode: (rounds fired)

SS(1) SA(1) BF/Narrow(3) BF/Wide(3)

FA/Long Narrow(6) FA/Long Wide(6)

FA/Full Narrow(10) FA/Full Wide(10)

Recoil Compensation

Damage Modifier

Variables

Number of rounds fired this Action Phase

(including this attack)

Recoil Modifier

Your Hits

Defender’s Hits

Your Net Hits

Modified DV

Walkthrough

  1. Choose the weapon and ammo you want to use, and note their DV and AP.
  2. Choose a fire mode that you want to use.
  3. Add your drone’s Pilot rating to your Pool
  4. Add the Targeting Autosoft rating to your pool.
  5. Subtract any Damage Modifier from you pool.
  6. Subtract the Recoil Compensation from the number of rounds fired this Phase, then subtract one; the difference is the recoil modifier.
  7. If the weapon is a heavy weapon, double the recoil modifier.
  8. if the weapon is a shotgun and the fire mode is BF or FA, double the recoil modifier.
  9. If the recoil modifier is greater than zero, subtract it from your pool.
  10. Subtract from your pool any range modifiers (based on your weapon type) from p. 151, SR4A
  11. Add to or subtract from your pool any other modifiers from p. 152, SR4A, or p. 161, Arsenal
  12. Roll your pool dice, note your hits. If you glitch, tell the GM.
  13. If your fire mode is one of the wide bursts, tell the GM; the defender loses defense pool.
  14. The defender rolls defense pool and subtracts their hits from your hits. If your net hits are zero or less, you miss. Stop now.
  15. If you are using a grenade or rocket as your weapon, determine scatter by consulting the Scatter Table and Grenade Scatter Diagram on p. 155, SR4A.
  16. Add your net hits to your weapon + ammo DV; this is your modified DV. If this number is greater than the defender’s armor modified by your weapon + ammo AP, it causes Physical damage, otherwise it causes Stun damage.
  17. If your fire mode is one of the narrow bursts, add one less than the number of rounds in the burst to your modified DV.

  1. Tell the GM your final modified DV. The defender will attempt to resist the horrible damage you have just caused (and weep at the repair bill...)

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COMPILING

VITAL STATISTICS

Attributes

Resonance

(Fading Resistance Attribute)

Skills

Compiling

Modifiers

Sprite Type

Desired Rating

Wound Modifier

Variables

Your Hits

Sprite’s Hits

Fading Damage Hits

FADING RESISTANCE ATTRIBUTES

Cyberadepts:

Willpower

Networkers:

Charisma

Dronomancers:

Intuition

Singularitarians:

Logic

E-scapists:

Willpower

Sourcerors:

Logic

Info Savants:

Intuition

Technoshamans:

Charisma

Walkthrough

  1. Choose a type of sprite to compile.
  2. Choose a Rating for the sprite, up to twice your Resonance.
  3. Add your Resonance Attribute to your pool.
  4. Add your Compiling Skill to your pool.
  5. Subtract any Wound Modifier from your pool.
  6. Roll your pool dice, add up the hits. If you glitch, tell the GM.
  7. The GM rolls the sprite’s Rating and adds up the hits.
  8. Subtract the sprite’s hits from your hits. If you have zero or fewer remaining hits, no sprite appears. If you have hits left over, each hit counts as a task the sprite owes you.
  9. Multiply the sprite’s hits by two. This is the Fading Damage Value, minimum 2.
  10. Start a new pool, add your Fading Resistance Attritbute to it.
  11. Add your Resonance to the new pool.
  12. Roll your pool dice. Subtract one from the Fading Damage Value for each hit.
  13. If you did not reduce the Fading Damage Value to zero, apply the damage to your Condition Monitor: Physical if teh Rating was greater than your Resonance, Stun otherwise.
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