This file is a 3rd Edition
update of my house rules originally created for 2nd Edition Shadowrun. While a
number of them found their way into the new 3rd Edition basic rules, FASA was again
somewhat disappointing in their lack of fixing a number of glaring problems. As
such, this document has been updated and expanded to make it compatible and consistent
with SR3. If you're still playing SR2 (or more likely have blended elements from
both of the newer editions), my house rules for 2nd Edition
Shadowrun are still posted for your convenience.
As a general philosophy, I try
to keep the house rules that I use fairly simple and straightforward to maintain
playability, while still capturing enough detail and realism to be entertaining. Most of
these rules taken singly may result in little appreciable change, and may not seem like
much. Collectively, however, the little things add up. Where possible, I simply stick with
the published rules, so many of these additions are simply using old rules in new
applications (such as martial arts skill and aiming in melee combat). Some (like the
autofire rules) are a little more complicated on the surface, but function in a manner
fairly consistent with the rules upon closer examination. And some are merely my
interpretations of the rules as given because FASA is too lazy to tell us specifically how
they should be used (like my extended grenade rules). In any event, I strive to bring
fairly high levels of realism into my campaign, so those of you who want dramatic house
rules that allow your characters to leap tall buildings in a single bound will be
disappointed. Those of you who want your characters to have more options in combat or who
want to make your campaign richer in flavor may find what youre looking for.
Also, you may be noticing that
this file is pretty long. This is primarily because I have gone to some length to include
numerous examples to illustrate how these house rules are used in play. Though this makes
the file somewhat lengthy, it is my hope that it will be more clear and easily usable as a
result.
Finally, I'd like to
thank my patient players for putting up with my tinkering. The reason these rules work
as well as they do is due in no small part to their feedback and willingness to try new
things. And bitch when something's broken. I'd also like to thank
Damion Milliken, whose careful eye and well-thought-out suggestions have fixed more
than a few loopholes in earlier versions of these rules.
For purposes of simplicity,
these House Rules will be divided up into several sections, each one dealing with a single
topic. Please note that some sections make reference to previous sections, so their order
is intentional. So here we go...
There's one change to
ranged combat modifiers that I felt needed to be made (and have felt has been needed since
SR1). Namely, the -1 for stationary targets, +0 for walking targets, and +2 for running
targets. Why did FASA do this? Why not go from the same base-line (target and shooter both
stationary)? So, what I did is make a stationary target a +0, a walking target a +1, and a
running target a +3. For those of you who have any experience with firearms, you
will appreciate this small but important distinction. Basically, it reflects the
fact that shooting at stationary targets is not as simple as they make it out to be, and
even walking targets can be difficult to lead correctly. As such, a "perfect
shot" (i.e. one at short range, with no cover, both shooter and target stationary, no
wounds, no recoil, etc) has a target number of 4, just like every other baseline target
number in the game.
Hurray! They fixed it in SR3! Now you can actually dodge shots like you could in SR1, a mechanic that makes a hell of a lot more sense than the old SR2 mechanic of simply adding Combat Pool dice to your Body Resistance test and calling that a dodge test. Since you are not actually dodging the bullet, but rather merely trying to get out of the shooter's line of fire, it should be equally easy/difficult to dodge no matter what weapon is being used, as bullet type/speed/trajectory really makes little difference. Hence the target number of 4, regardless of what is being shot at you. Yay, FASA! (and how rarely do I say that?) However, I would like to suggest a few minor clarifications/additions:
If the target fails to get
more successes than the shooter (or declines the opportunity to dodge) and is actually
hit, the target may allocate any remaining (if you have any left, that is) Combat Pool
dice to be used in the Body Resistance test. Note however that this is often the
worst way to go. With dodging the shot outright as described above, you only need to
generate one more success than the shooter to be missed entirely (i.e. no Body Resistance
roll is necessary). With "rolling with the hit" you also have to reduce
the weapon's base damage code.
For example, if a shooter
generated 4 successes against a target with an Ares Predator (9M), the target would only
need 5 "dodge" successes from the dodge test to be missed completely.
Unfortunately, if the same target simply took the hit and used the Combat Pool dice to
augment the Body Resistance test, 8 successes would be needed (as the attacker has staged
the damage up to 9D). While target number modifiers to the dodge test and the
presence of armor will change the odds, players should be aware of the trade-offs.
One clear bonus that adding
Combat Pool dice to the Body Resistance test has, however, is that they only need to be
declared when the test is actually made. As such, they aren't "wasted" if
the target misses as dice used in the "dodge" test are. However, one must
still consider which course of action is more prudent given the actual situation. Play
the odds; that's why there are dice, neh?
Already included in the
Shadowrun rules, the concept of delaying actions (SR3, p. 103) allows characters to
hold their actions until a later time. Though it does not state it explicitly, all of the
examples they give imply that a characters entire action must be held. In my game
however, I allow characters to perform one simple action and hold another. Since the
option to delay an action is in and of itself a free action (SR3, p. 105), this
should be perfectly reasonable within the bounds of the rules as written. Not a house rule
per se, but not something permitted explicitly within the rules.
Hence, on the combat phase in
which he or she can act, a character can use one simple action (to fire a single burst,
throw a grenade, change a clip, or whatever), use the free action to delay, and still have
a simple action left over. If at some later point (before the next combat phase in which
he or she can act) the character wishes to use the held action, only something that can be
completed in a single simple action may be attempted. Hence, no casting of spells, firing
of fully automatic weapons or the like is allowed (as these are complex actions). Note
that if the held action is used before the characters next available full action,
the character will be unable to act for another 10 full combat phases after using the
action, just like for normal delayed actions.
This capability can lead to
some interesting situations, and gives characters a little more latitude in exactly how
and when they are going to spend their actions.
As originally written in
Shadowrun, no weapon, no matter how powerful the attack or how many successes were
generated by the attacker can kill someone in one hit. Though Shadowrun 3
addressed that problem with the "Deadlier Overdamage" rule (SR3, p. 126), there
were still some problems (like needing the power level of the attack to be higher than the
target's Body). We've used the following rule since SR2 came out, and it has worked
well enough that we have chosen it in favor over the published rule, mainly because of its
simplicity.
Basically, the system works as
follows; after a Deadly wound has been inflicted, successes are used as normal to stage
damage into overflow, starting over at Light. So a weapon doing Serious damage with four
net successes behind it would cause Deadly damage, followed by another Light damage (which
would go to the overflow monitor). Similarly, six net successes would cause Deadly damage,
followed by a Moderate, resulting in a Deadly wound plus three boxes of overflow damage
filled. Colloquially, we would call this "Moderate over Deadly" damage, and it
is annotated as M/D.
Careful observers will note
that precisely the same "wraparound" will work for damage that occurs when
inflicting a Stun wound. Thus, a weapon that does Serious Stun with six successes behind
it would do Deadly Stun plus a Moderate Physical wound. As an extreme example, the same
Stun weapon with sixteen successes behind it would do a Deadly Stun, a Deadly Physical,
and Serious overflow Damage, utterly killing someone with a Body of 6 or less in a single
blow. Smack!
This system keeps the standard
"two successes per damage category" system intact, and thus is consistent and
easy to remember. Be warned that it makes the game a touch more lethal, but then again,
getting shot at generally is.
For the most part, the
target number modifier system used in Shadowrun reflects the difficulties inherent in
trying to accomplish things while wounded pretty well. The one area where it falls short,
however, is in the area of movement. Characters with 9 boxes filled on their physical
condition monitor can sprint just as quickly as those who aren't wounded. What's up
with that?
To more accurately reflect
this idea, I use the following simple rule: The appropriate initiative modifier for a given
wound level is applied to the character's Quickness for the purposes of determining his or
her movement speed while wounded (to a minimum of 1). Thus, a character with a Quickness
of 4 and a Moderate wound would have an effective movement rate of 4 - 2 = 2 meters per
combat turn (walking). Further, the modifier is applied to the movement speed before
the running multiplier. Hence, if the above character were human (running multiplier of
x3), he would have a running speed of 6 meters per combat turn.
While this may seem a bit
harsh initially, it's important to keep wounds in perspective. Even a Moderate wound is
nothing to laugh at. Could you run as well if you were 30% dead?
Sometimes even the best laid
plans will go awry and a character will end up taking a wound. In some cases, taking even
a small wound can be devastating, simply because the wound modifiers it inflicts make
getting out of a difficult situation even less likely. Fortunately, real life is
replete with examples of people slugging their way through terrific damage or injury in
order to accomplish something. I'm sure we've all gritted our teeth, steeled ourselves
to pain, and pressed on at some point in our lives.
So how do we reflect this in
the game? I allow characters to engage in an activity that we have come to call "chewing
the pain." Put simply, the character spends a complex action and makes a Willpower test.
The target number for the test is simply the total number of boxes filled on the character's
condition monitors. No modifiers apply to this test. Every success allows the character
to ignore a single box of damage from their highest monitor for the purposes of determining
their wound modifiers (including the modifier to their movement).
The reason the highest monitor is reduced is both to keep wily players from keeping their
Serious wound mods and ignoring their Light Stuns (as lower wound levels are easier to
"chew"), and to be more realistic. When your leg is hanging by a thread, your stubbed toe is
the least of your concerns, neh?
But there's a catch: First, in
addition to taking a Complex Action, the benefit only lasts through the character's next
initiative pass. Second, if the "chew the pain" test nets any successes, the character
adds an additional point of damage to their Stun condition monitor when the wound modifiers
return (i.e. after the character's next pass). This reflects that rush of pain you get after
you gut it out.
For example, Samurai Slim has
just taken a Serious wound. He's bleeding pretty badly, and his opponent is still out
there gunning for him. Slim knows that if he can make his next shot count, he has a decent
chance of getting out of this alive. Steeling himself against his wounded body's protests,
Slim elects to "chew the pain." Slim's player rolls Slim's Willpower (5) against a target
number equal to the total number of boxes on his condition monitors (thankfully, Slim has
no Stun damage, so his target number is a 6 thanks to his fresh Serious wound). The test
results are 1,1,3,4,8, for a total of 1 success. As such, Slim gets to ignore 1 box worth
of damage on his monitor. So for the purposes of calculating his wound modifiers, Slim has
only 5 boxes, which is only a Moderate wound (+2/-2). On his next action, Slim ducks out
around his cover, making every attempt to make his shot count, knowing that after his action
he'll be back to +3/-3, and he'll have picked up and additional +1/-1 from the resulting Stun wound
he'll take.
As another example, consider
Slim's partner Wyrm. Wyrm is sitting there with a Moderate wound. As a spellslinger,
Wyrm has also given himself two cases of Light Drain. So Wyrm is looking at three boxes of
physical damage and two boxes of Stun. His Willpower is a 6, and he's trying to steal himself
to pull off a killer spell to cover his escape. His target number for the "chew the pain"
test is a 3 + 2 = 5. He rolls 6 dice, miraculously getting 3,4,4,5,7,9, for a total of 3
successes. Remember that boxes are taken off the highest monitor first, but as you take
boxes off, which monitor is higher may change. After using only one success, Wyrm is looking
at an equal 2 boxes of Stun, 2 boxes of Physical. As such, he must split his remaining
successes equally among his monitors, resulting in a final "effective" wound level of
1 box Physical, 1 box Stun. Thus, Wyrm's final wound modifiers for his next action are a
total of +2/-2.
Both the adept power of
Pain Resistance (SR3, p. 170) and Damage Compensation bioware (Man and Machine,
p. 72) can be of use when electing to "chew the pain," as they tend to make the resulting
Stun damage from successful chew attempts less onerous. Further, if the number of successes
on the test would drop the wound below the character's Pain Resistance or Damage Compensation
threshold, the character feels no pain (though he or she will still take a box of Stun
damage after the next initiative pass). Lastly, it should be pointed out
that Trauma Dampers (Man and Machine, p. 75) also work with this house rule. Yes,
Virginia, that does mean that you'll never take that one box of Stun from successful
chew tests. Keep in mind that you still lose a Complex Action, though, so there is still
a downside.
Finally, note that I also allow
characters who have suffered a cumulative Deadly wound (which would ordinarily result in
unconsciousness) a single opportunity to "chew the pain" as well. If their test's successes
would drop their effective wound monitor below 10 boxes, they remain conscious and act as
normal (though in all likelyhood they're still operating as though they had a Serious
wound). Keep in mind that this only lasts for a single initiative pass. As such, in order
to remain conscious, the character will need to spend every other action "chewing the pain"
in order to remain conscious, and will eventually rack up enough Stun that they'll be unable
to to generate any successes, and will thus fall unconscious. The most common use of this
last ditch effort is to get into cover and self-apply a trauma patch (though occasionally
the "blaze of glory" approach has appeal as well).
Perhaps the most heinous
of Shadowrun's vanilla rules is the "all or nothing" autofire system. Under the current rules, each
full-auto burst is a set number of rounds, all of which either miss or hit, depending on
if the attacker gets any successes or not. Because of this, we have taken the following
approach. This one's a little more complex, so pay attention. It's based on the Open Test
concept as orignally described in Shadowbeat (pp. 10-11), and which was
later adopted into the core rules for SR3 (p. 39). Why FASA
didn't figure this out for themselves I'll never know, but here goes. I'll try to
make the math in my examples come out right (unlike FASA).
So, a goon has a garden
variety AK-97, no bells, no whistles. He decides to open up on a shadowrunner standing
stationary in the open, in broad daylight, with no cover, at short range (like that's
ever gonna happen). So basically, the target number is a 4, for ease of explanation. Or
rather, the target number for the first round is a 4. The goon is weak (no recoil
reduction from Strength as per Cannon Companion, p. 103) and isn't using the weapon's
stock (the dumb-ass is firing from the hip), and so gets no recoil compensation
whatsoever. Thus, the second round is subject to a +1 recoil mod. The third round is at a
further +1, or a total of +2 from the base target number. Thus, to hit with all ten
rounds, the goon needs a 4 + 9 = 13. It's normal so far. The goon opens up, rolling 6
dice, and getting a 1,3,4,4,5,10. Under normal SR3 rules, this would be a miss.
However, where did the first
few rounds go? Recoil hadn't affected them yet. Aaahh, but the goon got a 10, which would
be the result of 7 (1 free plus six at +1 each) rounds of recoil. Thus, instead of missing
completely, the goon hits with an incomplete burst of 7 rounds, with three stray rounds
ripping through the nearby crowd of innocent bystanders (didn't I mention them?). So, the
goon has one success, and the target (who didn't dodge), resists 15D (8M + 7 rounds, 7/3 =
2.333, which means 2 stages up). Ouch. Better than a miss. Damage and staging are figured
from the highest result, so typically, unless your roll results in a bunch of a single
number (four 9's as your highest rolls), you'll only have one success and be unable to
stage the damage up further. If, however, you have multiple successes that would hit with
the maximum number of rounds allocated to a target (max target number or higher), then
each of these counts as a success for the purposes of staging damage (just as they would
for a single shot or burst). So if our goon had rolled a 13 and a 15, both would have been
sufficient to hit with all ten rounds sent at the target, and both would count for staging
the damage up. Thus, the target would have to resist 18M/D (see overdamage rules above, three stages up for the number
of rounds that hit, and one more for the shooters two successes). Ouch.
But what if the target had dodged? In such a case, you take off one of the shooter's
successes for each of the target's dodge successes STARTING FROM THE HIGHEST. Thus, if the
target got a single dodge success, the goon would have been left with a 1,3,4,4,5. The
five hits with only two rounds, so the power level of the attack drops from 15D to 10M.
Good for the dodger. If the target got 2 dodge successes, the goon would have lost both
the 10 and the 5, leaving the two fours. Note that in this case, the goon has two
successes, which is enough to stage the damage up, even though he only hits with a single
bullet. Thus, the target takes 9S. Whoops.
Please note that as always,
the tie goes in favor of the attacker. If the target's dodge successes take off all of the
shooter's successes, the goon is left only with rolls that don't have a sufficiently high
value to result in more rounds hitting, and the target must resist the base, single round
Damage Code of the weapon. Thus, in the previous example, if the target rolled four dodge
successes, he would have tied the attacker. As such, the goon would hit with only a single
round, and the target would resist the weapon's base damage code of 8M.
You will also note that it is
occasionally possible to dodge into more damage, especially if the shooter has
quite a few of a single number result, like a whole mess of 5's. This is representative of
the fact that even though fewer bullets hit you, they hit you in more critical areas. It's
hard to dodge a lead hose, and you may screw yourself. Zigged when you shoulda zagged. As
a bonus, though, lower power levels often result in more Body Resistance successes,
especially once armor is figured in. Practically speaking, this rarely happens during
the course of a game, but if it does and if it bothers you, simply give the dodging
player the decision as to how many of his or her dodge successes to apply.
To make the example a little
more complicated, say the goon was shooting at two targets, standing 2 meters apart in
ideal conditions. He decides to allocate four rounds to each (using the other two walking
his fire between them). He rolls 2,3,5,5,8,13. Against the first target, the 13 is a hit
with all four rounds (4 + 3 uncompensated recoil = 7 < 13), so the first target takes
12S. Note that if the first target gets no dodge successes, the 8 would be a hit as well.
Because of this, the shooter would have two successes, and thus be able to stage the
damage up to 12D. Ouch. Again, remember that any roll that would hit with the maximum
number of rounds allocated to a target (or more) counts as a success for the purposes of
staging the damage, just like a normal shot.
The second target is not only
subject to more recoil, but also to the +2 secondary target modifier. So to hit the second
target with the seventh through tenth rounds (remember that the fifth and sixth are used
walking the fire onto the second target) is a 4 + 6 unmodified recoil + 2 = 12. Thus, the
seventh round out of the barrel hits its target on a 12, the eighth on a 13, and so on.
Since he got a 13, the goon hits the second target with 2 rounds, for 10M damage.
If the second target gets even
a single dodge success, he takes only the base damage of the weapon (as a tie goes in the
attacker's favor). Two dodge successes and he is missed entirely. If the first target gets
any fewer than 5 dodge successes, he gets hit. Alas, it's worse to be the first guy in the
chain, just like in real life.
Recoil compensation serves to
increase the number of rounds hit at the base target number. Thus, in the previous
example, if the goon had been using the weapon's stock, he'd have hit the second target
with one more round (4 base target + 5 uncompensated recoil + 2 = 11), for a total of 11S.
While it may look complicated
counting the shots, knowing which bullet has what recoil, etc, it's actually quite simple.
Basically, it's just an easy way of determining how many rounds actually hit. With a
little bit of practice, it becomes very quick to figure out. Once you have the hang of it,
you can throw in things like tracers, multiple targets with different cover, etc, and it's
all done the same way. Quick, simple, and infinitely more realistic that the published
rules.
Statistically, it also falls
right within the realistic norms. Typically, out of a full-auto burst, only about the
first three or four rounds hit in normal combat situations (where target numbers to hit an
opponent are frequently 10+), which is realistic. That's why they make three-round burst
limiters, neh? But there will be instances where being able to spray lots of rounds will
be a real advantage, especially when recoil compensation is figured in. But you will
go through more ammo. Also be aware that this makes automatic weapons extremely
dangerous, which is as they should be.
Right, so
under the rules as written, it's actually harder to hit with burst fire
than it is to hit with autofire (because each burst adds a +3 recoil
modifier for a total of +6, but 6 rounds of autofire is only +5 recoil
modifier). This doesn't seem right. Another easy solution is at hand,
however: The first burst adds only +2 to the target number. This
reflects the first "free" bullet.
Furthermore,
it should be pointed out that the autofire mechanics described above apply
to burst fire weapons as well. In other words, if the shooter "misses"
due to recoil, the target may still be hit, albeit with an "incomplete"
burst (the damage for which is still calculated as per SR3 p.
XXXXX). Example: Sub-gun Larry is firing his favorite Ingram Smartgun at
a ganger punk. The target is in medium range (Target number 5), Larry is
stationary (+0), but he's taking 50% cover (+4/2 = +2). The gun is smart
(-2), but Larry's target knows what's good for him and is running (+3).
Furthermore, it's night in the city and there's a light drizzle coming
down, which the GM says warrants a further +2 visibility modifier.
Finally, for the first burst, the recoil modifier is +2, bringing the
total target number to 5 + 2 - 2 + 3 + 2 + 2 = 12. Larry rolls his skill
of 6 and puts in 4 Combat Pool dice, resulting in 1,1,2,2,3,3,3,3,4, and
8. A complete and utter miss. Taking the second burst, Larry's target
number rises to a 12 + 3 (recoil) = 15. electing to keep what Combat Pool
he has left, Larry rolls his 6 skill dice and gets a 1,2,4,5,5, and 13.
Technically this would be a miss, but by our "incomplete burst" mechanic,
Larry would hit his target with a single round. His target must then
resist the weapon's base damage code of 7M.
This one's quick and easy:
any firearm may be used for suppressive fire regardless of its rate of fire. Yes, it may
be less effective to suppress an area with a semi-auto pistol than with a minigun, but you
should at least be able to try. Other than this minor addition, suppressive fire still
works exactly as described in the Cannon Companion, pp. 106-107.
Similar to autofire,
grenades have a sort of all or nothing kind of badness to them as well, especially when
trying to lob your favorite variety of IPE at a horde of corporate goons. The old rules
didn't make them nearly lethal enough, but the new rules for explosives in SR3
("Optional Grenade/Explosives Damage," p. 119) help somewhat, and will be used as a
starting point for this house rule.
The thrower of the grenade
chooses his or her weapon of maximum destruction, primes it, picks a target, and lofts the
pineapple. That is, the thrower picks a location and tosses the grenade, with the target
number modifiers, range, etc. being calculated for that location. Note that the
location may be a person or just an arbitrary spot on the floor, and because of this the
target numbers may be a little tricky to figure. For instance, what is the target number
to throw a grenade through an open doorway? What is the target number to throw a grenade
over an obstacle? Generally, I assign target number modifiers as though someone were
sitting exactly where the grenade is to be thrown, so as to reflect the fact that it may
be more difficult to toss a grenade up a staircase, through a narrow opening, or whatever.
If the thrower picks an actual person (rather than just a location) as the target, then
the target numbers are figured normally. Once the target number for the throw is
determined, roll the thrower's Thrown Weapons skill plus whatever Combat Pool is being
allocated in addition. Count the successes. Every success reduces scatter as per normal
rules.
As a side note, it is possible
to prime grenades for either impact detonation or timed detonation. Priming grenades for
impact means that the grenade detonates in the same combat phase in which it was thrown.
This allows the opponent very little warning that something is coming (see below), but
priming for timed detonation (a la SR3, p. 118) allows the thrower to make more
difficult throws, like bouncing a grenade off a wall or rolling it down a staircase. Generally,
making "bankshots" with grenades incurs target number modifiers, but the
capability is there if needed. I usually assign a +4 penalty for every radical direction
change a grenade must go through before it reaches its target. As such, if the thrower
misses, the GM can easily calculate which bounce the grenade failed to make, and can
calculate scatter from there. In instances like these, it is possible that the grenade may
land nowhere close to the target, and may even land back at the throwers feet.
Whoops!
Once the final location of the
grenade has been determined, it becomes necessary to determine the actual damage
inflicted. The GM now rolls a number of dice equal to half the Power Level (round
up) of the blast for every character in the area-of-effect, and the target number for this
test is a 4. This test will hereafter be referred to as the "Blast test." The
successes on this test count for the purposes of staging the damage up. Note that this is
exatly the same as the blast rule from SR3 (p. 119). This
mechanic actually works pretty well, and keeps grenades from becoming either too powerful
or too weak.
Keep the chunky-salsa
effect/blast-channeling in mind, as upping the power level also allows the grenades the
opportunity to get more successes on the Blast test. Similarly, cover should reduce the
Power level as well. A simple way to figure this is to take the percentage of the target
behind cover (as described in the expanded cover rules in Cannon Companion, p. 97-98)
and multiply it by either a) the Barrier rating of the object providing the cover, or
b) the Power level of the blast, whichever is lower, rounding down. This reflects
the fact that for flimsy objects, even having lots of cover won't help too much, whereas
for heavy barriers, part of your body is still exposed. Thus, for
a "ground zero" Power Level of 10, standing in 50% cover (partial cover, +4) behind an
object of Barrier Rating 8 would reduce the grenade's effective Power Level by 4.
Standing in 75% cover (+6 modifier) behind an object with a Barrier Rating of 4 would
reduce the grenade's effective Power Level by 3. Standing in 50% cover behind an object
with a Barrier Rating of 32 (reinforced concrete) would reduce the grenade's effective
Power Level by 5 (in this case half the Power of the original blast, which as you will
recall was a 10). Remember that cover is figured from where the grenade lands, not from where it
is thrown. Finally, brittle substances may shatter from grenade blasts and actually increase
the amount of shrapnel flying around (like a plate glass window, for instance). Such
materials do confer the bonus of their Barrier Rating for the purposes of Body Resistance
test target numbers, but actually add a number of dice equal to their Barrier
Rating to the grenades effective Power Level when making the Blast test. This
reflects the fact while the blast may have been blunted somewhat (making it easier to
resist on Body), the likelyhood of taking shrapnel is far higher (by giving the grenade a
greater chance to stage up damage).
Note that when I say "Barrier
Rating" I mean the actual, unmodified Barrier Rating of the object providing cover. I've
never been happy with the standard Shadowrun mechanic that doubles the Barrier Rating
against blast weapons, as blast weapons are notoriously good at knocking down doors and
walls. Hence, when determining both cover or protection from blasts as well as the
effects of blasts on barriers or other objects, I always use the unmodified Barrier
Rating.
For example, Willie Pete is
throwing an Offensive grenade at his targets. They are hiding behind cover, and they are
three meters apart. Willie Pete decides that the ugly goon is his target, and so goes for
him. His target number is a 5 (medium range) +4 (opponent's cover) +2 (half of his own
cover), +1 (poor visibility conditions) = 12. He rolls his 6 Thrown Weapons dice plus 4
Combat Pool, for a total of 10 dice. Willie Pete gets a 1,1,2,5,7,9,10,14,14, and 16. Wow!
That's three successes against the target. The scatter die comes up a 2, so three
successes is sufficient to put the grenade at the ugly goon's feet, making the power level
pretty much a 10 (unfortunately for Willie, the targets cover provides no blast
channeling). At this point, the GM makes a Blast test for the ugly goon, rolling 5 dice
(half of the Power level of the grenade at this range), target number 4. He generates 3
successes. That means the ugly goon would be resisting 10D (although Impact Armor will
help reduce the power level for the Body Resistance test as per standard blast rules). The
pretty goon is in a bit better shape. Since the grenade landed at the ugly goon's feet and
they are three meters apart, the power level drops to a 7 (-1 power per meter). If there
were some cover or barrier between them, it could drop even further. In any event, the GM
rolls 4 dice at target number 4, and generates 2 successes. Thus, the second goon must
resist 7D.
As a recipient of such damage,
the targets are allowed to dodge as described above.
Each success negates one of the successes on the grenades Blast test, with a tie
going in favor of the grenade. If the target's successes exceed the grenades, the
target dives clear, drops prone, gets into the blast shadow of something tough enough to
protect him or her from the resulting boom, or just gets lucky.
Note also that grenades set
for timed detonation can be subject to throwback (see throwback rules in Cannon Companion, p.
107). Since dropping prone is a free action and movement is not an action but a modifier, I
allow characters who see a timed grenade land nearby to either begin moving towards cover
(or just away from the grenade) or drop prone (which is usually a good idea if one has
partial or incomplete cover from the grenade and wants to make the most of it before the
grenade goes off). How much distance they move or how much cover they get depends on the
situation and the characters Quickness. If the grenade is primed to go off on
impact, however, they may not even get the chance to drop prone or run away. In these
instances it is usually best to resolve a surprise test to determine whether or not
characters will have the chance to try to save themselves in this manner.
With these easy-to-use rules,
you can allow grenades to do grievous damage to tightly clustered opponents, which is
exactly what a grenade is for. Further, grenades used on open ground are far less
effective than grenades used in closed areas, which is also what grenades are for.
Finally, these rules make the game mechanics of how grenades function much more realistic
and allow players many more options when using them or facing them.
This one's
fairly easy: heavy pistols have power levels that are way too high. When
you consider that a submachine gun is generally firing the same caliber
cartridge as a heavy pistol, through a longer barrel, and yet still has a
lower Power Level, you know something's wrong. Furthermore, as
written, heavy pistols are better at piercing armor than assault rifles.
No. Just...no.
Fortunately,
the fix is easy: heavy pistols have a damage code of 6M or 7M (instead of
9M or 10M). This brings their Power Levels more in line with other
firearms.
Another annoying rule by
FASA is that scattershot is treated like flechette ammunition for the purposes of upping
the damage code. Why? For instance, if you get shot with scattershot before it has
traveled a sufficient distance to begin spreading, it's still one damage code higher than
a slug would have been, even though it's almost exactly the same mass hitting you. And the
argument that it hits more vital areas because of the spread doesn't wash, because that's
reflected in the lower target number.
As such, shotguns do the same
damage regardless of whether they are firing shot or slug munitions. Thus, a Remington
Roomsweeper does 9M standard when firing shot ammunition. Slug ammunition is resisted with
standard Ballistic armor, and scattershot is resisted with Ballistic or double the
target's Impact armor, whichever is higher (still like flechette in this regard,
reflecting the fact that pellets make poor penetrators).
For all of the folks out there
who want to rend and tear their enemies with reckless abandon (and for all the munchkins
lurking out there - you know who you are), it is of note that I have included an
ammunition type called "scatter flechette" that fires a cluster of sharp
projectiles, rather than a single dart like normal flechette ammo. It offers the best of
both worlds (i.e. it spreads like shot as well as upping the Damage Code like normal
flechette). Similarly, it is reasonable to use things like "scatter needler"
(see the Neo-Anarchists' Guide to Real Life sourcebook, p. 30), explosive slugs,
armor-piercing slugs, or whatever.
Also, the scatter rates are a
bit out of whack. Using the scattershot rules as written (SR3, p. 177), buckshot
can come blazing out of the barrel in like a 30-degree cone. Having used shotguns, I can
say from experience that this is just plain wrong, even for sawed-offs. Because of
this, I have ruled that the shot must travel a number of meters equal to twice the
current choke setting before spreading another half-meter in radius. This solves
most of the unrealistic spread problems found in the Shadowrun rules as published.
Another problem with shotguns
is that the mechanics for them break down at extreme ranges. The reason for this is
that even after a shot pattern has spread to a diameter of 7 or 8 meters, the Damage Code
is still a 2S. If you're not comfortable with a shotgun still having a 2S damage
code all the way out to its maximum range, you can use a variation in the burst/autofire
rules in reverse. Basically, for every three drops in Power Level, there's a
corresponding drop in damage code. If the Damage Code drops to nothing, the shot becomes
ineffective (meaning that while it may hit, and while it may sting and/or scare the shit
our of your target, it won't do any actual damage). Either that or the pattern has become
so spread out that you may pass pellets on either side of the target without hitting him
or her.
For instance, consider the
following situation: Using the above described rules, a Mossberg CMDT is firing shot
ammunition. It's base Damage Code is a 9S, and the shooter has set the choke to a 2.
Recall that the choke distance is doubled before spread is applied (as described above),
so shot travels 4 meters before spreading/increasing the chance to hit/decreasing the
power level. This shotgun's damage profile would look like so:
Distance: | < 4m | 5-8m | 9-12m | 13-16m | 17-20m | 21-24m | 25-28m | 29-32m | 33-36m | > 36m |
Damage Code: | 9S | 8S | 7S | 6M | 5M | 4M | 3L | 2L | 1(2)L | Ineffective |
Obviously, setting the choke
to a higher value keeps the shot pattern more tightly grouped, which increases your
ability to effectively damage targets at longer ranges (which is pretty much exactly the
case with real shotguns).
It is often the case that more
than one target will fall within the radius of the shot pattern. In such cases, it
is possible that more than one target will be hit by the same shot. It should be
pointed out, however, other targets after the first must be declared secondary, tertiary,
etc. As such, they are subject to the +2 target number modifier. The beauty of it
is, you don't need to roll again, just look at the numbers to see who got hit.
For example, "Shotgun
Exley" decides to open up on a pair of fleeing suspects with his Defiance T250. He
has his choke set at a 5. The first target is 20 meters away, the second (a faster runner)
is 30 meters away. Exley declares that the closer suspect is his primary target
(meaning that the farther is his secondary target). The first target is in medium
range for the weapon (base target number 5), but the second, at 30 meters is at long
range (base target number 6). His target is running (+3 modifier as described in
Modifier Changes above). Light conditions are
not the best (because suspects never flee where you can see them clearly), giving Exley
another +2. But at least he's unwounded, bringing the base target number for the first
target to a 5 + 3 + 2 = 10. But the target number drops, because of the spreading shot
pattern. At 20 meters, a choke setting of 5 has spread twice (or four times by the canon
rules - but they are unrealistically sucky, so we'll say it spreads twice as per the house
rule described above), meaning that the target number to hit the first target has dropped
to a 10 - 2 = 8. For the second target, the shot pattern spreads again, dropping the target
number to a 7, but higher range category (another +1) and the +2 secondary target number
modifier brings that back up to a 10. Thus, Exley needs 8's to hit the primary target
and 10's to hit the secondary.
Exley rolls his Shotgun skill
of 4 and dumps all 4 allowable Combat Pool dice into the roll. He gets a 1,1,2,3,4,5,8,
and a 11. This means he has two successes on the first fleeing suspect (enough to stage the
damage up), and 1 success on the second. Unfortunately for Exley, the second target is far
enough away that the Damage Code actually drops below the base by a level (as the pattern
has spread 3 times).
Easy, simple, far more
realistic.
Also keep in mind that
shotguns can be used for suppression. The mechanics are simple if you just apply the
rules for shotguns to the basic mechanics for suppressive fire (Cannon Companion
pp. 106-107). Work shotguns just like other weapons, but rather than allocating all their effect
on a single 1m x 1m target area, use the spread to figure out how big an area the
shotgun's fire "covers" with suppression. When calculating the target number for
a target actually hit by suppression fire, apply the same -1 per spread that you would
normally. Similarly, decrease the power level (and damage code using the rule above) as
normal. Note that at a spread of 1m in diameter, the shotgun is still covering the same
area as normal suppressive fire - but it covers it slightly more thoroughly as the shooter
gets a -1 to his suppression fire target numbers from the spreading of the pattern. He's
blanketing the area with shot rather than piercing it with a comparatively small bullet
hole.
Note that if the shot spreads
to cover more than one 1m x 1m area, you're likely to hit more folks, albeit with less
damage. Further, since it takes 1 round per meter to "walk your fire" between
adjacent suppressed areas, you may be able to get "overlap" of your patterns as
you walk your suppressive fire across an area (hey, nobody ever said that autofire
shotguns were a polite way to suppress the enemy).
Keep in mind, however, that
with increased shot pattern comes decreased damage. Very quickly, you'll run into a
situation where the power level has decreased to the point that whatever cover your target
is hiding behind will be unaffected by your attack (i.e. the power level will drop below
the Barrier Rating of the cover).
For instance, "Gunner
Thompson" wants to lay down suppressive fire on a doorway at the end of the hall to
keep the sec-goons' heads down while his buddies finish bypassing the maglock into the
top-secret lab beside them. He uses the rangefinder in his cybereyes to calculate the
distance (20 meters). Since it's a double doorway, he'd like to be able to suppress the
whole thing at once, because he doesn't know which side the goons might be coming from.
Fortunately, he's carrying a Mossberg CMDT-SM. As long as his shot pattern covers 2m (the
width of the doorway), the GM rules that he doesn't have to split his shots to cover
different 1m x 1m sections of the doorway. As such, his pattern needs to spread twice (to
a diameter of 2m). So in order to spread twice over a distance of 20m, he needs to set his
choke to a 5 (or 10 by the sucky canon rules), which he does using his cyberchoke. Heh.
He then opens up on the
doorway with two bursts. Since the Mossberg CMDT-SM is capable of burst fire, that allows
Gunner to dump 6 rounds into his suppression fire, which will cover the doorway for the
next 10 phases (or until his next initiative pass under SR3). So if any poor sucker steps
out into that doorway, they'll need to make a Dodge(4) test and generate 6 or more successes
(yeah, right) to avoid being hit.
So Sec Goon A steps out like an
idiot, and fails to generate enough Dodge successes to avoid getting hit. Now Gunner gets
to make a standard Ranged Combat attack. His target number is a 5 (medium range) modified
only by wounds, cover, and the +2 suppression modifier (movement and visibility mods don't
apply to suppressive fire). Fortunately, Gunner is unwounded. Cover is a slightly
different matter, and depends on how the goons expose themselves. Finally, the shot
pattern has spread twice so as to cover the entire area, bringing the "to hit"
target number down twice. So if Goon A is a dope and takes no cover, Gunner's target
number to hit him would be 5 + 2 - 2 = 5. Gunner will roll his Shotguns skill of 6,
generating 1,3,5,5,7,10. Youch! That's 4 successes! Remember
that it's the base power level of the weapon that's used for staging, so Goon A needs to
resist a 7L/D wound (9L/D base, but the shot pattern has spread twice, dropping the Power
Level of the attack by 2).
Had Goon A played it smart and
taken partial cover by only exposing part of himself in the doorway, Gunner's target
number would have been a 5 + 4 + 2 - 2 = 9. As such, only the 10 is a successes, and Goon A
would have taken a simple one-round hit at 7S (9S - 2 for spread).
In other words, it pays to
stay the hell out of the suppressed area. Autofire shotguns work extremely well for
suppression fire, which is precisely why such weapons as the H&K CAWS and Mark 3
Jackhammer were designed.
Because I'm a sick bastard, I
also apply the drop in target number (and power level, and damage code) when calculating
if random folks are hit by stray rounds, and what damage they take from those strays. Heh.
Blazing away with a shotgun is a remarkably good way to hit people you didn't mean to.
Sometimes spread is not your friend, and can result in catching unintended civvies or
poorly positioned team members in your shot pattern. Like anything else, a shotgun has an
intended use and may not be appropriate for any given situation.
Finally, the last minor change
stems from the fact that shotguns are notoriously good at knocking people down (generally
because of their poor penetration characteristics). Because of this, shotguns do not halve
their Power Level for purposes of calculating knockdown target numbers.
By including just a few simple
rules (less spreading, decreasing damage code for three spreads, and area suppression) you
can make shotguns both more realistic and more effective for their intended role without
making them overly powerful.
Yet another oversight, the
current Shadowrun rules don't take quality of cover into account. Whether you're hiding
behind four feet of concrete or a rice-paper shoji panel, it's still just +4 to hit
(assuming half cover). My rule is this: if you don't have any successes that hit
with the cover modifier, count how many successes you'd have gotten with half
the modifier. This is the number of successes that hit "through cover." Damage is staged
as normal, but the target gets the benefit of the barrier rating of the cover when
resisting damage.
Obviously, if the barrier
rating exceeds the power level, the target is safe. Otherwise, even a "miss" by
SR3 rules could result in the target taking damage under these new rules. The purpose of
this change is to force people to be aware of what they're hiding behind. It can make
fire-fights in favored urban environments like restaurants and bars a lot more dangerous
as there's not a lot that's good to get cover behind.
Two caveats, here, though.
The "half cover modifier" penalty reflects the fact that the shooter may not be able to see the
entirety of the target's body, and as a result may be shooting at a location he or she
is simply guessing the target is in. However, if the shooter is using blind fire, he
or she may actually have no idea where the target is. As such, when using blind
fire, even hitting with the +8 is through cover (as per standard rules), and anything
else is a miss. Similarly, if the target is taking cover behind something transparent
(such as a pane of armored glass), there is no question where or how they are standing,
sitting, or squatting. In this case, count any successes that hit without the
cover modifier as a hit through cover.
Consider the following:
Shadowrun pretty much assumes that fire combat will happen in the "firefight"
type setting, with opponents blazing away at each other in a rapid, chaotic fashion. The
penalty to the target number for shooter's cover reflects the ducking, turning, and moving
into and out of cover, and the awkward way you have to stand to get off the shot while
still staying protected. Imagine standing partially covered behind a corner. You aren't
going to just stand there motionless and hope that your opponent can't hit you. You are
going to move, dodge, weave, etc. In those times you are moving, you may briefly lose
sight of your opponent. When you pop out again, you need to quickly "reacquire"
your target, adding to the difficulty (and thus the target number) of the shot, and hence
the penalty associated with firing from cover (as described in Cannon Companion, p.
97).
But there are going to be
instances when your "cover" shouldn't really count against you due to your
positioning or what you're hiding behind, because you're basically staying stationary
and just blazing away. Consider the sniper in his carefully constructed hide. Though
he has quite a bit of cover, he's set it up such that his cover doesn't really impede
his ability to take the cold shot.
The concept to think about is
one of "trusting your cover." In other words, you're depending not on your movement within
cover, but rather just the cover itself to protect you. You're keeping cool and taking
care of business and praying to whatever gods there are that no one returns accurate fire.
How does this work in game terms? Basically, I allow characters in cover to ignore the
penalties to their target numbers provided they meet one simple condition: they cannot
dodge until their next full action.
The situation where this will
get the most use is during surprise (see SR3, p. 109) encounters. During
your first ambushing shot, you'll have set yourself up such that your cover doesn't
obstruct your shot, and you won't be trying to evade return fire because there isn't any
coming your way (yet). Note that due to the turn mechanics used in Shadowrun, this rule
would seem at first glance to benefit faster characters. However, when you factor in
delayed actions, even fast characters can get hammered
when trying to abuse this rule. Note also that if anyone decides to suppress the area,
you're probably screwed, as suppressive fire is avoided by dodging (see Cannon
Companion, pp. 106-107).
Finally, just because you
happen to trust your cover to protect you doesn't mean it can't be
fired through.
Option e)
doesn't increase damage, up the damage code, or anything else, but can
oftentimes end in a result that is important for the player. For instance,
a called shot to the eyes with a shuriken may produce no significant
life-threatening "damage" per se, but it will deprive the
opponent of his sight, giving him a +8 modifier for all his subsequent
combat tests.
Also, nowhere
is it stated or implied that only a single type of called shot can be made
at one time. You want to avoid armor and up the damage code when
you shoot your opponent? So long as you stack the penalties (for a total
of +8 in ranged combat), go for it.
Furthermore,
simply calling a shot and failing to get the desired result does not mean
that the shooter misses entirely. As such, I use a mechanic identical to
that outlined in the firing through cover
section above. Namely, if you fail to hit with the full called shot
penalty, count the number of successes that hit with half the
modifier. The result is the number of successes the shooter has, but the
shot is treated as normal firing. The reason for this is simple - the
basic shot assumes that the shooter is aiming for the center of mass of
the target. If the shot deviates by say, 20 cm in any direction, chances
are good that the target is still hit. If the shooter is attempting to
target a head or leg or what have you (whatever is appropriate for their
desired option), the same deviation may be a miss. Or it may not.
Hence, using this rule, the shot will still hit, although it won't yield
the desired called shot effect, and there will be fewer successes than if
the shooter had simply shot at the target normally (as the target number
will be higher). Still, it's better than a clean miss, and more
realistic.
The above
mechanics work for stacking called shots as well. Say for instance that
Pistol Pete wants to shoot his target and make him hurt. Unfortunately,
his target is in heavy security armor and Pete came ill prepared, loading
only Gel rounds in his Ceska Vz 120 (whoops). As such, Pete decides that
he'll make a called shot to do physical damage, as well as a called shot
to avoid armor. At short range, in optimum conditions, Pete would need 4
+ 4 + 4 = 12 to pull off this shot, which would result in the target
resisting 4L Physical damage with no armor. Say Pete rolls and gets a
1,1,2,3,3,3,5,5,7,9, and 10. So close. By SR canon, this is a complete
miss. Sucks to be Pete. But wait! Using the above rule, Pete would hit
with one full called shot penalty and half the other (4 + 4 + 2 = 10) -
which is still a hit. So Pete hits his target, but only gets the benefit
of one of his called shot options. Which effect is applied? I
leave that decision to the shooter. In this case, Pete decides that it's
better to avoid his opponent's armor, and so settles for 4L Stun with no
armor. Had Pete not rolled the 10, his highest would have been a 9, which
would still be a hit, but without either of the called shots taking effect
(4 + 2 + 2 = 8). As such, his target would resist 4L damage with the full
benefit of his heavy security armor. In other words, his target would
laugh. Had his highest been a 7, Pete's shot would have been a clean
miss.
Similarly, note that called
shots can be used in melee combat. In hand-to-hand combat, called shots work exactly as
outlined in the Cannon Companion (p. 85) with two important differences: first, the target
number penalty is only a +2 as opposed to a +4. This stems from the fact that visibility
modifiers are halved at melee range, and it's much easier to grab someone by the head than
it is to shoot them in the head. Second, instead of the overly detailed mechanic for only
using the armor of a given location (which is totally different from the rest of the canon
SR3 rules, and which totally ignores the fact that nowhere in SR do they tell you
what kind of armor covers which locations), simply remember that all five of the above
options are still available in melee combat. As such, players may wish to sweep opponents
or knock them prone, either of which would be a "game effect" called shot. As
another example, taking a weapon from someone in hand-to-hand combat would be a "game
effect" called shot. Slipping your stiletto through the gap in your opponent's flak
jacket is a called shot to avoid armor. Kind GM's may wish to have certain game effects
(such as a sweep, throw, or disarm) succeed even if the opponent resists all the damage of
the attack (i.e. the attack succeeds but the opponent stages all of the damage down on the
Body Resistance test). The inclusion of this reasonable rule allows a whole new range of
options available to players who like flashy techniques and daring situations.
Again, remember that stacking
called shots will work in melee combat as well. You want to throw your opponent in such a
way that he lands hard (game effect and up the damage code)? Stack the modifiers (for a
total of +4 in melee combat) and you can make the guy land in a painful heap. And last
but not least, remember that an attack that doesn't hit with the full called-shot modifier
may still result in a hit as described above.
Often
times, called shots can be (as far as pure game mechanics goes) somewhat
silly. For instance, if you take a called shot at someone who has 6 points
of cover, you are still aiming for an exposed/vulnerable portion of their
body. Do you pay just the +4 modifier? Do you stack them for +10? After
all, if someone's head is sticking out over a wall, it shouldn't be too
much harder to hit than if you were shooting at his head when he was
standing out in the open. Yet even if the point you're aiming for is
exposed, you may not be able to discern how your opponent is standing,
where their balance is, or how they're likely to move. As such,
compensating for it or "leading" your target point correctly may be more
difficult than it would be if your target were in the open.
Because of
this, the way I handle these situations is very similar to the house rule
for firing through cover described above.
To reflect the fact that you may not be able to accurately gauge where
your target is because of blocked line of sight, add half the
called shot modifier to the full cover modifier. So calling a shot
against an opponent who is only 50% exposed would be subject to a +4
(partial cover) + 2 (half called shot) = +6 modifier.
Note that
since smartlink II is better at placing shots than the original
smartlinks, called shots are easier. Shots using smartlink II have only a
+2 modifier, so halving this becomes only a +1 when making called shots
against opponents in cover.
One caveat
here, though. Since I allow the stacking of called shots, it's important
to penalize every called shot after the first with the full +4 penalty.
This reflects the fact that finding a single exposed target that is going
to do give all of the effects you want will be very difficult. It also
protects against a statistical oddity whereby making a whole mess of
called shots at once is actually easier against targets in cover
than it is against targets in the open. Hey, if you want to be Rambo, pay
the modifiers.
Note the
concepts outlined in the section on firing
through cover as well as called
shots can work hand-in-hand. That is, you make a called shot against
a target in cover. If you miss with the called shot modifier (which is
halved against targets in cover a described above), halve the modifier
again. Thus, you still hit the target normally. If you fall shy of that
mark but would have hit with half the cover modifier, your shot
still hits normally, but the target gets the Barrier Rating of his or her
cover as hardened armor for the purposes of the Body Resistance test.
For example,
Pistol Pete is shooting at a target who has 6 points of cover. He decides
to make a called shot to increase the damage code. Firing his trusty
Ceska Vz 120 (which he has remembered to load with hard ammunition this time)
in ideal conditions, his target number is a 4 + 6 (cover) + 2 (half the
called shot modifier) = 12. If he manages to roll a 12, his target is hit
and must resist 6M damage (before staging for any additional successes
Pete might have). If he rolls an 11, he still hits, but the target need
only resist 6L, as Pete didn't have a result high enough to make his
called shot. If he rolls an 8 or higher, he still hits his target, but
the damage code is 6L and the target gets the Barrier Rating of the cover
as hardened armor when resisting the attack. If he rolls a 7 or less, he
misses completely.
Though
slightly more complicated than the straight-up SR3 rules for called shots
and cover, these house rules can be used in conjunction to allow for a lot
more realism in combat situations. This kind of detail is tremendously
useful in a number of situations that one might find in Shadowrun, such as
when your target's "cover" is a hostage. Having the capability of calling
a shot against a target in cover and knowing precisely when that "cover"
is hit can make for some very realistic and interesting encounters. It
also gives both the players and the GM more options in a firefight at the
cost of very little added complexity.
One of the things I was
most intrigued about with 3rd Edition Shadowrun was the way Knowledge Skills were
handled. Finally, somebody gave some thought to fleshing out characters and proposed a
system that was both flexible and easy.
Unfortunately, it also lacked
any kind of structure to make it useful within the overall context of the game. How do the
example Background Knowledge skills of "Alcohol/ Elven Wines 2/4" and "Elven Wines 4" differ in game
play? Does the guy who takes the more obscure skill get screwed? Does the guy who takes
the more general skill get some kind of benefit for free? The section on handling
knowledge skills (SR3, pp. 89-90) simply says that one person will "likely know more
specific detail" than the other. This is pretty vague, and while it was done intentionally
in order to abstract the use of knowledge skills, it leaves something to be desired when it
comes to Knowledge skills that might be of critical use within the course of a game.
In order to solve this dilemma,
I've instituted the following classifications of Knowledge Skills: General, Detailed, Intricate,
and Obscure. Careful observers will note that these are exactly the same categories used
on the "Knowledge Skill Table" (SR3, p. 96). At character creation (or when the
skill is first learned), the player and GM determine what level the skill falls into. From
there, it's just a simple matter of treating the target numbers given in the "Knowledge
Skill Table" as a sliding scale. In other words, the more "obscure" your skill, the more
likely it is that you'll know "obscure" things that fall into your area of expertise,
and the less likely you are to know how that relates to more general information.
The scale of target numbers then
looks something like so:
Character is seeking: |
"General" skill: | "Detailed" skill: | "Intricate" skill: | "Obscure" skill: |
---|---|---|---|---|
General info | 3 | 5 | 8 | 12 |
Detailed info | 5 | 3 | 5 | 8 |
Intricate info | 8 | 5 | 3 | 5 |
Obscure info | 12 | 8 | 5 | 3 |
You may be
wondering how the Stealth skill can be
used to aid in laying an ambush for someone. Shadowrun includes basic
rules for surprise situations (see SR3, p. 109). In addition to
simply allowing those who are lying in wait for their opponents and
holding an action to get a -2 to their target number, I also add the
net number of successes between the hiding character's Stealth roll and
the observer's Perception roll to the observer's target number for the
Surprise test.
For example,
Sneaky Sam (Reaction 4) is lying in wait and has achieved 2 successes on
his Stealth test (after all modifiers). His opponent, Wired Willy
(Reaction 12) is ambling along thinking about how he's going to spend the
score from his last run. The gamemaster calls for a Perception test to
see if Wired Willy can spot Sam. Factoring in visibility, cover,
and Willy's distraction target number modifier, Willy gets zero
successes on his Perception test. Uh, oh. That means Sam has two net
Stealth Successes. So Sam (who is holding an action) has a Surprise Test
target number of (4 - 2 = 2). He rolls his 4 Reaction dice and gets 3
successes. Wired Willy, on the other hand, has a target number of (4 + 2
= 6). He rolls his 12 dice and gets only 2 successes. Whoops! Looks
like Sam's got the drop on poor Willy.
Note that if
Willy had scored more than 2 successes on his Perception Test, he would
have spotted Sam lying in wait. It's up to the gamemaster to figure out
whether Willy spotted the ambush before it was too late, or whether Sam
knows he's been spotted, and what to do about it all.
This rule is
easy and fairly realistic, and provides a subtle check on heavily wired
characters, as even opponents with a high Reaction can get bamboozled if
someone sneaks up on them properly.
Since weve dealt with
sneaking and hiding, Id like to throw in a little something for the observer as
well. Namely, since Perception tests are based off of Intelligence, there is a hard limit
to the number of dice that someone can roll to try to notice a sneaking opponent. There is
no upper cap for skills, so this would seem to mean that Stealth is inherently more
powerful. Yet one can train oneself to be more observant.
The vanilla Perception rules
(see SR3, p. 231) allow characters to use the Awareness specialization of the
Stealth skill in complement, under the theory that knowing how to sneak will make you
better at spotting people sneaking up on you. But what about people who can't sneak worth
a damn but are really observant?
Because of this, I have
created a special skill that I call Observation. It can be purchased at character creation
and is raised like any other skill. During a Perception test, a character may use his or
her Observation Skill as a complementary skill for his or her Intelligence test. This is
directly analogous to the Aura Reading Skill (see SR3, pp. 86-87).
This skill is intended to be
wider in scope than the Awareness specialization. Hence, Observation is a General
Skill. It will be particularly useful to players who want characters with investigative
backgrounds. Having a complementary skill that can augment Perception tests and yield those
extra little details will allow characters to get all Sherlock Holmes on their opposition.
In melee combat, it is
useful to consider the concept of aiming. In actual combat, opponents tend to circle a
bit, sizing each other up and trying to set each other up for the attack that will
count. To reflect this, I allow aiming (as per standard "Take Aim" action, SR3,
p. 107) to apply in melee combat with only a few minor modifications.
In order to aim effectively,
however, the character must declare beforehand whether he or she intends to aim for an
attack, counterattack, or parry. This reflects the fact that setting up an attack may
leave you open, while setting up for a defense does you no good if you aren't attacked.
You only get the aiming benefit for the type of action you have declared. Characters who
aim for the attack do not get reduced target numbers if forced to counterattack before
their next action, and characters who aim to counterattack or parry do not get bonuses if
they decide to simply attack on their next action. Just like real combat, a judicious
mixture of caution and aggressiveness is often the key.
As per standard aiming rules
(SR3, p. 107), recall that each simple action spent aiming can reduce the target
number by 1. The maximum aim that people can sustain is equal to half their skill, thus
someone with a skill of say 4 could get a total of -2, which is actually enough to negate
a melee called shot modifier entirely. Granted, it takes a few actions of shuffling
stance, changing distance, and psyching out the opponent, but it can be useful when
properly applied. Also note that as per standard aiming rules, the bonus of aiming is
lost if the character takes any type of action or is forced to spend Combat Pool dice for
any reason (including dodging).
This particular system
emphasizes mainly the rules as they already exist, with a few minor additions, rather than
a total reworking of the unarmed combat system. There are plenty of house rules out on the
net that start out by scrapping the existing system and get less coherent from there. For
these rules, the GM need not have a wide-ranging, extensive list of all the martial arts
out there, nor have a comprehensive list of different kinds of attacks, each with a
different damage code or reach. What a pain. Melee combat in Shadowrun is, after all,
somewhat abstracted. Having said that, however, one can incorporate a fair amount of
detail and intricacy into the combat system using the tools already provided in the SR3
rules.
The first thing to note is
that many of the rules described in previous sections of this document apply to melee
combat as well as ranged combat. For instance, dodging,
aiming, and especially called shots can all be used in melee combat. You want to throw your opponent,
thus making him prone? Called shot. You want to disarm your opponent? Called shot. You
want to poke your opponent's eyeballs out, thus subjecting him to blindness penalties? Called
shot. You want to do physical damage with a punch instead of stun? Called shot.
In fact, most of the special maneuvers detailed in the Cannon Companion
section on martial arts (pp. 90-92) can be accomplished with game effect called shots.
Many of them already have a +2 target number modifier, so just to keep things consistent
and easy, I have simplified virtually all of them into that category in order to make it
all streamlined and consistent.
The last thing I'd like to
address before getting into the rules proper is that I've dropped the base hand-to-hand
Unarmed Combat damage code from (Strength)M to (Strength)L. This has come about due to a
series of long debates about just how much damage a fist or foot can do (disregarding
skill). Light Stun damage holds more in line with the amount of damage that unskilled
people can generally inflict on each other, and gives some incentive to using a club or
sap rather than just punching someone. Yes, a skilled fighter can be deadly, but this is
more accurately reflected in the game mechanics by an increased number of successes staging
the damage higher rather than a higher base damage code.
This system assumes that the
various martial arts are each separate, general active skills (as per Cannon
Companion, p. 88). Be aware that this will punish people quite harshly in certain
situations, and will make the differences between styles very distinct (more on this
below).
Rather than divide martial arts
up into a bunch of different types of special attacks or defenses for each style, and
limiting access to those special maneuvers via an arbitrary level mechanic, the
difference between the various arts becomes more clear in actual practice. Basically, I
run melee combat this way: I ask the question, "is the character attempting something
that the character's art teaches and is good at?" If the answer is "yes,"
then the player can roll the dice corresponding to his martial skill. If not, then the
character will be forced to default. Ouch. But this is realistic. What does the Tae
Kwon Doka do when surprised and brought to the ground by a wrestler?
Wrestling is not something generally taught in Tae Kwon Do, and hence, the player must
default when attempting to counterattack. Similarly, when engaging in a stand-up fight at
a reasonable distance, the wrestler is forced to default. And if he or she wants to shoot
in and bring the opponent to the ground? Called shot. Possibly following some aiming,
maybe not.
Next, we can get into
specialization. In my campaign, specializations are generally a specific kind of
technique. For instance, a particularly ruthless Karateka might have Karate(insert type
here)/Lethal Strikes of 6/8. Thus, when trying to inflict physical damage to his
opponent (a called shot), he rolls 8 dice. When simply fighting in a normal stand-up
fight, he rolls 6 dice. When down and dirty in a biting, scratching, hair-pulling brawl
on the floor, he has to default. Thus is the warrior built.
By comparison, a Judoka may
have Judo/Throwing at 4/8. This kind of fighter is very accomplished at getting in on
an opponent and taking them to the ground from standing, but his grappling, joint-locking,
pinning, choking, and other Judo skills are weaker. His punching and kicking skills are
weaker still, as he must default. Nevertheless, if he can throw his opponent, perhaps
that gives him the time he needs to get away, move to a better position, or draw his gun.
Heh. Throwing also causes normal damage (as it is a game effect called shot).
As another example, an
Aikidoka may have Aikido/Re-direction of 3/5. When counterattacking, the Aikidoka is using
his opponent's force and momentum against him, which is something he is very good at. As
such, he rolls all 5 dice, with a maximum of 5 Combat Pool. This is a dangerous skill
because using it does not require a called shot, making it unwise to attack such a
person. But offensively, this Aikidoka doesn't pose as much a threat. When attempting
some Aikido related throw, push, sweep, take-down, control pin, or unbalancing
technique, only 3 dice, with a maximum of 3 Combat Pool are rolled. And when trying to
pull off a picture-perfect front axe-kick or a left hook, the poor Aikidoka must default,
robbing him of the ability to use his full Combat Pool.
At this point, some may be
asking if there's any benefit to taking any kind of martial arts, and the answer is yes,
to a point. The "Brawling" skill covers any kind of unarmed melee combat. As such,
Brawling would seem to be the ultimate skill to have, as it covers all circumstances. Yet
it's not overly refined, and to model this, Brawling is considered the skill that all other
martial arts can default to, and furthermore Brawling must default to itself. Yes,
this means that someone who is simply using Brawling has a +2 modifier to their target
numbers, and can only use half of their Combat Pool. Still, a skilled brawler can be a
dangerous opponent, simply because they always have the ability to play a game their
opponent is not so good at.
In this very simple way, GM's
can reflect the various strengths and weaknesses of the different arts without having to
remember lots of different attack types, different reaches, strange time requirements,
etc. All the GM has to know or remember are the various strengths and weaknesses of the
different arts. Styles like Karate (in all its variations) are good in stand-up fights,
styles like Judo and Jujutsu are good at grappling, styles like Aikido and Tai Chi are
good defensively. Some styles are more rounded than others, which is fine. Most martial
artists will recognize the fact that some arts are more "combat effective" than
others. Granted, your munchkins will want those arts, but that's up to individual GM's to
curtail.
Just a few other examples off
the top of my head:
So with very little work
on the part of the GM, it
becomes quite a bit easier to really show the differences between the skills. This type of
breakdown also shows how it is always better to fight on your own terms than someone
else's. Use what you're good at, and try to keep the other guy from doing the same. All
the modifiers still apply to everyone equally, it's just that some people roll more dice
at things than others. When combat pool is factored in, a difference in skill of 2 is a
net of 4 dice difference. Ouch.
For example, consider the
following situation. Sluggo is having a good time at the local club, when a suit-sporting
corporate dandy-boy slumming for the evening spills a drink on poor Sluggo's new silk
shirt. Not one to let such a social faux-pas go unmentioned, Sluggo gets in Corp-boy's
face. Verbal abuse ensues, with each party avidly participating. Then Corp-boy makes
the mistake of saying something about Sluggo's mother. Now it's on.
Since both characters are
pretty much in each other's faces waiting for the other one to swing, the GM rules that
there's no chance for surprise (i.e. neither party can get in a good sucker-punch). So
the GM calls for a regular Initiative roll. Neither combatant is wired, but Sluggo manages
to get two actions this round, whereas Corp-boy only gets one. Sluggo, never one to sit
back calmly, takes a swing. Sluggo is a Brawler, with a skill of 6. He has a total of
4 Combat Pool dice at his disposal. Corp-boy has taken weekly "aggression management"
courses at his local company enclave, enough to have a Tae Kwon Do skill of 3. He has a
total of 4 Combat Pool dice as well. Sluggo is looking for maximum damage, so he makes
a called-shot to increase the damage category from (Strength)L to (Strength)M. Since there
are no friends involved (at this point), the base Target Number is a 4. The GM rules that
the dim lights and strobe effects in the club are enough to give a +1 visibility modifier
to melee combat. So Sluggo's Target Number is a 4 + 1 (visibility) + 2 (called-shot)
+ 2 (Brawling default) = 9. He rolls as many dice as he can (his skill plus up to half
his skill in Combat Pool dice), which is 9. He actually manages two successes. His
opponent opts to go the simple route and just counterattack Sluggo. The GM rules that
there are no special circumstances (yet), this is a stand-up fight (for now), and Corp-boy
is attempting something his art is good at (kicking people in the sternum when they come
after you). His target number is a 4 + 1 (visibility) = 5. He rolls his maximum of 6
dice and gets 3 successes. Sluggo is hit! Fortunately for Sluggo, Corp-boy is a
milquetoast, so he's only Resisting 3L. Sluggo handily resists the damage.
Now his opponent has an
opportunity to act. He elects to press his (perceived) advantage and show this ruffian
what a real man can do. He attacks, and once again the GM rules that no special
circumstances apply, so his Target Number is once again a 5. But this time he only has
one Combat Pool die left, so he rolls 4 dice. He rolls poorly and gets no successes. Uh oh.
Sluggo, on the other hand, has taken some measure of his opponent. He elects to make a
called-shot to throw his opponent (game effect, resulting in the opponent being
prone). Once again, his target number is a 9. He still has a Combat Pool die as well, so
he rolls his 7 dice and manages to get a success. Corp-boy is in trouble. Since this is a
game-effect called-shot, he still has to resist Sluggo's basic Strength (5)L damage. Rolling
his Body of 4, Corp-Boy gets only 1 success, and is now saddled with a Light Stun. Worse
still, he's prone in melee, meaning that attackers get a -2 bonus to hit him. Even worse still,
it's now Sluggo's action.
Now Sluggo gets basic. He
elects to simply attack his foe, so bells, no whistles. His target number is a 4 +
1 (visibility) + 2 (Brawling default) - 2 (prone target) = 5. He rolls his 6 dice and gets
2 successes. Corp-boy feebly tries to counter from the ground, but now he's lightly
stunned. Worse still, he's no longer fighting his game. Since he's not doing something
that his skill teaches or is good at (fighting from the ground), he must default. If he
had the Brawling skill, Corp-boy could default to that. Alas, he does not, and must
default to his Strength Attribute. So his Target Number to counterattack is a 4 + 1
(visibility) + 1 (Light Stun) + 4 (Attribute default) = 10. Not surprisingly, he gets no
successes, and must once again resist damage (which Sluggo's successes have staged to 5M).
Let the stomping begin.
The moral of the story? Sluggo
loves his mother.
With a little bit of knowledge
and imagination, a GM can come up with easy-to-use specializations for
all styles and all situations. And the more you know about martial arts, the more options
your players will have. Improvise within the scope of the rules when necessary, like the
pressure point attacks above. Very quickly, your campaign will have a much more
well-rounded martial arts combat system that's quick and easy to use, as well as lending
itself to giving your players more options when faced with unarmed combat.
Finally, some of these same
principles can be used in armed combat as well, especially the aiming and game effect
called shot rules. Martial arts often have a cross-over between armed and unarmed combat,
and a good fighter will know both.
Using the above rules, I've
seen characters who were skilled martial artist types enter into melee combat with a
pistol-wielding opponent, punch the opponent once (to stun him and basically up his target
numbers in game terms), disarm the opponent (game effect called shot), throw the opponent
(another game effect called shot), then shoot him with his own gun while he was down. I
swear, it looked like something out of a Steven Seagal flick. Actual elapsed time was two
combat rounds, so combat still goes pretty quickly, especially between wired opponents. But
that's a fact of life. Any martial artist will tell you that actual combat is over quite
quickly. This system just lets you do more interesting stuff in those few seconds.
Since firearms may be quick-drawn
(see SR3, p. 107) and used as a single action gunslinger style, it stands to
reason that melee weapons can be quick-drawn and used in melee combat in the same action
that they are drawn from their sheaths. Indeed, the very art of iaido is based
on the premise that drawing and cutting with a sword should be done in a single, fluid
motion. As such, melee weapons follow the same-quick draw rules as firearms, with the
exception of the concealability requirement. So any weapon held in a proper sheath
or within easy reach can be drawn and used in a single complex action so long as the
wielder successfully completes a Reaction(4) test. Weapons not within easy reach or those
held in inappropriate places (like a switchblade in the pocket) incur a +2 target number
modifier to the Reaction test. Weapons in hard to reach places like concealed boot sheaths
or under multiple layers of clothing can not be quick-drawn. Note that cyberware generally
does not need to be quick-drawn as deploying it is usually a free action (see SR3,
p. 105)
Note that this capability is
purely mundane and supersedes the Adept power "Quick Draw" (Magic in the Shadows,
p. 151). The reason I've opened this rule to any character (rather than just Adepts) is
simply because iaido and other rapid "draw-and-cut" or "draw-and-smack" maneuvers
really aren't that difficult, and should not be limited exclusively to Adepts. Besides,
I'm sure the Adept players can find more than enough stuff on which to spend the half point
they'll save.
As written, if a character
attacks and is counterattacked by his opponent, a tie in the number of successes would
indicate a hit for the attacker and a miss for the counterattacker. As long as there is a
counterattack in Shadowrun melee combat rules as written, there will never be an instance
where either a) neither combatant gets hit, or b) both combatants get hit.
Rather than just having the
tie always go in favor of the attacker, I allow the attacker a choice. The first option
allows the attacker to have the blow be a hit for both parties. Since neither party has
net successes, both the attacker and the defender make Body resistance rolls against the
base damage of their opponent's weapon. This option is useful when the attacker is more
heavily armored or is wielding a more devastating weapon than the counterattacking
opponent. It reflects the idea that there will be times when a character may need to
sacrifice himself or risk taking damage in order to accomplish his or her goals.
The second option is to have
neither side score a solid hit, resulting in neither side having to resist damage. A
flurry of blows, counters, and ripostes that results in no hit.
As a mental exercise, what
if you wanted to hit someone in melee combat range with the butt of a gun? What skill is
used, and what modifiers apply? I would classify that as an Armed Combat attack, as a
weapon is being used (in this case an improvised club). But this brings up that point that
there will be times when characters may not have weapons ready, and will have to use
what's around them to defend themselves. They may need to grab the nearest object and
flail away with it, no matter how awkward it may be. Thus, I will introduce the concept of
"improvised weapons."
Typically, I apply a +1 or +2
target number modifier for using an "improvised weapon." Which level is assigned
depends on how unwieldy the improvised weapon. A crowbar wielded like a baseball bat might
only be +1, but a four-lug tire iron (the cross-shaped kind) would be +2. A ball-peen
hammer is only +1, but a 16-pound sledgehammer would be +2.
Note that the +2 modifier for
using a gun in melee combat applies when you are firing the gun. The reason for
this is that it is very difficult to line up a shot when you're very close, especially in
a situation where your opponent is moving quickly or is hanging on to you (as often
happens in melee). For using firearms as melee weapons however, I'd say +1 for the pistol
and +2 for the rifle (unless there is a bayonet affixed, in which case I'd drop it to +1).
Thus, if you are trying to butt-stroke someone with your M-22, you'd have a +2 to your
target number. If you're trying to skewer them with the affixed bayonet, or trying to
pistol-whip them with your Ares Predator, then you only have a +1.
When it comes to the damage
code of the improvised weapon, I may add or subtract from the power-level depending on the
weapon that is most like the object being used and how close in size and mass the
improvised weapon is to it. Hard, heavy weapons (like the aforementioned crowbar or
butt-stroke) may get a +1, whereas light, soft, or fragile weapons (like a beer bottle or
a hold-out pistol) might get a -1. Thus, an improvised weapon that was like a club but
heavier (like the aforementioned crowbar) would have the base power level of a club
(Strength+1) +1 for its weight/length, bringing it to (Strength+2)M.
Keep in mind that this applies
to virtually any improvised weapon. A pool-cue is like a staff (although it might be
lighter and thus suffer a -1 to the power level), and gets the bonus of +2 reach. Anything
can be a weapon, a chair (+2 improvised club, normal damage), a chain (+1 improvised
flail, normal damage), a mop (+2 improvised staff, -1 power), a broken bottle
(+1 improvised knife, -1 power), a bayonet (+1 improvised spear, normal power), or
whatever.
Also, remember that thrown
weapons can be improvised as well. Just like a thrown club or knife, a brick, bottle, or
salad fork can be thrown as well, with similar difficulties as described above.
By including the concept of
improvised weapons into your game, you give your players a lot more options when it comes
to using what's around them, especially in those circumstances where weapons are not
allowed (meets, exchanges, high-class locations, or high-security installations).
Cruel GM's may wish to
check for weapon breakage when a blow has been successfully parried, or when a tie has resulted in neither side taking damage (as
described above). In such instances, simply have each combatant make a Strength check,
with the target number equal to the Barrier Rating of the opposing weapon. Generally, I
assign a Barrier Rating of 8 to small wooden weapons (like clubs or canes), a 10 to large
wooden weapons or small metal weapons (like staves, polearms, or knives), and a 12 to
steel weapons (like swords). Quality or customized weapons may be a point higher,
improvised weapons may be a point lower, and Weapon Foci add their Focus Rating to their
Barrier Rating. A success on the Strength test indicates breakage, so it is possible to break
both combatants' weapons this way. Done in this fashion, weapon breakage is uncommon, but
can add a significant amount of uncertainty and tension to Armed Combat at the cost of
very little extra effort.
The very first archtype in
the Shadowrun II basic rulebook was a bodyguard. But nowhere within the original Shadowrun
rules, nor in any sourcebooks that follow, nor in 3rd Edition Shadowrun do they give rules for doing basic bodyguard
things, like pushing your client out of the way of an attack or intercepting a bullet
meant for another.
Because of this, I have
created a new active skill called "Bodyguard." It can be purchased at character
creation like any other skill, and is raised like any other active skill. The
Bodyguarding skill dictates the maximum number of Combat Pool dice
that the bodyguard may allocate to the client. In order to do so however, the bodyguard
needs to be within arms reach of the client and must be able to act on the client
(in the case of surprise tests). In essence, it allows a character to use his Combat Pool
to protect other characters from physical attacks the same way a mage can use Spell
Defense dice out of his Magic Pool to protect other characters from magical attacks (see
Spell Defense rules in SR3, p. 183).
Typically, the most
appropriate use of this skill happens during surprise
situations (see SR3, p. 109). For example, Dead-Eye Dick wants to geek Louie the
Suit. Unfortunately, Louie has employed Mr. Bennet as his bodyguard. Dick leaps out of a
shadowed doorway, his gun at the ready. A surprise test is in order, and everyone rolls a
Reaction test with a base target number of 4. Dead-Eye Dick, lying in wait with held
action gets a 2 modifier, for a final target number of 2. He rolls a number of dice
equal to his Reaction (5), and gets 4 successes. Louie, thinking about his latest
quarterly balance sheet, gets a +2 modifier for being distracted. He rolls his Reaction (a
mere 3), and gets no successes. Mr. Bennet however, is paying attention. He rolls his
Reaction (an 8) against the base target number and also gets 4 successes.
At this point, under the
standard rules, Mr. Bennet would have to stand helplessly by as Dick unloaded his heavy
pistol into poor Louie, since Mr. Bennet cant act directly against Dick. Further,
Louie wouldnt get the chance to dodge, as he was completely surprised. But lo and
behold, Mr. Bennet has a Bodyguard skill of 5. That means that while he cant act
directly against Dick, he can allocate up to 5 of his own Combat Pool dice to Louie. Mr.
Bennet chooses to allocate all 5. Since the allocation of Combat Pool dice to the client
is done in precisely the same fashion as allocating Spell Defense dice, Mr. Bennet still
has time to perform other actions, such as draw his gun, begin aiming for the next combat
round to follow, or whatever, so long as he doesnt act directly against Dick. His
actions also happen simultaneously to Dicks as they scored the same number of
successes on the surprise test. Dead-Eye Dick rolls for his shot as normal, taking a
single simple action to aim, and the other to fire. Counting all of the appropriate
modifiers, he comes up with two successes. But Louie gets the chance to roll the 5 Combat
Pool dice that Mr. Bennet has given him in an attempt to dodge (see the rules on dodging
above). Louie gets three successes, and thus Dead-Eye Dicks shot is a miss. Curses!
Foiled again!
Had Dick beaten both Louie and
Mr. Bennet, however, Mr. Bennet would have been unable to allocate his dice before Dick
shot. Nobody ever said bodyguard work was easy. Further, if by some odd stroke of
coincidence Louie and Dick had scored more successes on the surprise test than Mr. Bennet,
our poor bodyguard would have been caught standing around like a dope as his client got
shot. However, had Mr. Bennet beaten both Louie and Dead-Eye Dick, he would have
been able to act directly against our would-be assassin (say by quick drawing his pistol
and shooting Dick as he stepped out of the doorway) as well as allocate Combat Pool dice
to Louie (just in case Dick proved hard to take down). Note that any Combat Pool dice that
Mr. Bennet allocates to Louie are unavailable to the bodyguard for other actions.
There will be a few instances
where it may be necessary to "take the bullet." In order to do so, the bodyguard
merely declares his intent to interpose his own body between the shooter and the target.
When the shooter fires, the bodyguard can roll his own Combat Pool dice to dodge into
the shooters line of fire. If the bodyguard gets more successes than the shooter, he
has successfully taken the bullet. The bodyguard must then resist the weapons base
damage and check for knockdown as normal. Since this does not require the bodyguard to be
able to act on the client directly, it comes in handy on those occasions where the client
gets more successes on the surprise test than the bodyguard (though if the shooter goes
first, the bodyguard still cant act in time).
Outside of a surprise
situation, the bodyguard can allocate Combat pool dice to the client just like a mage can
with Spell Defense. "Taking the bullet" however, requires an available simple
action (which may have been held for just such occasions). While simple and
straightforward, these rules add a lot to the game, and allow careful, quick, or observant
characters to undertake bodyguard missions in a more realistic and entertaining way.
So these are a few of my house
rules. They may not seem like much, but they actually can make the game a lot more
interesting and challenging. If anyone has any questions concerning these rules or would
like further examples, feel free to ask.
Marc Renouf
renouf@erim-int.com