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6e Firing Modes

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Revision as of 08:36, 4 May 2020 by EvilGM (talk | contribs) (Firing modes and Multiple Attacks)
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Close Combat

  • Melee attacks allow you to attack multiple targets. Each target attacked after the first requires additional Multiple Attack Minor Action.

Nightwing jumps into a pack of 6 gangers.

  1. Gather Dice Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18. He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions. He is using Ambidexterous and two Batons. Each ganger uses two Block Minor Actions rolls Reaction (3) + Intuition (3) + Close Combat (3) for a dice pool of 9 for each block
  2. Distribute Edge Nightwing has an AR of 10 (AR 6 for the Baton + 4 for Strength). Each ganger has a DR of 5 (Body 3 + 2 armour for synth leathers. Nightwing gains 1 Edge. The GM awards each ganger 1 Edge for their overwhelming numbers.
  3. Roll Dice and Spend Edge. Nightwing attacks each ganger with both batons. He spends 1 Major Action (Attack) and 5 minor actions (Multiple Attack) to target 5 additional targets beyond the first. He decides to split is dice pool of 18 equally so will attack each target with 3 dice which he then splits between the two battons (2 and 1).
  4. Soak Damage If he hits each ganger on average would take 6S(e) (Base 5S + 1 next successes) damage and be zapped.

But each ganger is professional rating 3 and has gained 1 Edge, so has enough Edge to re-roll all failures so on averrable would get 5 hits on their block test and would block the attacks!


NIghtwing faces the Gang leader

  1. Gather Dice Nightwing is a Human Adept with Edge 5, Agility 6 (Booster to 8), Close Combat 6 (Specialisation Batons) and Improved Ability (Close Combat) 2 for a total dice pool of 18. He has Improved reflexes 3 and rolls 4D6+13, which gives hime 1 Major Actuion and 5 Minor Actions. He is using Ambidexterous and two Batons. The Gange Leader uses two Block Minor Action and rolls Reaction (4) + Intuition (3) + Close Combat (4) for a dice pool of 11
  2. Distribute Edge Nightwing has an AR of 6 (AR 6 for the Baton + 4 for Strength). The Gang Leader has a DR of 8 (Body 4 + 4 armour for a jacket. Nightwing gains no Edge but neither does the Gang Leader.
  3. Roll Dice and Spend Edge. Nightwing attacks the Gang Leader with his batons one in each hand. He spends 1 Major Action for the attack. He decides to split is dice pool of 18 equally so will attack each batton with 9 dice. On average he should get 3 hits per attack for a DV of 5S(e) (+2 for critical strike) vs the targets average of 4. The Gang Leader had professional rating 4, so has enough Edge to re-roll all failures so on averrable would get 6 hits on their block test
  4. Soak Damage If he hits the ganger on average would take 5S(e) (Base 5S + 0 net successes) damage from the baton and be zapped.

As Nightwing has another 5 minor actions he could trade 4 minor actions for a major action and attack again