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Difference between revisions of "Hard Life V4.01"

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(added up to 'damagetest' more coming)
(added up to 'damagetest' more coming)
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*[[Hard Life V4]].01|Dodging#dodging]]
 
*[[Hard Life V4]].01|Dodging#dodging]]
 
*[[Hard Life V4]].01|Automatic fire and Scatter#automaticfire]]
 
*[[Hard Life V4]].01|Automatic fire and Scatter#automaticfire]]
*[[Hard Life V4]].01|Suppression Fire#supressionfire]] (Replaces existing rules in Cannon Companion
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*[[Hard Life V4]].01|Suppression Fire#supressionfire]] (Replaces existing rules in Cannon Companion)
  
  

Revision as of 17:58, 4 May 2004

Hard Life V4.01|Ranged Combat#rangedcombat]]


Ranged Combat[[Anchor rangedcombat}}

Determine Range[[Anchor determinerange}}

As per SR3.

Apply Situation Modifiers[[Anchor sitmods}}

Consult the Ranged combat Modifiers Table (SR3 p. 112) and apply appropriate situation modifiers. The standard aim point is known as the default aim point and is shown on the hit location diagram (Figure 1). If the opponent wishes to choose a new aim point the attack is considered a called shot as per SR3.

Attack Test[[Anchor attacktest}}

The attacker makes his Success Test using the appropriate combat skill, modified by dice from the combat pool. Count the successes the attacker rolls.

Dodge Test[[Anchor dodgetest}}

If the target wishes to attempt to dodge an attack, they may use their Combat against a target number of 4, with modifiers. Subtract the number of successes on the dodge from the Attack test. If there are more successes on the Dodge test than the Attack test, the attack is completely dodged (skip remaining combat steps).

  Dr. Faulks is being shot at be a security guard.
  The guard rolls 4 successes in his Attack test.
  Dr. Faulks rolls 2 successes on his Dodge test.
  The attacker has 2 net successes.
  If Dr. Faulks had rolled 4 successes he would have completely dodge the attack!

Scatter[[Anchor scatter}}

To determine whether the attack scatters from the default aim point, consult Table 1. If the attack scatters roll a D6 and consult figure 1 to determine the direction of the scatter, 1 scatters up 2 up and right etc. Scatter for burst and auto-fire shots are determined differently (See Automatic Fire and Scatter).

Net Successes in Attacker’s Favour 1 2 3 4+
Number of Hexes Attack Scatters 3 2 1 0
Table 1: Scatter.

  Going back to Dr. Faulks, the security guard got 2 net successes on the Attack test.
  That means the bullet scatters by 2 hexes from the default aim point on the torso.
  The guard rolls a 1 and a 3 on the Scatter roll.
  The bullet scatters up one hex and down and right one hex.
  It still hits on the torso location.

Resistance Test[[Anchor resistancetest}}

For the Resistance test roll a number of dice equal to the targets body attribute OR the armour value for that location. The target number is equal to the power of the attack minus the armour rating in that location. For area of effect attacks use the average armour value (see area of effect attacks).

For each two success rolled on the Resistance test, stage the damage down by one level, e.g. from Serious to Moderate. If the damage is staged down from light to nothing the attack is stopped by the targets armour (skip remaining combat steps).

  Dr. Faulks is hit in the chest by a shot from an Ares Predator Heavy Pistol (Damage code 9M).
  Lucky for him his is wearing his trusty armoured jacket (ballistic armour rating in the chest of 6 points).
  His body is only 2, so for his resistance test he rolls the armour rating
  (since it is higher than his body) against a target number of 3
  (Power 9 – 6 points of ballistic armour).
  He gets 3 successes.
  The first 2 successes stage the damage level from a Moderate to a Light.
  Now if only he’d rolled another success he would have staged the Light to nothing and the
  attack would have been stopped by his armour.
  Better luck next time, eh chummer.  If there is a next time!

Damage Test[[Anchor damagetest}}