Rulings/Combat

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Banned Combat Content

Banned Items

Banned Cyberware/Bioware

  • One Shot Dart Gun (Page 91, Chrome Flesh)

Banned Ammo & Grenades

  • Zapper Rounds (KC 48) shall not be permitted on the ShadowHaven in any capacity.
  • Fuzzy rounds (KC 50) shall not be permitted on the ShadowHaven in any capacity.
  • E0-E0 rounds (KC 51) shall not be permitted on the ShadowHaven in any capacity.
  • COS Grenades (KC 54) shall not be permitted on the ShadowHaven in any capacity.
  • Douser grenades (KC 55) shall not be permitted on the ShadowHaven in any capacity.
  • DumDum grenades (KC 56) shall not be permitted on the ShadowHaven in any capacity.
  • MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (SL 132) shall not be permitted on the ShadowHaven in any capacity.
  • Painade (Page 135, Cutting Aces)
  • The Krime Crackle Fin-Stabilized HEAT Slugs (KK, 25) are banned on ShadowHaven.
  • The Krime Splash Self-Defense Ammunition (KK, 26) is banned on ShadowHaven.
  • The Krime Party (KK, 27) is banned on ShadowHaven.

Banned Qualities

Positive Qualities

  • Revels in Murder (Chrome Flesh, Page 56)

Negative Qualities


Altered Combat Content and Rulings

Combat Actions

  • The free action in conjunction with the attack action for a called shot does not reset the Take Aim bonus.
  • Barring the use of the Multiple Attack Free Action you cannot take a second offensive action towards another character during your pass. This includes throwing grenades, shooting guns, casting "offensive" spells(recklessly or otherwise), spitting in their cheerios, spiking their tea with arsenic, or anything else that can in any way, shape, or form be construed as a physical or mental attack. You may as an exception use a Free Action to cast disparaging remarks at their mother if you so choose. Final say in this is left up to the GM.
  • You cannot shoot the same person with two different guns on the same pass, even if you split your dice pools.
  • Pouncing Dragon is it's own special Complex Action. Utilizing it as part of a subdual action is not possible as a result.
  • In order to exit a subduing combat as the subduer, one must take a free action. If one has a free action available, they may do this at any time, the same as most other free actions - it need not be on their turn. However, the previously subdued party is free, since they are still in contact at that point, to take an interrupt action to attempt to subue their opponent. This is a -5 initiative interrupt action as described under "Suduing" on page 123 Run and Gun. They may also attempt a Reversal using the rules found in the same section, assuming they possess the appropriate training. There is no interrupt action needed to release a subduing combat, so your original question possesses an invalid supposition.

Combat Defense

  • While it is arguably not permitted by RAW, for sanity's sake, one is permitted to invoke the "Run For Your Life" interrupt action against missiles, rockets, and grenade launchers, in addition to indirect combat spells, explosive throwing weapon attacks, and any other area of effect attack that they are aware of. It is worth noting that one is generally not going to be aware of direct combat spells, or non-combat spells, to the degree necessary to flee them. A GM may permit you to, but is not required to.

Called Shot

  • You cannot make a called shot with spellcasting of any variety.
  • Bullseye burst does not provide any defense penalty, regardless of how many bullets are fired.
  • Shredded Flesh does not require physical damage to trigger. Stun damage is sufficient.

Weapons

  • Monofilament whips may not be used with the Sweep technique unless explicitly permitted by the GM at their sole prerogative.
  • Monofilament whips may not for the Entanglement called shot.
  • Monofilament whips may not with the Nerve Strike adept power.
  • The Ares Screech Sonic Rifle affects targets who are deaf or who have cyberears off normally.
  • The Ares Screech Sonic Rifle cannot be used for called shots.
  • The Aztechnology Striker is destroyed upon firing. It is not reusable in any sense of the word.

Drone Mounts

  • Hunting Rifles will include all sporting rifles.
  • Sporting rifles will include all weapons using the sporting rifle specialization.
  • The Ruger 905 counts as a Sporting Rifle.
  • Sniper Rifles will include all other non-shotguns utilizing the longarms skills.

Ammunition

  • You cannot buy hits to handload your own ammunition. However, remember that you can buy it.

Gyrojet pistol Ammo

  • Gyrojet Ammo: +0DV +0AP 12F availability. 80nuyen/10 rounds.
  • Gyrojet Stick'n'shock: -2S DV -5AP 14R availability. 160nuyen/10 rounds.

Accessory

  • Improved Range Finder does not stack with magnification of any kind, whether or not it is on the weapon.
  • The Smartgun must be wireless on in order to receive the wireless bonus. Directly connecting to a wireless off smartgun provides all the benefits of a smartlink except the wireless only dice bonus.