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.
  • all normal combat modifiers apply to the Clinch action as if it were a normal attack.
  • You may only make on Clinch attempt per pass.

Combat Defense

  • "Run For Your Life" interrupt action works 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.
  • Perceptive Defender will apply any bonuses that are non-specific Perception bonuses. (Example: Synch applies, vision enhancement doesn't.)
  • Weapon specs generally, but may at GM discretion not, apply to defensive interrupts. Specs in the interrupt (block, parry, dodge) will always apply.
  • Dodge does not work on the astral.
  • Parry and Block work on the astral, but only with weapon foci. They add your Astral Combat skill to the defense roll.
  • Full Defense works on the astral.

Armor Encumbrance

  • Given previous precedent on ShadowHaven, armor accessory encumbrance shall be determined by average, full body strength.

Called Shots

  • 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.
  • Knock Down uses the strength of the attacker, even in cases where damage on the attack would normally be set by some other value, such as fixed-DV weapons, or spellblades.

Martial Arts

  • Knucklebreaker overrides the normal option of Killing Hands to select damage.
  • Elemental Strike still applies normally to damage dealt by attacks modified by the Knucklebreaker technique
  • Iaijutsu permits drawing as a simple action upon successful completion of a Quick Draw test, then attacking as another simple at your discretion. It does not grant an attack as part of the Quick Draw test
  • Martial Arts specializations in the Unarmed Combat skill or other combat skills will apply to only attacks utilizing techniques.


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 be used for the Entanglement called shot.
  • 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.
  • The Ares Lancer is SMG sized for the purposes of cyberimplanting. Note that you need an external clip port in order to load it, as it is not an (m) type weapons.
  • The Ultimax Rain Forest Carbine will use the Missions Errata, rather than the original GH3 stats
  • Underbarrel weapons possess two side slots, a barrel slot, an internal slot, and an underbarrel slot, unless their original weapon type would not possess one of those. They never have a top or stock slot.
  • The Shiawase Puzzler is not immune or resistant to MAD scanners, however, even recognizing it's seperate components as a weapon requires the same test whether one is using a MAD scanner or not.
  • The PPSK-4 Collapsible Machine Pistol and the PSK-3 Collapsible Heavy Pistol have a concealability modifier of -6 when collapsed.
  • Each throwing attack with wireless-on throwing knives or shuriken gains +1 die, pre-split, for each wireless-on throwing knife or shuriken you have thrown at that target in this combat turn.
  • The underbarrel bola launcher will have accuracy 4, 1(m), and SS.
  • The underbarrel chainsaw mounts a specific, given chainsaw, and uses the attributes of said.
  • The underbarrel flamethrower uses a specific, given flamethrower, and uses the attributes of said.
  • The underbarrel Grapple Gun functions as a normal, non-tactical grapple gun as found in Core.
  • The underbarrel Grenade Launcher will have an accuracy of 3, 6(c) ammo capacity, SS.
  • the Urban Tribe Tomahawk may not be used in melee. GMs may let it be used as an improvised weapon.

Shock Frills

  • Shock Frills used to attack require a dedicated unarmed attack, but it does not need to be a clinch or grapple.
  • Shock frills trigger defensively when clinched or grappled, as well as against unarmed attacks.
  • Shock frills deal 8S(e) AP -5, and have an accuracy of [Physical].

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.
  • Explosive and Ex-Explosive rounds are non-penetrative rounds, thus do not penetrate barriers.
  • Seeker Shafts use the rating of the arrow and their bonus stacs with the smartlink bonus.

Gyrojet

  • Ammo Types: "The Gyrojet pistol has two types of ammo. The full statline will be provided below. One of these is fabricated but identical to what is listed in Hero Lab.

Gyrojet Ammo - +0 DV, +0 AP. 12F availability. 80 nuyen/10 rounds.

Gyrojet Stick'n'shock - -2S(e), -5 AP. 14R availability. 160 nuyen/10 rounds."

Parashield Dart Weapons

  • Parashield Dart Pistol: Parashield Dart Pistols will be treated as Heavy Pistols for the purposes of mounting them on drones and vehicles.
  • Parashield Dart Rifle: Parashield Dart Rifles will be treated as Sniper Rifles for the purposes of mounting them on drones and vehicles.

Flechette

  • Flechette Ammo: Weapons with Flechette as part of their damage code default can only fire flechette rounds. This does not include Stick n Shock Flechette..
  • Flechette Ammo Stick n Shock Flechette can only be loaded into shotguns per RAW.


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.