Rulings/Combat
Banned Combat Content
Banned Items
- Hardened Mil-Spec Armor (RG 66)
- Krime Calliope (KK 19)
- Krime Ripper (KK 20)
- Krime Carpet (KK 21)
Banned Cyberware/Bioware
- One Shot Dart Gun (CF 91)
Banned Ammo & Grenades
- Zapper Rounds (KC 48) (including by GMs)
- Fuzzy rounds (KC 50) (including by GMs)
- E0-E0 rounds (KC 51) (including by GMs)
- COS Grenades (KC 54) (including by GMs)
- Douser grenades (KC 55) (including by GMs)
- DumDum grenades (KC 56) (including by GMs)
- MCT/Winchester-Howe Hornet Direct-Fire Mini-Grenades (SL 132) (including by GMs)
- Painade (CA 135)
- The Krime Crackle Fin-Stabilized HEAT Slugs (KK 25)
- The Krime Splash Self-Defense Ammunition (KK 26)
- The Krime Party (KK 27)
Banned Qualities
Positive Qualities
- Revels in Murder (CF 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 its 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. They may also attempt a reversal, 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 one clinch attempt per pass.
- Mixed/Small Unit tactics cannot be performed by a single person.
- You may declare that you are taking one or multiple ranged and melee attacks in the same pass, provided you are in range of all the attacks. Doing so takes your lowest pool and splits it by the number of attacks made.
- No attack actions can ever be considered a free action. The Rapid Draw power allows you to ready a weapon once per pass without spending an action. Additionally, you may now quick draw any weapon that is properly holstered and the threshold for doing so is reduced by 1.
- Reach counts on the astral.
Called Shots
- You cannot make a called shot with spellcasting of any variety (spells, rituals, alchemical preparations).
- Bull's Eye 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.
- At this time, one cannot call a shot using a touch attack.
- Damage from Called Shot: Vitals cannot be regenerated through the Regeneration critter power.
- Sharpshooter only applies to ranged attacks and does not apply to melee called shots.
- As the spider silk gland is not included in the restrictions of Called Shot: Entanglement, it is not a valid combination.
- When applying a called shot with a DV limit, first calculate the DV normally, then apply soak. If the resulting damage is greater than the DV limit reduce that DV to the limit. Any mention of "Original DV" applies to the DV before soak.
- Up the Ante is considered to be a collection of called shots which all require a free action to take. This doubles the DV limit for any location called shot made with an assault cannon. For example: Up the Ante: Sternum.
- Location specific called shots
- All net hits now add damage as well as allow you to select status effects for the target to resist. If the target fully resists all damage, they do not need to resist any status effects as normal.
Multiple Attacks
- If attacking with different ranged and melee weapons with different dice pools, take the lowest dice pool of the set and split that among the attacks.
- Example: Overkill, a Nartaki, has had it with Johnsons screwing him over. The Johnson turns away with the prototype, without paying the team. This causes Overkill to draw a Barrens Special, A Knife, A Club, and A Laser Pistol. OVerkills knows how to use the Barrens Special, A Knife, A Club. They have 22 dice in those pools. But the laser pistol was more drawn in rage, and he only has 7 dice to fire it. Due to this, they divide their 7 laser pistol dice into their other 3 attacks.
Initiative Stacking
The following is a description of initiative stacking lockouts. In any case where something states that it does not stack, it will not stack even if other sources state they do. In essence, if any source states it does not stack with something else affecting you, you do not get the benefit of the non-stacking source.
Edge
- Edge to seize the initiative or blitz functions with any other use of edge, even if that source states that it does not stack. It always works. Blitz, of course, does not permit you to roll more than 5D6 initiative dice. These also work on the astral and the Matrix.
Qualities
- The seize effect from Adrenaline Surge only functions on the meat (and consequently AR matrix initiative).
- The initiative from Pain Is Gain applies only to Matrix initiative.
- The initiative from Lightning Reflexes does not stack with any drugs, adept powers, spells, cyberware, bioware or generware. The defense die stacks normally. Lightning Reflexes uniquely work on the astral, but not Matrix VR.
- The initiative from Poor Self-Control (Thrill-Seeker) stacks with all other sources.
Spells
- The Increase Reflexes spell does not stack with drugs, other spells, adept powers, cyberware, bioware or geneware.
- The Vampiric Speed spell does not stack with drugs, other spells, adept powers, cyberware, bioware or geneware.
Adept Powers
- The Adrenaline Boost power stacks with drugs, but not with spells, other adept powers, cyberware, bioware or geneware.
- The Improved Reflexes power does not stack with drugs, spells, other adept powers, cyberware, bioware or geneware.
Other Magic
- The initiative bonus from Channeling does not stack with drugs, spells, adept powers, cyberware, bioware or geneware.
Cyberware
- Wired reflexes stacks with drugs, but not with spells, adept powers, other cyberware, bioware or geneware.
- Move-by-wire systems do not stack with drugs, spells, adept powers, other cyberware, bioware or geneware. The sole exceptions are Predictive Analytics and Accelerator, which stack with it normally. Note the downsides for Accelerator.
Bioware
- Synaptic boosters do not stack with drugs, spells, adept powers, cyberware, other bioware or geneware. The sole exception is Accelerator, which stacks with it normally. Note the downsides for Accelerator.
- Boosted reflexes stack with drugs. They do not stack with spells, adept powers, cyberware, other bioware or geneware.
Geneware
- Synaptic acceleration stacks with drugs. It does not stack with spells, adept powers, cyberware, other bioware or geneware.
- Reaction optimization does not stack with drugs, spells, adept powers, cyberware, other bioware or geneware.
- As a reminder, drugs do not stack with themselves. However, you can receive a benefit to the same attribute multiple times, as long as it is from different drugs.
Echos
- Predictive Analytics do not stack with any other source of initiative dice, except for Move By Wire.
Surprise
- All surprised characters must make a surprise test, rolling Reaction + Intuition (3).
- Characters who have been alerted in some way receive a +3 dice pool modifier on this test.
- Characters who plan an ambush and delay their actions and wait for the arrival of their targets receive a +6 dice pool modifier.
- Ambushing characters are automatically not surprised by the characters they are ambushing if they have full awareness their targets movement and actions (Watching in open terrain, via fly spy, etc).
- In this situation, you still roll surprise, but cannot fail the test by rolling under the threshold for surprise.
Final Notes
- Astral initiative is not affected by any bonuses to initiative, except where explicitly stated.
- Matrix VR initiative is not affected by any bonuses to initiative, except for those that reference biofeedback, Matrix initiative, hotsim or coldsim.
- Matrix and rigging AR initiative is treated as meat initiative. It does not benefit from things that specify matrix initiative, hotsim or coldsim.
- Additional base dice, like those possessed by all shapeshifters and certain HMHVV infected, are just that – base dice. They functionally stack with everything.
Combat Defense
- The 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 applies any bonuses that are non-specific Perception bonuses. (Example: Synch applies, vision enhancement doesn't.)
- Weapon specs generally apply, 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.
- The DV for the comparison to determine if a character has been pinned does include the net hits on the defense test. The armor value for the above test includes only the armor of base armor pieces, not accessories, cyberware, magic, bioware or any other forms of armor. The defender's armor value is modified by AP of the weapon as long as that AP is not from electrical weapons. Note that attempting to pin your opponent with explosive weapons is unlikely to be a very fruitful endeavor as explosive bolts or arrows explode on impact, leaving nothing behind to pin with. As the comparison between DV and armor is not a process that has hits, the net hits part refers to the net hits of the original attack test.
- Chemical seal remains effective unless the armor is rendered useless. Generally, this means that if the armor is still worn and providing armor benefits, chemical seal still applies. This abstraction is in place to avoid attempting to determine how bullet riddled or cut you are. An exception to this is that any melee attacks with edged weapons which cause physical damage bypass a chemical seal and apply the toxin for that attack only. Further attacks must cause physical damage to apply it again.
- Suppressive fire and physical area attacks resolve as they would normally: without defense tests.
- Suppressive fire only applies the dice pool penalty to characters in cover. They do not take damage while in cover.
- Passengers are always considered to be in good cover.
- Shotgun blasts allow for defense tests, applying the defense test modifiers.
- Passengers do not get to dodge a ramming vehicle.
- All attacks affecting passengers, if they allow for armor, add the vehicle’s armor to passenger’s soak tests. This rule applies only to attacks that originate from outside the vehicle.
- Dodge and full defense is a permitted combination, including taking both with an interrupt action simultaneously for a total of -15.
- Dodge is ranks only. No Agility is applied, however, the physical limit is applied. It is a valid spec for Gymnastics and applies when taking the dodge interrupt action and the preemptive dodge action.
- If you are berserking, you may not use the full defense action.
- A wall or other structure or barrier that is hit by a cold attack would have to make an armor test. However, a hole is only made if the structure is damaged, not the armor.
Armor
- The AP of an attack influences the dice pool of the armor tests to avoid elemental side-effects.
- Ace of Diamonds gives a Concealability of -2, instead of the listed +2.
- The Restrictive gear quality is always applied if wearing the armor, even when not benefiting from the armor.
- CCOBs can accept armor mods, but armor mods which add to soak only apply to things protected by the CCOB's armor.
- Critter body armor has a capacity equal to the armor rating that it has.
- The Urban Explorer Daedalus (SL 47) cannot be worn with any other base armor. The parachute immediately fails if encumbered by any armor accessories.
- The Urban Explorer Daedalus's parachute may be bought seperately in backpack form for the time being. Rules for its use should be tied to Body + Freefall if dice are involved, but are up to GM fiat at this time.
- A hazmat suit is damaged by receiving physical damage from a penetrative or slashing source.
- Concealability stacking: concealability from multiple pieces of armor does not stack with other pieces of armor. It will, however, stack with a concealed pocket or a concealed holster. Note the singular articles there.
- The Ares bug stomper armor is compatible only with its own custom designed helmet. No other +armor accessories can be used with with this armor.
- The custom helmet has 6 capacity for vision and audio mods, adds +2 to the armor value of bug stomper armor, costs 5000¥ and allows the armor to be chemsealable - the armor can be chemsealed as long as the helmet is attached.
- Bug Stomper Armor does not provide Hardened Armor. At all.
Armor Accessories
- Armor accessory encumbrance is determined by average, full body Strength.
- The amount of armor gained from worn armor accessories is not limited by your strength attribute
- Cloaks are considered an armor accessory with zero armor bonus. You may benefit from exactly one and will receive the benefit of any armor modifications installed into it.
- Snakemesh socks only apply to soak through Called Shot: Legs.
- The PPP vitals cannot be used with "heavy armor" defined as base armors having armor rating 13 or more. (like what’s described by the Hang Time adept power on p. 171 of "Street Grimoire"). It will stack with any base armor of Rating 12 or lower and explicitly does not stack with Armor Vest or Armor Jacket.
- The PPP Arms/Legs/Vitals stack with Forearm Guards.
- The Ares Briefcase shield is non-ferrous and not affected by MAD scanners. It does not provide shielding to items within it.
- The EVO/Yamatetsu Naval Technologies Rampart Portable Ballistic Emplacement is permitted with the following changes:
- Remove the "hardened" tag. This means when it is used as a ballistic shield, it applies +10 regular armor as an armor accessory, with no effects from Hardened Armor. The Rampart does not expand with sufficient force to harm anyone. While expanded, it has Structure 10, Armor 10 and is treated as being 10 cm for the purposes of barrier rules. While deployed, this barrier can be used as good cover. If damaged enough to penetrate while deployed, it becomes useless while collapsed, and may not re-extend. While useless, it provides no armor bonus, but still uses the original armor value for the purpose of calculating encumbrance. It may be repaired with an Armorer + Logic [Mental] (12, 30 minutes) extended test or by a contact with the same.
Armor Modifications
- Armor mods may be applied to any base armor piece or accessory, subject to normal capacity rules. When possessing multiple instances of a rated armor mod, only the highest rated instance will apply to any situation. Additionally, one can only benefit from armor mods installed into pieces of armor one is benefiting from, or installed into cloaks. Thus, armor mods installed into (for example) a second skin underneath an armor jacket will not benefit you.
- The internal FBA helmet does not stack with a ballistic mask. Wearing a normal helmet is possible with a ballistic mask, but makes Chemical Seal unavailable.
- YNT softweave and gel packs may only be added to base armor pieces (armor that has a base armor value). Gel packs increase the base armor value.
- A rating 6 medkit can be added to armor, though it only functions for the wearer.
- Transfer of non-availability-altering armor modifications from base armor to base armor will be permitted.
- Charges of a pulse weave suit act in the same manner as a flash-pak.
- AR Enhanced creations of your own are permitted only on-table at GM discretion and aren't carried off the table on which they were created.
- 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].
- The grey mana integration armor modification (BTB 156) is permitted on ShadowHaven with the following changes:
- Rather than requiring a chemical seal for ratings 4 to 6, ratings 4 to 6 may only be installed on armor that can take a chemical seal, and provide their benefits only when a theoretical equipped seal could be activated, that is to say, while wearing the entire suit of armor, including helmet. If not wearing the helmet, they provide the benefits of a rating 3 system.
- When targeted by a beneficial or other targeted magical effect (including AoE), grey mana integration opposes the Spellcasting roll with its rating in dice, reducing the hits on the test as appropriate.
- Grey mana does not penalize passive uses of magic (such as Improved Ability Negotiation) if the target is wearing it. Active uses of magic, such as Enthralling Performance, are still penalized.
- The penalties for Awakened wearing grey mana integration and grey mana tattoos apply any time a background count would penalize them. Treat it as a localized, stacking, inacclimacable background count.
- While grey mana integration is obvious, they are not definitively identifiable without labwork. While a police or security officer who notices them may be suspicious, an Astral Perception test is insufficient to arrest, only question.
- Chemical Seal ("Chemseal") may be applied to the following armors, with varying requirements:
- Can take Chemseal with no stipulations: Ares Arctic Forces (RG 77), Evo Armadillo Armored Spacesuit (RG 82), MCT EE Suit (RG 83), Security Space Suit (RG 81), Space Suit (RG 81), Survival Bubble (RG 83), Desert Suit (RG 75), Ares Victory Big Game Hunter (RG 64), Chameleon Suit (CRB 437)
- Can take Chemseal, replacing Chemical Protection: Evo HEL Suit (RG 81)
- Can take Chemseal, when combined with the corresponding helmet: Bunker Gear (RG 69), FBA (CRB 437), Hardened Mil-Spec Armor (RG 66), Riot Control Armor (RG 69), Security Armor (RG 67), SWAT Armor (RG 70), Urban Explorer Daedalus (SL 48), Urban Explorer Jumpsuit (CRB 437)
- Can take Chemseal, when combined with a Full Face Mask (RG 79) or Enclosed Breathing Helmet (RG 79): Arctic Diver Suit (RG 80), Diving Armor (RG 80), Dry Suit (RG 79)
Custom Armor Mods
- Internal Heating Armor Modification
- The following custom Armor Modification are available for purchase:
- Internal Heating Rating 1-6
- Cost: 500 nuyen/Rating
- 1 Modification Slot/Rating
- Availability: 6
- Description: Add up to 5 degrees + 5 degrees per Rating to the temperature your character is in to determine the effects of the Cold-Blooded Metagenetic Negative Quality. Requires Insulation of the same Rating to be effective.
- At Rating 1 you'd have an effective +10C, and at Rating 6 an effective +35C.
- The following custom Armor Modification are available for purchase:
Martial Arts
- Knucklebreaker overrides the normal option of the Killing Hands adept power to select damage.
- The Elemental Strike adept power 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.
- Kick Attack applies in any case where all of the following are true:
- It is sensible for reach to be applied.
- Where the Unarmed Combat skill is used.
- Where one is able to use their feet in order to kick their opponent.
- When the possessor both has the technique and desires to apply it.
- It does not apply to attacks made with weapons not involving kicks. Thus, the knucks or shock gloves on your hands do not get the reach bonus to attacks in any circumstances. Notably, it will now apply to the Nerve Strike adept power.
- A weapon focus bonus may apply to attacks made using the Two-Weapon Style Attack martial technique. Only a single focus may add to a dice pool for any given test.
- Grasping Vines are accessible by the Cowboy Way and Whip Fighting in addition to the techniques already listed within these styles.
- The Gun Kata martial art can use machine pistols.
- Neither Mana Strike nor Mana Choke may be utilized by mundanes using Lucky Move.
- When using unarmed weapons aside from bare hands or natural weapons, you may use either Counterstrike or Riposte at your preference.
- La Verdadera Destreza's Multiple Opponent Defense gives the Friends in Melee bonus.
- You cannot use One Trick Pony to learn Mana Strike.
- You cannot use One Trick Pony to learn Mana Choke.
- Mana Choke:
- Requires you to have subdued your opponent.
- Damage is resisted as drain. Body + Willpower for adepts and mundanes, Willpower + drain attribute for magicians and mystic adepts. This damage cannot be healed by anything other than rest.
Technique Stacking
- Martial Arts techniques (including actions) may be taken twice to increase the benefit from 1 to 2 unless stated otherwise.
- In accordance with RG pg 128, these stacking techniques must come from different Martial Arts.
Weapons
- Cyberimplanted firearms roll with the skill associated with the base weapon and do not require an Exotic Ranged Weapon skill.
- Explosives without a drop-off do not cause the chunky salsa rules resolution.
- The damage and AP from multiple simultaneous explosions is computed as per RAW except that the DV of explosions beyond the second are halved again for each additional explosion. So the first explosion causes full damage, the the next causes half, the following half again, etc. until you reach zero (note: round down). Each explosion improves the best AP by 1 for every additional explosion.
Accessories
- Melee weapons may have the ceramic/plasteel components modification.
- Extra belts may be represented by the spare clip gun accessory or the gear item of the same name.
- Only one gyromount applies to a particular gun.
- For revolvers only, consider the ammo skip system to be slotless.
- 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.
- All purchased clips, standard and extended alike, for the weapon, can be assumed to be of the proper size.
- When purchasing an explosive magazine, you may purchase a grenade for free and add a note to it that it deals half damage.
- The Krime Happiness is permitted, to mass jubilation. Thanks to patented Troll Tough™ belt technology, the belt cannot be cut during a runaway firing situation (unless the GM deems fit, such as if cutting it would be to your disadvantage), but after the first full combat turn of nonstop fire, one may drop it. This won't stop it from firing, but will render its fire ineffective at anything other than collateral damage (GM discretion.) It will continue to fire on its own at a rate of 1 complex full auto per combat turn until it runs out of ammo.
- The Krime pack is permitted, except it acts as a rating 2 area jammer and has no effect on Device rating. If the noise created by the KRIME pack, modified by noise reduction, is greater than the device rating of an affected object, and it is capable of doing so, the audio on the device is overwritten and it begins screaming "KRIME!" at maximum allowable volume. The device otherwise functions as it would inside a normal jammer.
- Additionally, if tied to a glitched Krime Happiness, patented Troll Tough™ fibers will keep the Happiness tethered to your person until you manage to remove the backpack (3 complex actions) or it ceases firing. This is not likely to be a happy experience. As per the Krime Happiness, the Troll Tough™ fibers are mercurial and capricious and are only tough when a glitch or similar has occurred, and only for as long as the GM deems fit to inconvenience you.
- The Narcoject Dazzler caps at a Blinding Glare for unprotected eyes and never inflicts blindness of any kind. It targets a cone centered on your last target shot at, or whoever you declare you are pointing your gun at if you did not shoot on your most recent action phase. The cone is 10 meters wide and 100 meters long. The penalty will apply to anyone within the cone looking at the dazzler, with line of sight, and not actively trying to avert their eyes. While within the cone, the only way to act against one bearing the Dazzler (or anyone broadly in their direction) is to suffer the glare penalties or to take the Blind Fire penalty.
Weapon Modification Clarifications
In order to benefit from a Stock slot modification, a weapon must be wielded in two hands. This can be done even with one handed weapons, such as SMGs.
Motorized Folding stock listed price is the same for the standard Simple Action stock. Activating the motor wirelessly is a Free Action.
- Melee and Thrown – melee and thrown weapons (except for grenades) may not take any modifications except for a grip modification, "Custom Look", "Overclocked", "Sling", "Tracker", "Weapon Commlink", " Plasteel/Ceramic Components" and "Weapon Personality". They can make use of holsters, if the weapon is appropriately sized. Grenades may not take any modifications whatsoever.
- Tasers – Tasers have access to the Top, Side and Internal slots by default. They are one-handed.
- Holdouts – Holdouts cannot take any modifications that require slots. They are one handed.
- Pistols – Light, Heavy, and Machine Pistols have access to Top, Barrel, Side and Internal slots by default. They are one-handed.
- Revolvers – in addition to the above, they may take ammo skip.
- Submachine Guns – SMGs have access to the Top, Side, Barrel, Stock and Internal slots by default. They are one-handed.
- Carbines, ARs, Sporting Rifles, Snipers, Shotguns, MGs – Carbines, Assault Rifles, Sporting Rifles, Sniper Rifles, Shotguns and all categories of Machine Guns have access to all slots by default. They are two-handed.
- ACs and Launchers – Assault Cannons, Grenade Launchers, Rocket Launchers and Missile Launchers have access to the Top, Side, Underbarrel, Stock and Internal slots by default. They are two-handed.
- Flamethrowers, including Flame Bracers, cannot take any modifications that require slots. They are two-handed.
- Crossbows – Light, Medium and Heavy crossbows have access to the Top, Side, Stock and Internal slots. They cannot take Electronic Firing. They are two-handed.
- The Ranger Sliver Pistol Crossbow has access to the Top, Side and Internal slots. It cannot take Electronic Firing. The Ranger Sliver Pistol Crossbow is one-handed and has a concealability modifier of +0.
- Bows – Bows, including the Krime Trollbow and the Dynamic Tension Bow, are obligate two-handed weapons. They cannot be fired in one hand by taking a penalty. The Krime Trollbow and Dynamic Tension Bow as well as Compound Bows can take an Internal Smartgun System and a grip modification, as well as a probably superfluous laser sight. Traditional bows can take a grip modification, a probably superfluous laser sight, and their own special breakdown system detail on p. 197 of "Hard Targets". Bows have access to top slots as well.
- The Winchester Airbow has the same slots as detailed in RAW. It is two-handed and has a concealability of +6.
- PEPS – the Narcoject PEP has the same slots as detailed in RAW. It is one-handed and has a concealability of +0.
- Excluded Individual Ranged Weapons – any weapon in the following list cannot take any modifications except for grips.
- Any weapon which has a paid essence or capacity cost, typically cyberweapons and bioweapons, are incapable of taking any modifications, grips included, except for those specifically called out in RAW.
- The Tiffani Elegance Shooting Bracers. They are treated as one-handed at concealability +0 for spotting it, though they retain the RAW modifier to discern the true function. They cannot benefit even from grips, but cannot be disarmed by called shots or similar effects.
- The SA Retiarus Net Gun (Basic and XL). They are treated as two-handed at concealability +6.
- The Mortimer of London "Trafalgar" Gun Cane and Knockoff Gun Cane. They are treated as one-handed.
- Bolas (Regular and Monofilament). Bolas are one-handed and have a concealability of +4. Additionally, bolas cannot take grips.
- Blowguns. Blowguns are one handed and have a concealability of +2.
- The Ares Giantslayer Slingshot. Slingshots are obligate two-handed weapons (you cannot take a penalty to wield them in one hand, due to their nature) with a concealability of +0.
- The Micro Flare Launcher. Micro Flare Launchers are typically one-handed weapons with a concealability of -2.
- The Modified Spray Pen and the Pepper Punch Pen may only take grips.
- Pistol-sized Individual Ranged Weapons – any weapon in the following list has access to the Top and Internal slots by default. They are one-handed and count as pistol-sized with a concealability of +0. Unless otherwise indicated, they cannot take Electronic Firing.
- The Parashield Dart Pistol, the Ares Redline Laser Pistol, the FN-AAL Gyrojet Pistol (in addition to the above, the Gyrojet pistol has access to the Barrel slot and Electronic Firing, but not Suppressors), The Narcoject Gas Gun, the Narcoject Trackstopper, the Narcoject Dazzler (this only applies to the standalone version, not the weapon modification version).
- Submachine Gun-sized Individual Ranged Weapons - Any weapon in the following list has access to the Top, Side, Stock, and Internal slots by default. They are one-handed and count as SMG-sized with a concealability of +4. Unless otherwise indicated, they cannot take Electronic Firing.
- The Ares Lancer MP Laser, Ares Screech Sonic Rifle, Grapple guns (regular and tactical).
- Carbine/Assault Rifle-sized Individual Ranged Weapons – any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two-handed and count as rifle-sized with a concealability of +6 Unless otherwise indicated, they cannot take Electronic Firing.
- The Ares S-III Super Squirt, the Fichetti Pain Inducer, the Aquadyne Shark-XS Harpoon Gun, the Standard Harpoon Gun, the Ares Armatus (Laser Shotgun).
- Sniper-sized Individual Ranged Weapons – any weapon in the following list has access to the Top, Side, Underbarrel, Stock, and Internal slots by default. They are two-handed and count as rifle-sized with a concealability of +8. Unless otherwise indicated, they cannot take Electronic Firing.
- The Parashield Dart Rifle, The Ares Archon Heavy MP Laser, the Ares Thunderstruck Gauss Rifle.
- Weapons with multiple forms (i.e. HK XM30) share the Body, Stock, Top, Side and Grip slots across their forms. Those mods need to be added separately for each form, but only paid for once. Barrel and Magazine mods differ from form to form and need to be bought as normal.
Assault Rifles
- The Ultimax Rain Forest carbine uses the Missions Errata, rather than the original GH3 stats.
- The Onotari HL-13 (SL 38) uses Automatics rather than Firearms for its configuration roll.
Blades
- The Aztechnology Blood Drinker Combat Axe has a reach of 0.
- The Collapsible Scythe uses the Blades skill and falls under the "Polearms" specialization.
- The Horizon-Flynn Defense-com Commlink Knife requires a Perception + Intuition [Mental] (3) test to identify that it is a weapons.
- The Renraku Red Samurai Katana (SL 132) is permitted, however, PC possession incurs the Wanted negative quality automatically, with a bounty of 50000¥. This may be bought off with 20 karma, 40000¥ or any combination thereof (2000¥ to 1 karma) combined with handing over the intact weapon. Discarding or breaking the weapon will cause you to retain the bounty until your death.
Bows and Crossbows
- The Krime Trollbow used the stats from the book, correcting for the erroneous "reach" entry on the table for the ranged components. The stats are reproduced as follows:
- It uses Archery to fire, with an accuracy of 4, DV of (rating + 2) physical and AP of -(rating/4) for the ranged component.
- The melee component uses the Blades skill, with an accuracy of 3, a reach of 1, a DV of (Strength + 1) physical and an AP of -1.
- It may be used to overdraw up to rating 12. Additionally, one is free to buy arrows up to rating 12 for use with it.
- The light, medium and heavy crossbows have +5, +6 and +7 concealability, respectively.
Clubs
- The Fluid motion mace disregards the penalties listed outside their statblock, for simplicity's sake. This means that it has no minimum Strength requirement to avoid penalties.
- In the event an osmium mace is made a weapon focus, your Charisma determines its variable stats in astral space.
Exotic Melee Weapons
- In the specific case of the Krime stun lance, one may substitute one's Clubs pool at a -4 penalty to make attacks. One may not benefit from any specialization in Clubs when doing so.
- Monofilament whips may not be used with the Sweep technique unless explicitly permitted by the GM at their sole prerogative. They may never be used with the Called Shot: Entanglement.
- The shock ram deals (Strength + 2 + net hits)P DV -3 AP to the target, then an additional 12S(e) soaked separately. It can be turned on or off as a free action if the ram is wireless on. It has a single charge and takes 10 seconds to recharge when plugged into a power source.
Exotic Ranged Weapons
- The atomizer has an accuracy of 3 and concealability of +0. It uses the skill Non-Ballistic Firearms with a range array of 0.1/0.25/0.5/1 meters. The atomizer takes a complex action to reload, and requires a simple action to fire.
- The preparation used with an atomizer triggers on a valid target after firing (i.e., a living aura, similar to a contact prep).
- The atomizer itself functions as the lynchpin for breaking sustained spells (i.e., if the atomizer is broken, the spell will drop).
- An atomizer cannot take accessories or modifications.
- The Ares Screech sonic rifle
- Affects targets who are deaf or who have cyberears off normally.
- Cannot be used for called shots.
- Can take an external power source instead of a clip.
- The Narcoject PEP are permitted as is, but it is a matter of official record that the explanation of "It shoots lasers to plasmatize your skin, then explodes that plasma" is marketing bullshit. How does it work? No clue, but not like that.
- The microwave gun is modified as follows:
- The cost is reduced from 1000000¥ to 100000¥.
- The microwave gun halves the armor of whatever it is attacking and always does physical damage.
- This means that even if the target had 100 armor (cut to 50), any damage that slips past is physical.
- This reduction happens before the damage resistance occurs.
- The Narcoject Trackstopper is permitted, but with some hefty changes. It will apply the listed agility penalty as RAW to any actions, using full body average for the purposes of incapacitation. Only the highest single penalty from a roll will apply, but that penalty will remain in place until all foam has been cleared from your body.
- In addition to allowing the foam to dissipate on its own or using the special solvent, you may also attack the foam, which has 4 condition monitor boxes for each application you have successfully been struck by. Non-melee attacks will be considered penetrative for the purposes of the barrier rules. Even if your limbs are incapacitated by foam applications, you may still attack the foam with unarmed attacks, using an agility score of 1. This is likely to go poorly for you unless you are trained in unarmed, but c’est la vie.
- Being incapacitated by the foam does not preclude defense tests, though it may well make Agile Defender less desirable.
- The ammo capacity is 6(m), with a full reload of 6 shots taking up about a third of the backpack mechanism. Despite allusions to it, a single shot may not be split across multiple targets.
- It can also be used to barricade doors or entries. A single application of foam can block off about one square meter, vertically, of hallway. If used against a swinging door, it will prevent that door from swinging into the foam, though bashing attacks against the door will strike the foam (and its soak values) before carrying through into the door... assuming you're clever enough to turn the doorknob when you bash into it.
Flame Throwers
- Flamethrowers can take internal smart guns and advanced safety systems.
- The Flametosser may use Non-Ballistic Firearm Skill.
- Flamethrowers do not get choke settings. On flechette suppressive fire, they receive no bonus width, although it counts as enhanced suppression.
- The Halloweener Barbeque Lighter is a one-handed weapon connected to a backpack tank. The Shiawase Arms Incinerator and the Shiawase Blazer are two-handed.
Grenade/Rocket/Missile Launchers
- The Aztechnology Striker is destroyed upon firing. It is not reusable in any sense of the word.
- Missiles do not have a "sensor rating" as described in CRB 435. They may be aquired as availability as +4 and cost +500¥ with respect to the base rocket.
- Armtech MGL-12 is Single Shot instead of semi auto.
- The Wuxing-Armstech PTL-02 is permitted, but note that it only functions underwater.
- Grenade, rocket and missile launchers are fired one of two ways:
- At a point in space, using a simple action rolling Heavy Weapons + Agility [Accuracy] (3) (or a complex action using the appropriate Gunnery test if mounted)
- At an enemy target, using a simple action rolling Heavy Weapons + Agility [Accuracy] (or a complex action rolling the appropriate Gunnery test if mounted) opposed by the enemy's defense test
- In either of these modes, the attacker fires a single munition downrange. If the attack fails to hit the threshold or misses the target, immediately roll a scatter test.
- The Mitsubishi Yakusoku MRL has specific rules which override this. In burst-fire mode, a character uses a simple action to fire the weapon, chooses two targets (a point in space, an enemy target or one of each) and splits their dice pool amongst these two targets. Ignore the text about "self-guided systems".
- Note that this launch has 2 tubes and can be loaded with 2 different missiles. The missiles in each tube are fired in the reverse order that they were loaded.
- If a direct attacks with a launcher is taken roll the attack versus the defense test normally. Run for your life is not allowed for the target, but is allowed for those nearby. Net hits do not add to the damage. Misses, scatter and glitches will follow the rules on motion sensor triggers.
- Anti-Vehicular(AV) rockets/missiles always do physical damage to vehicles that are targeted directly with the weapon. Their damage can not be converted to stun/ignored.
Heavy Weapons
- For Strength requirements of heavy weapons, use the full-body average, excluding the head.
Krime Katalog
- The KRIME Vester is classified as a holdout pistol.
- The KRIME Heater is classified as a light pistol.
- The KRIME Varmint Stocked Pistol is a heavy pistol. It has -RC without the stock and 1 RC with the stock.
- The KRIME Chatter is classified as a machine pistol.
- The KRIME Tradition is classified as an SMG.
- Krime Saint Nicholas Carbine is classified as a carbine, the concealment of the weapon is changed to -2 if a character is wearing any armor or cloak with a concealment modifier.
- The AKM-97 when used as a carbine has its RC is changed to 0(1). When used as an assault rifle, it has a RC of 1.
- The Krime Ditch Combination Gun's rifle component is a sporting rifle.
- The Krime Stopper-II is classified as a shotgun.
- The Krime Junior Carbine is classified as a carbine.
- The Krime Soldier is classified as a sniper rifle.
- The Krime KAR-97-H is classified as an LMG.
- The Krime Monster is classified as an MMG.
- The Krime Confederate has its availability changed to 20F on ShadowHaven.
- The Krime T-Shirt Cannon may be fired with Longarms, Automatics or Heavy Weapons.
- The Krime Escalation is classified as a rocket launcher, fires rockets and you may perform Matrix Perception tests with it.
- The Krime Penetrators buckshot shells use flechette rules.
- The Krime Runner may not be equipped with a grenade.
Lasers
- 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 weapon.
- The Repeating Laser (LCD 209) costs 100,000 ¥.
- The Ares Armatus uses the Laser Weapon skill.
- Laser Weapons are adjusted as follows:
- Redline: +3DV : ACC 9 / DV 8 / AP -10 / SA
- Lancer: +3DV : ACC 7 / DV 10 / AP -10 / SA,BF
- Armatus: +6DV : ACC 6 / DV 12 / AP -5 / SA,BF
- Archon: +5DV : ACC 7 / DV 15 / AP -10 / SA, only consumes 3 charges per shot
- Repeating Laser: +4DV : ACC 7 / DV 11 / AP -8 / SA,BF,FA
- Peak Discharge Packs have their capacity increased to:
- Clip: 15
- Satchel: 30
- Backpack: 90
Longarms
- The Krime Whammy acts as listed. Additionally, it is able to take a complex action in order to both fire the shotgun and swing the hammer at a single barrier target with a single action, though both attacks are rolled and resolved separately. This may only be used against static barriers, a la Smashing Blow.
Pistols and Machine Pistols
- The Shiawase Puzzler is not immune or resistant to MAD scanners, however, even recognizing its separate 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.
- The Ranger Sliver pistol has a concealability of +0.
- All uses of the Barrens Special should conform to the printed statblock.
- The Horizon-Flynn Defense Commlink Holdout and Taser requires a Perception + Intuition [Mental] (3) test to identify that they are weapons.
- The Morrissey Alta is restricted, not forbidden.
- The Nemesis Arms Praetorian has an accuracy of 4(5), not 4(6).
Tusks and Horns
- Orks and trolls may attack with their natural weapons (tusks for both and horns for trolls) with +2 accuracy.
Underbarrel Weapons
- Underbarrel weapons are considered to possess all the modifications of the main weapon with the exception of its barrel slot mods UNLESS the modification wouldn't work with the UB weapon. UB weapons are unable to accept any additional mods.
- Underbarrel grenade launches may take the airburst modification as an exception to the above rule.
- The underbarrel bola launcher has accuracy 4, 1(m) and the SS firing mode.
- The underbarrel chainsaw mounts a specific (non-custom) chainsaw and uses its attributes.
- The underbarrel flamethrower uses a specific existing (non-custom) flamethrower and uses its attributes.
- The underbarrel grapple gun functions as a normal, non-tactical grapple gun.
- The underbarrel grenade launcher will have an accuracy of 3, 6(c) ammo capacity and the SS firing mode.
Throwing Weapons
- 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 Urban Tribe tomahawk used in melee has the same stats except for reach 0. It uses the Blades skill.
One-Handing Two-Handed Weapons
- Characters, when using two-handed weapons (defined below) with one hand, will take penalties.
- Two-Handed weapons:
- All assault cannons
- All assault rifles
- The following Blades:
- Combat Axe
- Claymore
- Collapsible Scythe
- Cougar Collapsible Spear
- Katana (Exception: takes -1 DV rather than -2 DV for one-handed use, other penalties as normal)
- Krime Bill
- Krime Reaver
- Nodachi
- Polearm
- Renraku Red Samurai Katana (Exception: takes -1 DV rather than -2 DV for one-handed use, other penalties as normal)
- All bows**
- All carbines
- All crossbows except for the Ranger Sliver Pistol Crossbow (though reloading still takes a free hand)
- The following Clubs:
- Fluid-Motion Mace
- Nemesis Arms Maul Stun Staff
- Osmium Mace
- Pitchfork
- Staff
- Telescoping Staff
- The following Exotic Melee Weapons:
- Ash Arms Chainsaw
- Ash Arms Monofilament Chainsaw
- All battering rams**
- Monofilament Chainsaw
- The following Flamethrowers:
- Shiawase Arms Incinerator
- Shiawase Blazer
- All grenade launchers
- All heavy machine guns**
- The following lasers:
- Ares Archon Heavy MP Laser
- All light machine guns
- All medium machine guns
- All missile launchers
- All shotguns with the exception of the Krime Stopper-II (any variant)
- Any Krime Stopper-II (or variant) with an under barrel attachment
- All Sniper rifles
- All sporting rifles
- All ranged weapons on this list, when wielded with one hand, suffer the following penalties:
- -2 die pool penalty unless you are a troll(or Sasquatch) (in which case only a -1 die pool penalty).
- Considered to have already fired 6 bullets after recoil has been reset (see progressive recoil, CRB 175).
- All melee weapons on this list, when wielded with one hand, suffer the following penalties:
- -2 dice pool penalty unless you are a troll(or Sasquatch) (in which case only a -1 dice pool penalty).
- -2 DV penalty EXCEPT for the katana and the Renraku Red Samurai Katana, which only take a -1 DV penalty.
- .**Battering rams, bows, heavy machine guns and sniper rifles cannot be used one-handed, unless braced against something (GM fiat here).
Ammunition
- You cannot buy hits to handload your own ammunition. However, remember that you can buy it.
- Handload ammunition retains the availability of the ammo it is duplicating.
- 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.
- DMSO can be added to the Narcoject gas gun.
- Looper rounds are permitted, but rather than using the text written, refer to the following: Looper rounds are available for 200¥ for every 10 rounds, and have an availability of 12R. When they strike a valid device – a sensor, a visual device, or an audio device – they loop the last five seconds over again for the next minute. They are programmed to account for things such as clocks, but crowds or complex changes of scene will reveal the deception. Physical examination of the device will note the round attached and direct Matrix examination with Matrix Perception will note the effects after they have run their course. In order to affect worn gear, a called shot at -6 is necessary. They have a maximum accuracy of 2, require 1 net hit to attach, deal no damage of any kind and may not be used against any device paid for with essence.
- ArrowLink is permitted. The existing types, cost and availability, rules for attaching and removing the arrow or cord remain in place. However, instead of ignoring noise, the ArrowLink provides a direct connection through touchlink technology to the target struck. Targeting a device the size of a normal security camera requires a called shot at -4, while targeting anything meaningfully larger is resolved as a normal attack. Objects carried by a person or drone are permitted to use the defense test of the person or drone carrying them. They are available for bows, trollbows, pistol crossbows, mounted crossbows, and light/medium/heavy crossbows. In order to benefit from the direct connection, one must plug a device into the cord at the firer's end and they can not provide any connection to a targeted device paid for by essence (devices on the firer's end may be paid for with essence, if desired).
- Arrowlink has the option to provide a wireless connection to the device it hits. The wireless connection does not count as a direct connection (and thus is subject to noise) and may be accessed by everyone. Normally, the direct connection with the cable is still only accessible by the attacker; However, it can be given to another person instead. Only one person or device may benefit from the direct connection at a time.
Anti Vehicle Ammunition
- Below are Anti Vehicle Ammunitions that were not listed with stats in Run & Gun. Please find the following stats for them;
- AV rounds
- DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 175¥
- Assault Cannon AV rounds
- DV —, AP Mod –1/–5(–1 for personal, –5 for vehicle armor), Avail 14R, Cost 400¥
Gyrojet Ammunition
- Pistol ammo
- 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¥/10 rounds.
- Gyrojet SnS
- -2S(e), -5 AP. 14R availability. 160¥/10 rounds.
- Rocket ammo
- Below are Gyrojet ammunitions that were not listed with stats in Run & Gun. Please find the following stats for them;
- Gyrojet Plus Rockets
- +1P AP-- 16F 200¥
- Gyrojet Taser Rockets
- Whenever a Called Shot calls for this, use our Gyrojet Stick n Shock rounds instead.
- Gyrojet Tracker Rockets with Security Tag
- — — — 14F 200¥
- Gyrojet Tracker Rockets with Stealth Tag
- — — — 16F 125¥
Flechettes
- Weapons with flechette as part of their damage code default can only fire flechette rounds. This does not include SnS flechettes.
- SnS flechettes can only be loaded into shotguns.
Maker Mags
- Cannot be used to make Depleted Uranium rounds, to reduce Thematics team migraines. The extended magazine is treated as the +2 concealability version from Hard Targets. Maker grenades are not permitted. It is worth noting that you may, as usual, purchase multiple of an item with a single availability roll, increasing the delivery time based on the total cost of the purchase.
Rockets
- All missile/rocket launchers can fire rockets or missiles. Missiles gain the additional benefit:
- A user may make an active targeting test as a simple action:
- Vehicle-mounted launchers roll Gunnery + Agility/Logic [Mental OR Sensor Rating].
- Metahuman/critter carried launchers roll Heavy Weapons + Logic [Mental].
- The user gets a modifier on this test based on the Signature Table.
- Metahuman/critter targets roll Sneaking + Agility [Physical].
- Rigged vehicle/drone targets roll Sneaking + Reaction/Intuition [Handling].
- Autonomous vehicle/drone targets roll Pilot + [Model] Evasion [Handling].
- If the active targeting test succeeds, net hits on this test act as a defense penalty when making the next direct fire at that target. Note that the target may not run for their life unless the missile misses. This active targeting bonus only lasts for one attack.
- If, for some reason, an active targeting test succeeds and is not used in the same pass, the target may spend a simple action to evade detection: reroll the active targeting test. If the target succeeds, net hits on their test reduce the defense penalty from active targeting (to a minimum of 0).
- Missiles have no other benefit aside from damage. They do not have their own sensor rating.
- A user may make an active targeting test as a simple action: