COMBAT ACTIONS [p. 162]

MATRIX ACTIONS [p. 164]

FREE ACTIONS

FREE ACTIONS

Call a Shot

Eject Smartgun Clip

Load Program

Swap Two Programs

Change Linked Device Mode

Multiple Attacks

Switch Two Matrix Attributes

Unload Program

Drop Object

Run

SIMPLE ACTIONS

Drop Prone

Speak/Text/Transmit Phrase

Change Icon

Switch Interface Mode

Invite Mark

Call/Dismiss Sprite Command Sprite

SIMPLE ACTIONS Activate Focus

Quick Draw

Jack Out

Call Spirit

Ready/Draw Weapon

Send Message

Change Device Mode

Reckless Spellcasting

COMPLEX ACTIONS

Command Spirit

Reload Weapon (see table)

Break File

Jam Signals

Dismiss Spirit

Remove Clip

Brute Force

Jump Into Rigged Device

Fire Bow

Shift Perception

Check Overwatch Score

Matrix Perception

Fire Weapon (SA, SS, BF, FA)

Take Aim

Crack File

Reboot Device

Insert Clip

Take Cover

Crash Program

Set Data Bomb

Observe in Detail

Throw Weapon

Data Spike

Snoop

Pick Up/Put Down Object

Use Simple Device

Disarm Data Bomb

Spoof Command

COMPLEX ACTIONS

Edit File

Trace Icon

Astral Projection

Melee Attack

Enter/Exit Host

Compile Sprite

Banish Spirit

Reload Weapon (see table)

Erase Mark

Decompile Sprite

Cast Spell

Rigger Jump In

Erase Matrix Signature

Erase Resonance Signature

Fire Weapon (FA)

Sprint

Format Device

Kill Complex Form

Fire Long or Semi-Auto Burst

Summoning

Grid-Hop

Register Sprite

Fire Mounted or Vehicle Weapon

Use Skill

Hack on the Fly

Thread Complex Form

Hide

INTERRUPT ACTIONS Block

Hit the Dirt

VARIABLE ACTIONS

Dodge

Intercept

Control Device

Full Defense

Parry

Matrix Search

PERCEPTION TEST MODIFIERS [p. 135]

ASSENSING TABLE [p. 313]

SITUATION

HITS

INFORMATION GAINED

Perceiver is distracted

–2

0

None

Perceiver is specifically looking/listening for it

+3

Object/sound not in immediate vicinity

–2

1

The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state or impression (happy, sad, angry, etc.). Whether the subject is mundane or Awakened.

2

3

4

5+

The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, curse ritual, and so on). If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations The presence and location of alphaware cyber implants. Whether the subject’s Essence and Magic are higher, lower, or equal to your own. Whether the subject’s Force is higher, lower, or equal to your Magic. A general diagnosis for any maladies (diseases or toxins) the subject suffers. Any astral signatures present on the subject. The presence and location of bioware implants and betaware cyber implants. The exact Essence, Magic, and Force of the subject. The general cause of any astral signature (combat spell, alchemical combat spell, air spirit, and so on). The presence and location of deltaware implants, gene treatments, and nanotech. An accurate diagnosis of any disease or toxins which afflict the subject. The fact that a subject is a technomancer.

DICE POOL MODIFIER

Object/sound far away

–3

Object/sound stands out in some way

+2

Interfering sight/odor/sound

–2

Perceiver has active enhancements Visibility and Light

+ (Rating) Environmental Factors, p. 173

PERCEPTION THRESHOLDS [p. 136] ITEM/EVENT IS:

THRESHOLD

EXAMPLES

Obvious/Large/Loud

1

Neon sign, running crowd, yelling, gunfire

Normal

2

Street sign, pedestrian, conversation, silenced gunfire

Obscured/Small/ Muffled

3

Item dropped under table, contact lens, whispering

Hidden/Micro/Silent

4

Secret door, needle in haystack, subvocal speech

RANGE TABLE [p. 185]

ATTACK SITUATIONAL MODIFIERS TABLE [p. 176] SHORT +0

DICE POOL MODIFIER

MEDIUM –1

LONG –3

EXTREME -6

PISTOLS RANGE IN METERS

SITUATION

DICE POOL MODIFIER

Attacker firing from cover with imaging device

–3

Taser

0–5

6–10

11–15

16–20

Attacker firing from a moving vehicle

–2

Hold-Out Pistol

0–5

6–15

16–30

31–50

Attacker in melee combat

–3

Light Pistol

0–5

6–15

16–30

31–50

Attacker running

–2

Heavy Pistol

0–5

6–20

21–40

41–60

Attacker using off-hand weapon

AUTOMATICS RANGE IN METERS Machine Pistol SMG Assault Rifle

0–5

6–15

16–30

31–50

0–10

11–40

41–80

81–150

0–25

–2

Attacker wounded

26–150

151–350

351–550

LONGARMS RANGE IN METERS Shotgun (flechette)

0–15

16–30

31–45

45–60

Shotgun (slug)

0–10

11–40

41–80

81–150

Sniper Rifle

0–50

51–350

351–800

801–1,500

HEAVY WEAPONS RANGE IN METERS

–Wound modifier

Blind fire

–6

Called shot

–4

Previously aimed with Take Aim

+1 Dice Pool, +1 Accuracy

Wireless Smartgun

+1 (gear)/+2 (implanted)

DEFENSE SITUATIONAL MODIFIERS TABLE [p. 189] SITUATION

DICE POOL MODIFIER

Defender inside a moving vehicle

+3

Defender running

+2

Light Machinegun

0–25

26–200

201–400

401–800

Defender/Target has Partial Cover

+2

Medium/Heavy Machinegun

0–40

41–250

251–750

751–1,200

Defender/Target has Good Cover

+4

Assault Cannon

0–50

51–300

301–750

751–1,500

Grenade Launcher Missile Launcher

5–50*

51–100

101–150

151–500

20–70*

71–150

151–450

451–1,500

BALLISTIC PROJECTILES RANGE IN METERS Bow

0–STR

To STR x10

To STR x30

To STR x60

0–6

7–24

25–60

61–120

Light Crossbow Medium Crossbow Heavy Crossbow

0–9

10–36

37–90

91–150

0–15

16–45

46–120

121–180

IMPACT PROJECTILES RANGE IN METERS Thrown Knife

0–STR

To STR x2

To STR x3

To STR x5

Shuriken

0–STR

To STR x2

To STR x5

To STR x7

THROWN GRENADES RANGE IN METERS

Defender prone

–2

Defender unaware of attack

No defense possible

Defender wounded

–wound modifiers

Attacker has longer Reach

–1 defense per point of net Reach

Defender has longer Reach

+1 defense per point of net Reach

Defender Receiving a Charge

+1

Defender has defended against previous attack

–1 per previous attack

Attacker firing flechette shotgun on narrow spread

–1

…on medium spread

–3

…on wide spread

–5

Attacker firing full-auto (Complex)

–9 –5

Standard

0–STR x2

To STR x4

To STR x6

To STR x10

Attacker firing long burst or full-auto (Simple)

Aerodynamic

0–STR x2

To STR x4

To STR x8

To STR x15

Attacker firing burst or semi-auto burst

–2

Defender in melee targeted by ranged attack

–3

Targeted by area-effect attack

–2

MELEE MODIFIERS [p.187] SITUATION

DICE POOL MODIFIER

Attacker making charging attack

+2

Attacker prone

–1

Attacker making a Called Shot

–4

Character attacking multiple targets

Split dice pool

Character has superior position

+2

Character using off-hand weapon

–2

Attacker wounded Defender receiving a charge Environmental modifiers Attacker has friends in melee

–wound modifier +1 Use the Light and Visibility +1 or Teamwork

Opponent prone

+1

Touch-only attack

+2

ENVIRONMENTAL MODIFIERS [p. 175] VISIBILITY

LIGHT/GLARE

WIND

RANGE

Clear

Full Light/No Glare

None or Light Breeze

Short



Light Rain/ Fog/Smoke

Partial Light/Weak Glare

Light Winds

Medium

–1

Moderate Rain/Fog/ Smoke

Dim Light/Moderate Glare

Moderate Winds

Long

–3

Heavy Rain/ Fog/Smoke

Total Darkness/ Blinding Glare

Strong Winds

Extreme

–6

Combination of two or more conditions at the –6 level row

MODIFIER

–10

SOCIAL MODIFIERS [p. 140] EFFECT

MODIFIER

SOCIAL SKILL TESTS [p. 141] EFFECT

MODIFIER

CHARACTER ROLL

TARGET ROLL

GENERAL MODIFIERS

Con + Charisma [Social]

Con + Charisma [Social]

The NPC’s attitude toward the character is:

Etiquette + Charisma [Social]

Perception + Charisma [Social]

+0

Impersonation + Charisma [Social]

Perception + Intuition [Mental] Intimidation + Willpower [Social]

Friendly

+2

Neutral

Suspicious

–1

Prejudiced

–2

Intimidation + Charisma [Social]

Hostile

–3

Enemy

–4

Leadership + Charisma [Social]

Leadership + Willpower [Social]

Negotiation + Charisma [Social]

Negotiation + Charisma [Social]

Performance + Charisma [Social]

Charisma + Willpower

Character’s desired result is: Advantageous to NPC

+1

Of no value to NPC

Annoying to NPC

–1

Harmful to NPC

Disastrous to NPC

–4

Control Thoughts or Emotions spell cast on

Character has (known) street reputation

+ (Street Cred,see p. 372)

Subject has “ace in the hole”

+2†

Character is intoxicated

–1§

Subject has (known) street reputation Subject has romantic attraction to character

+0 –3 –1 per hit – (Street Cred, see p. 372) +2

Subject has time to evaluate situation

THRESHOLD

Easy

1

Average

2

Hard

4

Very Hard

6 8–10

EXTENDED TEST THRESHOLDS [p. 48] +1 or 2

Subject is distracted

+1

DIFFICULTY

THRESHOLD

Easy

–1

6

Average

ETIQUETTE SKILL Character is wearing the wrong attire or doesn’t have the right look

–2

Subject is distracted –

1†

Character is obviously nervous, agitated, or frenzied

–2

12

Hard

18

Very Hard

24

Extreme

30+

EXTENDED TEST INTERVALS [p. 48]

INTIMIDATION SKILL

TASK TIME

Character is physically imposing

+1 to +3

Characters outnumber the subject(s)

+2

Subjects outnumber the character(s)

–2

Character wielding weapon or obvious magic

+2

Subject wielding weapon or obvious magic –

2

Character is causing (or has caused) subject physical pain (torture)

+2

Subject is physically imposing

Subject is oblivious to danger or doesn’t think character “would try something so stupid”

–1 to –3

+2†

LEADERSHIP SKILL Character has superior rank

+1 to +3

Character is an obvious authority figure

+1

Subject is a fan or devoted to character

+2

Subject has superior rank

–1 to –3

Character not part of subject’s social strata

–1 to –3

NEGOTIATION SKILL Character lacks background knowledge of situation

DIFFICULTY

Extreme

CON SKILL Character has plausible-seeming evidence

SUCCESS TEST THRESHOLDS [p. 45]

–2§

Character has blackmailed material or heavy bargaining chip

+2§

INTERVAL

Fast

1 Combat Turn

Quick

1 minute

Short

10 minutes

Average

30 minutes

Long

1 hour

Consuming

1 day

Exhaustive

1 week

Mammoth

1 month

INITIATIVE ATTRIBUTE CHART [p. 158] INITIATIVE TYPE

ATTRIBUTES

Physical

Reaction + Intuition

BASE INITIATIVE DICE 1D6

Astral

Intuition x 2

2D6

Matrix: AR

Reaction + Intuition

1D6

Matrix: cold-sim VR

Data Processing + Intuition

3D6

Matrix: hot-sim VR

Data Processing + Intuition

4D6

Rigging AR

Reaction + Intuition

1D6

MATRIX ACTIONS BY FUNCTION [p. 238]

NOISE AND MATRIX USE [p. 231]

DEVICE MANIPULATION

TYPE

LIMIT

PHYSICAL DISTANCE TO TARGET

NOISE LEVEL

Control Device

Variable

Data Processing

Directly connected (any distance)

0

Format Device

Complex

Sleaze

Up to 100 meters

0

Reboot Device

Complex

Data Processing

101-1,000 meters (1 km)

1

Spoof Command

Complex

Sleaze

1,001-10,000 meters (10 km)

3

FILE MANIPULATION

TYPE

LIMIT

10,001-100,000 meters (100 km)

5

Crack File

Complex

Attack/Sleaze

Greater than 100 km

8

Disarm Data Bomb

Complex

Firewall

SITUATION

NOISE LEVEL

Edit File

Complex

Data Processing

Dense foliage

1 per 5 meters

Set Data Bomb

Complex

Sleaze

Faraday cage

no signal, action blocked

INFORMATION GATHERING

TYPE

LIMIT

Fresh water

Check Overwatch Score

Simple

Sleaze

Jamming

1 per 10 cm

Matrix Perception

Complex

Data Processing

Metal-laced earth or wall

Matrix Search

Special

Data Processing

Salt water

Snoop

Complex

Sleaze

Spam zone or static zone

Rating Rating

1 per hit on Jam Signals actions 1 per 5 meters 1 per centimeter

Trace Icon

Complex

Data Processing

Wireless negation (e.g., wallpaper or paint)

MARK MANIPULATION

TYPE

LIMIT

DEVICE RATINGS [pp. 234, 360]

Brute Force

Complex

Attack

Erase Mark

Complex

Attack

Erase Matrix Signature

Complex

Attack/Firewall

Hack on the Fly

Complex

Sleaze

Invite Mark

Simple

Data Processing

MATRIX COMBAT

TYPE

LIMIT

Crash Program

Simple

Attack

Data Spike

Simple

Attack

Full Matrix Defense

Interrupt

Firewall

MISCELLANEOUS

TYPE

LIMIT

Change Icon

Simple

Data Processing

DEVICE TYPE

Enter/Exit Host

Complex

Data Processing

Grid Hop

Complex

Data Processing

Hide

Complex

Sleaze

Jack Out

Simple

Firewall

Jam Signals

Complex

Attack

Jump Into Rigged Device

Complex

Data Processing

Send Message

Simple

Data Processing

Switch Interface Mode

Simple

Data Processing

SPAM AND STATIC ZONES [p. 231] SPAM ZONE

STATIC ZONE

City downtown

Abandoned building

NOISE RATING 1

Sprawl downtown

Abandoned neighborhood, barrens

2

Major event or advertising blitz

Rural area, abandoned underground area, heavy rain or snow

3

Commercial area in a city

Wilderness, severe storm

4

Commercial area in a sprawl

Remote place with satellite access only

5

Massive gathering or during widespread emergency

Remote, enclosed place (cave, desert ruin)

6

RATING EXAMPLES

Simple

1

General appliances, public terminals, entertainment systems, vending machine, camera

Average

2

Standard personal electronics, basic cyberware, vehicles, drones, weapons, residential security devices, door lock, sensor

Smart

3

Security vehicles, alphaware, corporate security devices, commone drone, security drone, workstation

Advanced

4

High-end devices, betaware, military vehicles and security devices, corporate server

Cutting Edge

5

Deltaware, credsticks, black-ops vehicles and security devices, security controller

Bleeding Edge

6

Billion-nuyen experimental devices, space craft

sr cheat sheets.pdf

Attacker fi ring burst or semi-auto burst –2. Defender in melee targeted by ranged. attack. –3. Targeted by area-eff ect attack –2. ENVIRONMENTAL MODIFIERS [p. 175]. VISIBILITY LIGHT/GLARE WIND RANGE MODIFIER. Clear Full Light/No Glare None or Light. Breeze. Short ―. Light Rain/. Fog/Smoke. Partial Light/Weak.

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