Shadowrun 4th, Anniversary Edition Quick-Reference

Standard Tests


DifficultyThreshold
Easy1
Average2
Hard4
Extreme5+

Extended Tests


Task TimeInterval
Fast1 Combat Turn
Quick1 Minute
Short10 Minutes
Average30 Minutes
Long1 Hour
Consuming1 Day
Exhaustive1 Week
Mammoth1 Month

Task DifficultyThreshold
Easy6
Average12
Hard18
Extreme24+

Spending Edge (Once per roll)


  • Add [Edge] dice to a test before a roll. The Rule of Six applies to all dice in the test. or
  • Add [Edge] dice after the roll. The Rule of Six applies to the added dice. or
  • Re-roll all dice on a test that did not score a hit.or
  • Make a Longshot Test when your pool has been reduced to 0. The Rule of Six does not apply. or
  • Go first in an initiative pass. If multiple people do this, use their original scores to break the tie. or
  • Negate a glitch. or
  • Negate a critical glitch. or
  • Gain an initiative pass (max 4). or
  • Activate the Dead Man's Trigger (SR4A 163). or

Regaining Edge


  • Impressive roleplaying.
  • Heroic acts of self-sacrifice.
  • Achievement of important personal goals.
  • Scoring a critical success against the odds.
  • Rolling a critical glitch.

Burning Edge


  • Automatically achieve a critical success on a test. Two opposing characters burning edge in this fashion cancel each other out.
  • Escape death, albeit with consequences (including being incapacitated for the rest of the adventure).
Physical Attributes Mental Attributes
Agility Body Charisma Logic Logic (Cont.) Willpower
Archery Diving Con Academic Knowledge Software Astral Combat
Automatics Parachuting Etiquette Aeronautics Mechanic VetTech
Survival
Blades Instruction Arcana
Clubs Reaction Intimidation Armorer
Escape Artist Dodge Leadership Automotive Mechanic
Exotic Weapon Pilot Aerospace Negotiation Chemistry
Forgery Pilot Aircraft Computer
Gunnery Pilot Anthroform Intuition Cybertechnology
Gymnastics Pilot Exotic Vehicle Animal Handling Cybercombat
Heavy Weapons Pilot Ground Craft Animal Training Data Search
Infiltration Pilot Watercraft Artisan Demolitions
Locksmith Riding Assensing Electronic Warfare Special Attributes
Longarms Disguise Enchanting Magic Resonance
Palming Strength Interests Knowledge First Aid Banishing Compiling
Pistols Climbing Language Industrial Mechanic Binding Decompiling
Throwing Weapons Running Navigation Hacking Counterspelling Registering
Unarmed Combat Swimming Perception Hardware Ritual Spellcasting


Shadowing Medicine Spellcasting

Street Knowledge Nautical Mechanic Summoning
Tracking Professional Knowledge
Italicized skills cannot be defaulted on.
Athletics (Usually Strength) Conjuring (Magic) Firearms (Agility) Outdoors (Usually Int) Tasking (Resonance)
Climbing Banishing Automatics Navigation Compiling
Gymnastics Binding Longarms Survival Decompiling
Running Summoning Pistols Tracking Registering
Swimming
Biotech (Logic) Cracking (Logic) Influence (Charisma) Sorcery (Magic)
Cybertechnology Cybercombat Con Counterspelling
First Aid Electronic Warfare Etiquette Ritual Spellcasting
Medicine Hacking Leadership Spellcasting
Negotiation
Close Combat (Agility) Electronics (Logic) Mechanic (Logic) Stealth (Usually Int or Agi)
Blades Computer Aeronautics Mechanic Disguise
Clubs Data Search Automotive Mechanic Infiltration
Unarmed Combat Hardware Industrial Mechanic Palming
Software Nautical Mechanic Shadowing

Social Modifiers


Social Situation Modifier* Social Situation Modifer* Social Situation Modifer*
NPC is: Con Modifiers Etiquette Modifiers
Friendly +2 Character has plausible evidence +1 or 2 Wrong attire or look -2
Neutral +0 Subject is Distracted +1 Character nervous or agitated -2
Suspicious -1 Subject has time to evaluate situation -1 Subject is distracted -1 †
Prejudiced -2
Hostile -3 Intimidation Modifiers Leadership Modifiers
Enemy -5+ Character is physically imposing +1 to +3 Character has superior rank +1 to +3
Subject is physically imposing -1 to -3 Subject has superior rank -1 to -3
Desired Result is: Characters outnumber the subject(s) +2 Character is an authority figure +1
Advantageous +1 Subjects outnumber the character(s) -2 Character not part of subject's strata -1 to -3
Of no value +0 Char. has weapon or magic +2 Subject is devoted to character +2
Annoying -1 Subject has weapon or magic -2
Harmful -3 Character causing physical pain +2 Negotiation Modifiers
Disastrous -5+ Subject is oblivious to danger +2 † Character lacks background knowledge -2 ‡
Char. has heavy bargaining chip +2 ‡
Control Thoughts/Emotions spell -1 per hit † Subject has "ace in the hole" +2 †
Character has (known) street rep +Cred Subject romantically attracted to char. +2
Subject has (known) street rep -Cred Character is intoxicated -1 ‡

* Unless otherwise noted, these dice pool modifiers apply to the acting character's dice pool.

† These modifiers apply to the target character's dice pool.

‡ These modifiers can apply to either character's dice pool.

Climbing


Situation Threshold
Assisted Climbing Down (Rappelling) 2
Assisted Climbing Upward Distance in meters
Climbing Horizontally Distance in meters x 1.5
Climbing Upside Down (On a Ceiling or Overhang) Distance in meters x 2
Unassisted Climbing Upward Distance in meters x 1.5
Unassisted Climbing Down Distance in meters
Situation Modifier
Assisted Climbing +2
Surface is:
Easily climbable (chain-link fence) +1
Broken (debris, tree, loose stone wall) +0
Flat (brick wall, side of old building) -2
Sheer (metal wall, seamless stone) -4
Slippery or wet -2
Greased or gel-treated -3

Escape Artist


Restraints Threshold Interval
Ropes 4 1 minute
Handcuffs 4 1 minute
Straight Jacket 6 1 minute
Containment Manacles 8 1 minute
Situation Modifier
Character Being Watched -2
Character carefully restrained -Restrainer's Agility
Character has keys or cutting implement +2
Character has High Pain Tolerance/Pain Resistance +1 per rating

Jumping


Jump Threshold Distance (Agi + Gymnastics) Max Distance
Running Horiz. Meters / 2* Hits x 2 Agility x 1.5
Standing Horiz. Meters Hits Agility
Vertical Meters x 2 Hits / 2* Agility / 3*

* round up

Knowledge Skills


Character Seeks Threshold
General knowledge 1
Detailed knowledge 2
Intricate Knowledge 4
Obscure Knowledge 5+

Language Skills


Situation Threshold
Universal concept (hunger, fear, bodily functions) 1
Basic conversation (concerns of daily life) 1
Complex subject (special/limited interest topics) 2
Intricate subject (almost any technical subject) 3
Obscure subject (deeply technical/rare knowledge) 4
Situation Modifier
Speaking lingo (or variation of a particular language) -2
Using augmented reality visual display help +1 to +4

Visibility


Visibility Modifiers Normal Low-light Thermographic Ultrasound
Full Darkness -6 -6 -3 -3
Partial Light -2 0 -2 -1
Glare -1 -1 -1 0
Light Fog/Mist/Rain/Smoke -2 -1 0 -1
Heavy Fog/Mist/Rain/Smoke -4 -2 -2 -2
Thermal Smoke -4 -2 -6 -2

Perception Tests


Item / Event Is Threshold Examples
Obvious/Large/Loud 1 Neon sign, running crowd, yelling, gunfire
Normal 2 Street sign, average pedestrian, conversation, silenced gunfire
Obscured/Small/Muffled 3 Item dropped under table, contact lens, whispering
Hidden/Micro/Silent 5+ Secret door, needle in haystack, subvocal speech
Situation Modifier
Perceiver is distracted
-2
Perceiver is actively looking/listening for it +3
Object/sound not in immediate vicinity -2
Object/sound far away -3
Object/sound stands out in some way +2
Interfering sight/odor/sound -2
Perceiver has active enhancements +rating
Perceiver using virtual reality -6
Free Simple Complex
Call a Shot Change Gun Mode Fire Automatic Weapon
Change Linked Device Mode Fire Weapon (SS, SA, BF) Fire Mounted Weapon
Drop Object Insert Clip Fire Vehicle Weapon
Drop Prone Observe in Detail Full Defense
Eject Smartgun Clip Pick Up/Put Down Object Melee or Unarmed Attack
Gesture Quick Draw Reload Firearm
Intercept Ready Weapon Use Complex Object
Run Remove Clip Use Skill
Speak/Text Phrase Sprint
Stand Up
Take Aim
Throw Weapon
Use Simple Object
Free Simple Complex
Centering Activate Focus Astral Projection
Deactivate Focus Call Spirit Banish Spirit
Declare Counterspelling Protection Command a Spirit Cast Spell
Drop Sustained Spell Dismiss Spirit Erase Astral Signature
Shift Perception Summon Spirit
Free Simple Complex
Alter/Swap Icon Analyze Icon/Node Capture Wireless Signal Jam Signals
Change Linked Device Mode Call Sprite Compile Sprite Log On
Detect Active/Passive Wireless Modes Deactivate Program Control Device Matrix Attack
Impose Reality Filter Decrypt Corrupt Probing
Jack Out Dismiss Sprite Crash Node Reboot
Switch Interface Mode Encrypt Crash Program Redirect Trace
Terminate Data Transfer Issue Command Data Search Repair Icon
Speak / Transmit Phrase Jump into a Drone/Vehicle/Device Decompile Sprite Run Program
Log Off Detect Hidden Node Set Data Bomb
Observe in Disarm Data Bomb Spoof Command
Spot Trace Disarm Program Terminate Connection
Transfer Data Disinfect Trace User
Dynamic Encryption
Edit
Hack on the Fly
Initiate Cryptanalysis
Intercept Traffic
  1. Roll Initiative
  2. Begin First Pass
  3. Begin Action Phase: use of delayed actions is declared here
    1. Declare Actions: Two Simple or one Complex. Alternatively, may delay until a later pass. May declare one Free Action per action phase.
    2. Resolve Actions
  4. Declare and Resolve Actions of Remaining Characters: as step 3
  5. Begin Next Pass: repeat 2 - 4 for characters with more than one pass.
  6. Begin New Combat Turn: restart at step 1

Rules


  • Divide the movement rate by the number of initiative passes in the turn to determine the distance travelled per phase.
  • Running movement uses a free action and increases the base distance to the running rate for that pass.
  • Sprinting requires a simple action and grants a Running + Strength test. Each hit adds 2m to the base distance for that pass.
  • Characters who are running take a -2 modifier to any tests except charge attacks and defense.

Movement Rates


Metatype Walking Rate Running Rate
Humans, Elves, Orcs 10 25
Dwarves 8 20
Trolls 15 35

Movement Calculator


Movement Rate (meters per turn):
Rate Speed
Meters / Second -
Feet / Second -
Kilometers / Hour -
Miles / Hour -
Passes Meters per pass
1 -
2 -
3 -
4 -
5 -

Movement Modifiers


Modifier Effect
Satyr Legs (SURGE Quality) +50%
Celerity (SURGE Quality) +50%
Skates +50%
Raptor Cyberlegs +50%
Skimmer Disks +100%
Movement Power (Body < Magic) x Magic
Movement Power (Body < Magic x 2) x 1/2 Magic
Movement Power (Body > Magic) No effect
Dice Pool Modifier: -0 -1 -3 -6
Short Medium Long Extreme
Pistols
Taser 0-5 6-10 11-15 16-20
Hold-out Pistol 0-5 6-15 16-30 31-50
Light Pistol 0-5 6-15 16-30 31-50
Heavy Pistol 0-5 6-20 21-40 41-60
Automatics
Machine Pistol 0-5 6-15 16-30 31-50
SMG 0-10 11-40 41-80 81-150
Assault Rifle 0-50 51-150 151-350 351-550
Longarms
Shotgun (flechette) 0-10 11-25 26-40 41-60
Shotgun (slug) 0-10 11-40 41-80 81-150
Sporting Rifle 0-100 101-250 251-500 501-750
Sniper Rifle 0-150 151-350 351-800 801-1,500
Dice Pool Modifier: -0 -1 -3 -6
Short Medium Long Extreme
Heavy Weapons
Light Machine Guns 0-75 76-200 201-400 401-800
Medium/Heavy Machine Gun 0-80 81-250 251-750 751-1,200
Assault Cannon 0-100 101-300 301-750 751-1,500
Grenade Launcher 5*-50 51-100 101-150 151-500
Missile Launcher 20*-70 71-150 151-450 451-1500
Ballistic Projectiles
Bow 0-Str Str x 10 Str x 30 Str x 60
Light Crossbow 0-6 7-24 25-60 61-120
Medium Crossbow 0-9 10-36 37-90 91-150
Heavy Crossbow 0-15 16-45 46-120 121-180
Impact Projectiles
Thrown Knife 0-Str Str x 2 Str x 3 Str x 5
Shuriken 0-Str Str x 2 Str x 5 Str x 7
Thrown Grenades
Standard 0-Str x 2 Str x 4 Str x 6 Str x 10
Aerodynamic 0-Str x 2 Str x 4 Str x 8 Str x 15

* Grenade Launchers have a minimum range (p. 155)

Situation Dice Pool Modifier
Attacker running -2
Attacker in melee combat -3
Attacker in a moving vehicle -3
Attacker firing from cover -2
Attacker wounded -wound modifiers
Attacker using laser sight +1*
Attacker using smartlinked weapon +2*
Attacker using image magnification eliminates range modifiers
Attacker using a second firearm splits dice pool
Attacker using off-hand weapon -2
Aimed shot +1 per Simple Action
Blind Fire -6
Burst Fire (Wide Short) -2**
Burst Fire (Wide Long) -5**
Situation Dice Pool Modifier
Burst Fire (Wide Full) -9**
Burst Fire (Wide High Velocity) -11**
Burst Fire (Wide Minigun) -14**
Called shot -variable
Gyro stabilization Reduces recoil or movement modifier
Multiple targets -2 per additional target that Action Phase
Recoil, semi-automatic -1 for second shot that Action Phase
Recoil, burst -2 (first burst), -3 (second)
Recoil, long burst -5 (first burst), -6 (second)
Recoil, full auto -9
Recoil, heavy weapon 2 x uncompensated recoil
Recoil compensation Reduces recoil modifier
Target Point Blank +2
Tracer rounds with short burst +1
Tracer rounds with long burst +2
Tracer rounds with full auto +3
Visibility Impaired See the visibility table
* These modifiers do not stack with one another.
** These modifiers apply to the defender's pool.
Situation Dice Pool Modifier
Friends in the melee +1 per friend (max. +4)
Character wounded -wound modifier
Character has longer Reach +1 per point of net Reach*
Character using off-hand weapon -2
Character attacking multiple targets splits dice pool
Character has superior position +2
Opponent prone +3
Attacker making charging attack +2
Defender receiving a charge +1
Visibility impaired See the visibility table
Called shot -variable
Touch-only attack +2
* You may apply Reach as a -1 dice pool modifier per net point to the opponent instead.
Situation Dice Pool Modifier
Defender unaware of attack No defense possible
Defender wounded -wound modifiers
Defender inside a moving vehicle +3
Defender defended against previous attacks since last action -1 per additional defense
Defender prone -2
Ranged Attacks only:
Defender running +2
Defender in melee targeted by ranged attack -3
Defender/Target has Partial Cover +2
Defender/Target has Good Cover +4
Attacker firing wide burst -2
Attacker firing long wide burst -5
Attacker firing full-auto wide burst -9
Attacker firing shotgun on medium spread -2
Attacker firing shotgun on wide spread -4
Attacker using area attack weapon (grenade, missile) -2

Barrier Ratings


Material Armor Rating Structure Rating
Fragile
Example: standard glass
1 1
Cheap Material
Example: drywall, plaster, door, regular tire
2 3
Average Material
Example: tree, furniture, plastiboard, ballistic glass
4 5
Heavy Material
Example: hardwood, dataterm, lightpost, chain link
6 7
Reinforced Material
Example: densiplast, security door, armored glass, Kevlar wallboard
8 9
Structural Material
Example: brick, plascrete
12 11
Heavy Structural Material
Example: concrete, metal beam
16 13
Armored/Reinforced Material
Example: reinforced concrete
24 15
Hardened Material
Example: blast bunkers
32+ 17+

Damaging Barriers


Weapon DV Modifier
Melee or Unarmed No change
Whip/Monofilament whip DV of 1
Projectile DV of 1 per projectile
Bullet DV of 2 per bullet
Explosive base DV x 2
AV Rocket/Missile base DV x 3
Combat spell No Change

Handling Ratings


Vehicle Handling
Motorcycle +2
Car 0
Sports car +3
Truck -1
18-Wheeler -3
Autogyro +2
Utility helicopter 0
Combat helicopter +3
Single-engine airplane 0
Jumbo jet -3
Jet fighter +3
T-bird 0

Ramming Damage


Speed (mpt) DV
1-20 Body / 2
21-60 Body
61-200 Body x 2
201+ Body x 3

Vehicle Test Thresholds


Situation Examples Threshold
Easy Ground: merge, pass, sudden stop
Air: normal landing
1
Average Ground: avoid pedestrian, steer through narrow spot, wheelie
Air: takeoff on a short runway
2
Hard Ground: hairpin turn, "stoppie", jackknife a truck
Air:landing on short runway
3
Extreme Ground: Quick 180, jump obstacle on a motorbike
Air: landing in a planted field
5+

Terrain Test Table


Terrain Type Examples Threshold Modifier
Open Ground: highways, flat grassy plains
Water: open seas, gently flowing rivers
Air: open sky at high altitude
0
Light Ground: main street thoroughfares (e.g., Michigan Ave.), rolling hills
Water: dock areas
Air: intra-city air traffic
+1
Restricted Ground: side streets, light woods, rocky mountain slopes, light traffic
Water: shallow water zones, gentle rapids
Air: heavy air traffic, Nape-of-earth (NOE) flying over normal traffic
+2
Tight Ground: back alleys, heavy woods, very steep slopes, high traffic streets, mud, swamp, sand
Water: confined spaces (e.g, inside a pipe), heavy rapids
Air: canyon gorges, flying at street level
+4

Scatter Distance


Type Scatter
Standard Grenade 1D6 meters -1 per net hit
Aerodynamic Grenade 2D6 meters -2 per net hit
Grenade Launcher 3D6 meters -2 per net hit
Rocket 4D6 meters -1 per net hit
Missile 4D6 meters -1 per net hit (- Sensor rating)
Airburst 2D6 meters -1 per net hit (- Sensor rating)

Scatter Direction


scatter diagram, see SR4A p. 155
Type Damage Armor Secondary Effects
Acid Physical 1/2 Impact + Chem Protection Continues for a number of turns equal to the power of the attack (unless from an instant combat spell). Could cause clouds of noxious gas.
Blast Physical 1/2 Impact Add Force for determining knockdown. Objects with structure ratings less than the Force may be knocked over or broken.
Cold Physical 1/2 Impact + Insulation May damage gear by freezing liquids, gumming lubricants, or making parts brittle.
Electricity Stun 1/2 Impact + Nonconductivity Metallic armor does not help, and lack of grounding or immersion in water may change the resistance further. A target must make a Body + Willpower + 1/2 Impact (3) test or be incapacitated for 2 + Net Hits turns. Success still inflicts -2 dice for the same period. Electronic targets roll Body + Armor (vehicles) or Armor x 2 (other objects). If they get equal or more hits than the attack they are unaffected. Failure shuts them down for 2 + net hits turns.
Fire Physical 1/2 Impact + Fire Resistance Make a damage resistance test using the item's Armor x 2, or just Armor if they are vulnerable. Failure catches it alight with a damage rating equal to the original DV.
Ice Physical 1/2 Impact + Insulation Crossing an icy surface requires an Agility + Reaction (net hits) Test. Vehicles must make a Crash Test.
Light Physical 1/2 Impact Targets without flare compensation suffer glare penalties for one turn. Highly flammable materials may ignite.
Metal Physical Impact + 5 As flechette ammunition. May cut or shred materials.
Radiation Physical None (Radiation shielding helps) Immediate symptoms include nauseau (if the damage taken exceeds the target's Willpower), headaches, and blindness.
Sand Physical 1/2 Impact May jam or damage machinery that is not fully sealed.
Smoke Stun As inhalation toxin Causes Heavy Smoke visibility modifiers for a full combat turn.
Sound Stun None (sound dampers help) If the target takes more damage than his Willpower he suffers nauseau for 10 minutes.
Water Physical 1/2 Impact Add Force for determining knockdown. Reduce fire DV in the area by the attack's DV. May short out electronics.

Visibility


Visibility Modifiers Normal Low-light Thermographic Ultrasound
Full Darkness -6 -6 -3 -3
Partial Light -2 0 -2 -1
Glare -1 -1 -1 0
Light Fog/Mist/Rain/Smoke -2 -1 0 -1
Heavy Fog/Mist/Rain/Smoke -4 -2 -2 -2
Thermal Smoke -4 -2 -6 -2

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Casting a Spell


  1. Choose a Spell.
  2. Choose the Force up to the caster's Magic attribute (unless overcasting).
  3. Choose a Target within the caster's line of sight.
  4. Roll Spellcasting + Magic.
  5. Determine Effect (see spell description).
  6. Resist Drain by rolling Willpower + tradition's Drain attribute.
  7. Determine Ongoing Effects (-2 sustaining modifier).

Object Resistance


Category Threshold
Natural Objects
(Trees, Soil, Unprocessed Water)
1
Manufactured Low-Tech Objects and Materials
(Brick, Leather, Simple Plastics)
2
Manufactured High-Tech Objects and Materials
(Advanced Plastics, Alloys, Electronic Equipment)
3
Highly Processed Objects
(Computers, Complex Toxic Wastes, Drones, Vehicles)
5+

Summoning Process

  1. Choose a spirit type.
  2. Choose the Force up to twice the caster's Magic attribute.
  3. Roll Summoning + Magic vs. the spirit's Force.
  4. Gain one service per net hit.
  5. Resist Drain by rolling Willpower + tradition's Drain against a DV of 2 x the spirit's hits on the summoning test.

Binding Process

  1. Choose a spirit type.
  2. Choose the Force up to twice the caster's Magic attribute.
  3. Expend materials worth 500¥ x the Force of the spirit.
  4. Roll Binding + Magic vs. the spirit's Force x 2.
  5. Gain one service per net hit.
  6. Resist Drain by rolling Willpower + tradition's Drain against a DV of 2 x the spirit's hits on the summoning test.

Spirit Services


Unbound Bound
Combat Any Unbound Spirit Service
Continuous Use of a Power Aid Sorcery
Perform Physical Task Aid Study
Remote Service Loaned Service
Spell Binding
Spell Sustaining

Assensing


Hits Information Gained
0 None
1 The general state of the subject's health (healthy, injured, ill, etc.). The subject's general emotional state or impression (happy, sad, angry). Whether the subject is mundane or Awakened.
2 The presence and location of cyberware implants. The class of a magical subject (fire elemental, manipulation spell, power focus, and so on). If you have seen the subject's aura before, you may recognize it, regardless of physical disguises or alterations.
3 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.
4 The presence and location of bioware implants and betaware cyberimplants. The exact Essence, Magic and Force of the subject. The general cause of any astral signature (combat spell, hearth spirit, etc.).
5+ The presence and location of deltaware implants, genetreatments, and nanotech. An accurate diagnosis of any disease or toxins which afflict the subject. The fact that a subject is a technomancer.

Astral Tracking


Condition Threshold Modifier
Each hour passed since astral link was active +1
Target behind mana barrier
+Force of barrier
Tracking master by spirit:
Bound spirit No modifier
Unbound spirit +2

Astral Combat


Attack Damage
Magician Charisma / 2 (rounded up)
Magician w/ Weapon Focus By weapon type
Spirit Force / 2 (round up)
Watcher Spirit 1
Spell Type Test Range Damage Duration Drain Effect Page
Acid Stream (Indirect, Elemental) P O (REA) LOS P I (F ÷ 2) + 3
Ball Lightning (Indirect, Elemental) P O (REA) LOS (A) P I (F ÷ 2) + 5
Blast (Indirect) P O (REA) LOS (A) S I (F ÷ 2) + 2
Clout (Indirect) P O (REA) LOS S I (F ÷ 2)
Corrode [Object] (Indirect, Elemental) P S (OR) T P I (F ÷ 2)
Death Touch (Direct) M O (WIL) T P I (F ÷ 2) - 2
Demolish [Object] (Direct) P S (OR) LOS (A) P I (F ÷ 2) + 2
Fireball (Indirect, Elemental) P O (REA) LOS (A) P I (F ÷ 2) + 5
Firewater (Indirect, Elemental) P O (REA) LOS P I (F ÷ 2) + 5
Flamethrower (Indirect, Elemental) P O (REA) LOS P I (F ÷ 2) + 3
Knockout (Direct) M O (WIL) T S I (F ÷ 2) - 3
Lightning Bolt (Indirect, Elemental) P O (REA) LOS P I (F ÷ 2) + 3
Manaball (Direct) M O (WIL) LOS (A) P I (F ÷ 2) + 2
Manabolt (Direct) M O (WIL) LOS P I (F ÷ 2)
Melt [Object] (Indirect, Elemental) P S (OR) LOS P I (F ÷ 2) + 2
Spell Type Test Range Damage Duration Drain Effect Page
Napalm (Indirect, Elemental) P O (REA) LOS (A) P I (F ÷ 2) + 7
One Less [Metatype/Species] (Direct) M O (WIL) T P I (F ÷ 2) - 3
Powerball (Direct) P O (BOD) LOS (A) P I (F ÷ 2) + 3
Powerbolt (Direct) P O (BOD) LOS P I (F ÷ 2) + 1
Punch (Indirect) P O (REA) T S I (F ÷ 2) - 2
Ram [Object] (Direct) P S (OR) T P I (F ÷ 2) - 2
Shatter (Direct) P O (BOD) T P I (F ÷ 2) - 1
Shattershield (Direct) M O (Force) T P I (F ÷ 2) - 3
Slaughter [Metatype/Species] (Direct) M O (WIL) LOS (A) P I (F ÷ 2) + 1
Slay [Metatype/Species] (Direct) M O (WIL) LOS P I (F ÷ 2) - 1
Sludge [Object] (Indirect, Elemental) P S (OR) LOS (A) P I (F ÷ 2) + 4
Stunball (Direct) M O (WIL) LOS (A) S I (F ÷ 2) + 1
Stunbolt (Direct) M O (WIL) LOS S I (F ÷ 2) - 1
Toxic Wave (Indirect, Elemental) P O (REA) LOS (A) P I (F ÷ 2) + 5
Wreck [Object] (Direct) P S (OR) LOS P I (F ÷ 2)
Spell Type Test Range Duration Drain Effect Page
Analyze Device (Active, Directional) P O (WIL) T/D S (F ÷ 2)
Analyze Magic (Active, Directional) M O (WIL) T/D S (F ÷ 2)
Analyze Truth (Active, Directional) M O (WIL) T/D S (F ÷ 2)
Animal Sense (Active, Directional) M O (WIL) T/D S (F ÷ 2) - 1
Area Thought Recognition (Active, Psychic) M O (WIL) T/A S (F ÷ 2) + 2
Astral Clairvoyance (Passive, Directional) M S T/D S (F ÷ 2) - 1
Astral Window (Active, Directional) M O (Force) T/D S (F ÷ 2)
Borrow Sense (Active, Directional) M O (WIL) T/D S (F ÷ 2)
Catalog (Active) P S (OR) T/A S (F ÷ 2) + 2
Clairaudience (Passive, Directional) M S T/D S (F ÷ 2) -1
Clairvoyance (Passive, Directional) M S T/D S (F ÷ 2) -1
Combat Sense (Active, Psychic) M O (WIL) T/A S (F ÷ 2) + 2
Detect Enemies (Active) M O (WIL) T/A S (F ÷ 2) + 1
Detect Enemies, Extended (Active) M O (WIL) T/EA S (F ÷ 2) + 3
Detect Individual (Active) M O (WIL) T/A S (F ÷ 2) - 1
Detect Life (Active) M O (WIL) T/A S (F ÷ 2)
Detect Life, Extended (Active) M O (WIL) T/EA S (F ÷ 2) +2
Detect [Life Form] (Active) M O (WIL) T/A S (F ÷ 2) -1
Detect [Life Form], Extended (Active) M O (WIL) T/EA S (F ÷ 2) +1
Spell Type Test Range Duration Drain Effect Page
Detect Magic (Active) M O (WIL) T/A S (F ÷ 2)
Detect Magic, Extended (Active) M O (WIL) T/EA S (F ÷ 2) + 2
Detect [Object] (Active) P S (OR) T/A S (F ÷ 2) -1
Diagnose (Active, Directional) M O (WIL) T/D I (F ÷ 2)
Enhance Aim (Passive, Directional) P S T/D (V) S (F ÷ 2) - 1
Eyes of the Pack (Passive, Directional) M S T/D (V) S (F ÷ 2) + 1
Hawkeye (Passive, Directional) P S T/D (V) S (F ÷ 2) - 1
Mana Window (Active, Directional) M O (Force) T/D S (F ÷ 2)
Mindlink (Active, Psychic) M S T/A (V) S (F ÷ 2) + 1
Mindnet (Active, Psychic) M S T/A (V) S (F ÷ 2) + 3
Mindnet, Extended (Active, Psychic) M S T/EA (V) S (F ÷ 2) + 5
Mind Probe (Active, Directional) M O (WIL) T/D S (F ÷ 2) + 2
Night Vision (Passive, Directional) P S T/D (V) S (F ÷ 2) - 1
[Sense] Cryptesthesia (Passive, Directional) M S T/D S (F ÷ 2)
Spatial Sense (Passive) P S T/A S (F ÷ 2) + 2
Spatial Sense, Extended (Passive) P S T/EA S (F ÷ 2) + 4
Thermographic Vision (Passive, Directional) P S T/D (V) S (F ÷ 2) - 1
Thought Recognition (Active, Psychic/Directional) M O (WIL) T/D S (F ÷ 2)
Translate (Active, Psychic/Directional) M O (WIL) T/D S (F ÷ 2)
Spell Type Test Range Duration Drain Effect Page
Alleviate Addiction M S T S (F ÷ 2) - 4
Alleviate Allergy M S T S (F ÷ 2) - 4
Antidote M S T P (Toxin DV) - 2
Awaken M S T S (F ÷ 2) - 4
Crank P S T (V) P (F ÷ 2) Cure Disease M S T P (DV) - 2
Decrease [Attribute] (Negative) P O (ATTR) T S (F ÷ 2) + 1
Decrease Reflexes (Negative) P O (REA) T S (F ÷ 2) + 1
Detox M S T P (Toxin DV) - 4
Enabler (Negative) M O (BOD) T S (F ÷ 2)
Fast M S T (V) S (F ÷ 2) - 5
Heal M S T P (Damage) - 2
Healthy Glow P S T P (F ÷ 2) - 1
Hibernate M S T (V) S (F ÷ 2) - 3
Increase [Attribute] P S T (V) S (F ÷ 2) - 2
Increase Reflexes P S T (V) S (F ÷ 2) + 2
Intoxication (Negative) M O (BOD) T P (F ÷ 2)
Nutrition PST (V)P(F ÷ 2)
Oxygenate PST (V)S(F ÷ 2) - 1
Prophylaxis M S T (V) S (F ÷ 2) - 2
Resist Pain M S T P (Damage) - 4
Stabilize M S T P (Overflow) - 2
Stim M S T (V) S (F ÷ 2) - 5
Spell Type Test Range Duration Drain Effect Page
Agony (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2) - 2
Bugs (Realistic, Multi-Sense) M O (WIL) LOS S (F ÷ 2)
Camouflage (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2) - 2
Chaff (Realistic, Multi-Sense) P O (INT) LOS S (F ÷ 2)
Chaos (Realistic, Multi-Sense) P O (INT) LOS S (F ÷ 2) + 1
ChaoticWorld (Realistic, Multi-Sense) P O (INT) LOS (A) S (F ÷ 2) + 3
Confusion (Realistic, Multi-Sense) M O (WIL) LOS S (F ÷ 2)
Double Image (Realistic, Multi -Sense) M O (WIL) T S (F ÷ 2) - 3
Dream (Realistic, Multi-Sense) M O (WIL) LOS S (F ÷ 2) - 1
Entertainment (Obvious, Multi-Sense) M O (WIL) LOS (A) S (F ÷ 2) + 1
Flak (Realistic, Multi-Sense) P O (INT) LOS (A) S (F ÷ 2) + 2
Foreboding (Realistic, Multi-Sense) M O (WIL) LOS (A) S (F ÷ 2) + 2
Hot Potato (Realistic, Single-Sense) M O (WIL) LOS (A) S (F ÷ 2) - 1
Hush (Realistic, Single-Sense) M O (WIL) LOS (A) S (F ÷ 2) + 2
Improved Invisibility (Realistic, Single-Sense) P O (INT) LOS S (F ÷ 2) + 1
Invisibility (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2)
Mask (Realistic, Multi-Sense) M O (WIL) T S (F ÷ 2)
Mass Agony (Realistic, Single-Sense) M O (WIL) LOS (A) S (F ÷ 2)
Mass Confusion (Realistic, Multi-Sense) M O (WIL) LOS (A) S (F ÷ 2) + 2
Mass [Sense] Removal (Realistic, Single-Sense) P O (INT) LOS (A) S (F ÷ 2) + 1
Spell Type Test Range Duration Drain Effect Page
Orgasm (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2) - 2
Orgy (Realistic, Single-Sense) M O (WIL) LOS (A) S (F ÷ 2)
Phantasm (Realistic, Multi-Sense) M O (WIL) LOS (A) S (F ÷ 2) +2
Physical Camouflage (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2) - 1
Physical Double Image (Realistic, Multi -Sense) P O (INT) T S (F ÷ 2) - 2
PhysicalMask (Realistic, Multi-Sense) P O (INT) T S (F ÷ 2) + 1
[Sense] Removal (Realistic, Single-Sense) P O (INT) LOS S (F ÷ 2) - 1
Silence (Realistic, Single-Sense) P O (INT) LOS (A) S (F ÷ 2) + 3
Sound Barrier (Realistic, Single-Sense) P O (INT) LOS (A) S (F ÷ 2) + 3
Stealth (Realistic, Single-Sense) P O (INT) LOS S (F ÷ 2) +1
Stench (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2)
Stink (Realistic, Single-Sense) M O (WIL) LOS S (F ÷ 2) - 2
Swarm (Realistic, Multi-Sense) M O (WIL) LOS (A) S (F ÷ 2) + 2
Trid Entertainment (Obvious, Multi-Sense) P O (INT) LOS (A) S (F ÷ 2) + 2
Trid Phantasm (Realistic, Multi-Sense) P O (INT) LOS (A) S (F ÷ 2) +3
Vehicle Mask (Realistic, Multi-Sense) P O (INT) T S (F ÷ 2) - 2
Spell Type Test Range Duration Drain Effect Page
Alter Memory (Mental) M O (WIL) LOS P (F ÷ 2) + 2
Alter Temperature (Environmental) P S LOS (A) S (F ÷ 2) + 1
Animate (Physical) P S (OR) LOS S (F ÷ 2)
Armor (Physical) P S LOS S (F ÷ 2) + 3
Astral Armor (Mana) M S LOS S (F ÷ 2) + 2
Bind (Physical) P O (STR) LOS S (F ÷ 2) + 1
Calm Animal (Mental) M O (WIL) LOS S (F ÷ 2) – 1
Calm Pack (Mental) M O (WIL) LOS (A) S (F ÷ 2) + 1
Catfall (Physical) P S LOS S (F ÷ 2)
Clean [Element] (Environmental) P S LOS (A) P (F ÷ 2) + 2
Compel Truth (Mental) M O (WIL) LOS S (F ÷ 2) – 1
Control Actions (Mental) M O (WIL) LOS S (F ÷ 2)
Control Animal (Mental) M O (WIL) LOS S (F ÷ 2) + 1
Control Emotions (Mental) M O (WIL) LOS S (F ÷ 2)
Control Pack (Mental) M O (WIL) LOS (A) S (F ÷ 2) + 3
Control Thoughts (Mental) M O (WIL) LOS S (F ÷ 2) + 2
[Critter] Form (Physical) P S LOS (V) S (F ÷ 2) + 1
Deflection (Physical) P S LOS S (F ÷ 2) + 1
[Element] Aura (Environmental) P S LOS S (F ÷ 2) + 3
[Element] Wall (Environmental) P S LOS (A) S (F ÷ 2) + 5
Spell Type Test Range Duration Drain Effect Page
Fashion (Physical) P S T P (F ÷ 2)
Fix (Physical) P S (OR) T P (F ÷ 2) + 1
Fling (Physical) P S LOS I (F ÷ 2) + 1
Gecko Crawl (Physical) P S T S (F ÷ 2) – 1
Glue (Physical) P S (OR) LOS S (F ÷ 2) + 1
Glue Strip (Physical) P S (OR) LOS (A) S (F ÷ 2) + 3
Ice Sheet (Environmental) P S LOS (A) I (F ÷ 2) + 3
Ignite (Physical) P O (BOD) LOS P (F ÷ 2)
In&uence (Mental) M O (WIL) LOS P (F ÷ 2) + 1
Interference (Environmental) P S LOS (A) S (F ÷ 2) + 3
Levitate (Physical) P S LOS S (F ÷ 2) + 1
Light (Environmental) P S LOS (A) S (F ÷ 2) – 1
Lock (Physical) P S (OR) LOS S (F ÷ 2)
Magic Fingers (Physical) P S LOS S (F ÷ 2) + 1
Makeover (Physical) P S T (V) P (F ÷ 2)
Mana Barrier (Environmental) M S LOS (A) S (F ÷ 2) + 1
Mana Bind (Mana) M O (STR) LOS S (F ÷ 2)
Mana Net (Mana) M O (STR) LOS (A) S (F ÷ 2) + 2
Mana Static (Environmental) M S LOS (A) P (F ÷ 2) + 4
Mass Animate (Physical) P S (OR) LOS (A) S (F ÷ 2) + 2
Mist (Environmental) P S LOS (A) I (F ÷ 2) + 3
Spell Type Test Range Duration Drain Effect Page
Mob Control (Mental) M O (WIL) LOS (A) S (F ÷ 2) + 2
Mob Mind (Mental) M O (WIL) LOS S (F ÷ 2) + 4
Mob Mood (Mental) M O (WIL) LOS (A) S (F ÷ 2) + 2
Net (Physical) P O (STR) LOS (A) S (F ÷ 2) + 3
Offensive Mana Barrier (Environmental) M S LOS (A) S (F ÷ 2) + 3
Petrify (Physical) P O (BOD) LOS S (F ÷ 2) + 2
Physical Barrier (Environmental) P S LOS (A) S (F ÷ 2) + 3
Poltergeist (Environmental) P S LOS (A) S (F ÷ 2) + 3
Preserve (Physical) P S T P (F ÷ 2)
Pulse (Environmental) P S (OR) LOS (A) I (F ÷ 2) + 3
Reinforce (Physical) P S LOS S (F ÷ 2) + 1
Shadow (Environmental) P S LOS (A) S (F ÷ 2) + 1
Shapechange (Physical) P S LOS (V) S (F ÷ 2) + 2
Shape [Material] (Environmental) P S (OR) LOS (A) S (F ÷ 2) + 3
Spirit Barrier (Environmental) M S LOS (A) S (F ÷ 2)
Spirit Zapper (Environmental) M S LOS (A) S (F ÷ 2) + 2
Sterilize (Physical) P S LOS (A) I (F ÷ 2) + 2
Turn to Goo (Physical) P O (BOD) LOS S (F ÷ 2) + 2

Device Ratings


Type Rating Examples
Dumb 1 General appliances, bodyware
Simple 2 Public terminals, entertainment systems
Average 3 Standard personal electronics, headware, vehicles, drones, home/business terminals
Complex 4 Security vehicles, alphaware, research terminals, security devices
Smart 5 High-end devices, betaware, security terminals, military vehicles
Cutting Edge 6 Deltaware, credsticks

Signal Ratings


Rating Range Examples
0 3 m Nanoware transceivers, cyberware, intra-PAN devices
1 40 m RFID tags, handheld electronics
2 100 m Headware transceivers, micro-drone sensors
3 400 m Average commlinks, residential/small business wi-fi routers, vehicular autonav sensors
4 1 km Crawler-drone sensors
5 4 km Cyberlimb transceivers, heavy drone surveillance sensors
6 10 km Cell-phone towers, public access wi-fi routers
7 40 km Targeting sensors for ground vehicle weapons (ATGMs, tank guns, etc.)
8 100 km Flight radar, dedicated ground surveillance radar
9 400 km Maritime/naval radar, commercial AM/FM radio

Matrix Search


Information is Threshold
General Knowledge or Public 6
Limited Interest or Not Publicized 12
Hidden or Actively Hunted and Erased 24
Protected or Secret n/a
Information is Modifier
Intricate or Specialized -1
Obscure -2
Area Searched Interval
Single Node or Signal Area Complex Action
All Subscribed Devices and Nodes Complex Action
Entire Matrix 1 Minute
Roll: Computer + Analyze.
Target: a node, node cluster, a persona, an icon, or a node slaved to the node you are in.
Situation Modifier
AI using Rootkit -6
Looking for a virus or trojan Opposed by Rating x 2
Scanning an icon Opposed by Firewall + Stealth, if applicable
Scanning a nexus in one Simple Action -[Processor Limit] / 10
Scanning a persona Opposed by Hacking + Stealth, if applicable
Sprite using Blend -2
Technomancer +2
Technomancer's signature hidden by Blur Add [Grade] to threshold
Technomancer's signature hidden by Flexible Signature Add [Grade] to threshold
Trojan not yet activated -4

Possible Information
Access ID of a user or independent agent Matrix Signature (threshold is 3, you must gave Resonance) Protection option on a program
Alert status of node Ongoing trace attempt Rating of one Matrix attribute
Edit date of a file Presence of a cookie Tapped traffic (threshold is their hits on the Sniffer test)
File hidden by Steganography (threshold is 4) Presence of a data bomb Type (file, user, agent, program type, etc.)
Function of a control icon Presence of a virus, trojan Usage (or lack) of a Passkey
Hidden access to another node Presence of IC in an encrypted archive Whether a file or node is encrypted
Matrix damage taken by icon Programs run by persona or agent Whether a Trace is running
Hacker Services Availability Cost
Hacking a passcode 12R Hacking skill x 500¥
Setting up a hidden account 16F Hacking skill x 1,000¥
Copying a certified credstick 24F 1/2 (in real ¥)
Spoofing a lifestyle (1 month) 16F 1/2 cost of lifestyle for 1 month
Jacking a vehicle or drone 8R Skill x 200¥
DOS attack on an individual (1 hour) 8F Skill x 200¥
Tracing a datatrail 6R Skill x 100¥
Renting a botnet 10F # of bots x Cost of bots x 0.5¥ an hour
Buying a botnet 15F # of bots x Cost of bots x 5¥
Anonymizing proxy service 4 # of reroutes x 10¥ per day
Anonymized commcode (calls/messaging) 4 # of reroutes x 5¥ per day
One-time disposable commcode 4 10¥
Numbered credit account 4R 100¥/month
One-time disposable credit account 6R 10% of the deposited amount
Escrow service 8R 10% of the deposited amount
Home Brewed Hacker Service Costs
Clean a Burned SIN 12F 75% of the value of the SIN
Crack Copy Protection 12R Hacking skill x 100¥

Healing Modifiers


Situation Modifier
Conditions
Good (sterilized med facility) +0
Average (indoors) -1
Poor (street or wilderness) -2
Bad (combat, bad weather, swamp) -3
Terrible (fire, severe storm) -4
No medical supplies / medkit -3
Medkit / autodoc +rating
Applying medical care remotely through medkit / autodoc -2
Assistance +1 per skilled assistant (max +3)
Uncooperative patient -2
Patient is magician, adept, or technomancer -2
Patient has implants -1 per 2 points of lost Essence

Toxin Protection


Gear Protects Against Protection
Chemical Seal Contact, Inhalation Immunity
Chemical Protection Contact, Inhalation +Rating
Digestive Expansion Ingestion +2
Dwarf Natural Resistance All toxins, diseases +2
Gas Mask Inhalation Immunity
Internal Air Tank Inhalation Immunity
Pathogenic Defense Diseases +Rating
Respirator Inhalation +Rating
Toxin Extractor All toxins +Rating
Tracheal Filter Inhalation +Rating

Chemical Detection


Situation Modifier
Every 10 rounds of ammunition +1
Every grenade +1
Every 30 grams of standard (non-plastique) explosive +1
Every 100 grams of plastique +1
Explosives/ammo contained in plastic -1

Pheremone Scanner


Condition Modifier
Character exertion (lifting, running, fighting) +2
Menstruating (females only) +2

Cyberware Scanner


Item Threshold
Standard cyberware, weapon 1
Alphaware, other items 2
Betaware 3
Deltaware 5+
Situation Modifier
2 or more implants/items +1
4 or more implants/items +2
6+ implants/items +3

Karma Awards


Situation Karma
Character survived the adventure 1 or 2
Permission objective group fulfilled 1
Overall adventure challenge/threat level 1 to 4
Character was particularly brave or smart 1 or 2
Good roleplaying 1 or 2
Character pushed the storyline forward 1
Character had the right skills at the right place and time 1
Player impressed group with humor or drama 1 or 2

Advancement costs


Improvement Karma Cost
New Specialization 2
New Knowledge/Language skill 2
New Active skill 4
New Active skill group 10
Improving a Knowledge/Language skill by 1 New rating
Improving an Active skill by 1 New rating x 2
Improving an Active skill group by 1 New rating x 5
Improving an attribute by 1 New rating x 5
New positive quality BP Cost x 2
Removing a negative quality BP Cost x 2
New spell 5
New complex form 2
Improving a complex form by 1 New Rating

Connection Ratings


Rating Description
1 Knows very few people and has practically no social influence. Many are useful only for their Knowledge skills.
Examples: squatter, manual laborer, academic graduate assistant.
2 Knows some people but doesn't have a lot of personal pull.
Examples: gang member, bartender, mechanic, mob soldier, corner hustler, corporate wageslave.
3 Meets people on a regular basis and has some personal pull.
Examples: beat cop, private investigator, street doc, corporate secretary, club owner, street-level fixer or fence.
4 Knows many people or may be in a leadership position.
Examples: gang boss, mob lieutenant, police detective or sergeant, corporate middle manager, low-level Mr. Johnson, fixer or fence with regional ties.
5 Knows lots of people over a larger area, or holds a senior leadership position.
Examples: police captain, corporate division manager, high-level Mr. Johnson, fixer or fence with national ties.
6 Well-connected individual who knows people all over the world, or holds a key executive position.
Examples: mob boss, corporate executive, Mr. Johnson or fixer or fence with international ties.

Loyalty Ratings


Rating Description
1 Just Biz. The character and contact have a purely mercenary relationship. Interactions are based solely on economics. They may not even like each other, and will not offer any sort of preferential treatment.
2 Regular. The relationship is still all business, but contact at least treats the character with a modicum of respect, like regulars or favored clients.
3 Acquaintance. A friendly relationship exists between character and contact, though it would be a stretch to call it a friendship. The contact is willing to be inconvenienced in small ways for the character, but will not take a fall for her.
4 Buddy. A friendship or solid level of mutual respect exists. The contact would be willing to go out of his way for the character if necessary.
5 Got Your Back. The contact and character have an established relationship and level of trust. The contact will back the character even in risky situations.
6 Friend For Life. The contact will do whatever he can for the character, even if it means putting his own life on the line.

Favors


Rating Description
1 Minor. Deliver a message to someone. Provide access to a low-level restricted security area (airport boarding area, police station).
2 Low Risk. Loan use of specialized equipment (up to 5,000¥ in value). Corporate action requiring the signature of a first-line supervisor.
3 Medium. Provide access to a mid-level restricted security area (standard corporate research lab).
4 Moderate Risk. Loan use of specialized equipment (up to 50,000¥ in value). Corporate requisition requiring the signature of a middle manager.
5 Serious. Provide access to a high-level security area (FBI offices, AA megacorporate headquarters, AAA regional headquarters).
6 Major Risk. Loan use of specialized equipment (up to 500,000¥ in value). Corporate requisition requiring the signature of a senior manager or junior executive.

Concealbility


Modifier Examples
-6 RFID tag, bug, slap patch, micro-electronics, microdrone
-4 Hold-out pistol, monowhip, ammo, credstick, chips/softs, sequencer/passkey
-2 Light pistol, knife, sap, microgrenade, flash-pak, jammer, minidrone
+0 Heavy pistol, taser, grenade, goggles, commlink
+2 Machine pistol, medkit, club
+4 SMG, stun baton, sword
+6 Assault rifle, katana

Availability Intervals


Item Cost Interval
up to 100¥ 12 hours
101¥ to 1,000¥ 1 day
1,001¥ to 10,000¥ 2 days
10,001¥+ 1 week

Street Costs


Situation Cost Adjustment
Item counterfeit -20%
Item stolen -20%
Item used -20%
Item used in a crime under investigation -10%
Price war between rival dealers -10%
Market flooded -10%
Distribution channels monopolized +20%
Law enforcement crackdown on item +50%
Market dry +20%
Current Turn: --   |   Current Pass: --   |   Current Phase: --
Name Delay Init Roll Passes Surprise Notes

Instructions (hide)

  1. Fill in the info for each combatant. They should all have at least a name, the number of passes they get, and either their Init attribute or the result of their initative roll. Combatants with Auto-Roll selected will have their rolls generated for them. A yellow background on a roll indicates a glitch, while red indicates a critical glitch.
  2. Click Add Combatant to add new rows if needed.
  3. Click Remove to get rid of a row.
  4. Start Combat resets the combat counters and starts the first turn.
  5. Next Turn generates rolls for anyone that needs it and sorts the initiative order.
  6. Next Action moves the action marker to the next action phase. If the character(s) have already acted they will be highlighted yellow to indicate that they can move but not act. If they can act they will be highlighted green. If they are delaying and their initiative has come up again they will be highlighted in grey. If nobody is left to act a new pass is started.
  7. Next Pass moves the fight to the next pass. Anyone that can't act in that pass will be greyed out. If nobody is left that can act, a new turn will be started.
  8. If you're like me and prone to click the wrong link sometimes, checking "Show confirmations" will cause a confirmation dialog to be used prior to taking any actions that will change the turn, pass, or combat.
Questions, comments or bug reports: james.t.mcmurray@gmail.com
House rules are here.
Shadowrun and all information on this quick reference is copyright Catalyst Game Labs.