Actions and Charts

Sep 29, 2022 8:26 pm
The various actions that can be taken in either meat or cyber space.
Sep 29, 2022 8:43 pm
Combat Actions
Move : Action Move up to as many m/yds as your MOVE STAT x 2 each Turn (or squares equal to your MOVE STAT).
Attack : Make a Melee or Ranged Attack.
Choke : Choke an opponent you have Grabbed.
Equip/Drop Shield : Equipping and dropping a Shield takes an Action. See Using Shields later in this section on pg. 183.
Get into a Vehicle : Get into a Vehicle. See Vehicle Combat later in this section on pg. 189.
Get Up : Get up after being Prone. While Prone, until you use this Action, you cannot use a Move Action.
Grab : Grab and hold an opponent or take away an object they are holding.
Hold : Action Hold an Action until later in the Initiative Queue. You must choose a specified event to trigger the Action or a specific number in the Initiative Queue when the action occurs as well as what the Action is, and what its intended target is.
Human Shield : Equip an opponent you have Grabbed as a Human Shield.
Reload : Fully reload and replace a weapon's magazine with a single ammunition type.
Run : Take an additional Move Action, but only if you have already taken a Move Action this Turn.
Start a Vehicle : Start a Vehicle to gain its MOVE and jump to the top of the Initiative Queue.
Stabilize : Stabilize a target to begin the natural healing process or pull them out of the Mortally Wounded Wound State to save their life.
Throw : Throw a grabbed opponent to the ground or throw an object.
Use NET Actions : Perform multiple NET Actions inside the NET. See Netrunning Section for how to use NET Actions on pg. 197.
Use an Object : Manipulate an object in a way that doesn't require a Skill. Drawing an easily accessible weapon into a free hand or dropping a held weapon (not a shield) onto the floor does not require this Action but stowing a held weapon on your person does.
Use a Skill : Use one of your Skills to accomplish a quick task. A longer task will require multiple Actions over the course of multiple turns, rolling only when the full time has been paid for in 3-second increments.
Vehicle Maneuver : Use your Action while driving to focus entirely on making a dangerous Maneuver.


Ranged Combat is resolved:
Attacker's REF + Relevant Weapon Skill + 1d10 vs Defender's DV Determined by Range to Target and Weapon or Defender's DEX + Evasion Skill + 1d10*

*A Defender with a REF 8 or higher can choose to attempt to dodge a Ranged
Attack instead of using the range table to determine the DV

Ranged DVs Based on Range
Weapon Type Pistol SMG Shotgun A.R. Sniper
0 to 6m 13 15 13 17 30
7 to 12m 15 13 15 16 25
13 to 25m 20 15 20 15 25
26 to 50m 25 20 25 13 20
51 to 100m 30 25 30 15 15
101 to 200m 30 25 35 20 16


Autofire: Uses 10 rounds, if your weapon doesn't have at least 10 rounds you cant use autofire. If you hit, roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum denoted by the weapon's Autofire (3 for SMGS, 4 for Assault Rifles).
Sep 29, 2022 8:49 pm
Ability : Data
Backdoor : Allows the Netrunner to break through Passwords and other obstructions in the Architecture.
Cloak : Allows the Netrunner to hide their actions in the Architecture before they leave.
Control : Allows the Netrunner to control things that are attached to the Architecture.
Eye-Dee : Allows the Netrunner to know what a found piece of data is and its value.
Pathfinder : Allows the Netrunner to learn the "map" of the Architecture.
Scanner : Allows the Netrunner to find out the locations of systems in an area.
Slide : Allows the Netrunner to slip away from one Black ICE that is following them.
Virus : Allows the Netrunner to leave a custom virus at the very core of the Architecture.
Zap : A basic Netrunner attack that works against both Programs and other Netrunners.

Net Combat
Your Interface + Program ATK + 1d10 or Black ICE ATK + 1d10 vs Target's Interface + 1d10 or Program DEF/Black ICE DEF + 1d10

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