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P1Resolution, Movement & the Combat TurnSR2 · FASA7901
Dice Basics
- Test: roll a pool of d6 vs a Target Number. Each die ≥ TN = one success. TN floor 2.
- Rule of Six: a rolled 6 explodes — reroll & add; repeats on 6s.
- Rule of One: a 1 never succeeds (and never explodes). All 1s = critical failure (GM picks the disaster; magic → Misfire).
- Opposed: more successes wins, by the net. Open: report highest die (after 6s) → sets a TN.
- Karma Pool: reroll failed dice once / buy a success / cheat death.
Derived Numbers
| Reaction | (Quickness + Intelligence) ÷ 2 |
| Initiative | Reaction + 1D6 (+1D6 per boost) |
| Combat Pool | (Quick + Int + Will) ÷ 2 |
| Magic Pool | = Magic Rating |
| Hacking Pool | (Intelligence + MPCP) ÷ 3 |
Pools round down, refresh each Combat Turn, spent across that turn's tests.
Combat Turn Sequence
- Pools refresh (start of turn).
- Everyone rolls Initiative = Reaction + dice.
- Act in descending order; subtract 10 — anyone still > 0 acts again (next pass).
- All ≤ 0 → new turn.
Per pass: Free (talk, drop, gesture) · Simple ×2 (ready / fire SS or SA / aim / take cover / change mode / reload) · Complex (full-auto or burst, melee attack, cast spell, run a vehicle, most skills).
Movement & Athletics
You may move and act each phase. Move + a finesse action = +1 TN (rough ground/obstacles +2).
| Per phase | Distance (m) |
| Walk | = Quickness |
| Run — Human / Elf / Ork | Quickness × 3 |
| Run — Dwarf / Troll | Quickness × 2 |
- Sprint: Athletics (Running) Complex Action vs TN 4 — +1 effective Quickness per success this phase.
- Intercept: pass within 1 m of a foe → they may Unarmed-attack & stop you.
- Jump / Climb / Swim / Balance: Athletics test, GM sets TN by difficulty; successes scale distance/quality.
Injury (Wound) Modifiers
| Damage taken | TN | Init |
| Light (1 box) | +1 | −1 |
| Moderate (3) | +2 | −2 |
| Serious (6) | +3 | −3 |
| Deadly (10) | Down / dying |
Stun & Physical tracked separately; the worse wound sets the modifier. Penalties hit all actions.
Surprise
Everyone rolls Reaction vs TN 4 (modified). Compare net successes — a character must net more than an opponent to act against them this turn. A fully unaware target is surprised outright.
Perception
| Distracted | +2 |
| Very small / partially hidden | +6 / +2 |
| Brightly colored | −2 |
| Action very / not obvious | −4 / +4 |
| Gunshot / silenced | −2 / 0 |
| Burst / full auto | −4 / −6 |
| Grenade blast / yell | −8 / −2 |
| Same floor / floors away | +4 / +6 |
| Odor or taste obvious | −4 |
| Audio/visibility aids | see P2 |
| Hits | You learn… |
| 1 | something is there |
| 2 | what kind it might be |
| 3 | the kind; suspect exact nature |
| 4+ | know it — no specifics w/o examining |
P2Combat — Attacks & DamageSR2 · FASA7901
Ranged Attack — Sequence
- Range → base TN (table).
- Apply situational mods + firing-mode recoil.
- Attacker: Firearms + Combat Pool vs modified TN.
- Target: Damage Resistance = Body + Combat Pool vs (Power − Armor).
- Stage & apply damage.
Range — Base TN S4 / M5 / L6 / E9
| Weapon | S | M | L | E |
| Hold-out / Light pistol | 5 | 15 | 30 | 50 |
| Heavy pistol | 5 | 20 | 40 | 60 |
| SMG | 10 | 40 | 80 | 150 |
| Shotgun | 10 | 20 | 50 | 100 |
| Assault rifle | 15 | 40 | 110 | 250 |
| Sporting rifle | 30 | 60 | 150 | 300 |
| Sniper rifle | 40 | 80 | 200 | 400 |
| LMG | 20 | 40 | 80 | 150 |
| MMG / HMG | 40 | 150 | 400 | 800 |
| Bow (× Strength Min) | Str | ×10 | ×30 | ×60 |
| Thrown (× Strength) | Str | ×2 | ×3 | ×5 |
Firing Modes & Recoil SR2 p.86-93
| Mode | Fires | Recoil |
| SS | 1 round, once/phase | — |
| SA | 1 / Simple (≤2/phase) | +1 / shot after 1st |
| BF | 3-rd burst / Simple | +3 / burst |
| FA | Complex, 3+ rounds | +1 / round |
Concentrate on one target → more damage: BF = +3 Power, +1 Level. FA = +1 Power/round, +1 Level per 3 rds (max Deadly). 6M weapon: 3 rds 9S · 6 rds 12D (cap).
- Recoil raises your TN; recoil comp / gas-vent / gyro / bracing cancel it point-for-point (stack), reset each Combat Turn. Heavy weapons: recoil ×2.
- Split fire: +2 per extra target; FA "walks" — 1 round wasted per meter between targets (smartgun: 0).
Ranged — Other Modifiers
| Blind fire | +8 |
| Partial cover | +4 |
| Visibility | see ↓ |
| Per extra target (same phase) | +2 |
| Target running / stationary | +2 / −1 |
| Attacker in melee (per foe) | +2 |
| Attacker running / walking | +4 / +1 |
| …on difficult ground | +6 / +2 |
| Attacker wounded | injury |
| Aimed shot (per Simple Action) | −1 |
| Smartlink / goggles / laser | −2 / −1 / −1 |
| Second firearm | +2 |
Visibility
| Condition | Norm | Low-Lt | Thermo |
| Full darkness | +8 | +8 | +4/2 |
| Minimal light | +6 | +4/2 | +4/2 |
| Partial light | +4 | +2/0 | +4/2 |
| Glare | +2 | +4/2 | +4/2 |
| Mist | +2 | +2/0 | 0 |
| Light smoke/fog/rain | +4 | +4/2 | 0 |
| Heavy smoke/fog/rain | +6 | +6/4 | +1/0 |
| Thermal smoke | smk | smk | norm |
Melee — Sequence & Mods
- Both roll Armed/Unarmed + Combat Pool vs TN 4 (+ mods).
- Higher net successes wins (tie → attacker); net hits stage damage up.
- Loser resists: Body vs (Str-based Power) − Impact armor.
| Your / foe's friends in melee (per) | −1 / +1 |
| Longer / inferior reach (per pt) | −1 / +1 |
| Multiple targets (per) | +2 |
| Superior position / foe prone | −1 / −2 |
| Wounded / visibility | inj / vis |
Damage & Condition
Damage = Power + Level (L/M/S/D). Resist: Body (+pool) vs Power; Armor lowers Power — Ballistic vs guns/blast, Impact vs melee/thrown/falls.
- Staging: 2 successes shift the Level a step — attacker's net hits ↑, target's resistance ↓. Below Light = no damage.
- Boxes: L 1 · M 3 · S 6 · D 10. Stun & Physical separate tracks; wound mods add.
- Fill Stun → KO; Stun overflow rolls into Physical. Fill Physical → dying; survive overflow up to Body extra boxes.
Healing & Recovery SR2 p.112-115
- Stun: heals by resting only (minutes–1 hr); first aid & cyber don't help it.
- First Aid (Biotech, Physical only, within the "golden hour", before any heal spell): test vs TN below; 1+ success = −1 Damage Level (max one). Deadly → only stabilizes (stops the bleed-out). Minutes taken = listed time ÷ successes.
| Level | First-Aid TN | Time |
| Light | 4 | 10 min |
| Moderate | 6 | 20 min |
| Serious | 8 | 30 min |
| Deadly | 10 | stabilize |
Mods: magician patient +2 · bad/terrible +1/+3 · no medkit +4 · patient Body 4-6 −1 / 7-9 −2 / 10+ −3.
- Natural healing (one level at a time): Body Test — any success heals unaided at TN L 2 / M 4 / S 6 (Deadly needs a doctor). Time per level: L ~1 day · M ~10 d · S ~20 d · D 30 d (hospital); successes shorten it.
- Heal spell: within 1 hr of injury; one heal attempt per wound; also clears Physical overflow.
Sample Weapon Damage
| Hold-out / Light pistol | 4L / 6L |
| Heavy pistol / SMG | 9M / 7M |
| Assault rifle / Shotgun | 8M / 8S–10S |
| Katana / Sword / Knife | (S+3)M / (S+2)M / (S)L |
| Club / Fist (Stun) | (S+1)M / (S)M |
P3Magic & the MatrixSR2 · FASA7901 · VR2.0
Spellcasting
- Spell sets base TN; target type & situation adjust it.
- Cast: Sorcery + Magic Pool vs TN. Force ≤ Magic (chargen ≤ 6).
- Resist: mana → target Willpower; physical → Body. Caster needs net successes.
- Drain: Willpower + Magic Pool vs the Drain.
Drain = Power (½ Force, ± mod) + Level. Unresisted Drain is Stun — Physical if Force > Magic. Misfire (all 1s): uncontrolled effect; 1 Good Karma → normal failure.
Spell Defense
A magician pre-allocates Magic Pool dice as Spell Defense for self/allies; those dice add to the target's Resistance vs hostile spells. Spent whether used or not; refreshes each turn.
Conjuring
- Summon: Conjuring (+Magic Pool) vs TN = Force. Each success = one service.
- Force ≤ Magic Rating. Elemental summoning takes hours = Force.
- Drain: Charisma vs Force (Physical if Force > Charisma).
- Shaman: nature spirits, in-domain, one out at a time, fade at sunrise/sunset. Hermetic: elementals from a circle, bindable, anywhere.
Spirits — Stats by Force (F)
| Elemental | B | Q | S |
| Air | F−2 | (F+3)×4 | F−3 |
| Earth | F+4 | (F−2)×2 | F+4 |
| Fire | F+1 | (F+2)×3 | F−2 |
| Water | F+2 | F×2 | F |
C/I/W/Essence = F. Nature spirits use the same scheme by domain. Init = Reaction + 1D6.
Powers (by type): Accident, Alienation, Concealment, Confusion, Engulf, Fear, Guard, Movement, Search, Binding, Electrical Projection. Dual-natured; immune to normal weapons unless manifested.
Astral — Quick
- Perception = Simple Action; see auras/magic/spirits. Projection leaves the body comatose.
- Astral combat: Willpower (+Charisma shamans) + magic skill; damage crosses to the meat body on return. Weapon foci work; mundane weapons don't. Wards block astral movement.
Matrix — System Test
Run the matching utility: Computer + Hacking Pool + utility vs that subsystem's rating.
| Access | logon / get in |
| Control | commands (sensors, power) |
| Index | search for files / paydata |
| Files | read / edit / download |
| Slave | run slaved devices (cams, maglocks) |
Detection & Security Tally
- Detection Factor = (Masking + Sleaze) ÷ 2 — the TN the host rolls to spot you.
- Each action the host rolls its subsystem vs DF; every success → Security Tally (hidden, only climbs) → fires IC & raises alerts.
| Security | IC Initiative | Beat |
| Blue | — | 1 |
| Green | 5 + System | 2 |
| Orange | 7 + System | 3 |
| Red | 9 + System | 4 |
IC & Cybercombat
- White (blocks/traces): Access, Barrier, Scramble, Tar Baby, Trace.
- Gray (hits deck): Blaster, Killer, Tar Pit, Trace.
- Black: biofeedback — real Stun/Physical to the decker; can kill.
- Attack: Attack + Hacking Pool vs IC rating; each success = 1 box. Soak with Bod; Shield = armor. Fill MPCP → dumped (dump shock).
- Persona: Bod/Evasion/Masking/Sensor (total ≤ 3×MPCP). Jack out = Simple Action — unless Black IC has you (Willpower vs IC).
P4Vehicles, Explosives & GM ToolkitSR2 · FASA7901 · Rigger 2
Vehicle Ratings & Combat Turn
- Handling = control TN (lower better) · Speed cruise/max (m/turn) · Body · Armor (½ added to Body to resist) · Sig (higher=stealthier) · Autopilot.
- Riggers act first; allocate Control Pool, then make the Position Test. Operating a vehicle = Complex Action.
Control / Operation Mods
Drive test: Vehicle skill (+Control Pool) vs Handling + mods.
| Complex controls | +1 |
| Unfamiliar (non-stress / stress) | +1 / +3 |
| Large / very large vehicle | +2 / +3 |
| Bad / terrible conditions | +2 / +4 |
| Rigger jacked in (VCR) | −(VCR×2) |
The Chase & Crash
Each turn declare Flee / Pursue / Fight, then Vehicle skill (+pool) vs Handling + terrain. Net successes shift range; within 1 m you may ram; a fleer pulling ahead may try an Escape Test. Crash (on Serious damage / lost control): same test — fail = crash.
| Terrain | Position | Crash | Escape |
| Open | 0 | −1 | −4 |
| Normal | +1 | 0 | −2 |
| Restricted | +2 | +4 | 0 |
| Tight | +4 | +2 | +2 |
Crash dmg by speed (m/turn): 1–20 L · 21–60 M · 61–200 S · 201+ D; Power ≈ cruise ÷ 10. Passengers resist with Body. Ram: attacker Vehicle skill; victim Crash Test; damage scales with Body + speed gap.
Grenades, Blast & Demolitions
- Throw: Throwing/Firearms + Combat Pool vs range TN. Miss → scatter 1D6 direction; distance thrown 1D6 / aero 2D6 / launched 3D6 m (−1 m per success).
- Blast Power falls with range:
| Grenade | Code | Falloff |
| Offensive | 10S | −1 / m |
| Defensive | 10S | −1 / ½m |
| Concussion | 12M Stun | −1 / m |
- Resist with Body − Impact armor; stage down 1 level / 2 successes. Vs a wall: subtract its Barrier Rating; in a confined space the blast rebounds at full Power.
- Demolitions: charge Power = explosive Rating (Commercial 3 · Plastic-IV 6 · Plastic-XII 12). Demolitions test TN 2 — each success +1 Power. Compare to Barrier Rating to breach.
Social Tests
Roll a social skill — Etiquette (fit in), Negotiation (deals, bribes), Intimidation (coerce, opposed by Willpower), Leadership — vs the TN from attitude + request below. Net successes = how well it lands. Charisma, gear & contacts adjust.
| NPC is… | TN | Request is… | TN |
| Friendly | −2 | Advantageous | −2 |
| Neutral | 0 | No value | 0 |
| Suspicious | +2 | Annoying | +2 |
| Hostile | +4 | Harmful | +4 |
| Enemy | +6 | Disastrous | +6 |
Task Target Numbers
| Knowledge sought | TN |
| General / detailed | 3 / 5 |
| Intricate / obscure | 8 / 12 |
| Build / Repair | mod |
| Bad / terrible conditions | +2 / +4 |
| Superior conditions | −1 |
| Tools inadequate / none | +2 / — |
| From memory | +(5−Int) |
Object Resistance spells on objects
| Natural object | 3 |
| Manufactured, low-tech | 5 |
| Manufactured, high-tech | 8 |
| Highly processed | 10+ |
Barriers
| Material | Rating |
| Standard glass | 2 |
| Cheap material / tires | 3 |
| Average / ballistic glass | 4 |
| Heavy material | 6 |
| Reinforced / armored glass | 8 |
| Structural | 12 |
| Heavy structural | 16 |
| Armored / reinforced | 24 |
| Hardened | 32 |
Power < ½ Rating: holds. ½–full: −1 Rating. > Rating: ½ m hole + −1 Rating per increment over.