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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
InitiativeReaction + 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

  1. Pools refresh (start of turn).
  2. Everyone rolls Initiative = Reaction + dice.
  3. Act in descending order; subtract 10 — anyone still > 0 acts again (next pass).
  4. 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 phaseDistance (m)
Walk= Quickness
Run — Human / Elf / OrkQuickness × 3
Run — Dwarf / TrollQuickness × 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 takenTNInit
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 aidssee P2
HitsYou learn…
1something is there
2what kind it might be
3the kind; suspect exact nature
4+know it — no specifics w/o examining
P2Combat — Attacks & DamageSR2 · FASA7901

Ranged Attack — Sequence

  1. Range → base TN (table).
  2. Apply situational mods + firing-mode recoil.
  3. Attacker: Firearms + Combat Pool vs modified TN.
  4. Target: Damage Resistance = Body + Combat Pool vs (Power − Armor).
  5. Stage & apply damage.

Range — Base TN S4 / M5 / L6 / E9

WeaponSMLE
Hold-out / Light pistol5153050
Heavy pistol5204060
SMG104080150
Shotgun102050100
Assault rifle1540110250
Sporting rifle3060150300
Sniper rifle4080200400
LMG204080150
MMG / HMG40150400800
Bow (× Strength Min)Str×10×30×60
Thrown (× Strength)Str×2×3×5

Firing Modes & Recoil SR2 p.86-93

ModeFiresRecoil
SS1 round, once/phase
SA1 / Simple (≤2/phase)+1 / shot after 1st
BF3-rd burst / Simple+3 / burst
FAComplex, 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
Visibilitysee ↓
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 woundedinjury
Aimed shot (per Simple Action)−1
Smartlink / goggles / laser−2 / −1 / −1
Second firearm+2

Visibility

ConditionNormLow-LtThermo
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+2/00
Light smoke/fog/rain+4+4/20
Heavy smoke/fog/rain+6+6/4+1/0
Thermal smokesmksmknorm

Melee — Sequence & Mods

  1. Both roll Armed/Unarmed + Combat Pool vs TN 4 (+ mods).
  2. Higher net successes wins (tie → attacker); net hits stage damage up.
  3. 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 / visibilityinj / 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.
LevelFirst-Aid TNTime
Light410 min
Moderate620 min
Serious830 min
Deadly10stabilize

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 pistol4L / 6L
Heavy pistol / SMG9M / 7M
Assault rifle / Shotgun8M / 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

  1. Spell sets base TN; target type & situation adjust it.
  2. Cast: Sorcery + Magic Pool vs TN. Force ≤ Magic (chargen ≤ 6).
  3. Resist: mana → target Willpower; physical → Body. Caster needs net successes.
  4. Drain: Willpower + Magic Pool vs the Drain.

Drain = Power (½ Force, ± mod) + Level. Unresisted Drain is StunPhysical 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)

ElementalBQS
AirF−2(F+3)×4F−3
EarthF+4(F−2)×2F+4
FireF+1(F+2)×3F−2
WaterF+2F×2F

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.

Accesslogon / get in
Controlcommands (sensors, power)
Indexsearch for files / paydata
Filesread / edit / download
Slaverun 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.
SecurityIC InitiativeBeat
Blue1
Green5 + System2
Orange7 + System3
Red9 + System4

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.

TerrainPositionCrashEscape
Open0−1−4
Normal+10−2
Restricted+2+40
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:
GrenadeCodeFalloff
Offensive10S−1 / m
Defensive10S−1 / ½m
Concussion12M 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…TNRequest is…TN
Friendly−2Advantageous−2
Neutral0No value0
Suspicious+2Annoying+2
Hostile+4Harmful+4
Enemy+6Disastrous+6

Task Target Numbers

Knowledge soughtTN
General / detailed3 / 5
Intricate / obscure8 / 12
Build / Repairmod
Bad / terrible conditions+2 / +4
Superior conditions−1
Tools inadequate / none+2 / —
From memory+(5−Int)

Object Resistance spells on objects

Natural object3
Manufactured, low-tech5
Manufactured, high-tech8
Highly processed10+

Barriers

MaterialRating
Standard glass2
Cheap material / tires3
Average / ballistic glass4
Heavy material6
Reinforced / armored glass8
Structural12
Heavy structural16
Armored / reinforced24
Hardened32

Power < ½ Rating: holds. ½–full: −1 Rating. > Rating: ½ m hole + −1 Rating per increment over.