| Human | -3 | Hobgoblin | 10 |
| Elf | 10 | Gnome | 14 |
| Dwarf | 10 | Oni | NITC |
| Orc | 10 | Wakyambi | 10 |
| Troll | 10 | Ogre | 13 |
| Cyclops | NITC | Minotaur | 10 |
| Koborokuru | 13 | Satyr | NITC |
| Fomori | 10 | Night One | 13 |
| Menehune | 13 | Dryad | NITC |
Note: The combat pool refreshes at the beginning of the phase (initiative number) not at the characters action. This is important when dealing with delayed actions.
NOTE: AVM's use the rules for ranged combat, while APM's and HEM's use the rules for explosives.
For example: Nemisis is firing a full automatic burst at a scumbag standing right in front of her (i.e. no cover). She is using a Ingram Smartgun (7M) with 4 levels of recoil compensation. Since the maximum power the weapon can be augmented to is 1.5 times the base power round down, in this case 10M, Nemisis will fire her bullets in 4 round volleys, and will fire a total of 16 bullets at her opponent (she's pissed) The first 4 round volley will have a target number of 2 and a damage code of 10M, the second 4 round volley will have a target number of 5 and a damage code of 10M, the third volley will have a target number of 9 and a damage code of 10M, and the fourth volley will have a target number of 13, and a damage code of 10M.
For example: Nemesis is firing autofire at Majorasshole and 3 scumbags. Nemesis is again using an Ingram Smartgun with 4 levels of recoil compensation. Majorasshole and his 3 scumbags are standing in the open; Majorasshole is standing one meter away from the closest of the three scumbags, who are standing shoulder to shoulder. Nemesis (since she is smartgun enabled) decides to put 3 round into Majorasshole and one into each of the scumbags, noting that she also has to use one bullet meter to account for the meter space seperating Majorasshole from his scumbags. The target number for this attack is: short range 4 -2 smartgun + 6 recoil (fired 7 shots) -4 recoil compensation = 4 against all targets. Majorasshole has a damage code of 9M against him, and each of the 3 scumbags has a damage code of 7M against them.
Note: the effect of dikote has been changed, it always adds two to the power of any bladed or piercing weapon.
| WEAPON | DAMAGE | MAX. DAMAGE |
|---|---|---|
| Unarmed | (Str/2+3)M Stun | -- |
|
(Str/2)M | -- |
| Hand Razor | (Str/2+3)L | 7 |
| Spurs | (Str/2+4)M | 9 |
| Sword | (Str/2+5)M | 10 |
| Katana | (Str/2+3)S | 8 |
| Survival Knife (dagger) | (Str/2+4)M | 9 |
| Knife | (Str/2+3)L | 8 |
| Pole Arm/Two handed Sword | (Str/2+5)D | 10 |
| Combat Axe | (Str/2+6)S | 11 |
|
(Str/2+4)M | 9 |
| Staff | (Str/2+5)S Stun | 10 |
| Club | (Str/2+5)M Stun | 10 |
| Sap | (Str/2+4)M Stun | 9 |
| Monofilament Whip | 9S (vrs. 1/4 armor) | -- |
| Plastic Bone Lacing | (Str/2+4)M Stun | -- |
| (Str/2+1)M | -- | |
| Aluminum Bone Lacing | (Str/2+5)M Stun | -- |
| (Str/2+2)M | -- | |
| Titanium Bone Lacing | (Str/2+6)M Stun | -- |
| (Str/2+3)M | -- |
Note: the effect of dikote has been changed, it always adds two to the power of any bladed or piercing weapon.
| WEAPON | DAMAGE | MAX. DAMAGE |
|---|---|---|
| Standard Bow | (Str/2+4)M | 9 |
| Ranger X Bow | (Str/2+5)M | 10 |
| Light Crossbow | 6L | -- |
| Medium Crossbow | 8M | -- |
| Heavy Crossbow | 9S | -- |
| Throwing Knife | (Str/2+3)L | 8 |
| Shuriken | (Str/2+3)M | 7 |
Level 3: + 1 to Body, Quickness, Strength or Reaction or +1d6 to initiative
Level 4: + 2 to Body, Quickness, Strength or Reaction or +2d6 to initiative
Level 6: + 3 to Body, Quickness, Strength or Reaction or +3d6 to initiative
Level 8: + 4 to Body, Quickness, Strength or Reaction
Accident: This is an opposed success test using the spirits force against the quickness or intelligence (whichever is higher) of the target. The number of net successes and the environment determine the effect.
Alienation: Alienation is a sustained effect (just like a mage sustaining a spell) which renders the victim invisable/inaudible & intangible to the rest of the world. To obtain this effect the Spirit must make an opposed success test against willpower and achieve one net success. Characters making a perception test to see the alienated victim use the spirit's force as the target number, adding +1 to the target number for every net success after the first.
Binding: Binding is a sustained effect. A spirit using this power must roll at least one net success in an opposed test using its force against the victim's willpower. To perform any action requiring movement against the surface, an affected victim must make a succesful strength test against the force of the spirit.
Concealment: Concealment is a sustained effect. It works exactly like an invisability spell, with a number of successes equal to the level of the spirit.
Confusion: Confustion is a sustained effect. It works exactly like the confusion spell with a number of dice equal to the force of the spirit, except that if the spririt generates a number of net successes equal to 1/2 the target's willpower (round up), the target loses all sense of direction and purpose, so that they wander aimlessly throught the terrain. This effect can be broken, by generating a Willpower test against a target number equal to the spirit's force.
Electrical Projection: This effect is exactly the same as a damaging manipulation with a number of dice equal to the force of the spirit, a power equal to the force of the spirit, and a damage level of Moderate.
Engulf: This effect is the same as that written in Shadowrun II, except that the attacks by both the Fire and Earth Elementals are defended against with 1/2 impact armor.
Fear: Fear is a sustained effect. The spririt can target a number of individuals equal to its force (3 x force for greater) as long as all individuals are in LOS. Each person targeted must make an opposed test using willpower and the spirits force; every two net successes gives a +1 target modifier to the feared individual. Also if a number of net successes greater than the target's professional rating (shadowrunners = 4) is generated, then the individual must flee out of LOS; the individual then is allowed a willpower test against the spirit's force, if one success is generated, then the individual is free of the effect, otherwise the person must run until out of the domain of the spirit.
Flame Aura: The effect is the same as written in Shadowrun II, except that -1 is subtracted for m the power of the attack for each level of reach the weapon has; also the attack is against 1/2 impact armor.
Guard: This effect is exactly the same as written in Shadorun II. It is a sustainded effect which requires LOS. Note, however, it is usable on one person per force rating of the spirit; with vehicles counting as 1 person per 2 points of body. Note: no die rolls are required, and this power can be used at the same time as another power (for instance movement & guard)
Manifistation: This effect is exactly the same as that written in Shadowrun II.
Movement: There are two ways in which this power may be used: Both of these powers are sustainded effects & require LOS.
1. It may benificially aid someone in moving through a terrain. The spirit may multiply the rate at which one moves through its terrain based upon its force. For each point of force rating after the first, the movement rate is multiplied by the remaining force. The force rating points may be split up between various individuals is so desired. Vehicles may also be effected; 1/2 the body of the vehicle is subtracted from the spirit's force, any remaining force is the movement multiple.
2. The power may be used against individuals, by subtracting the spirit's force rating form the individial's quickness (minimum of 1) for purposes of movement. The force rating may be split up between various individuals. This power can also be used against vehicles. Vehicles may also be effected; 1/2 the body of the vehicle is subtracted from the spirit's force, any remaining force is the movement divisor.
Noxious Breath: This effects is exactly the same as that written in Shadowrun II, except that a respirator reduces the damage to (force -2)L.
Psychokinesis: This effect is exactly the same as that written in Shadowrun II. Search: This power is up to GM interpretation.
| Weapon | Mode | Damage |
|---|---|---|
| Defiance T-250 | SA | 10M |
| Enfield AS-7 | SA/BF/FA | 8M |
| Mossberg CMDT | SA/BF/FA | 8M |
| Ranger Arms SM-3 | SA | 10S |
| Walther WA-2100 | SA | 10S |
| Garet Model 121 | SA | 11S |
| Generic HMG | FA | 11S |
| Stoner-Ares M107 | FA | 11S |
| APM (flechette damage) | -- | 12D |
| HEM | -- | 12D |
| AVM | -- | 16D |
| Panther Assault Cannon | SS | 14D |
| Victory Rotary Assault Cannon | FA | 14D |
| Vehicle Assault Cannon | SS | 17D |
| Villigant Rotary Assault Cannon | FA | 17D |
| SIZE | BALLISTIC ARMOR | SKILL BONUS |
|---|---|---|
| Small | 1 | 1 |
| Large | 1 | 2 |
- When using a shield defensively (ie no conterattacking capacity) the user may substitute Quickness for Armed Combat.
- When using a shield defensively (ie no counterattacking capacity) a person trained in its use (Armed Combat) gains the addition of the skill bonus to his/her skill. Also any reach advantages are negated. If engaged by multiple opponents, this shield option can be used at any point, however all normal penalties apply. Example: You are being attacked by two opponents (which means you must subtract 2 from your skill); one with a dagger & one with a halberd. You have a skill of 5 in Armed Combat, and have a small shield and a sword. Both attack you in the same segment, you decide to parry the halberd with the shield and counterattack dagger wielder. You have a skill of 4 (5-2+1) vrs. the halberd and also negate his reach advantage, and a skill of 3 vrs. the dagger wielder, but you have the reach advantage.
- Either shield may be used to attack for (Str/2+3)M Stun.
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Unprotected | 5D Stun | 1 turn |
| Respirator/hold breath | 4S Stun | 2 turn |
| Chemsuit | N/A | N/A |
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Injected | 5D Stun | instant |
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Injected | 5D | instant |
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Injected | 5S Stun | instant |
| 3D every 5 minutes until neutralized |
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Inhaled | 6D | instant |
| Respirator/hold breath | N/A | N/A |
| Chemsuit | N/A | N/A |
| Injected | 4D | 1 minute |
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Inhaled | 4S Stun | instant |
| Respirator/hold breath | N/A | N/A |
| Chemsuit | N/A | N/A |
| Injected | 4S Stun | 1 turn |
| Note: Individuals effected by hyper will take 1 box mental damage for every box of physical damage they take. Duration = 60 minutes minus 5 minutes per success in Body Test (Target Number =4). | ||
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Injected | 6L Stun | instant |
| Note: Individuals effected by hyper subtract 1 from their initiative, quickness and strength, and any effects from an adrenal pump are halved. | ||
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Unprotected | 6S | 1 turn |
| 6M Stun | ||
| Respirator/hold breath | 5S | 2 turn |
| 5M Stun | ||
| Chemsuit | N/A | N/A |
| Condition | Damage | Speed |
|---|---|---|
|
|
|
|
| Unprotected | 10D | 1 turn |
| 10S Stun | ||
| Respirator/hold breath | 6D | 1 turn |
| 6S Stun | ||
| Chemsuit | 5D | 2 turn |
| 6S Stun |
| CIVILIAN VEHICLES | BODY | ARMOR | SIGNATURE |
|---|---|---|---|
| Volksvagen elektro | 3 | 2 | 5 |
| Mitsubishi Runabout | 3 | 2 | 5 |
| Leyland-Zil Tsarina (electric) | 3 | 2 | 5 |
| (multi-fuel) | 3 | 2 | 2 |
| Crysler-Nissan Jackrabbit (electric) | 4 | 3 | 5 |
| (multi-fuel) | 4 | 3 | 3 |
| Ford Americar | 6 | 4 | 3 |
| Honda-GM 3220 ZX | 6 | 4 | 2 |
| Honda-GM 3220 ZX Turbo | 6 | 4 | 1 |
| Eurocar Westwind 2000 | 5 | 4 | 3 |
| SAAB "Dynamit" 776TI | 5 | 10 | 2 |
| Toyota "Elite" Limousine | 8 | 5 | 3 |
| Mitsubishi "Nightsky" Limousine | 10 | 12 | 4 |
| Rolls Royce "Phaeton" Limousine | 10 | 12 | 5 |
| Dodge Scoot | 1 | 0 | 5 |
| Entertainment Systems Papoose | 1 | 0 | 5 |
| Suzuki "Aurora" Racing Bike | 2 | 0 | 2 |
| Yamaha Rapier | 3 | 1 | 2 |
| Hyundai Offroader | 3 | 2 | 2 |
| Thundercloud "Pinto" All-Terrain Trike | 4 | 4 | 3 |
| Gaz-Nike White Eagle | 3 | 3 | 2 |
| Harley-Davidson Scorpion | 3 | 8 | 2 |
| BMW Blitzen 2050 | 3 | 8 | 2 |
| Honda "Viking" Supercycle | 5 | 6 | 2 |
| Ford-Canada Bison | 10 | 12 | 4 |
| Rolls Royce Prairie Cat | 8 | 10 | 3 |
| Gaz-Wilys Nomad | 6 | 4 | 3 |
| Nissan-Holden Brumby | 6 | 4 | 3 |
| Landrover Model 2046 | 6 | 4 | 3 |
| Toyota Gopher Pickup | 5 | 3 | 3 |
| Leyland-Rover Trandsport Series | 6 | 4 | 3 |
| Renault-Fiat Eurovan | 6 | 4 | 2 |
| Volkswagen Superkombi | 7 | 10 | 3 |
| Ares Master Series | 12 | 4 | 2 |
| GMC Bulldog Step-Van | 9 | 4 | 2 |
| GMC 4201 Series | 16 | 10 | 1 |
| Conestoga Traiblazer Prime Mover | 18 | 6 | 1 |
| Nordkapp-Conestoga "Bergen" | 20 | 12 | 1 |
| Crysler-Nissan G12A ACV | 8 | 4 | 5 |
| Mostrans "Ivan the Terrrible" KVP-14T | 8 | 4 | 3 |
| GMC-Beachcaft "Vacatiorner" ACV | 8 | 4 | 3 |
| GMC-Nissan Hovertruck | 10 | 4 | 3 |
| Suzuki Watersport (standard) | 2 | 1 | 3 |
| (electric) | 2 | 1 | 5 |
| Samuvani-Criscraft Otter | 6 | 4 | 3 |
| Zemlya-Poltava Swordsman | 7 | 4 | 4 |
| Aztech Nightrunner | 6 | 4 | 5/8 |
| Colorado Craft "Cigarette" | 5 | 4 | 4 |
| Marine Technologies "Dolphin II" | 8 | 4 | 4 |
| Harland & Woilff "Classique" | 12 | 4 | 3 |
| Cessna C750 | 6 | 6 | 3 |
| Fiat-Fokker "Cloud Nine" Amphibian | 6 | 6 | 4 |
| Embraer-Dassault Mistral | 8 | 6 | 3 |
| Lear-Cessna Platinum I | 10 | 6 | 3 |
| Lear-Cessna Platinum II | 12 | 10 | 4 |
| Hawker-Siddley HS-895 Skytruck | 14 | 6 | 3 |
| Federated-Boeing Communter 2050 | 6 | 6 | 3 |
| Hughes WK-2 Stallion | 8 | 6 | 4 |
| Ares "Dragon" Rotrocraft | 12 | 8 | 3 |
| Huges Aerospace Airstar 2050 | 8 | 12 | 4 |
| Augusta-Cierva "Plutocrat" Rotocraft | 8 | 10 | 4 |
| Luftschiffbau Zeppelin LZ-2049 | 16 | 10 | 8 |
| Goodyear Commuter-47 LTA | 11 | 8 | 8 |
| Airship Industries Skyswimmer | 8 | 8 | 8 |
| SECURITY VEHICLES | BODY | ARMOR | SIGNATURE |
|---|---|---|---|
| Citymaster Urban Security Vehicle | 12 | 16 | 3 |
| Mobmaster Riot Control Vehicle | 14 | 18 | 3 |
| Crysler-Nissan Patrol-One | 6 | 12 | 4 |
| General Products Cop | 4 | 6 | 4 |
| Harley Electraglide-1000 Patrol Cycle | 3 | 8 | 2 |
| Surfstar marine Seacop | 8 | 12 | 4 |
| GMC Riverine | 12 | 12 | 3 |
| Blohm & Voss River Commander | 16 | 14 | 3 |
| Northrop PRC-42B Wasp | 3 | 4 | 3/5 |
| Northrop PRC-44B Yellowjacket | 4 | 5 | 3/5 |
| Casa J-239 Raven | 6 | 6 | 4/9 |
| Moonlight Aerospace Avenger | 6 | 12 | 8 |
| GMC Beachcraft Patroller | 8 | 12 | 5 |
| Sikorsky-Bell "Red Ranger" Scout ACV | 5 | 10 | 3 |
| Night Glider | 3 | 3 | 10 |
| GMC MPUV | 5 | 12 | 3/5 |
| Wasp "F" Serious Upgrade | 3 | 8 | 3/5 |
| Yellowjacket "F" Serious Upgrade | 4 | 10 | 3/5 |
| DRONES | BODY | ARMOR | SIGNATURE |
|---|---|---|---|
| Aztechnology GCR-23C Crawler | 2 | 2 | 4 |
| Gaz-Niki GNRD-71BIS Snooper | 2 | 3 | 5 |
| Aerodesign Systems Condor LDSD-23 | 1 | 0 | 10 |
| MCT-Nissan Rotodrone | 4 | 3 | 3 |
| Cyberspace Designs Dalmatian Recon | 4 | 3 | 5 |
| Sikorsky-Bell Microscimmer | 1 | 2 | 3 |
| GM-Nissan "Spotter" Recon Drone | 4 | 3 | 4 |
| CAS "Wandjina" RPV | 8 | 10 | 4/8 |
| Nissan "Doberman" Patrol Vehicle | 6 | 10 | 3 |
| Steel Lynx Drone | 6 | 12 | 5 |
| Ferret RPD-V1 Perimeter Drone | 2 | 8 | 8 |
| Aerodesign Condor II LDSD-41 | 2 | 5 | 10 |