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Errata / Re: [SR6] Double Clutch
« Last post by KarmaInferno on Today at 16:37:51 »
- p165 Automated assistance software is listed with game rules, can be installed on toolkits, shops, and facilities to assist in repair work, but no purchase information is listed.


-k
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Hey Folks,
Just wanted to drop by for one last push and invite you to check out Subversion, our game of community and rebellion in the cyberpunk fantasy city of Neo Babylon.

Subversion isn't Shadowrun, and isn't trying to replace Shadowrun. The gameplay, rules, lore, and basic premise of the game is very different. But you all know myself and my team at Fragging Unicorns all love Shadowrun, so we aren't trying to compete.

What we are trying to do is tell different stories and try out different rules - and create for the sake of creating. You can check out the most recent rules build on the kickstarter page.

So I'd love it if y'all would stop by and take a look at the Kickstarter campaign, check out what people are saying about Subversion on the web, and if it looks awesome to you, please support us!


If you back before the end of the campaign, you'll get 2 free adventure PDFs (more if we unlock those stretch goals).

Here's the link: https://www.kickstarter.com/projects/fraggingunicorns/subversion?ref=zcrx9s

Thanks,
Opti
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Errata / Re: [SR6] Double Clutch
« Last post by KarmaInferno on <03-19-23/1754:56> »
- p99-100 Vulcan Systems Opossum I - Listed as carrying two Small drones, but it has two Small drone *racks* in the statblock. Small drone racks already carry up to three Small drones.

Also it feels like the "four mini or eight micro" drone rack was also added without realizing that the Micro/Mini Drone Rack similarly carries 5 drones inherently.


-k
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Previous Editions / Re: Burst Fire Defense modifier (5e)
« Last post by Xenon on <03-18-23/0841:34> »
You are welcome.

Note that the last post of this thread before you posted was more than a year old and the reply I made was regarding how it used to be resolved resolved (and still is) in the previous version of Shadowrun (the 5th edition).
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Previous Editions / Re: Burst Fire Defense modifier
« Last post by RyanPalmer on <03-18-23/0815:27> »
Does this penalty apply even if you are doing a free action Multiple Attacks and dividing your dice pool among multiple targets?
With a burst fire weapon you have three options.

1. Aim at one target and tap the trigger once. This is the "Fire Semi-Auto, Single-Shot, Burst Fire or Full-Auto" Simple Action. The weapon will automatically fire 3 bullets. You resolve it as one single attack. Since the attacker is firing 3 bullets at the target, the target get a negative dice pool modifier of 2 dice to avoid getting hit.

2. Aim at one target and tap the trigger twice. This is the "Fire Long Burst or Semi-Auto Burst" Complex Action. The weapon will fire 3 + 3 bullets which will be resolved as one single attack. Since the attacker is firing 6 bullets at the target, the target get a negative dice pool modifier of 5 dice to avoid getting hit.

3. Aim at one target within short or medium range and tap the trigger once, then aim at a second target within short or medium range and tap the trigger a second time. This is the "Fire Long Burst or Semi-Auto Burst" Complex Action combined with a "Multiple Attacks" Free Action. The attacker need to have a weapon skill (not dice pool) of 3+ in order to attempt this. The attacker split the dice pool between the two attacks. Since the attacker is firing 3 bullets at each target, they both get a negative dice pool modifier of 2 dice to avoid getting hit.



For example a SA burst ...
With a SA weapon you also have 3 options.

1. Aim at one target and tap the trigger once. This is the "Fire Semi-Auto, Single-Shot, Burst Fire or Full-Auto" Simple Action. The weapon will automatically fire 1 bullet. Since the attacker is only firing one bullet at the target, the target don't get a negative dice pool modifier to avoid getting hit.

2. Aim at one target and tap the trigger three times. This is the "Fire Long Burst or Semi-Auto Burst" Complex Action. The weapon will fire 1 + 1 + 1 bullets which will be resolved as one single attack. Since the attacker is firing 3 bullets at the target, the target get a negative dice pool modifier of 2 dice to avoid getting hit.

3. Aim at one target within short or medium range and tap the trigger once, then aim at a second target within short or medium range and tap the trigger a second time, then aim at a third target within short or medium range and tap the trigger a third time. This is the "Fire Long Burst or Semi-Auto Burst" Complex Action combined with a "Multiple Attacks" Free Action. The attacker need to have a weapon skill (not dice pool) of 5+ in order to attempt this. The attacker split the dice pool between the three attacks. Since the attacker is only firing one bullet per target they don't get a negative dice pool modifier to avoid getting hit.

Thanks for explaining it in brief. You made my day.
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Gear / Re: 6E: Why are these rifles... ?
« Last post by MercilessMing on <03-15-23/1041:00> »
Quote
Ares Alpha and Yamaha Raiden more than make up for it by both having an under-barrel grenade launcher (that you now also no longer need a separate skill investment to properly use)
Where is this clarified?  We play that the rifle portion uses Firearms and under-barrel launchers use Exotic Weapons (Launchers).
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Rules and such / Re: [6E] What Is the Order for Spending Edge
« Last post by Xenon on <03-14-23/1944:18> »
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2. and then you you both decide to reroll 3 dice (before any dice are actually rolled)
declaring your intention to use post-roll edge before any dice are rolled is too punishing;
No no.... not suggesting you should declare your post edge actions pre test-roll, you (or course) declare post edge action after the test have been taken (step one above).

What I meant was that if you both want to reroll 3 dice as your edge boost then you both declare that after the test but before any of you actually reroll.

- NPC: I want to refoll 3 dice
- Player: I also want to reroll 3 dice
- GM: Do it
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Rules and such / Re: [6E] What Is the Order for Spending Edge
« Last post by MercilessMing on <03-14-23/1138:59> »
I think the question is about who spends edge first, attacker or defender, pre roll and post roll.  The CRB doesn't say.

Quote
2. and then you you both decide to reroll 3 dice (before any dice are actually rolled)

I don't play that way - declaring your intention to use post-roll edge before any dice are rolled is too punishing; but even so, the question being asked is "who decides first", and "can they amend it"

Here's how I play.  Post roll is easiest - Each side just asks themselves if they're happy with the outcome.  If someone isn't, they spend edge and make the change.  They're locked into that result and can't amend it further.  Then the other side gets to choose whether to also spend edge. 

Pre-roll, much the same way, but you have to pick a side to ask about edge spend first.  Just go with the attacker.  Attacker decides if they're going to spend edge, then the defender.  But if the attacker says No and the defender says Yes, then the attacker can amend and the defender is locked in. 
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Rules and such / Re: Paydata [6E]
« Last post by Xenon on <03-14-23/0320:29> »
Candidates I've come up with are Matrix Search (but the 10 minute interval hurts), Matrix Perception, and Hash Check (but we don't have anything to look for other than "shiny")
There are no rules around this so you are free to make it up on the fly as you go, but we resolve it with a Hash Check Major Action test where the hash is known and have a threshold of 1 IF the hacker (before the run) did their homework and researched the target host (which we resolve as a simple Matrix Search test that takes 10 minutes to complete) or otherwise unknown and have a threshold of 4.
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General Discussion / Re: Goons and Professional Rating (SR6)
« Last post by MercilessMing on <03-13-23/1501:27> »
Quote
3) How do you (I'm looking at you experienced players/Gm's) design your basic enemy goons? Do you simply copy the book templates as is with minor alterations or do you have some system to randomize a little this step? I've thought about counting attribute and skill points of every PR level and then just moving them freely but I'm not sure that's the correct way to do it.

I almost never get as detailed as writing out a complete stat block.  At most, my goons will have 1 physical attribute and 1 mental attribute, an attack pool of dice, and a defense pool of dice.  I completely fudge these numbers, I just assign them based on the difficulty they're supposed to represent. 

I use a dice pool of 12 to represent opposition equivalent to a player character in their specialty.  These are pro's.
10 represents well trained opposition.
8 represents basic competent opposition.
6 represents poorly trained opposition.
Less than 6 is non-skilled and normally not worth rolling unless the story would be better for it.

Dice pools higher than 12 are the really dangerous NPCs that have a chance at defeating the players.

A typical encounter I make that is meant to be challenging will have a group 1.5x to 2x the number of PCs with attack dice pools of 8.  8 is a normal defense pool that non-combat specialist PCs tend to have, and they will occasionally get hit. 

Dice pools are the main thing, but then you add in flavoring:
Special abilities. anything beyond your basic gun, that means these people have grenades, or a flamethrower, or are immune to fire damage because of their armor, or use stick n' shock ammo.  I just pick 1-2 things that spice up the encounter.

Specialists.  Your team will probably come to an encounter with a combat specialist, a mage, and a decker, attacking on all three fronts.  When you mix matrix or magic opposition to your group, you make encounters a lot more tactical.  Especially when you hide these elements and ensure they survive a PC alpha strike.
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