Athletics is now a combat skill (and used for Archery, and presumable also crossbow and thrown weapons). It also seem to be connected to some defensive actions (as they talk about Full Defense and Dodge etc).
Exotic Weapons used for Grenade Launchers (and presumable also other "heavy weapons" such as Missile Launchers, Rocket Launchers and Auto Cannons?)
Missile rating act as a positive dice pool modifier (so dice pool modifiers are not totally gone).
Close Combat is not only used for Melee weapons and Unarmed Combat, it is also used for Shields.
Cover comes in 4 ratings (I = 25%, II = 50%, III = 75%, IV = 100%). Attacks from Cover cost an minor action (in addition to the Major action). Attacks from Cover does not grant edge (when attacking). Cover grant a positive dice pool modifier of 1 dice per level. Cover also grant +1 defensive rating per level. Attacks from Cover IV suffer a negative dice pool modifier of 2 dice.
Skills cost 5 Karma. Attributes cost 5 Karma
Trolls have Built Tough (2) [presumable +2 condition monitor boxes?]
Manipulation spells normally last Net Hits Minutes and affect one.half cubic meter nonliving material per Net Hit
Binding is gone
Alchemical focus act as a positive dice pool modifier to Enchanting skill tests
Aspected Magicians have both Astral Perception and Astral Projection
Grids are gone (at least game mechanic wise)
Technomancers can now use VR (cold-sim VR?) in addition to AR and hot-sim (hot-sim VR?)
Teamwork is still a Thing.
Physical damage is soaked by Body
Biofeedback damage is soaked by Willpower
Matrix Damage is soaked by Firewall
Spirits generate drain equal to Hits (not net hits) on it's defense test. Drain (no matter the source) is resisted by Tradition Attribute + Willpower. If final drain (no matter the source) after resist is higher than magic then drain deal physical damage
Sprites generate fade equal to Hits (not net hits) on it's defense test. Fade (no matter the source) is resisted by Willpower + Charisma. [does this also mean that if final fade (no matter the source) after resist is higher than resonance then fade deal physical damage?]
They still seem to make a distinction between Vehicles (that are not drones) and Drones
Minimum strength requirement is a game mechanic in SR6.
Medium Machine Gun have a strength requirement of 2+ with a gyromount [in SR5 it was 8 for MMG and 10 for HMG without gyro, due to lower metatype maximum strength values I think it will be 7 for MMG and 9 for HMG in SR6]
[Since strength does not affect attack rating nor damage value of melee weapons it is plausible that melee weapons will instead have a minimum strength requirement, perhaps 1 for knife, 3 for katana and 5 for claymore?]
Confirmed Edge actions:
- Shank
- Tactical Roll (for example can be used to avoid the Hit the Dirt penalty)
- Knockout Blow (Melee Attack). Cost 2 Edge.
- Trip
- Tumble
- Hog [Matrix] Reduce Data Processing by 2 and active program slots by 1 for attack rating rounds. Cost 2 Edge.