These rules are more realistic and also sharpen the divide between
concealable/stealthy weapons (such as pistols and SMGs) and powerful
weapons (such as Assault Rifles and Heavy Weapons). This forces
players to choose between the risks associated with blowing their cover
or being on the losing end of a firefight. Grenades are an option for
those seeking concealability and lethality, but are highly illegal and
can be detected by chem sniffers and olfactory boosters.
- +3 DV and -3 AP to Assault Cannons and Rocket/Missile
- +2 DV and -2 AP to all other Heavy Weapons, including Grenade
Launchers (and grenades)
- +1 DV and -1 AP to all Assault Rifles, Sport Rifles and
Sub-Machine Guns (NOT Sniper Rifles or Machine Pistols).
- +1 DV to all other firearms (Sniper Rifles, Shotguns, all
pistols, NOT tasers).
- Silencers and Sound supressors impose a +1AP penalty on the
- Hidden arm slides can only be used with holdout pistols, light
pistols and tasers. You try putting a large pistol up your sleeve.
Maybe trolls can manage larger weapons.
Note: Remember a negative AP means more armour penetration.
The stats for a typical weapon in each class should now be:
|Assault Rifle||7P||-2||+6, |
|Sport Rifle||8P||-2||+8, |
|Sniper Rifle||8P||-3||+8, |
|Assault Cannon||13P||-8||Hell no|
: These weapons are only concealable with special effort and long
clothing. Note that SR Assault rifles are designed for shorter range urban
combat and are somewhat shorter than their 20th century
: Note that some sniper rifles are designed to be disassembled to fit in a
Like powerful weapons, powerful armour will help in a firefight but
may draw unwanted attention outside of one. Note that although an
observer may not positively identify someone wearing armour, unless they
badly glitch on the test they may still be suspicious of bulky or
expansive clothing (GM's call).
GMs should consider modifiers based on range and ultrasound visual
enhancements (great for detecting hard surfaces under soft ones).
Furthermore, if the observer gets a chance to touch the armoured
character they should get a significant modifier (around +4 for a brief
touch; grappling should identify it automatically).
- Full Body Armour and Urban Explorer Jumpsuits are
obvious at even a casual glance (Perception+Intuition(1) at long
range, no test required at close range).
- Armor Jackets, although styled like a regular thick
jacket, are fairly obvious (Perception+Intuition(2)).
- Armor Vests concealed under clothing, and Lined
Coats are less armoured than jackets and provide
less protection, but are harder to spot (perception test 3).
Remember, coats give a -2 modifier to perception tests for objects
concealed beneath them.
- Actioneer Business Clothes look like regular suits to most
observers (Perception+Intuition(3)), but observers with knowledge
of the line will get a positive dice pool modfier.
- Armor Clothing contains no hard plates and is virtually
impossible (Perception(4-6)) to detect by sight. However, they only
provide ballistic protection (no impact armour rating) and are easy
to detect by touch.
I haven't finished writing these out OR playtesting
them (I haven't had the chance to play ShadowRun for a while now,
which is why this is taking so long). The cybercombat rules in
particular ar nowhere near complete.
SR4 contains extensive rules for hacking, searching, cybercombat and
manipulating other matrix entities, making the online world an exciting
game setting in itself. However, keeping track of which of your 18 softs
are loaded into your persona can be a pain, and it's even less fun
for the other players back in the meat world. The following rules use
only Attributes, Skills and commlink stats and are much simpler:
- Commlinks, terminals and servers should have a full set of matrix
stats (Response, Signal, System, Firewall) as well as a device
rating (usually the average of the matrix stats). See SR4 for
- Matrix condition monitor is still 8 + System/2 (rounding up).
- No programs (softs) are used. All tests involve attributes,
skills and/or commlink stats. The gamemaster should consider increasing the
cost of commlinks (especially those with a high Response rating) to
compensate for this.
- Accessing nodes may be via AR, regular cold-sim VR or illegal
hot-sim VR. Initiative passes are 1 for AR, 3 for cold-sim VR, 4 for
hot-sim VR. AR users are immune to Black IC, whereas hot-sim VR
users are more vulnerable than cold-sim.
Hacking in this context refers to gaining access to a node above
what is normally granted to you. Three types or accounts (or types of
access) are available:
- User accounts - held by normal end users. These accounts can only
read and write to one user's normal files. Hacking into a user's
account will be necessary if the hacker just wants to steal some
paydata. Some users with access to
more sensitive data may be more heavily protected and harder to hack
into (increase threshold at GMs discretion).
- Security accounts - held by security riggers ('spiders')
and some management staff. These have access to all security cameras
and sensors, alarms, etc and are necessary if the hacker wants to
deactivate security systems.
- Admin (root) accounts - allow access to do everything on the
system, including adding, removing or changing other accounts and
altering other behaviour. Root access is required of the hacker wants
to establish a backdoor into the system or wipe certain data from the
Some nodes may also have public areas (akin to websites) which you do not
need an account to access.
Brute Force (on the fly)
Breaking in to a system quickly without any preparation usually
requires a brute force approach. Roll an Extended
Response+Hacking+Logic(target System+Firewall, 1 Initiative Pass)
test (keep in mind that running in VR gives more initiative passes).
However, each time the attacker takes a test the target gets a free
System+Firewall(hacker's Hacking skill) test to detect the intrusion
If an attacker has days or weeks to break into a system, the
attempt is more likely to be successful and unnoticed. Make an
Extended Logic+Hacking(Firewall, 1 hour) test if the hacker is using
VR. An attempt using AR extends the interval to 8 hours. Every test
Cybercombat (Not finished yet)
Cybercombat can occur between deckers, nodes, IC and agents.
- Resolve intiative passes etc. as for normal combat.
- Attacker rolls Response+Cybercombat to hit, defender rolls
Firewall+Cybercombat to avoid.
- If attacker scores more net hits, the difference is added to the
response and this is taken as Matrix damage
- Damage resistance tests are made with System only.
- At the end of each Combat Turn (not initiative pass!) each
node/persona may [TODO]