Turn Flowchart
Turn Flowchart
Delay Action
Free Complex Move
Action Action ment
Combat Turn ACTION
These can occur in any order.
Free Simple Simple Move
Action Action Action ment
Target’s dmg
Ranged Determine Apply Roll Attack Skill + resistance test: Body
Situational Combat Dice vs TN = + Combat Dice
Combat Range to find VS.
Modifiers # of successes.
Action base TN Weapon Power -
Armor Rating = TN
Attack Successes =
Defense Successes,
Weapon does base DMG Attack Successes > Defense Successes,
Results DMG LVL increased for every 2
successes.
Body
Vs..
Attacker’s weapon modified Str – Target’s Armor Impact Rating
(TN)
Every 2 Success decreases DMG LVL
Vehicle GM declares speed and distance Vehicle Points + Terrain Allocate dice from the
of NPC vehicles. Players declare Points + Speed Points = Control Pool for Drivers
Combat their speed. (Unless Partial Maneuver Points Test (& passenger
incapacitated/unconscious) action phases)
(Rigger 2) Score.
GM determines All characters resolve actions All drivers, Roll for Driver’s Points
any changes to as per normal combat rules. passengers, (Passenger phase
vehicle speeds, Passengers must wait until pedestrians roll turn.) Finalize
distances, terrain phase turn/Driver point score. for Initiative. Maneuver Score.
types.
Decryption Test: Decryption Module
rating + Int + Task Pool Dice
Find a hardwire Tap Dataline: Dataline tap rating +
Vs.
Accessing AP (camera,
Electronics Skill + Task Pool Dice
System’s Tech Rating (TN)
Vs.
a CCSS security door, System’s Tech Rating (TN.) Successes >
Successes > Vigilance Code equal
a successful tap. Failure sets
gun port, etc..) Vigilance Code equal a successful tap.
security system on alert.
Losing rigger makes Body Test (may use Control Pool up to Body
Combat ends when 1 of the 2 riggers Rating) Vs Winner’s WP.
disengages or passes out.
(Optional) Determine Spell Determine
Apply
Casting Allocate Magic Pool (Exclusivity, Target (Line-
Dice to Success Tests, Physical or Mana, Situational
Spells of-sight &
Drain Resistance Tests Category, Modifiers
or Spell Defense. Duration.) base TN)
*If force of spell exceeded spellcaster’s Magic Rating, If spell cast was Damaging
Damage applies to Physical Condition monitor. Manipulation spell, use
(Ranged) Damage
Resistance Test instead.
Each member
Lock spell onto Spell effect is
Team chooses makes Drain
target w/ material assessed by
Casting Ritual spell, combines
link. Hours = Spell standard Spell
Resistance
Magic Pool of all Test. Leader
Sorcery Spells members, leader
Force Rating. Ritual Success Test,
distributes any
Pool Dice Vs. TN using Ritual
declares Force. remaining dice
(see chart p.135) Magic Pool.
from the pool.
If # of Successes beats
*Decker may try to execute
Node Security Code, Roll
again after failure with +2
# of dice = System Rating
modifier to all TNs.
Vs.
Persona Evasion Rating
(TN)
**Additional successes above
those needed to defeat the IC
Execute Masking Utility: IC rolls # of Dice= and Security Code are used to
Roll # of dice = Program IC Rating determine result of Utility.
Rating Vs.
Contact Vs. Persona Masking
Node Security Rating (TN) Attribute (TN)
Range: Successes = or >
Node’s Security
Masking *If Decker’s test succeeds but not with enough LVL(color) executes
successes to ALSO overcome the Security LVL, IC Masking Program.
won’t react. Decker may try again with +2 to all TNs.
Persona Vs. IC: Resistance Test:
Program Rating +
Hacking Pool
IC Rating
Vs.
Vs.
Node System Rating (TN)
Decker’s Computer
Contact Skill (TN)
Execution IC Vs. Persona:
Range: Test: See IC Rating
Combat Above Vs.
MPCP + Hacking Pool
Bod
Vs.
Node System Rating
Persona Vs. Persona: (TN)
Program Rating +
Hacking Pool
Vs. MPCP + Hacking
Opposing Deck’s Evasion Pool
Rating (TN) Vs.
Decker’s Computer
Skill (TN)
*If IC is attacking IC: IC Rating vs. Node
System Rating (TN)