Advanced Combat

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Contents

More actions!

Run & Gun, p. 119

These aren’t optional. These are new actions for everyone who plays Shadowrun, Fifth Edition. Some are only available to characters who have gone through extensive training in a martial art—though a little luck (like spending Edge) can maybe make an untrained fighter look like a pro for one glorious moment in time.

The actions here are separated into regular actions (meaning Free, Simple, and Complex) and Interrupt actions. To keep the list complete, the Core list of actions is included for reference.

Aimed Burst

Run & Gun, p. 119

Complex Action

This is an attack from a Burst Fire-capable weapon (not Semi-Auto Burst) fired in such a way to increase damage instead of making it harder to avoid. Since it is a Complex Action tracking Progressive Recoil becomes very important. The attack loses the −2 penalty to the defender but gains +1 DV. It costs the firer three rounds of ammunition.

Ballestra

Run & Gun, p. 119

Restrictions
Clubs/Blades only, requires Martial Art training.
Complex Action

The character lunges forward with a long step toward his opponent, effectively adding +1 to the Reach of the attack. The character over commits himself in the maneuver, leaving himself vulnerable. The character takes a −1 to any Defense Tests and cannot use any Active Defense techniques until after his next Action Phase.

Brain Blaster

Run & Gun, p. 119

Complex Action

Usually Full-Auto fire is designed to increase the chance to hit, not to put a lot of rounds in one place. This action focuses a Full-Auto Action into a tight little area and causes all sorts of pain and damage. Tracking Progressive Recoil becomes very important with this action. The attack gains +2 DV and costs the firer six rounds of ammunition.

Clinch

Run & Gun, p. 119

Restriction
requires Martial Art training.
Simple Action

A Clinch is a grappling position in a stand-up fight, where the opponent’s effective Reach has been neutralized. A Clinch is included in several martial arts and can be used as a medium to move from a stand-up fight to a ground fight through throws and knock down actions. With a successful opposed Gymnastics + Agility [Physical] vs. Reaction + Intuition Test, the character has clinched their opponent. This means that the character has a hold of the opponent (and possibly visa versa), so they can’t move away from each other. The difference between a Clinch and a Grapple action is that a Grapple involves a lock or choke hold on the opponent to immobilize him, while a Clinch doesn’t immobilize an opponent and allows both the character and opponent to make actions other than those involving the Clinch.

The character who initiated the Clinch gets the Superior Position bonus modifier to actions while maintaining control of the Clinch. Both the character and opponent’s Reach bonus are negated, and attacks with melee weapons receive a penalty equal to their Reach bonus. Firearm use by both the character and opponent are penalized by the net successes of the Clinch. Unless the opponent escapes from the Clinch, neither opponent nor character can move away from each other. They can, however, move up to 2 meters on each of their actions together. A character in the inferior position can attempt to use an Escape Action (see below) to break the Clinch. A character in the Superior Position can let go of the Clinch as a Free Action; at this point the character in an inferior position can choose to use an Interrupt Action (−5 Initiative Score) to attempt to maintain the Clinch and gain Superior Position. This requires a new Gymnastics + Agility [Physical] by the player in the inferior position, and they receive a +1 dice pool bonus thanks to the fact that they are already in contact with the other character; the character in the Superior Position does not get the Superior Position bonus in this instance.

A successful Clinch Action can lead to a Subdual, Called Shot: Knockdown, or Throw.

Charge Attack

SR5, p. 186

Running towards a foe makes it a lot more complicated to read just how your attack is going to land, and it puts a little extra force behind any strikes you do make. This bonus is gained on any melee attack made while the attacking character is considered running (see Movement).(SR5-161) Along with receiving this bonus, attackers can ignore the customary −2 penalty to skill checks made when running.

Double-Tap

Run & Gun, p. 120

Complex Action

A rapid pair of well-aimed shots from a Semi-Automatic-capable weapon fired in such a way to increase damage instead of making it harder to avoid. Tracking Progressive Recoil becomes very important with this Action. The attack gains +1DV and costs the firer two rounds of ammunition. There is no penalty to defensive rolls from this shot.

Escape

SR5, p. 195, Run & Gun, p. 120

Complex Action

To break out of a Subduing or Clinch, the character must succeed in an Unarmed Combat + Strength [Physical] Test with a threshold equal to the net hits scored on the opponent’s original Subduing Test. Otherwise, the character remains locked in a grapple or clinch. Actions are limited by the opponent’s previous action (Subduing or Clinch).

Enhanced Suppression

Run & Gun, p. 120

Complex Action

For use with suppressive fire,(SR5-179) this attack narrows the area of suppression horizontally but increases it vertically. The attack narrows the suppression zone to 5 meters at the end (instead of 10) but prevents targets within the affected area from being able to avoid the fire with the Drop Prone action. They can still use the Lucky Cover Edge Action to avoid the roll, but they continue to suffer all the normal penalties of being within a suppressed area.

Evade

SR5-194, Run & Gun, p. 120

Complex Action

With a little room to move, agile characters can avoid the Interception attempts of their opponents without engaging in combat. Using a Complex Action in tandem with their movement for the Combat Turn, they can make an Agility + Gymnastics [Physical] (1) Test. Each hit above the threshold allows the character to move past one opponent who is within Interception range. Those opponents cannot use Interception against that character, unless they know the martial art maneuver Shadow Block (p. 125).

Finishing Move

Run & Gun, p. 120

Restrictions
Close Combat only, requires Martial Art training.
Special Complex Action (−10 to Initiative Score, spend 1 Edge)

A finishing move is that way-cool trid final attack maneuver the hero makes to defeat the bad guy. The character must declare that he is performing a Finishing Move combination. The character makes an attack. If the character successfully damages an opponent with the melee attack, the character can then make an immediate extra strike against the same opponent with a +2 dice pool modifier. A gratuitous Free Action to taunt the opponent can also be applied, especially if the attacker is holding the target’s spine and skull in his hands at the time. This action can only be performed once per Combat Turn.

Flechette Suppressive Fire

Adjustments for choke spread
Range DV Acc. Def. Extra Width
Medium spread
Short −1 −3 4 meters
Medium −3 −3 8 meters
Long −5 −1 −3 12 meters
Extreme −7 −1 −3 16 meters
Wide spread
Short −3 −5 6 meters
Medium −5 −5 12 meters
Long −7 −1 −5 18 meters
Extreme −9 −1 −5 24 meters

Run & Gun, p. 120

Complex Action

Avoiding flechette suppressive fire is like dodging a tsunami. Suppressive Fire with flechette (f) ammo can make an attack over a wide area virtually unavoidable. These attacks function similar to Enhanced Suppression (see above) and prevents targets from using the Drop Prone action to avoid the attack and suffers no loss of width, quite the opposite. Suppressive Fire with flechette ammunition has a wide range of effects, covered by the Flechette Suppressive Fire Tables. Effects are arranged by Choke Setting. Narrow Spread Choke settings only confer the Enhanced Suppression and their normal effects.

Flying Kick

Run & Gun, p. 121

Restriction
requires Martial Art training.
Complex Action

Covering scissor, butterfly, crescent, hook, and reverse roundhouse kicks, this Action offers both range and power to the unarmed attack. The character must be at least a meter away from the opponent and be able to move toward the opponent to perform this action. A Flying Kick Action gives both +1 Reach and +1 dice pool bonus to the unarmed attack. If the Flying Kick Action is unsuccessful, the character becomes off balance, suffering a −1 dice pool penalty to Defense Tests until the character’s next Action Phase.

Full Offense

Run & Gun, p. 121

Restriction
requires Martial Art training.
Complex Action

A Full Offense attack occurs when a character accepts that he’s going to get hurt and doesn’t care so long as he hurts his opponent more. This is also the usual state of drunken brawlers, though their accuracy tends to be diminished. The attacking character receives a +2 dice pool modifier to their Close Combat skill test, but may not use any Defensive Interrupt Actions for that Action Phase (Block, Dodge, Full Defense, Parry, etc.). They also adjust their Initiative Score by −5.

Half Sword

Run & Gun, p. 121

Restrictions
Blade only, requires Martial Art training.
Complex Action

This odd technique involves grabbing the center part of the blade for a more forceful thrust against an armored target with the intent of piercing the target’s armor. Back in the days of plate armor, the Half Sword action was like using the sword as a crowbar and peeling back the armor. Today’s armor is more flexible, but the intent is the same. With a successful attack, the character improves their AP by 2 for the weapon. If the character fails, he takes a −2 penalty to his next action (not counting Defense Tests) and cannot use the Parry or Block Defensive Actions until his next Action Phase. Regardless of success or failure, the character has to Ready the Weapon (as he’s holding it in an unusual manner) in order to attack again. This move cannot be combined with Two Weapon fighting as it requires both hands. The weapon must be a blade with at least a Reach of 1.

Haymaker

Run & Gun, p. 121

Restrictions
Close Combat only, requires Martial Art training.
Complex Action

While the Pouncing Dragon technique has the character using gravity to his advantage, not every combat allows the character to have superior position. With the Haymaker, the character uses centrifugal force in order gain power in the attack. This action is wild and obvious to an opponent. With this attack, the character gives the opponent +2 to their Defense Test. If successful the character gets +1 DV.

Herding

Run & Gun, p. 121

Restriction
requires Martial Art training.
Complex Action

As if engaging in some sort of masochistic dance, the character can use attacks and feints to maneuver an opponent into a bad position, such as on top of a land mine or against an open elevator shaft. On a successful Close Combat Attack, the character deals no damage to his opponent. Instead, the character can move the opponent 1 meter per net hit in the direction of the character’s choosing, up to the Walking rate of the character or opponent, whichever is less. A character may attempt herding multiple opponents by splitting his dice pool as normal (Multiple Attacks).(SR5-196) The distance that the character can herd multiple opponents is determined on an individual opponent basis.

Iaijutsu

Run & Gun, p. 122

Restriction
requires Martial Art training.
Simple Action

Iaijutsu is the art of sword drawing, though this technique goes beyond just using a sword. With this action, the character may perform Quick Draw Simple Action,(SR5-165) with any melee weapon. As with the quick draw rules, the weapon must be properly sheathed or holstered in order to use the Quick Draw Action. If successful, the character can then attack with the weapon as a Simple Action instead of a Complex Action for that Action Phase.

Interception

SR5-194, Run & Gun, p. 122

Interrupt Action (−5 Initiative Score).

If movement takes a character within one meter (+1 meter per point of Reach) of an opponent, and the character attempts to pass by without attacking that opponent, that opponent can use an Interrupt Action and voluntarily decrease their Initiative Score by 5 to make a melee attack. This rule also applies to characters who are attempting to move out of melee combat. If the opponent has a melee weapon ready, he uses his normal melee weapon skill rating; otherwise, he uses the Unarmed Combat skill. If the character is wielding a firearm they may choose to use the weapon as a club and attack with the Club skill. This attack follows all of the normal rules for Melee Combat .(SR5-184)

If, after their Resistance Test, the character attempting to pass takes damage equal to their Body, he is intercepted and cannot continue his movement.

Prone combatants cannot intercept.

With a little room to move, agile characters can avoid the Interception attempts of their opponents without engaging in combat. Using a Complex Action with their movement, they can make an Agility + Gymnastics (1) [Physical] Test. Each hit above the threshold allows the character to move past one opponent.

Kip-Up

Run & Gun, p. 122

Restrictions
Close Combat only, requires Martial Art training.
Simple Action

From a Prone position, the character can kick himself back into a standing position and perform an immediate Close Combat Attack Action against a nearby target. The character must make an Agility + Gymnastics [Physical] (3) Test. If successful, the character can then make a Close Combat Attack as a Simple Action. The character can’t move from a Kip-up to attack an opponent if they are not in Reach. Failure on a Kip-up Action means that the character is still Prone.

Playing Possum

Run & Gun, p. 122

Simple Action

With a little acting skill, a character can gain themselves a nice advantage by playing up their injuries or pretending they are injured. The character needs to take a Complex Action and perform a Con + Charisma [Social] vs. Con + Charisma [Social] Opposed Test or Performance + Charisma [Social] vs. Charisma + Willpower Test in order to make themselves look seriously injured and out of the fight. This is one of the few places where being injured works in a character’s favor. For every three boxes of damage the character has, he gains a +1 dice pool bonus to his roll (and ignores the injury modifier).

The character’s net hits become the threshold for a Perception Test for anyone the character attacks to avoid being caught unaware by the character. Unaware characters do not get a Defense Test when they are attacked.

Pouncing Dragon

Run & Gun, p. 122

Restrictions
Close Combat only, requires Martial Art training.
Complex Action

Pouncing Dragon is a close-combat attack where the character has superior position to the opponent and uses gravity to their advantage. This move can be made from a position standing above the opponent, the opponent being prone or standing below the character, or it can be executed when the character is in a Clinch with the opponent, both of them are on the ground, and the character’s Superior Position advantage is that they are on top of the opponent. Typically learned through mixed martial arts, various wrestling arts, or weapon martial arts as a way to dispatch fallen opponents, Pouncing Dragon requires characters to take advantage of gravity and put their weight behind the attack. Besides the Superior Position modifier, the character gets +2 DV on a successful attack. After the attack, the character is at the same level as the opponent and loses the Superior Position advantage.

Pre-emptive Block

Run & Gun, p. 122

Free Action (−5 Initiative Score)

The character chooses to reduce their Initiative Score by 5 in order to be on the lookout for any incoming attacks to Block. This action allows the character to use the Block Defense option,(SR5-170) for an entire Combat Turn for the price of the normal Interrupt Action by making their defense active instead of reactive. This action can only be used during a character’s Action Phase.

Pre-emptive Dodge

Run & Gun, p. 122

Free Action (−5 Initiative Score)

The character chooses to reduce their Initiative Score by 5 in order to be on the lookout for any incoming attacks to Dodge. This action allows the character to use the Dodge Defense option,(SR5-170) for an entire Combat Turn for the price of the normal Interrupt Action by making their defense active instead of reactive. This Free Action can only be used during a character’s Action Phase.

Pre-emptive Parry

Run & Gun, p. 122

Free Action (−5 Initiative Score)

The character chooses to reduce their Initiative Score by 5 in order to be on the lookout for any incoming attacks to Parry. This action allows the character to use the Parry Defense option,(SR5-170) for an entire Combat Turn for the price of the normal Interrupt Action by making their defense active instead of reactive. This Free Action can only be used during a character’s Action Phase.

Push

Run & Gun, p. 123

Restriction
Unarmed Combat only.
Simple Action

The character can make an Unarmed Combat Attack Test against an opponent within the character’s Reach. If successful, the opponent is pushed outside the Reach of the character, a minimum of 1 meter. No damage is done with the attack. The character can move up to their Walk rate, and the location of where the opponent is pushed is determined by the person giving the push. This can be done as an Intercept Action (−5 Initiative Score) if an opponent attempts to move into the character’s Reach space. The pushing character cannot be in a Grapple or Clinch.

Shove

Run & Gun, p. 123

Restriction
Unarmed Combat only.
Simple Action

While the character is running, the character can make an Unarmed Combat Attack Test against an opponent with the intent of moving him from his location. Like a Charge, the character has to Run at the opponent and make an Unarmed Combat Attack Test. The attack deals no damage. If successful and the character’s Strength + net hits exceeds the opponent’s Physical Limit, the opponent is pushed back a distance in meters equal to the net hits of the Attack Test in the direction of the attacking character’s movement. If successful and the character’s Strength + net hits does not exceed the opponent’s Physical Limit, the character has met Mr. Wall and thus does not move the opponent; they cannot move any further past the opponent in this phase. If unsuccessful, the character falls Prone, tripping up before the attempt or knocked back from the impact against the opponent. The gamemaster determines the exact location where the character ends up.

Sacrifice Move

Run & Gun, p. 123

Restriction
Unarmed Combat only.
Complex Action

A complex version Shove, where the character is attempting to move an opponent and throws their whole body into the attempt. The test and results are similar to Shove, but the attacking character uses Strength + Body plus net hits instead of just Strength + net hits. On a successful attempt, both the character and opponent are Prone.

Reading the Defense

Run & Gun, p. 123

Restriction
Melee only.
Complex Action

Sometimes the best defense is a good offense. Characters spend a Complex Action and make a (Melee Skill) + Intuition [Mental] (3) Test studying their opponent’s style while engaged in combat, taking the time to read an opponent’s defense. This action can only be performed while a character is engaged in combat with an opponent. After the character has spent their Complex Action they gain a +3 dice pool bonus on their next melee attack against that opponent. If they fail on the test, though, they misread the attacker’s intentions and instead take a −1 penalty on their next melee attack against the opponent. A glitch makes that penalty even worse, while a critical glitch means the character focused so intently on the attack that they dropped their own defense, and must take a −3 dice pool penalty (or greater at the gamemaster’s discretion) on their Defense Test against the next attack from any source.

Subduing

SR5-195, Run & Gun, p. 123

Complex Action

A Subduing Action is grappling the opponent in either a choke hold or a joint lock that brings asphyxiation to the brain or pain to a joint or body part. The character follows the standard rules for Subduing,(SR5-195) and must spend a Complex Action per Action Phase to maintain the Subduing. As part of that action, they can perform any of the allowed options, and the opponent cannot take an action that requires Movement. A character can end the Subduing as a Free Action, but still be in contact with the opponent for that Action Phase. Subduing Actions can be done as an Interrupt Action (−5 Initiative Score) by a character on an opponent who has successfully completed a touch-only attack against him.

Throw Person

Run & Gun, p. 123

Restriction
requires Martial Art training.
Simple Action

If the character has successfully engaged in a Clinch or Subduing action against an opponent, he may then attempt to throw their opponent. Throw person can also be done as an Interrupt Action (−10 from Initiative Score) after successfully blocking an opponent’s attack. A throw is done using the leverage of the opponent’s body and/or force of action into projecting the opponent to the ground. The character rolls an Unarmed Combat Attack Test, opposed as normal. If the character succeeds and character’s Strength + net hits exceed the opponent’s Physical Limit, the opponent can then be thrown up to a number of meters equal to the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. At the end of the throw, the opponent is Prone. The opponent could suffer additional damage at the location where he is thrown, such as a fire pit or into the mouth of a sarlacc. If the character is successful in the attack but does not exceed the opponent’s Physical Limit, the opponent is not thrown and is still standing but remains in a Clinch or Subduing grip. Failure means the target is not thrown and also escapes the character’s grip.

Touch-Only Attack

SR5-187, Run & Gun, p. 124

Complex Action

The character makes a Close Combat Skill Attack Test (with the +2, touch-only advantage) to make contact with the opponent. If successful, the character does no damage, but is in contact with the opponent for that Action Phase or until the opponent moves, risking an Intercept Action (see Interception).(SR5-194) Touch attacks have the disadvantage of being more easily grappled in a Subduing or Clinch Action by an opponent. Characters defending against a Grapple or Clinch after making a touch-only attack against an opponent receive a −2 dice pool penalty against that opponent.

Weapons such as the shock glove or baton can inflict damage during a touch-only attack. These attacks don’t benefit from net hits from the attack to increase Damage Value. Using the weapon to cause damage with a touch-only attack makes it the only attack action the character can make during that Action Phase.

Interrupt Actions

SR5-192, Run & Gun, p. 124

Block

SR5, p. 192

Interrupt Action (−5 Initiative Score).

A character skilled at Unarmed Combat looking for a quick, short-term boost to her defense can use a Block Interrupt Action against an incoming unarmed or melee attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise, below). A Block action allows the character to roll Reaction + Intuition + Unarmed Combat [Physical] as her Defense Test. In order to use Unarmed Combat in this way, the defender needs to be empty handed. The introduction of a skill to the Defense Test also brings in the Physical limit.

This boost only deducts 5 from her Initiative Score, but it only lasts for a single Defense Test.

Counterstrike

Run & Gun, p. 124

Restrictions
Unarmed Combat only, requires Martial Art training.
Interrupt Action (−7 Initiative Score)

Counterstrike allows the character to leverage the opponent’s force into an advantage, allowing the character to make a quick strike back. In place of the standard Defense Test, the character makes an Unarmed Combat + Reaction [Physical] Test against the opponent’s standard Attack Test. If the defender achieves more hits than the attacker, the defender successfully avoided the attacker’s strike while returning and landing a strike of their own. The defender’s counterstrike attack has a Damage Value equal to the defending character’s standard Unarmed DV + net hits. The damage is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike as normal.

Dive for Cover

Run & Gun, p. 124

Interrupt Action (−5 Initiative Score)

Sometimes you don’t want to just sprawl out faceflat down on the ground to get below the incoming stints of spray-and-pray Suppressive Fire. Being face down behind some cover so you can get to your feet without taking some rounds is a much better option than getting perforated. This action allows a character to go prone behind nearby cover. A character that is within the area of a Suppressive Fire Attack can choose to take an Interrupt Action and reduce their Initiative Score by 5 and Drop Prone behind any cover within 4 meters.

Dodge

SR5, p. 191

Interrupt Action (−5 Initiative Score).

Any character, armed or unarmed, looking for a quick, short-term boost to his melee defense can use a Dodge Interrupt Action against an attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise).(SR5-192) A Dodge action allows the character to roll Reaction + Intuition + Gymnastics [Physical] as his Defense test. Note that since a skill is introduced to the Defense Test, a limit is introduced as well.

This boost only deducts 5 from his Initiative Score, but it only lasts for a single Defense Test.

Full Defense

SR5, p. 191

Interrupt Action (−10 Initiative Score).

A character may increase their focus on defense against any form of attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise).(SR5-192) This means a character does not necessarily need to declare Full Defense in advance—he can instead declare Full Defense when attacked, even if it is not yet his Action Phase in the turn. Going on Full Defense is an Interrupt Action and gives the defender a bonus to his defense dice pool equal to his Willpower. The action immediately reduces the character’s Initiative Score by 10, possibly preventing future actions. Dice gained from being on Full Defense last for the entire Combat Turn.

Parry

SR5, p. 191

Interrupt Action (−5 Initiative Score)

A character armed with a melee weapon and skilled in its use can gain a quick, short-term boost to her melee defense by using a Parry Interrupt Action against an incoming melee attack at any point in a Combat Turn, so long as the character is not surprised (see Surprise).(SR5-192) A Parry action allows the character to roll Reaction + Intuition + (Melee Weapon) [Physical] as a Defense test. In order to use the Weapon Skill for the Defense Test, the defender has to have that type of weapon in her hand. As with Dodge, bringing a skill into the mix also means the Physical limit is applicable.

This boost only deducts 5 from her Initiative Score, but it only lasts for a single Defense Test.

Reversal

Run & Gun, p. 124

Restrictions
Unarmed Combat only, requires Martial Art training.
Interrupt Action (−7 Initiative Score)

When a character finds himself stuck in a headlock or some other form of Clinch or Grapple Action and does not have the Superior Position melee modifier, he has two options: Escape or Reversal. With a Reversal, the character makes an Unarmed Attack Test with a threshold equal to the opponent’s hits from their Clinch or Subduing Action. If successful, the character and opponent are still engaged in a Clinch or Subduing Action, but the roles become reversed, giving the character the Superior Position advantage and if reversing a Grapple, the character can then attempt a Subduing Action on his next Action Phase.

Right Back At Ya!

Run & Gun, p. 124

Interrupt Action (−10 Initiative Score, Agility Test, Throwing Weapons Test)

Crazy is as crazy does, and this is what crazy does. This action allows a character to return an incoming grenade by either intercepting its course in flight or scooping it up off the ground and tossing it back. This action is greatly affected by the type of trigger on the grenade.

With a basic attack and built-in timer trigger, the acting character needs enough Movement remaining to reach the grenade or get into its path. If a gamemaster is meticulous about distances in combat and wants to be nasty, she can make the character decide to attempt this before knowing if they have enough Movement. If the character lacks the necessary Movement, they simply move closer to the grenade and get themselves some extra damage when the drek hits the fan. After sufficient Movement is determined, the character needs to make an Agility (2) Test to successfully pick up or intercept the grenade. After that successful test, the character makes a Throwing Weapons Attack Test with a −2 dice penalty due to all the other activity involved in this action to throw the grenade.

A grenade with a wireless trigger acts in essentially the same way; the character just has to hope they can act quickly enough to counter the grenade before it is wirelessly triggered.

When a grenade is armed with a motion sensor trigger, this action turns ugly. The character needs sufficient Movement as before, but instead of being able to send the grenade back, they simply end up at zero distance when the grenade explodes. They can however, choose to intercept the grenade anywhere in its path, though they won’t know the effect until after the big boom.

Run for Your Life/Dive on the Grenade

Run & Gun, p. 125

Interrupt Action (−5 Initiative Score)

There are few things as frightening as the distinctive sound of a grenade bouncing into your vicinity or watching a swirling ball of mana headed your way and set to go boom. By the time you realize a whole lot of trouble is on the way, there are very few options available. This action covers two of those options. There is a third, far more dangerous, option for incoming grenades covered by the Right Back At Ya! Action.

Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a character can make an immediate Interrupt Action to flee. The character chooses a direction to move and can use any amount of available Movement to move away from the incoming attack. (Note that the gamemaster is not obligated to determine or declare the final location of the attack in the case of a fleeing character. A bad bounce can still get a grenade on the character’s tail.)

In the case of diving on the grenade, the character moves toward the grenade, still limited by available remaining Movement, and can choose to make a Drop Prone Free Action when reaching the grenade. The sacrifice means the character takes all the grenade damage and eliminates the blast. In the case of a gas grenade, this action cuts the effective radius in half.

Sacrifice Throw

Run & Gun, p. 125

Restriction
requires Martial Art training.
Interrupt Action (−10 Initiative Score)

A throw normally keeps the character standing, using their hip, leg, or shoulder to leverage the opponent into being thrown. The Sacrifice Throw technique uses the whole character’s body as counterweight for the throw. At the end both the character and opponent are Prone. Add the character’s Strength and Body to the net hits of the unarmed attack to determine if it exceeds the opponent’s Physical Limit. If successful, the opponent can then be thrown up to a number of meters equal to 1 plus the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit.

Riposte

Run & Gun, p. 125

Restrictions
Armed Melee Combat only, requires Martial Art training.
Interrupt Action (−7 Initiative Score)

Riposte allows shadowrunners to leverage an opponent’s force to their advantage, giving a character the chance to make a quick strike back at an attacker with their readied weapon. In place of the standard Defense Test, the character makes a (Melee Weapon Skill) + Reaction [Accuracy] Test against the opponent’s standard Attack Test. If the defender achieves more net hits than the attacker, the defender successfully avoided the attacker’s strike and managed to return a strike of their own. The defender’s riposte attack has a Damage Value equal to the normal DV of the weapon + net hits and is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike, with the damage increased by 2 due to the defender being off balance after their failed riposte.

Protecting the Principle

Run & Gun, p. 125

Interrupt Action (−5 Initiative Score, 1 Edge)

The character can choose to move up to 2 meters to place themselves between an attacker and a target and take the brunt of an incoming attack. There is no Defense Test (Reaction + Intuition), only Damage Resistance (Body + Armor). This action can only be performed once per Combat Turn.

Shadow Block

Run & Gun, p. 125

Restriction
requires Martial Art training.
Interrupt Action (−5 Initiative Score)

When one character in a fight tries to use their Gymnastics skill to avoid a blow, or if they are trying to get out of the fight, an opponent close to them can attempt to interfere and make sure they take the damage coming their way. If a character is using the Dodge Interrupt Action, an opponent can use Shadow Block on that opponent. They must make a Gymnastics + Agility [Physical] Test with the threshold being the opponent’s net hits from their Dodge Test. If successful, the character reduces the hits the Dodging character received on their Defense Test by the net hits they achieved on their test.

Shadow Block can also be used to counteract an Evade action. As above, the character with Shadow Block makes a Gymnastics + Agility [Physical] Test with the threshold being the opponent’s net hits from their Evade Test. If successful they reduce this net hits on the test, thereby reducing the number of people the person attempting the Evade automatically passes. The Shadow Blocker can choose which person then can attack, but it has to be someone who was within five meters of the person attempting to Evade at some point in their movement.

Combat Edge

Run & Gun, p. 126

Edge is the ultimate x-factor of combat. One bad roll can get turned around, a lucky maneuver can get a character out of trouble, and a hail-mary pass can be a game winner—or get intercepted in the end zone. Using Edge should add excitement and fun to the game. Here are a few additional ways to involve Edge in your game.

Lucky Move

Run & Gun, p. 126

The character can spend a point of Edge to use a Martial Arts technique once per Combat Turn, whether they are trained in that technique or not. The move doesn’t look smooth, any effect it has is the result of pure luck, but it works the same as if the character actually knew what they were doing. Trained martial artists can use this technique to make use of a technique they aren’t trained in. This use of Edge can only be performed once per Combat Turn.

Miracle Shot

Run & Gun, p. 126

The character can spend a point of Edge to remove 4 points worth of Called Shot penalties for any Called Shot. This means Called Shots from SR5 aren’t penalized, and some of the trickier moves from this tome are made easier by the use thanks to the character’s astounding luck.

Lucky Duck

Run & Gun, p. 126

A character can spend Edge for a teammate for the purposes of avoiding an incoming attack. It costs two of the character’s Edge points, and the teammate must be within range for them to see what is coming and warn their teammate (this includes commlink messages as well as audio and video systems). This ability is used after an attack has been declared to make the attack miss.

Sixth Sense

Run & Gun, p. 126

Even when caught unaware, a character can use this ability to spend a point of Edge and get a Defense Test. In roleplaying terms, this could mean they catch a glimpse of the incoming attack in a mirror, trip at the right moment, or pay attention to the tingle running up their spine. The point is they get lucky for that one moment and get a chance to avoid a lot of incoming pain.

Lucky Cover

Run & Gun, p. 126

The target can spend Edge to find a fortunate chunk of cover—maybe ground thrown up by a grenade explosion, or a rolling industrial barrel, or an extra large wandering devil rat. The cover can provide a place to hide during Suppressive Fire or provide a Defense Test bonus for cover during a regular attack. This use of Edge even provides a chance at cover during Enhanced Suppression or Flechette Suppressive Fire.

More Called Shots

Run & Gun, p. 110

When a gamemaster adds flavor about where your bullet hits and the effect it has on your opponent, it’s a nice storytelling touch, but sometimes you really want to be the one calling the shots. Whether it’s a specific style of unarmed attack, a combination of special ammo and that special spot, or just a need for some specific effect, Called Shots are what you use to amp up the detail and make the attack you want.

Unlike the Called Shots in the Shadowrun, Fifth Edition, not all of these Called Shots have the same −4 dice pool penalty. Added variety and options means added changes to the difficulty of taking that perfect shot. Some of the Called Shots in this chapter are also different in that they double as Martial Arts techniques, which are moves a trained character can buy for Karma and then make use of at a discounted modifier.

Ammo-Specific Called Shots

Run & Gun, p. 111

Some trick shots are extra tricky when they involve specialty ammunition. Sometimes the shot just doesn’t work, like trying to kick up some plaster with a gel round. But put that same gel round into the soft spot of an enemy’s armor and you just might get a one-shot KO. Variations of the rules and results of different trick shots for different ammunitions can be found in the Ammo Whammy! section.

Blast out of Hand

SR5-195, Run & Gun, p. 111

Does no damage, but knocks weapon from hand. Note, though, that some Ammo-Specific Called Shots allow you to throw in a little damage with the blow.

You knock an item out of your target’s hand, but the target takes no damage. Attacks intended to disarm suffer the normal −4 dice pool modifier for Called Shots as well as any other situational modifiers that apply such as wounds, lighting, or range. The defender rolls as normal. The item can be sent flying, coming to a rest (net hits −1) meters from the defender. The item should travel in a direction away from the shooter.

Break Weapon

Run & Gun, p. 111

Restrictions
Close Combat only, requires Martial Art training.

In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier.(SR5-197) Most weapons including guns are considered heavy material on the Barrier Rating table.(SR5-197) If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective.

There are two options for a Break Weapon Called Shot.

  • If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3.
  • If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0.

Dirty Trick

SR5-195, Run & Gun, p. 111

This shot does no damage, but the opponent receives a penalty on next action. Pulling a Dirty Trick shot with different types of ammo can enhance the effect.

Whether it’s shooting the plasterboard to kick up dust or actually kicking dirt in your opponent’s eyes, there are all sorts of dirty tricks you can do to get an advantage in a not-so-fair fight. If the attack succeeds with even a single net hit, your opponent takes a −4 dice pool modifier on his next action due to the distraction or disturbance.

Disarm

Run & Gun, p. 111

Restrictions
Unarmed Combat only, requires Martial Art training.

There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.

With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).

If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase.

Entanglement

Run & Gun, p. 111

Restrictions
Specified Exotic Weapons only, requires Martial Art training.

The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat.

Feint

Run & Gun, p. 111

Restrictions
Close Combat only, requires Martial Art training.

With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply.

Harder Knock

SR5, p. 195

Whether it’s shooting a gel round into an opponent’s face or punching someone in the throat with your fist, sometimes you want an attack designed to do Stun damage to do Physical instead. This Called Shot changes the damage code on Stun-based weapons to Physical with no other change to the DV.

Knock Down

SR5-195, Run & Gun, p. 112

Restriction
Melee/Close Combat only.

An attacking character may attempt to knock his opponent to the ground by bowling him over, sweeping his feet out from under him, pulling him off balance, or any similar maneuver. The attacker must declare his intention to perform a knockdown attack during the Declare Actions part of the Action Phase. The attacker makes a melee attack as normal. If he scores more hits than the defender, compare the attacker’s Strength + net hits to the defender’s Physical limit. If the attacker’s total exceeds the defender’s Physical limit, the attacker knocks the defender to the ground. This knockdown attack causes no damage to the target (except maybe to their pride).

The attacker chooses whether to follow the defender to the ground (a free Drop Prone action) or stay on his feet—unless he glitches, in which case he falls as well. On a critical glitch, the attacker falls down while the defender stays standing.

Pin

Run & Gun, p. 112

Restrictions
Archery/Thrown Weapon only, requires Martial Art training.

With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a −2 penalty to all Defense Tests.

To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free.

Reversal

Run & Gun, p. 112

Restrictions
Unarmed Combat only, requires Martial Art training.

When a character finds herself stuck in a headlock or some other form of clinch or grapple action and does not have the superior position melee modifier, she has two options: Escape or Reversal. With a reversal, the character makes an unarmed attack. If successful, the character and opponent are still engaged in a clinch or subduing action, but the roles become reversed, giving the character the superior position advantage. If the character reversed a grapple, she can attempt a Subduing Action on her next Action Phase.

Shake Up

SR5-196, Run & Gun, p. 112

This shot does normal damage and decreases the target’s Initiative Score. Sometimes you just need to slow down an opponent and keep them out of the fight. These shots represent the intentional shot past the ear or skipping rounds off the ground to keep an opponent on their toes and on the run. This shot makes the target lose 5 from their Initiative Score along with their normal damage. If his Initiative Score is dropped below 0, he loses his last Action Phase for this Initiative Pass. Even if the defender completely resists all damage, as long as the shot hit, they still lose the Initiative Score.

Splitting Damage

SR5-196, Run & Gun, p. 112

This shot allows you to evenly divide the damage you’re inflicting between a target’s Stun and Physical Condition Monitors. Sometimes an attacker really just wants to put the hurt on an opponent instead of outright killing them. If this is the case the attacker can choose to call a shot to split damage between the damage tracks. Shots like this represent things like intentionally shooting the trauma plate on an armor jacket or shooting for the thicker padding on armor clothing.

To make a Split Damage attack, the target has to be wearing armor and the attacker’s AP needs to be less than that armor. So you cannot use this attack when shooting APDS at someone in armor clothing—in that situation, you just can’t keep the bullet from drawing blood. If the attack is successful the damage is split between the two condition monitors; if the damage was an odd number, make the Stun Damage the higher value. If the modified total Damage Value of the attack is less than the modified Armor Value of the defense, the attack ends up doing only half damage, all of it applied to Stun.

Specific Target

Run & Gun, p. 112

Whether it’s jamming a thumb into an opponent’s eye socket or putting a bullet so close to their eye the shockwave makes them blind, there are a lot of shots that generate specific effects by hitting carefully chosen points on the enemy’s anatomy. This Called Shot option is different than others in that the modifier is not a standard −4 dice pool penalty. See Location, Location, Location below for the effects of different Specific Target Called Shots. The modifiers are listed as well.

After the Attack Test is made but before the Damage Resistance Test, the Attacker decides what they want to do with any net hits. For every net hit after the first, the attacker can choose one of the listed effects. The net hits on the test do not count toward additional DV. If, after the Damage Resistance Test, the target takes no damage, they also suffer none of the additional effects.

Trick Shot

SR5-196, Run & Gun, p. 112

Net hits on this Called Shot add to the shooter’s dice pool on Intimidation Tests against the target. Sometimes you just need a good trick shot to make someone rethink their current life path. Shooting a nic-stick out of someone mouth, tacking an opponent’s sleeve to a wall with a knife, or slicing that playing card in half in midair are all good examples that might help to get the point across that you are not one with whom to trifle.

The attacker gains a bonus on Intimidation rolls after this shot. Making an attack like this usually requires some kind of set up, so it can’t happen in the middle of combat. No one is paying that much attention to whether you shot their hat off intentionally or just missed their braincage. These attacks suffer the standard −4 dice pool modifier and any other situational modifiers. Note the number of hits scored on the test. Those hits act as a positive dice pool modifier for an Intimidation Test made by the attacker or a known ally of the attacker after the shot is made.

Vitals

SR5-196

Standard ranged attacks are assumed to be aiming center mass (human torso, car engine, etc.) to allow for maximum chance to hit while also focusing on vital areas for damage. Calling a shot to increase damage means the shooter is aiming for a particularly vital area of the body, such as the brain, heart, or major arteries. These areas, when struck, tend to cause more serious wounds but they are smaller areas and harder to hit. Targeting a vital spot with a called shot gives you an extra +2 DV on the attack.

Location, Location, Location

Run & Gun, p. 112, 115

Targeted
Location
Attack
Mod.
Max
DV
Potential
Effects
Ankle −8 1 Slowed, Winded
Ear −10 1 Deafened, Stunned
Eye −10 1 Blinded, Stunned
Foot −8 1 Stunned, Slowed, Winded
Forearm −6 2 Broken Grip, Weak Side
Genitals −10 4 Stunned, Nauseous, Buckled
Gut −6 8 Stunned, Nauseous, Slow Death
Hand −8 1 Stunned, Broken Grip, Weak Side
Hip −6 3 Knockdown, Slowed
Jaw −8 2 Stunned, Unable to Speak
Knee −8 1 Stunned, Slowed, Winded
Neck −8 10 Stunned, Bleedout
Shin −6 2 Knockdown, Slowed, Winded
Shoulder −6 3 Stunned, One-Arm Bandit, Weak Side
Sternum −10 10 Stunned, Fatigued, Winded
Thigh −6 3 Slowed, Winded
Upper Arm −6 3 Stunned, One-Arm Bandit, Weak Side

Hits to specific areas are listed here along with their modifier, DV limit, and any additional effects they may cause. When aiming for a specific location, the modifier listed here replaces the standard −4 Called Shot modifier. The DV limit is the maximum amount of Damage that can be applied with a successful attack on this location. The effects of hits to different areas add any new effects but do not double up on any effects listed for both locations. The durations can be extended with multiple hits to the same location. What all this means is that if you Stunned someone with a shot to the neck, hitting them in the sternum is not going to cause another Stunned effect. It will, though, cause them to be Slowed.

Ankle

Run & Gun, p. 112

This is a nice tender spot to drop a heel and a quick way to end a chase.

Modifier
−8
DV Limit
1
Effects
Slowed (target’s Movement, both Walk and Run rate, is halved, and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack).

Ear

Run & Gun, p. 112

This is not a shot through one ear and out the other (though how wicked cool would that be?). This is a shot so close to the ear that it causes a sudden air pressure change, overstimulating the ear drum and shutting it down, or it could be a cupped hand clapped over the ear. This attack can be made twice (once per ear) to completely deafen a target. Attacks after all ears have been affected only do the 1 DV max damage and they no longer Deafen or Stun the target.

Modifier
−10
DV Limit
1
Effects
Deafened (One ear: −2 all actions involving hearing; Two ears: −4 on all actions, no hearing-based Perception tests allowed for a number of Combat Turns equal to the original DV of the attack), Stunned (Body + Willpower (2) Test to resist or target receives −10 penalty to Initiative Score).

Eye

Run & Gun, p. 113

This is not a bullet to the eye and straight into the brainpan. This is that shot so close to the eye that the sudden air pressure changes force the lens to bend, or it’s the classic thumb to the eye. This attack can be made twice (once per eye) to completely blind a target. Attacks to the eye made after each eye is affected only do the 1 DV max damage and no longer Blind or Stun the target.

Modifier
−10
DV Limit
1
Effects
Blinded (One eye: −4 all actions involving sight; Two eyes: −8 on all actions, no vision-based Perception tests allowed for a number of Combat Turns equal to the original DV of the attack), Stunned (Body + Willpower (3) Test to resist or target receives −10 penalty to to Initiative Score).

Foot

Run & Gun, p. 113

A key soft spot with all those tiny little bones, the foot is a good place to put the hurt on and is a sweet target for someone looking to bring down a more powerful foe.

Modifier
−8
DV Limit
1
Effects
Stunned (target must succeed in a Body + Willpower (3) Test) or experience a −5 reduction in Initiative Score), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack).

Forearm

Run & Gun, p. 113

Two bones and a whole slew of muscles and tendons make the forearm a great place to hit to break an opponent’s grip, weaken their defenses, or just give them a little reminder of why you are not someone with whom anyone should trifle.

Modifier
−6
DV Limit
2
Effects
Broken Grip (target is unable to maintain their grip on anything in their hand, suffers a −1 dice pool penalty per injured arm for all Subduing or Clinching attacks, and drops any item in their hand for a number of Combat Turns equal to the DV of the attack), Weak Side (The target suffers a −1 dice pool penalty on all melee Defense tests while they suffer from the effects of Broken Grip).

Genitals

Run & Gun, p. 113

It’s a low blow, but sometimes it’s the dirtiest trick that will save your life.

Modifier
−10
DV Limit
4
Effects
Stunned (Body + Willpower (4) Test to resist or target receives a −10 penalty to Initiative Score), Nauseous (target makes a Body + Willpower (4) roll; each hit less than the required 4 causes the target to double over and begin vomiting for one Combat Turn. Vomiting targets suffer a −4 dice pool penalty to all actions), Buckled (target makes Body (DV) Test or else they hit the ground and stay there for (DV)-hits Combat Turns).

Gut

Run & Gun, p. 113

A solid punch to the gut can set an opponent to retching and heaving, while a bullet or knife in that spot will often give the injured a nice slow death.

Modifier
−6
DV Limit
8
Effects
Stunned (target must make a Body + Willpower (2) Test or receive a −5 penalty to Initiative Score), Nauseous (target makes a Body + Willpower (4) roll; each hit less than the required 4 causes the target to double over and begin vomiting for one Combat Turn. Vomiting targets suffer a −4 dice pool penalty to all actions), Slow Death (Physical Damage attacks only, must be with piercing weapon; injuries cause the target to bleed internally, suffering unresisted 2S DV every minute until a Medicine + Logic [Mental] (16, 1 minute) Extended Test, First Aid + Logic [Mental] (16, 1 minute) Extended Test is successful, or a Heal spell is cast on them and removes at least 1 box of damage).

Hand

Run & Gun, p. 113

There’s just something cool about putting a bullet through someone’s palm, breaking a few fingers with a good strike, or pushing that wrist-lock too far for comfort. It’s disarming someone without killing them, but still making them hurt. How can you not see the appeal in that?

Modifier
−8
DV Limit
1
Effects
Stunned (Body + Willpower (2) Test to resist or target receives −5 penalty to Initiative Score), Broken Grip (target is unable to maintain their grip on anything with the stricken hand for a number of Combat Turns equal to the DV of the attack and suffers a −1 dice pool penalty per injured hand for all Subduing or Clinching attacks), Weak Side (target suffers a −1 dice pool penalty on all Melee Defense Tests while they suffer from the effects of Broken Grip).

Hip

Run & Gun, p. 114

Hit the hip, pop the socket. A shot to the hip is intended to slow or disable an opponent.

Modifier
−6
DV Limit
3
Effects
Knockdown (target needs to make a Strength + Agility (DV+3) Test or fall prone; they can attempt to stand in their next Action Phase), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed).

Jaw

Run & Gun, p. 114

This is the target when it’s time to knock someone’s teeth out or shut up that running mouth. Fists break jaws, bullets shatter teeth.

Modifier
−8
DV Limit
2
Effects
Stunned (Body + Willpower (2) Test to resist or target receives −5 penalty to Initiative Score), Unable to Speak (the target loses the ability to form understandable speech. They can mutter, gesture, groan, and drool, but everything they try to speak comes out as gibberish. This lasts for 1 hour x DV of the shot).

Knee

Run & Gun, p. 114

Kneecapping has been an old standby for mobsters and thugs for centuries. A bullet to the knee not only slows a target down but it also helps make the most combative individual see the value of your point of view.

Modifier
−8
DV Limit
1
Effects
Stunned (target must make a Composure (2) Test or receive a −10 penalty to Initiative Score), Knockdown (target must make a Strength + Agility (DV+3) Test or fall prone), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack).

Neck

Run & Gun, p. 114

Put a hole in their neck and watch them bleed. This is the shot to the jugular or carotid that makes blood geysers splatter across the finely crafted corporate halls. A favorite of drug cartel leaders and gory trideo directors.

Modifier
−8
DV Limit
10
Effects
Stunned (Body + Willpower (3) Test to resist or target receives −10 to Initiative Score), Bleedout (target suffers 1P DV, unresisted, for every Action they perform that is not First Aid until a successful Logic + First Aid [Mental] (4) Test is made) or a Heal spell is cast on them and removes at least 1 box of damage).

Shin

Run & Gun, p. 114

The shin bone’s connected to the … nothing if you put a bullet through it. Shooting the shin slows a foe and usually puts them square on their hoop. And kicking someone in the shin is just plain mean.

Modifier
−6
DV Limit
2
Effects
Knockdown (target must make a Strength + Agility (DV+3) Test or fall prone), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack).

Shoulder/Upper Arm

Run & Gun, p. 114

Whether the hit knocks the joint out of socket or shatters the bone, this hit is going to force the target to fight with only one arm for awhile. A skilled fighter can severely hamper their opponent’s ability to use their arm with a solid punch (with one knuckle out) to the upper arm while a bullet through the bicep makes almost every move of the arm excruciating.

Modifier
−6
DV Limit
3
Effects
Stunned (Body + Willpower (1) Test to resist or target receives −5 penalty to Initiative Score), One-Armed Bandit (target’s arm is ineffective and they are unable to perform any actions with that limb for a number of Combat Turns equal to the DV of the attack; they also suffer a −6 dice pool penalty until that arm is healed), Weak Side (target suffers a −2 dice penalty on all melee Defense tests while their arm is ineffective).

Sternum

Run & Gun, p. 114

A hard strike to the center of the chest can put a world of hurt on a target. This can be a good way to put a quick end to an attack.

Modifier
−10
DV Limit
10
Effects
Stunned (Body + Willpower (3) Test to resist or target receives −10 penalty to Initiative Score), Fatigued (target makes a secondary Damage Resistance Test using Body only against Stun damage equal to half the DV of the original attack), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack).

Thigh

Run & Gun, p. 115

Sometimes it’s to slow an opponent, sometimes it’s to make a point, but no matter the purpose, shooting someone in the thigh makes a statement. That statement is often “ow.”

Modifier
−6
DV Limit
3
Effects
Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack).

Vehicle

Run & Gun, p. 115

You can target different parts of a vehicle in the same way you’d target parts of the body. Pick a vulnerability, then see if you can take it out with a single shot. See the Vehicle Called Shot Table for modifiers, DV limits, and effects of Called Shots on vehicles. Note that the effects only kick in if there was damage done to the vehicle after it makes its Damage Resistance Test.

Vehicle Called Shots Table
Location Modifier DV Limit Effect
Engine Block −4 None Disables vehicle.
Fuel Tank/Battery −6 None Disables vehicle. Causes fuel leak or battery leak.
Axle −6 6 Reduces Speed to 1.
Antenna −8 2 Disables communications and wireless capability.
Door Lock −6 0 Door cannot be opened.
Window Motor −4 0 Window cannot be opened.

Ammo Whammy!

Run & Gun, p. 115, 118

Called Shots by Ammo Type
Ammo Type Called Shots Available
APDS Bulls-Eye Double-Tap/Burst, Through and Through … and Into
Assault Cannon Extreme Intimidation!, Up the Ante
AV That Hit the Spot!, Up the Ante
AV Assault Cannon Up the Ante
Capsule Down the Gullet
Explosive Finger Popper, Here’s Muck in Your Eye!, Shake, Rattle, and Pop!
EX-Explosive More Muck, Better Duck!, Shake, Rattle, and Boom!, Troll Finger Popper
Flare Flash Blind, Light ’em Up
Flechette Nasty Finger Prick, On Pins and Needles, Shredded Flesh
Frangible Here’s Muck in Your Eye!
Gauss Rifle Through and Through … and Into
Gel Bellringer, Finger Popper, Spinner
Gyrojet Light ’em Up, Ricochet Shot, Spinner
Gyrojet Plus Finger Popper, Here’s Muck in Your Eye!, Shake, Rattle, and Pop!
Gyrojet Taser That Hit the Spot!
Gyrojet Tracker Tag!
Hi-C Ricochet Shot
Hollow Points Finger Popper, Here’s Muck in Your Eye!
Injection Dart Hit ’em Where It Counts, Warning Shot
Stick’n’Shock That Hit the Spot!
Taser Dart That Hit the Spot!
Tracer Flame On!
Tracker Tag!

Different types of ammunition provide different options, including what kind of Called Shots you can use and the effect they have. Check out the list below to know what you can do with the various types of ammo you’re ready to load. The effects may not be universal and there may be special cases where a convincing argument can be made that a certain kind of ammunition might have a different effect. In these cases it is up to the gamemaster to make the call.

The specific shots often refer to Called Shot effects by name; look at the description of each Called Shot for complete details. The type of ammo that can be used with each shot is listed; the Called Shot by Ammo Type table lists all the special shots that can be used with particular types of ammo.

Bellringer

Run & Gun, p. 116

Like a linebacker with a clear shot at a vulnerable receiver, this round goes for the head and does everything it can to make the target hear the echo of the hit for days.

Modifier
−8
DV Limit
4
Effects
Stunned (−10 Initiative Score)
Available ammo types
Gel.

Bulls-Eye Double-Tap/Burst

Run & Gun, p. 116

If one bullet does the work of carving through a target’s armor, why should a second bullet have to duplicate that effort? With this shot, characters try to make the latter bullets of a multiple-round burst follow the path carved by the first.

Modifier
−4
DV Limit
None
Effects
The bullets follow so closely in line behind each other that the first clears the path for the second or third. The attack results in an AP increase equal to the base AP multiplied by the number of bullets in the burst, with a maximum modifier of x3.
Available ammo types
APDS.

Down the Gullet

Run & Gun, p. 116

In this incredibly difficult shot, you make the target take his medicine by planting the capsule round in the back of his open mouth, giving him no choice but to swallow.

Modifier
−8
DV Limit
2
Effects
Increased Power (+2 Toxin Power), Optional Effect (Increased modifiers for secondary effects)
Available ammo type
Capsule.

Extreme Intimidation!

Run & Gun, p. 116

Hurting an opponent is all fine and good, but sometimes you want to smack them in a way that brings despair to their soul. It’s gunfire with a twist of torture.

Modifier
−4
DV Limit
0
Effects
Fear Factor (anyone hit must make a Composure (Net hits) Test or experience an immediate −10 Initiative Score reduction.
Available ammo types
Assault Cannon.

Finger Popper

Run & Gun, p. 116

Getting a weapon shot out of your hand hurts, especially when a skilled shooter took measures to make sure that would be the case.

Modifier
−4
DV Limit
2
Effects
Enhanced Blast out of Hands (attack does base weapon damage resisted with Body but ends at a maximum of 2; object thrown an extra meter)
Available ammo types
Explosive, Gel, Gyrojet Plus, Hollow Points.

Flame On!

Run & Gun, p. 116

Modifier
−6
DV Limit
1
Effects
Light ’em Up (Ignites flammable materials)
Available ammo types
Tracer.

Flash Blind

Run & Gun, p. 116

A flare is built to be bright enough to be seen for several kilometers. That means if you scorch one right in front of the eyes of some poor slot, you have a chance to leave them briefly flash blinded.

Modifier
−6
DV Limit
2
Effects
Blinded (−8 penalty on any action taken in the character’s next Action Phase, no vision-based Perception tests allowed for thirty seconds (ten Combat Rounds))
Available ammo types
Flare.

Here’s Muck in Your Eye!

Run & Gun, p. 116

Blinding an opponent can be useful. Blinding an opponent with residue from the wound you just inflicted on them is just plain mean.

Modifier
−4
DV Limit
0
Effects
Enhanced Dirty Trick (−5 dice pool modifier on next action)
Available ammo types
Explosive, Frangible, Gyrojet Plus, Hollow Points.

Hit ’em Where It Counts

Run & Gun, p. 116

Toxins injected in a hand or similar area will eventually take effect. Toxins injected into the jugular take effect faster. This shot puts the toxin where it can do its work with greater speed.

Modifier
−6
DV Limit
1
Effects
Increased Power (+2 Toxin Power), Increased Speed (Drop the Speed of the Toxin by one category)
Available ammo types
Injection Dart.

Light ’em Up

Run & Gun, p. 116

A flare burns, which provides potential for damage. All you have to do is put the flame in contact with something that can spread the burn.

Modifier
−10
DV Limit
1
Effects
Light ’em Up (Ignites flammable materials)
Available ammo types
Flare, Gyrojet.

More Muck, Better Duck!

Run & Gun, p. 117

EX-EX rounds carry a little extra pop, so when used right they cause a little extra blindness and inconvenience to the target trying to take their next action.

Modifier
−4
DV Limit
0
Effects
Enhanced Dirty Trick (−6 dice pool modifier on next action)
Available ammo types
EX-Explosive.

Nasty Finger Prick

Run & Gun, p. 117

Flechettes can hurt your hand too!

Modifier
-4
DV Limit
2
Effects
Enhanced Blast out of Hands (attack does base weapon damage resisted with Body but ends at a maximum of 2)
Available ammo types
Flechette.

On Pins and Needles

Run & Gun, p. 117

This shot isn’t so much aimed at the target as it is the ground around them, putting needles in the ground and presenting a little extra challenge for maneuvering.

Modifier
−4
DV Limit
0
Effects
Rough Terrain (Requires 1 shot per square meter, 1/2 Movement through terrain; if the target is barefoot they suffer 3P resisted with Body)
Available ammo types
Flechette.

Ricochet Shot

Run & Gun, p. 117

Shooter can bounce a bullet off a structure (or person) with an Armor rating higher than 6 to hit another target. The modifier is for the Called Shot, Visibility, Environmental, and Situational modifiers still apply.

Modifier
-6
DV Limit
None
Effects
Intimidating Strike (Composure (2) Test or the target suffers -1 penalty for being shaken)
Available ammo types
Hi-C, Gyrojet.

Shake, Rattle, and BOOM!

Run & Gun, p. 117

The ballistic equivalent of hamstringing someone. Your target is not going to move well after this shot.

Modifier
−4
DV Limit
0
Effects
Enhanced Shakeup (−8 Initiative Score)
Available ammo types
EX-Explosive.

Shake, Rattle, and Pop!

Run & Gun, p. 117

This shot delivers the full measure of pain to the target, while also throwing them off balance.

Modifier
−4
DV Limit
0
Effects
Enhanced Shakeup (−6 Initiative Score)
Available ammo types
Explosive, Gyrojet Plus.

Shredded Flesh

Run & Gun, p. 117

The aim of this shot is not so much penetrating the target as ripping them, making a shot that tears across the surface of their skin and opens a large raw wound.

Modifier
−4
DV Limit
10
Effects
Bleedout (If the target is damaged in the attack, they suffer a DV of 1P, unresisted, for every Action they perform that is not First Aid until a successful First Aid + Logic [Mental] (4) Test is made or a Heal spell is cast on them and removes at least 1 box of damage)
Available ammo types
Flechette.

Spinner

Run & Gun, p. 117

Aiming at the shoulder of your target with a heavy gel round can spin them around, throwing them off balance.

Modifier
−4
DV Limit
2
Effects
Dirty Trick (−4 dice pool modifier for next Action Phase)
Available ammo types
Gel, Gyrojet.

Tag!

Run & Gun, p. 117

With this shot, the round is embedded in the target’s Armor instead of their body. Yes, they can take it off, but it’s much less likely to be looked for in there.

Modifier
−4
DV Limit
0
Effects
The round does no damage, but embeds itself in the target’s armor.
Available ammo type
Gyrojet Tracker, Tracker.

That Hit the Spot!

Run & Gun, p. 117

Modifier
-varies
DV Limit
varies
Effects
Localized Effect (Eye: Blinded; Ear: Deafened; Arm/Hand: Drop Item; Leg/Foot: make Agility (2) Test or fall prone)
Available ammo types
AV, Gyrojet Taser, Stick ‘n’ Shock, Taser Dart.

Through and Through … and Into

Run & Gun, p. 117

A hostage situation-specific Called Shot, this attack is used to shoot one target and into another target behind the first. The attacker takes a penalty for this shot equal to the Armor and 1/2 the Body of first target. The attack then strikes the back target with all but 1 DV of the damage, resisted as normal. Note that both targets get to make their customary Defense Tests. If the bullet misses the front target but hits the rear, the 1 DV reduction does not apply.

Modifier
−(Armor + 1/2 Body)
DV Limit
1 (front target), none (rear target)
Available ammo types
APDS, Gauss Rifle.

Troll Finger Popper

Run & Gun, p. 118

For when you’re really, really determined to hurt someone’s weapon hand, no matter how big or meaty it may be.

Modifier
−4
DV Limit
3
Effects
Enhanced Blast out of Hands (attack does base weapon damage resisted with Body but ends at a maximum of 3; object thrown an extra 2 meters)
Available ammo types
EX-Explosive.

Up the Ante

Run & Gun, p. 118

Sometimes it’s not enough to aim for the head—you want to put a round right in the eye to make sure it does as much damage as possible. Aim as carefully as you can, and see how much punch a single round can pack.

Modifier
Varies
DV Limit
Varies
Effects
Up the Ante (Doubles the DV Limit of Called Shots made to specific locations)
Available ammo types
Assault Cannon, AV, AV Assault Cannon.

Warning Shot

Run & Gun, p. 118

You don’t always want your target hit with a chemical— some times it’s better to scare them and have them get themselves out of your way. This precision shot can help them know you mean business.

Modifier
−6
DV Limit
1
Effects
Intimidating Strike (Composure (4) Test or the target immediately shifts attitudes in favor of the attacker)
Available ammo types
Injection Dart.