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Combat & Gear

Combat Mechanics

How a firefight actually plays at the table — the Combat Turn and Initiative, what you can do on your action, Combat Pool, resolving ranged and melee attacks, firing modes and recoil, and how damage and the Condition Monitor work. Sources: SR2 core Combat chapter pp. 79–112 (Dice Pools p. 32).

// HOW THIS PAGE FITS

Weapons, Armor and Cyberware tell you what you're carrying. This page tells you how it's used — turn order, the action economy, the to-hit and damage-resistance tests, and what happens when the bullets land. Mage in the fight? Pair it with Magic Mechanics.

// THE COMBAT TURN & INITIATIVE

A Combat Turn is about three seconds. Everyone rolls Initiative once, then acts in descending order; faster characters act multiple times before slower ones act at all.

  1. 01

    Roll Initiative

    Initiative = Reaction + 1D6. Reaction = (Quickness + Intelligence) ÷ 2, round down. Wired Reflexes, Boosted Reflexes, the Increased Reflexes spell and similar add extra dice (and bonus Reaction). (SR2 p. 79)

  2. 02

    Act High to Low

    The highest Initiative total acts first, then the next, and so on. This first pass through everyone is one Combat Phase.

  3. 03

    Subtract 10 & Repeat

    After everyone has acted, subtract 10 from each Initiative total. Anyone still above 0 acts again, in another Combat Phase. Keep going in steps of 10 until all totals are 0 or less — then the turn ends and everyone re-rolls. (SR2 p. 79)

Initiative totalActs on Combat Phases…# of actions
4040 · 30 · 20 · 104
2727 · 17 · 73
1212 · 22
881

This is why initiative-boosting cyber/magic is so prized: an extra die or two can buy a whole extra action every turn. (SR2 p. 79)

// WHAT YOU CAN DO ON YOUR ACTION

Each time you act (each Combat Phase), you get one Free Action plus either two Simple Actions or one Complex Action. (SR2 pp. 81–82)

○ FREE ACTION — one per phase
  • Speak a phrase / gesture
  • Drop prone or drop an object
  • Call a shot (aim at a vulnerable spot)
  • Change a smartgun's fire mode; eject a clip
  • Drop a sustained spell; activate cyberware
◐ SIMPLE ACTION — two per phase
  • Fire a weapon in SS / SA / BF mode
  • Take Aim (−1 TN each, cumulative)
  • Ready a weapon; Quick Draw
  • Insert / remove a clip (reload)
  • Change position (stand / go prone); use a simple object
● COMPLEX ACTION — one per phase (uses your whole action)
  • Fire a weapon on full-auto
  • Cast a spell / astral projection
  • Anything needing sustained concentration

A Free Action may replace a Simple Action; you can't take a Free Action before your first action of the turn. (SR2 pp. 81–82)

// COMBAT POOL — YOUR TACTICAL DICE

// THE MOST IMPORTANT NUMBER IN A FIGHT

Combat Pool = (Quickness + Intelligence + Willpower) ÷ 2, round down. It's a pile of bonus dice you spend across the whole Combat Turn — on attacks, on defense, and on soaking damage. It refreshes to full at the start of each Combat Turn. (Dice Pools, SR2 p. 32)

The catch: every die is spent once. Dice you pour into shooting are gone when it's time to defend. That offense-vs-defense split is the central tactical decision of SR2 combat — aggressive runners dump pool into attacks to drop threats fast; cautious ones hold dice back to dodge and soak.

// RANGED COMBAT — THE SEQUENCE

There is no separate "dodge" roll against gunfire in SR2. You resolve a shot in these steps; the defender's only active input is the Combat Pool they commit to resisting. (SR2 p. 87)

  1. 01

    Determine Range

    Measure to the target and read the weapon's range band. Base Target Number: 4 short, 5 medium, 6 long, 9 extreme.

  2. 02

    Apply Situational Modifiers

    Adjust the attacker's TN for cover, movement, visibility, recoil, smartlink, aim, etc. (see the table below). This is where the defender's choices — cover, motion, smoke — actually live.

  3. 03

    Attacker's Success Test

    Attacker rolls Firearms (or other Combat) Skill + Combat Pool dice vs the modified TN. Count successes. (SR2 p. 90)

  4. 04

    Target's Damage Resistance Test

    Target rolls Body + Combat Pool dice vs a TN equal to the weapon's Power minus the appropriate Armor (Ballistic for guns). Count successes.

  5. 05

    Compare → Stage the Damage

    Net successes shift the Damage Level: the attacker's extra successes stage it up, the defender's stage it down (2 successes = one level each way). A clean miss occurs if the defender's Combat Pool successes exceed the attacker's successes. (SR2 p. 87, 91)

  6. 06

    Apply Damage

    Mark the final Damage Level on the target's Condition Monitor (see below).

// HOW STAGING WORKS — THE TUG-OF-WAR

Step 5 is the part everyone misreads, so here it is in full. A hit is two Success Tests, and only the difference between them moves the damage.

① ATTACKER ROLLS — TO HIT

Firearms + Combat Pool vs their modified TN → attack successes. Zero successes is a flat miss — nothing else happens.

② YOU ROLL — TO RESIST

Body + Combat Pool vs a TN of the weapon's Power − your armorresist successes.

Now compare the totals. The weapon's printed level (the M in 9M) is the starting point; the difference drags it one step per 2 net successes — attacker ahead → up (M→S→D); you ahead → down (M→L→none); a tie leaves base damage; staged below Light = nothing. (SR2 p. 111)

Say a 9M Ares Predator hits and you have Body 5 with 4 ballistic armor, so your resist TN is 9 − 4 = 5. The shooter scored 4 attack successes:

Your resist successesNetDamage taken
2+2 attackerS — Serious (6 boxes)
4tieM — base (3 boxes)
6−2 youL — Light (1 box)
8−4 youbelow Light → no damage
// TWO WAYS TO TAKE NOTHING — SOAK vs CLEAN MISS

Your resist roll is Body dice + Combat Pool dice, and the pool dice represent actively dodging. Soak: your total successes drag the level below Light — you were hit but shrugged it off. Clean miss: if the successes from your Combat Pool dice alone exceed the attacker's successes, the shot misses entirely — no damage, whatever the staging says. (SR2 p. 87)

That's the case for holding Combat Pool back: pool dice can turn a hit into a complete miss, while Body dice can only shrink the wound.

// STAYING ALIVE — RAISING THE SHOOTER'S TN

Since you can't dodge bullets directly, survival is about making yourself a worse target (and committing Combat Pool to resistance). Common modifiers to the attacker's Target Number: (SR2 pp. 89–90)

SituationTN modifier
Full coverCan't be targeted
Partial cover+4
Target running / moving+2
Target stationary−1 (easier — keep moving)
Minimal light · mist · glare+2
Light smoke / fog / rain+4
Heavy smoke / fog / rain+6
Full darkness / blind fire+8
Each additional target the shooter splits to+2
(Attacker's aids reduce TN:) Smartlink−2
Smart goggles · laser sight · each Take Aim−1

Vision-obscuring modifiers are halved or negated by low-light / thermographic vision; laser sights are washed out by smoke, fog, mist or rain. Full visibility table: SR2 p. 89.

// FIRING MODES & RECOIL

The weapon's Mode (on each Weapons card) sets how it fires. Recoil raises your own TN unless cancelled by recoil compensation, a gas-vent system, a gyro-mount, or bracing. (SR2 pp. 86–92)

ModeHow it firesRecoil
SS — Single ShotOne round; only once per Combat Phase.None
SA — Semi-AutoOne shot per Simple Action (so up to twice a phase).+1 per shot after the first (per phase)
BF — Burst FireA 3-round burst as one Simple Action; concentrating the rounds on one target adds to the attack's damage.+3 per burst
FA — Full AutoA Complex Action; long bursts of fire, can be concentrated for heavy damage or spread as suppressive fire.+1 per round fired

Heavy-weapon recoil is doubled. Recoil compensation, gas-vents and gyro-stabilization are cumulative and cancel recoil first; recoil resets at the start of each Combat Turn. Full burst & full-auto damage is laid out below. (SR2 pp. 86–92, recoil table p. 89)

// BURST & FULL-AUTO — DAMAGE & RECOIL

Automatic fire trades accuracy for raw damage — the extra rounds stack onto a single target. Only weapons whose Mode lists BF or FA can do it (a SA-only pistol like the Ares Predator can't). A 6M weapon bursts to 9S; on full-auto it climbs toward 12D. (SR2 pp. 92–93)

ModeAction costRoundsDamage effectRecoil
BF — Burst FireSimple — up to 2 bursts / phase3 per burst+3 Power, +1 Damage Level+3 per burst (2nd burst → +6)
FA — Full AutoComplex — 1 per phaseMin 3, up to the clip+1 Power / round; +1 Level / 3 rounds (max D)+1 per round fired

Full-auto on a 6M weapon (e.g. the AK-97) into one target. Damage caps at Deadly at 6 rounds — past that you add only recoil and waste ammo:

Rounds firedPowerDamage LevelRecoil (uncomp.)
3 (minimum)9S+3
410S+4
511S+5
6 (sweet spot)12D — max+6
1016D — capped+10 (wasteful)

Damage Level can never exceed Deadly; a base-M weapon hits it at 6 rounds. A burst that drops to a single round (clip nearly empty) resolves as a plain single shot. (SR2 pp. 92–93)

No hard cap on a burst
Full-auto has a minimum of 3 rounds and no printed maximum — you can empty the whole clip in one Complex Action. Recoil (+1/round) and the Deadly cap make anything past ~6 rounds on one target pointless. Across a full Combat Turn you're limited to the magazine, then must reload.
Splitting fire across enemies
A second SA shot or BF burst can hit a different enemy at +2. Full-auto can "walk" fire across several targets: 1 round is wasted per meter between them (smartguns waste none), plus +2 per new target. Each sub-burst (min 3 rounds) is a separate test with its own Combat Pool dice.
Killing the recoil
Recoil compensation, gas-vent systems, gyro-mounts and bracing / bipods each cancel recoil point-for-point and stack; a smartlink (−2 TN) offsets the rest. Heavy weapons take double recoil. Everything resets next Combat Turn.

// MELEE COMBAT — THE OPPOSED TEST

Hand-to-hand is different: it's an Opposed Test, so you actively defend by rolling against your attacker. Winning is your dodge/parry. (SR2 p. 100)

  1. 01

    Both Roll

    Attacker and defender each roll their melee Combat Skill + Combat Pool vs a base TN 4 (modified by reach, position, wounds, etc.). No melee skill? Default to Unarmed Combat.

  2. 02

    Compare Successes

    Whoever has more successes wins the exchange and hits the other. Ties go to the attacker.

  3. 03

    Stage & Resist

    The winner stages damage up by 1 level per 2 net successes over the loser. The loser then resists with Body vs the weapon's (Strength-based) Power minus Impact armor — 2 successes drop the level by one. (SR2 p. 100)

// DAMAGE CODES & STAGING

Every attack has a Damage Code: a Power number plus a Damage LevelLight, Moderate, Serious, or Deadly (e.g. 9M). Power is the TN for the victim's resistance; Level is how bad the wound starts. Every 2 net successes shifts the Level one step up or down. (SR2 p. 111)

Damage LevelBoxes filledWound modifier
Light (L)1+1 to all TNs
Moderate (M)3+2 to all TNs
Serious (S)6+3 to all TNs
Deadly (D)10Incapacitated

Damage is cumulative — a Light then a Serious = 1 + 6 = 7 boxes. The wound modifier reflects your total filled boxes and applies to everything you roll. (SR2 p. 111)

// THE CONDITION MONITOR

Your record sheet has two 10-box tracks: Physical damage and Stun (mental/fatigue) damage. Each fills toward Deadly at the 10th box. (SR2 p. 111)

Physical vs Stun
Bullets, blades and falls deal Physical damage; fists, stun batons, tasers, fatigue and most spell Drain deal Stun. They fill separate tracks but the wound modifiers add together.
Stun overflow → Physical
Fill the Stun track past 10 and the excess rolls over into the Physical track. Take enough Stun and you're not just unconscious — you start taking real injury.
Physical overflow → dying
Fill Physical to Deadly and you're down; damage beyond the 10th box is overflow. You can survive overflow up to your Body Rating in extra boxes — past that, the character dies. (SR2 p. 111)
Recovering
Stun heals fast (minutes to an hour); Physical needs first aid, a medkit, healing magic, or rest. See Wounds & First Aid, SR2 p. 112.

// ARMOR IN ONE LINE

Ballistic armor subtracts from the Power of guns and explosions; Impact armor subtracts from melee, thrown attacks and falls. Lower the Power and the victim resists more easily. Full ratings and layering rules are on the Armor page.

// FLAGS & CAVEATS
  • This is a play-aid summary of the SR2 core Combat chapter (pp. 79–112); the book has more on stray shots, grenades/scatter, called shots, vehicle combat, and edge cases.
  • Numbers and page citations are from Shadowrun, Second Edition (FASA7901); the exact burst/suppressive-fire damage math lives in the Firearms rules (pp. 86–92).
  • Combat Pool, Reaction and the wound-modifier values assume the unmodified core rules — cyberware, magic and Edges/Flaws can change them.