These adjustments apply to Called Shots listed in Shadowrun Fifth Edition Core Rulebook (p. 195) and other places.
Shadowrun Fifth Edition Core Rulebook
Changing Damage Types[1]
Colloquially referred to as "Called Shot (Stun)", replace the entire contents of the text box with the below:
Sometimes all you have is a sword and you want to knock out your opponent and not kill them. In these circumstances your options are limited, as most lethal melee weapons are not designed for non-lethal attacks.
A character can make a Called Shot to apply stun damage instead of physical. Against an armored opponent, the attack is resolved normally with the -4 penalty for the Called Shot. If the opponent is unarmored, the attacker can use their weapon as an improvised club (with the Blunt Weapons skill) and an Accuracy of 3.
Some weapons (primarily swords) used as a club lose Reach due to the need to hit with the pommel, while something like a polearm would not have a problem. Characters who deal physical damage due to implants (like cyberlimbs or bone lacing) continue to use Unarmed Combat against unarmored opponents.
Run & Gun
Vehicle Called Shots[2]
- Engine Block has a modifier of -8. Note that a disabled vehicle must immediately make a Crash Test.
- Fuel Tank/Battery has a modifier of -8. The vehicle is not immediately disabled, but it's Speed is reduced by half it's Acceleration each turn until it reaches 0.
- Axel also includes called shots to the tires.
References
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 186)
- ↑ Run & Gun (p. 115)
