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Shadowrun Seattle Shutdown

Grenades: Difference between revisions

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==Grenades & Ranges==
==Grenades & Ranges==
Use the range categories as per {{src|sr5|185}}, but instead of reducing the die pool as per normal ranged combat{{src|sr5|ref=175}}, increase the threshold by one each range bracket.
Use the range categories as per {{src|sr5|185}}, but instead of reducing the die pool as per normal ranged combat{{src|sr5|ref=175}}, increase the threshold by one each range bracket.
==Grenades & Run For Your Life==
Change the first sentence of the second paragraph under ''Run for Your Life/Dive on the Grenade'' {{src|r&g|ref=125}} to read:
<div class="replacement">Immediately after any weapon Attack Test that creates an area-of-effect or any Spellcasting Test for an Area-of-Effect Indirect Combat Spell, a character can make an immediate Interrupt Action to flee.</div>
==References==
==References==
<references />
<references />

Revision as of 16:42, 20 February 2023

Grenades & Falloff

Most of the explosives in Shadowrun have absolutely enormous effective radii. Whether realistic or not, they're often impractical for gameplay.

  • Gas — The radius is 5 meters. It takes twenty doses of a compound to fill a single gas grenade.
  • Flash-Bang — These grenades have a radius of 5 meters.
  • Fragmentation — These grenades have a falloff of 3/m, giving them a radius of 6 meters.
  • High Explosive — These grenades have a falloff of 4/m, giving them a radius of 4 meters.
  • Smoke & Thermal Smoke — These are okay; the published text specifies the size by diameter, not a radius. The text in Foundry is adjusted to indicate the radius, as that's how templates are drawn.

Grenades & Ranges

Use the range categories as per Shadowrun Fifth Edition Core Rulebook (p. 185), but instead of reducing the die pool as per normal ranged combat[1], increase the threshold by one each range bracket.

Grenades & Run For Your Life

Change the first sentence of the second paragraph under Run for Your Life/Dive on the Grenade [2] to read:

Immediately after any weapon Attack Test that creates an area-of-effect or any Spellcasting Test for an Area-of-Effect Indirect Combat Spell, a character can make an immediate Interrupt Action to flee.

References