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Combat

With the exception of combat situations that arise through the play of Special cards and interceptions by opposing Runner teams, combat occurs when the alarm is triggered during a shadowrun. The alarm is triggered when a team of Runners fails to sleaze a Challenge, and so most combat situations involve Runners and the threat posed by Challenges.

RESOLVING COMBAT
Combat may only occur between cards that have Threat Ratings. Combat is resolved by comparing the Attack Value of a card to the Body of an opposing card. Attacks and damage take place simultaneously and the cards involved inflict and receive damage at exactly the same time. This is true in all combat situations, whether they involve two cards or ten cards.

Combat between Runners and Challenges takes place in three basic steps, explained below.

Treat combat between Runners and Objectives in the same way as for Challenges. Additional rules for combat between Runners appear below.

ARMOR
Both Runners and Challenges may have Armor, indicated in parentheses as A and a number (for example, A2). Some Gear cards can be played on a Runner to modify his Armor Rating, or to provide unarmored Runners with Armor. Armor provided by Gear cards is indicated two ways. The first is as A + a number, for example, A + 1. In this case, a Runner with Armor increases the rating of that Armor by 1, and a Runner without Armor receives an Armor Rating of 1. Armor provided by Gear cards may also be indicated as A and a number (for example, A1). In this case, the Armor provided by the Gear is not cumulative with any other Armor. If a Runner has Armor of A1 and is holding a Vehicle card that provides Armor of A2, the Runner is protected by an Armor Rating of 2.

Armor blocks damage from each potential source of attack. In combat, the Armor Rating of a card is subtracted from the Attack Value of each attacking card before the target card takes damage. For example, when a team of Runners attacks an armored Challenge, subtract the Armor Rating of the Challenge from the Attack Value of each Runner. In other words, if a Runner with an Attack Value of 6 fights a Challenge with an Armor Rating of 3, the Runner inflicts only 3 points of damage on the Challenge. The Armor "deflects" the other 3 points.

Armor-Piercing Damage
Any damage described as armor-piercing ignores the effects of Armor. In other words, if a Runner uses the Gear/Accessory card Armor-Piercing Ammo to damage another Runner protected by Armor, the target Runner may not subtract his Armor Rating from the damage; he must take the full damage of the attack.

FATIGUE
When a Runner takes damage, that damage inhibits his ability to perform during a shadowrun and the Runner suffers from Fatigue. To represent the effects of Fatigue, subtract the unhealed damage the Runner has taken from both his Attack Value and his Body. This modifier to the Runner's Threat Rating remains in effect until the damage is healed.

Runners with Stamina may ignore the effects of Fatigue.

Attacking First
When a card has the ability to attack first it inflicts damage and uses special abilities before other cards have a chance to do so.

STEP 1: Damage to the Challenge
Add together the Attack Values of all Runners engaged in the combat, modifying the Runners' Threat Ratings for Gear cards as necessary. If the combat involves a Spirit or Drone, use the appropriate Threat Rating according to the rules in About The Cards.

Compare the total Attack Value of the shadowrunning team to the Body of the Challenge, accounting for Armor when necessary. If the total Attack Value equals or exceeds the Body of the Challenge, the Challenge is defeated.

If the total Attack Value of the Runners does not equal or exceed the Body of the Challenge, the shadowrun is over and the Challenge is returned, face down, to its original position. Challenges do not retain damage like Runners and need not be healed; if they are not defeated, they return to the Challenge stack and fight the next Runner team at full strength.

STEP 2: Damage to the Runner, Spirit or Drone
The Challenge inflicts an amount of damage on the Runner team equal to the Challenge's Attack Value. The shadowrunning player chooses how to divide the damage between Runners, Drones and Spirits present on the run, accounting for Armor when necessary. You may not allocate an amount of damage to a Runner, Spirit or Drone higher than its current Body. In other words, a card may not take more damage than is needed to "kill" it.

Trash any card that takes damage equal to its Body.

If a card takes an amount of damage less than its Body (survives the attack but is wounded), place a number of tokens on the card equal to the amount of damage taken. This damage may be healed during your next turn.

STEP 3: Trash Defeated Cards
Trash all Challenges, Runners, Spirits and Drones defeated in combat. Also trash any Gear cards held by Runners defeated in combat.

COMBAT BETWEEN RUNNERS
Certain cards and situations are designed to bring Runners into conflict with other Runners. Combat between Runners is resolved in the same way as combat against Challenges. Unlike combat against Challenges, however, once the combat is resolved, the Runners must return to their respective safehouses (or are trashed if killed during the combat)-the Runner team may not choose to stay and fight a second time (as when facing a second Challenge).

Only unturned Runners may voluntarily enter combat with other Runners. Turn Runners to attack opposing Runners.

When combat has been resolved, the surviving Runners return to the safehouse in their original turned or unturned state.

Two Runners
Compare the Threat Ratings of the Runners involved, accounting for Armor as appropriate. If a Runner's Attack Value equals or exceeds the Body of his opponent, that opponent is defeated. Because damage occurs simultaneously, two Runners may kill each other in combat. Trash any defeated Runners along with any Gear cards they are holding.

Three or More Runners
When more than two Runners engage in combat, the Runners "pair up" into individual conflicts. The player who initiated the combat (the Attacker) chooses an opponent for each of his Runners to fight. (You may want to physically move the cards opposite each other to avoid confusion when combat is resolved.)

If the Attacker's Runners outnumber his opponent's (the Defender), then the Attacker chooses which of the individual conflicts his extra Runners join. If the Defender's Runners outnumber the Attacker's, than the Defender chooses which of the individual conflicts his extra Runners join.

For example, Mike sends his team of three Runners to fight Jim's team of five Runners. Mike initiated the conflict, so he chooses opponents for his three Runners. Because Jim's team outnumbers Mike's team, however, Jim chooses which of the three individual fights his two extra Runners will join. Jim may choose to add both Runners to one conflict, creating a three-on-one situation, or he may split up his two extra Runners to create a pair of two-on-one battles.

If a Runner controls Drones or Spirits, he may involve them in any of the individual battles taking place (including his own). Treat Drones and Spirits as Runners in this situation. If a Runner controlling Drones or Spirits is killed in combat, trash the Drones or Spirits along with the Runner.

When all of the individual fights have been arranged, compare the Threat Ratings of the Runners involved to determine the outcome of the battles. If multiple Runners are fighting a single opponent, add their Threat Ratings together to determine damage.

If a single Runner is fighting against several opponents, the single Runner's owner chooses where to allocate the damage.

Once combat is resolved, trash any defeated Runners and any Gear cards they are holding.

INTERCEPTING A SHADOWRUN
If a player declares a shadowrun against an undefended Objective (an Objective with no opponents' Challenges guarding it), the Objective's owner may choose to intercept the shadowrun with one or more of his unturned Runners. If the Objective's owner chooses not to intercept the shadowrun, another player may do so. The option to intercept proceeds clockwise around the table until a player chooses to intercept or until each player has declined to defend the Objective. Only one player may intercept the shadowrun.

Note that only one shadowrun on each revealed Objective may be intercepted per game.

To intercept a shadowrun, a player must turn a Runner (or team of Runners) and engage the shadowrunning team in combat. Combat is resolved as described in Combat Between Runners.

Intercepting a shadowrun automatically ends the shadowrun. The Runner team is considered to have pulled out of the shadowrun even if the team defeats the intercepting Runner(s).


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