Shadowrun
Shadowrun Play => Rules and such => Topic started by: lunatec on <02-10-20/1307:29>
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Walking, running, sprinting...I can't find clear rates for this in the CRB. Maybe I am old and blind.... it seems 10 meters is the only thing listed
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Walking, running, sprinting...I can't find clear rates for this in the CRB. Maybe I am old and blind.... it seems 10 meters is the only thing listed
In SR 6E this is worked out via the two different movement actions, Move (pg 42) and Sprint (pg 44). Move you travel 10 meters as a minor action. Sprint lets you travel 15 meters plus some extra meters based on a roll for a major action. You do one or the other, never both, and each only once on your turn.
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A difference in this edition compared to 5e is a high Agility doesn't increase your move. Everyone moves 10 or 15 meters per round, before hits on a running test.
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A difference in this edition compared to 5e is a high Agility doesn't increase your move. Everyone moves 10 or 15 meters per round, before hits on a running test.
Making Dwarves natural sprinters (dangerous in short bursts), and Trolls being salty for spending an extra 10% on those new Evo Streetrunners and still getting pinched by some Knight Errant breeder =p It's different than what I'm used to from Shadowrun, but if them's the rules I'll use it.
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Walking, running, sprinting...I can't find clear rates for this in the CRB. Maybe I am old and blind.... it seems 10 meters is the only thing listed
Each combat round on your turn you get to spend a Minor action to Move up to 10 meters. You can only take this action once per turn.
In addition to a regular Move action each player that have a spare Minor Action may take a total of one Minor Anytime Avoid Incoming action to get away from a Blast or Gas attack. It is resolved by taking a Reaction + Athletics - Dodge Penalty Test where you move hits number of meters.
Or you can Sprint up to 15 meters plus 1 meter per hit on a Athletics + Agility Test by spending a Major action. You cannot combine this action with the Minor Move action nor the Minor Avoid Incoming action.
There are statuses that might have an impact on this movement rate.
- The Fatigued I, II, III status reduce movement rate from Move and Sprint by 5 meters.
- The Hobbled status reduce movement rate from Move, Avoid Incoming and Sprint to half.
- The Prone status reduce Move to 2 meters and you cannot Sprint while you have this effect.
- The Stilled status prevent you from move at all.
- The Zapped status prevent you from taking the Sprint action.