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Old 02-18-2019, 10:20 AM
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Quickstart Rules

It's far from an exhaustive reference, but it will get you up to speed, and you can't beat the price! It also contains the first four pre-generated runners as well as a sample mission you can read over. Dont worry, we'll be running a completely different mission here!

Shadowrun: Fifth Edition Core Rulebook

The indexed PDF is a steal at 19.99! Even better when there is a sale going on! The editing can be a bit trying and that's why I haven't cracked my hardcopy in over a year. The index and the find function make this thing worth its weight in digital gold.

List of Fifth Edition Books

I suggest growing your collection with Run Faster first, then Run and Gun, and then move into your preferred archetype's expanded rules books! All of them available at Drive Through RPG!

Collect them all!

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Offical Errata

They try to get their products into good shape before they go out the door, but . . . well . . . the thing is...

Here is a handy YouTube series called complex action that goes in depth on most aspects of the Shadowrun rules set. It's an amazing resource if you are more of an auditory learner or if you'd rather listen to it in the background as you do other things!

Shadworun Timeline

How did we get from there to here? It's worth a quick read, just beware the wiki rabbit hole. You can get lost down there for hours!


Slang is the spice to complete any dish! You scan chummer?

Shadowrun Wiki

If you have any lore questions, this is your place!

Shadowrun name generator
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Last edited by Imveros; 04-07-2020 at 10:35 PM.
Old 03-13-2019, 02:13 PM
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Imveros Imveros is offline
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For possible game changes and ease of reference Mechanics.


A test is any dice roll made in Shadowrun. There are four things that players need to know when attempting a test.
  1. What type of test is it?
  2. What is the size of the dice pool?
  3. What is the limit on the test?
  4. What is the Threshold?

Success Test
A success test is the basic form of test caused when a player uses an ability or attempts to accomplish an objective. These are also known as "simple" tests and are nothing more than attempting to roll enough hits to beat the threshold. Success tests are designed as followed:
  • Skill in test + Attribute used [applicable limit] vs. threshold
    • Ex: Jim is searching for Waldo. The test would be Perception + Intuition[Mental] with a threshold set by the GM.
Opposed Test
An Opposed Test is one player vs. another individual. Opposed Tests are designed as followed:
  • Skill in test + Attribute used [applicable limit] vs. Opposed test.
    • EX: Jim needs to sneak into the house without waking his wife after a long night of looking for Waldo. The test would be a sneak test vs. his wife's perception test. Should Jim roll more hits than his wife, he will successfully make it in the house and not have to listen to a lecture about how she stays home with the kids all day and has no free time.

Extended Test
An Extended Test is a test that takes place over a period of time, such as taking a few days to learn a new spell or fix up that old piece of **** car you swear you're going to fix up one of these days. Rolls do not need to be made concurrently. A ten-hour job could be done over the course of ten days, with the player making one roll every day. Extended Tests are designed as followed:
  • Skill in test + Attribute used [applicable limit] vs. (threshold, time interval)

An Extended Test does not need to be completed in a single roll. A player can make a number of rolls and accumulate the number of hits required by the threshold over time. Each roll of an extended test can only have a number of hits equal to the applicable limit. The Time Interval indicates how much time is spent during a roll. Extended tests cannot last forever, at a certain point a player will reach the point where no matter how much they work, they will never get any further in the task. After each successful roll, Players should remove one die from the dice pool. When there are no dice left, the test is over.

Extended Tests and Glitches
Glitching during an Extended Test does not cause the test to fail. It is up to the GM to decide what happens. Usually, this results in the 1D6 worth of hits to be lost. Should the hits lost result in the total dropping to or below zero, the test fails. Critical Glitching causes the test to fail outright and all previous hits made to be lost.

Teamwork Tests
A Teamwork Test is any test done as a group. To start a Teamwork Test, the party chooses a leader to make the test roll. Everyone else involved is an Assistant. The Assistants then rolls the appropriate skill + attribute. For every assistant who rolls at least one hit, the relevant limit for the leader's test is increased by 1. For every hit made by an assistant, the Leader's dice pool is increased by that many.

The most dice that can be added to a pool is equal to the Leader's applicable skill rating or the highest attribute rating if the test involves two attributes. The Leader than rolls his adjusted dice pool to beat the test's threshold.

A critical glitch during an assist attempt results in both the effects of a critical glitch for the assistant and a failure to add to the Leader's relevant limit and adjustment to the dice pool.

Trying Again
Players can make multiple attempts at tests. Re-trying a failed test adds a cumulative -2 to the attempt. If a player takes a break from the test and comes back later, the test can be attempted again with no penalty. Taking another shot of a gun or swing of a sword or other attack after a miss is not considered trying again, but it's own action.


Each test has a limit on how many hits can be achieved by a player. During a test, should a player roll more hits than their allotted limit, only the hits within the limit count.
  • EX: Jim rolls 4 hits but has a limit of 3. Only 3 hits count.
There are two different types of limits: Inherent Limits and Gear Limits

Inherent Limits
Characters have 3 inherent limits: Physical, Mental and Social. Below are the equations for determining limits.
  • Physical limit: ((Strx2)+Bod+Rea)/3
  • Mental limit: ((Logx2)+Int+Wil)/3
  • Social limit: ((Chax2)+Wil+Ess)/3

Gear Limits
Certain gear can cause an imposed limit that over takes the Inherent Limit of a players stat. Gear Limit along with being a game mechanic gives players a means of telling the quality of the gear. Regardless if it is better or worse: Gear Limit always overrides Inherent Limit.
  • Ex: Jim has to shoot that snitch Jerry. Jim is a crack shot and has an Inherent Limit of 5. His gun, a shoddy model pistol, has an accuracy limit of 2 overriding Jim's good accuracy.


In this Sixth World, this is almost unavoidable for shadowrunners. Look here for a quick rundown on what to do once the bullets start flying.

Combat Turns
  1. Roll Initiative Dice
  2. Initiative Pass
    1. Player Action Phase
      1. Declare Movement Speed
      2. Declare Actions
      3. Resolve Actions
    2. Next Action Phase
  3. Initiative -10
  4. Go back to Step 2 if any Initiatives > 10
  5. New Combat Turn

Combat Sequence

So you want to do some damage and have decided to take an attack action? Here is how you determine if you actually hit and hard you do it:
  1. Declare: Declare Attack & Defense Pools/Methods
    • Attacker decides to attack with a handgun (pistols skill), assault rifle (automatics skill), fists (unarmed skill), etc.
  2. Attack: Attack Dice Pool vs. Defense Dice Pool. 0 means Grazing
    • Attacker rolls Weapon Skill + Linked Attribute +/- modifiers with a limit of [Weapon Accuracy] in an opposed test versus the Defender's Reaction + Intuition +/- modifiers. If the Defender rolled more hits than the Attacker, the attack misses. If the Attacker rolls more hits, the attack succeeds. A tie results in a grazing hit.
  3. Defend: Damage becomes Stun if DV + Net Hits < Armor - AP. Roll Damage Resist Pool
    • If the Damage is less than or equal to the Armor - Attack AP the attack deals Stun damage. Otherwise, it deals Stun or Physical damage as normal. The Defender rolls to soak the damage with Body + Armor - Attack AP.
  4. Apply: Final damage is DV + Net Hits - Damage Resist Hits
    • Each hit on the soak roll reduces the damage taken by 1.
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Last edited by Imveros; 03-13-2019 at 05:24 PM.
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