*** THE FOLLOWING CONSTITUTES CHANGES TO THE SHADOWRUN 4E (20TH ANNIVERSARY EDITION). FOLLOW THAT BOOK FOR ANY RULES TREATING WHAT IS LISTED BELOW AS ERRATA/CHANGES TO THOSE RULES. ***





P. 60 - MAKING TESTS: Roll 1d20 and add modifiers. Compare to DC of test and get success if equal to or greater than target DC #.



Possible Modifiers:

-Attribute Modifiers

-Skill Modifiers

-Threshold Modifiers

-Other Modifiers (including anything listed as a Dice Pool Modifier)



If situational modifiers exceed +10/-10, then apply a +5/-5 modifier instead and get Advantage/Disadvantage on the roll (roll the d20 twice and take the best or worst of the two rolls before adding any modifiers).



P. 61 ATTRIBUTE ONLY TEST: If no skill applies, GM picks 2 seperate Attributes and the player rolls 1d20 plus modifiers from both of those Attributes.



P. 61 DEFAULTING: If using a skill with zero ranks, ROLL 1D20 and only add related Attribute modifiers.



P. 61 DICE POOL MODIFIERS: Treat any +/- "Dice Pool Modifier" or instructions to "add and additional die" as an "Other Modifier" with the same total +/- number.



P. 61 LONG SHOTS: If modifiers from all sources total zero or less, then a test automatically fails unless a point of Edge is spent. Then the test is made with a modifier (positive) equal to the characters Edge Attribute.



P. 62 SUCCESS TEST DC'S: (Based on 400 Build Points. -4DC for 300 BP's and +4 DC for 500 BP's)

Easy= DC16 Original Threshold=1

Average= DC20 Original Threshold=2

Hard= DC24 Original Threshold=3

Harder= DC28 Original Threshold=4

Extreme= DC32+ Original Threshold=5+



P. 62 BUYING HITS: *No such thing in conversion*



P. 62 GLITCHES: If a natural 2, 3, or 4 is rolled on the D20 during a test, a glitch results. If a natural 1 is rolled on the D20, then he/she has made a critical glitch. Edge can be spent to negate a glitch or to turn a critical glitch into a regular glitch (but the test is still failed).



P. 62 RULE OF SIX: *No such thing in conversion*



P. 63 NOTATION: Should now be like: "Infiltration + Agility (DC24) test".



P. 64 EXTENDED TESTS: Assign an interval as normal and a difficulty from the following chart:

Difficulty Threshold

Easy DC30

Average DC60

Hard DC90

Extreme DC120

Then, the player rolls multiple skill tests and adds the totals together until the threshold is met, or time runs out. Each roll uses up 1 interval of time.



Example: Mechanics + Logic (DC 75, 1 hour interval) extended test. Character has 12 hours to fix Mob bosses car with Mechanic 4 + Logic 3 (total +7). 1st roll 12+7=19, 2nd roll is 8+7=15 (+19=34 so far), 3rd roll is 4+7=11 (+34= 45 so far), 4th roll is 8+7=15 (+45=60 so far), 5th roll is 12+7=19 (+60=79) which beats the DC in just 5 hours of work.



P. 65 EXTENDED TESTS & GLITCHES: If 1 glitch is rolled during an extended test, the GM rolls 1d20 + (same modifier PC used for test) and subtracts it from the total gained so far. If this brings the total down to zero or less, the extended test fails.



If 3 glitches are rolled during an extended test, it is immediately aborted, but could be started over still if time allows.



P.65 RUSHING THE JOB: Can cut the interval period in half, but a glitch occurs on a natural 1, 2, or 3 while rushing.



P.65 TEAMWORK TESTS: If working as a team, pick one character as Primary. Any supporting character with ranks in the appropriate skill can attempt a DC 20 test with that Skill + Attribute. Any who succeed add a +1 modifier to the test that the Primary makes.



If any of the assisting characters rolls a critical glitch, raise the DC of the Primary test by 5 (or by 15 for an extended test).



P.65 CRITICAL SUCCESS: Any time a character rolls a total of 10 higher than the DC of a test, he has scored a critical success... *This value of 10 may need tinkering with*



P.65 TIME: Keep combat turns and intiative passes & actions the same. *For now - may need tinkering*



P.68 SPECIALIZATIONS: Gives a flat +2 bonus to a skill check that it applies to.



P. 74 SPENDING EDGE: 1. If you declare the use of Edge before rolling for any one test (or one interval roll of an Extended Test), you may add a bonus to the roll equal to the Edge Attribute.

2. If you declare the use of Edge after tolling for a test, you may reroll the test, but there is no bonus added to the roll.

3. The third listed option in the original book isn't possible, but the remainder of the options are usable as listed.



P. 138 BUILD / REPAIR TABLE: *May need tinkering*

Item or Part Built / Repair --- Threshold

Simple / Malfunction --- 20

Basic / Easy Fix --- 25

Complex / Common Repair --- 40

Intricate / Serious Damage --- 60

Exotic / Broken Beyond Repair --- 80



P. 144 #6. BEGIN A NEW COMBAT TURN: Begin a new Combat Turn, starting again at Step #2 and continuing through Step #6. (DON'T reroll Initiative every Turn)



P. 144 INITIATIVE SCORE: Roll 1d20 plus a characters initiative attribute (Reaction plus Intuition) to get the Initiative Score.



P. 145 INITIATIVE GLITCHES: If a character rolls a natural 1, 2, 3, or 4 on the d20 during an Initiative Test, then the character automatically goes after anyone who has the same initiative score as him (instead of simultaneously).



If a character who rolled a glitch during the Initiative Test is also going last in the initiative order, then he also loses one of his extra actions (if any) during the first Combat Turn of the fight. This doesn't affect characters who have only 1 action per turn.



P. 148 MOVEMENT: Characters may move up to their maximum walking distance once per combat turn (with no action taken). As a free action, a character may run up to their maximum running rate once per combat turn. Running confers a -2 modifier on any tests except for charging attacks and defending against attacks. Characters may wither walk or run in a Combat Turn, not both. Maximum Walking speed = Agility x2 in meters and maximum Running speed = Agility x4 in meters. As soon as the character exceeds their maximum walking rate they are considered to be Running until the end of the Combat Turn and incur any benefits or penalties of such.



P. 149 THE COMBAT SEQUENCE:

Step 1 - Declare Attack: Attacker declares an attack as part of the Declare Actions part of his Action Phase (p. 146) and spends an appropriate action depending on the type of attack. The defender also declares what method he is using to defend.



Possible Methods of Defense:

Ranged Normal AC = 10 + Reaction Mod

Ranged Full Defense AC = 10 + Reaction Mod + Dodge (or Gymnastics) Mod

Melee Parry AC = 10 + Weapon Skill + Reaction Mod

Melee Block AC = 10 + Unarmed Combat + Reaction Mod

Melee Dodge AC = 10 + Dodge + Reaction Mod

Melee Full Defense AC = 10 + (Weapon Skill or Dodge) + Dodge + Reaction Mod

Physical Spell Defense = 10 + (Body x2)

Mana Spell Defense = 10 + (Willpower x2)



Step 2 - Apply Situational Modifiers: No change from what is listed in the book



Step 3 - Make the Attack Roll: The Attacker folls 1d20 + attack skill + attribute +/- modifiers. If the total attack roll is equal to the target's Defense score, the GM may choose to rule is as a grazing hit. This does no damage, but contact is made which allows certain contact only attacks (poisons, shock gloves, touch only combat spells, etc.) to still do damage. LUCKY SHOT: If the attack roll is a natural 20, then the attack automatically hits and the defender suffers a -20 modifier to their armor value for this attack.



If the attack roll is higher than the targets Defense score, then the attack is a hit. Subtract the targets Defense score from the total attack roll. Then divide that remainder by 3 (rounded down). This number would be equivalent to the 'net hits' in the main book. Add this number to the base Damage Value of the attack / weapon. This is the Modified Damage Value.



Step 4 - Compare Armor: Determine the type of armor used to defend against the specific attack (see Armor, p. 160), and apply the attack's Armor Penetration modifier (see p. 162) to get the Modified Armor Value.



If the attack causes Physical damage, compare the modified damage value (from Step #3) to the modified armor value. If the Modified Damage Value is not higher than the Modified Armor Value, then the attack inflicts Stun rather than Physical Damage.



Step 5 - Armor Damage Reduction: Subtract the targets (Modified Armor Value + attribute ) from the Modified Damage Value. If the Modified Damage Value is reduced to zero or less, no damage is inflicted due to the armor stopping it.



Step 6 - Apply Damage: Apply remaining Modified Damage Value (after the subtraction in Step 5) to the targets Condition Monitor and check for knockdown (p. 161) and Wound Modifiers (p. 163).



***********************Example of Combat Rules***********************

1. Attacker declares ranged attack with an Ares Predator IV pistol at a rival gang member. The defender chooses to use Full Defense.



2. Attacker gets a +2 Situational modifier for the Smartlink on his weapon.



3. Attacker rolls 1d20 +3 (Pistols) +3 (Agilitiy) +2 (Smartlink). He rolls a 12, giving him a total attack roll of 20 (12+3+3+2=20). The target's Ranged Full Defense AC is 16 (10 + 4 Reaction +2 Dodge). Attack roll is higher than the target's AC, so the attack hits. 20 (attack roll total) - 16 (AC) = 4. 4 divided by 3 equals 1 and 1/3 (rounded down to 1). Add 1 to the base damage value of the his pistol (5P normally) for a Modified Damage Value of 6P.



4. Armor Clothing (B4/I0) gets reduced to B3 due to a -1 armor penetration from the Ares Predator IV pistol. Modified Armor Value is 3 (Ballistic). The physical Modified Damage Value (6) is higher than the Modified Armor Value (3), so damage remains physical, not stun.



5. Modified Damage Value (6) minus the Modified Armor Value (3) minus Body attribute 2 equals 1 remaining damage.



6. Target takes 1 damage but doesn't gets a -1 wound modifier, and isn't knocked down (due to Body 2 score).

*******************************************************************************



P.154 SUPPRESSIVE FIRE: (Paragraph 3) ...with a threshol equal to the attack roll total of the suppressing attacker.



P.162 DAMAGE RESISTANCE TESTS: IGNORE! No such thing! See Step 5 - Armor Damage Reduction, pg. 149.



P.165 SURPRISE TESTS: To resolve surprise situations, all participants must make an Initiative Test (Reaction + Intuition + 1d20). Note the total rolled for each character - this is the threshold...



P.177 COUNTERSPELLING: See pg. 188 for all info.



P.177 SUMMONING: See pg. 188 for all info.



P.177 BANISHING: See pg. 188 for all info.



P.177 BINDING: See pg. 188 for all info.



P.178 DRAIN: (paragraph 1) ...Magical actions that cause Drain have a Drain Value DC.



(paragraph 3) The base Drain Value DC for Spellcasting is listed in the spell's description (p. 203). For Summoning and Binding spirits, the Drain Value DC is equal to 10 + twice the Force of the Spirit in question.



(paragraph 4) Each Drain Resistance Test comprises a 1d20 roll plus Willpower plus Logic or Charisma. This roll total is compared to the Drain Value DC to determine success. If the roll total is higher than the DC, then no Drain damage is suffered. Otherwise, subtract the roll total from the DC of the Drain Value. The number remaining is divided by 3 (rounded down to the nearest whole number) to find the amount of the Drain Damage. So if the Drain Value DC is 26 adn the roll total is 24, then the remainder of 2, when divided by 3, is less than 1. So no Drain Damage is suffered. If the DC is 26 and the roll total is 21, then 26-21=5. 5 divided by 3 = 1 and 2/3, rounded down to a total of 1 Drain Damage suffered. Drain is usually Stun damage... (rest of paragraph 4 is the same)



P.179 NOTICING MAGIC: (paragraph 2) Noticing if someone is using a magical skill requires a Perception test with a DC equal to 16 minus the magic's Force x3. (Example: Force 3 (x3=9). 16-9=7 DC Perception Test)... (rest of paragraph 2 is the same.)



P.182 FORCE: (paragraph 3) A spells Force limits the maximum total roll that can be achieved on a Spellcasting Test to [(Force x3)+10]. So if you cast a Force 3 spell and roll a 20 + 3 (Magic) + 3 (Spellcasting) = 26, the maximum usable out of that roll is 19 [10 + (Force 3 x3=9)] for any spell that requires a threshold of success beyond just hitting the target. This limitation does not apply to any bonus gained from using Edge to boost a spell. ***Values in this may need tinkering***



P.182 LEARNING SPELLS: (paragraph 5) Once a magician hass access to a spell formula or teacher, she makes a Spellcasting + Intuition (Threshold 30, 1 day) Extended Test. Instructors can make an Instruction Test (p. 134) to add a bonus to the test... (rest is the same)



P.183 AREA SPELLS: ...This is done by witholding bonuses from the Spellcasting test. The caster can reduce or expand the base radius by 1 meter for every 1 he reduces his modifier by (not more than the total ranks of Spellcasting + Magis combined). Any bonus to the roll which is used to change the area of effect cannot be used in any other test, such as resisting Drain for that spell.



P. 183 STEP 5: DETERMINE EFFECT: Some spells simply require a Susccess Test, with the total roll above a set DC determining the level of success (as noted in the spell description). The Spellcasting + Magic total roll must be equal to or higher than the set DC to succeed and may need to be higher if the effect has a threshold for success. Every 3 points above the target DC counts as 1 point of Threshold reached (same as Net Hits in original system). The spellcaster can always choose to use less than the total amount rolled in a Spellcasting Test.



Spells cast on living or magic targets are often resisted and the casters Spellcasting Test roll is compared to the targets Physical or Mana Spell Defense score to see if he succeeds or not. For area spells, the magician only rolls once and compares his total roll to each targets Defense score seperately. The targets Physical Spell Defense is equal to 10 + (Body x2), and the Mana Spell Defense is equal to 10 + (Willpower x2). If the target is also protected by Counterspelling (pg 185), she may add it as a bonus to her Defense score also. The Defense score is further modified by any positive cover modifier the target might benefit from (see 'Defender / Target has Partial Cover or Good Cover', pg 160). If the target of a spell is on the other side of a mana barrier (pg 194), a bonus equal to the Force of that barrier is added to the targets Physical or Mana Spell Defense. The caster's roll total must be equal to or greater than the target's Spell Defense score for the spell to succeed.



Non-living objects have a Spell Defense listed on the Object Resistance Table converted as follows: 1=Def 15, 2=Def 20, 3=Def 25, 4= 30+, etc.



Spells cast on astral objects like mana barriers or active foci have Defense scores of 10 + (Force x2).



P.184 STEP 6: RESIST DRAIN: Magicians roll 1d20 + Willpower + (Logic or Charisma) and compare their total roll to the Drain Value DC listed for the spell being cast. If the total rolled is higher than the Drain Value DC, then no Drain Damage is sustained. Otherwise, subtract the total roll from the Drain Value DC # and the caster takes 1 point of Drain Damage for every 3 that the roll missed the DC by. (Example: DC 26 vs roll of 24 = no Drain Damage since the DC was missed by less than 3. DC 26 vs roll of 19 = 2 Drain Damage.)



Note that wound modifiers or sustained spells have no effect on Drain Resistance tests. Drain Damage for spells is Stun Damage unless the magician is Overcasting (see pg 182).



P.184 STEP 7: ONGOING EFFECTS: (paragraph 3) If the magicians' concentration is disrupted while sustaining the spell, she must make a Spellcasting + Willpower (DC20) test to avoid dropping the sustained spell (note that the sustaining modifier does not apply to this test).



P.185 TEAM LEADER: ...The leader's Ritual Spellcasting + Magic skills form the bonus to the die roll used to determine the spells success...



P.185 CASTING A RITUAL SPELL: (paragraph 2) When casting begins, the base bonus to the roll is equal to the leader's Ritual Spellcasting + Magic. Each additional member of the team makes a Ritual Spellcasting + Magic test as if they were casting the spell. For every 3 that a member beats the DC by, add a +1 bonus to the leaders Ritual Spellcasting + Magic test. Individuals may use foci to supplement their own tests.



P.185 SPELL DEFENSE: (paragraph 2) When a protected character is targeted with a spell, she adds a bonus to her Defense score equal to the Counterspelling skill score. If multiple protected characters are targeted by the same spell, the full Counterspelling bonus applies to each target equally.



P.185 GLITCHES: CAN'T HAPPEN SINCE IT ISN'T AN OPPOSED TEST NOW.



P.185 DISPELLING SUSTAINED SPELLS: (paragraph 2) The dispelling magician makes a Counterspelling + Magic test against a DC of 10 plus teh Spell's Force + caster's Magic (+ any Karma spent in the case of quickened spells). For every 3 by which the roll beats the DC, reduce the Threshold (net hits) from the original test to cast the spell.