SWO House Rules for simplified SR6 combat


These notes discuss some ways to simplify the combat rules just enough to make a melee session quicker and more fun to run. How exactly? We'll get in-depth below, but the highlighted sections are the most important for quick reference.

First off, during combat, Edge is awarded by GM Fiat, at the beginning of each initiative round (as well as any time the GM feels it's necessary for an adjustment).

Here are the published optional rules from the "Sixth World Companion" that we'll be using:

The change from using the AR/DR comparison highlights the need for the following house rules:

To use these rules, here are the calculations a character should have noted on their character sheet for easy reference. Attack dice and Defensive Rating remain unchanged from the core rules. The last three are from the Companion, (p151).

  • Attack Dice (per attack): Skill + Attribute (+cyber, powers, etc)
  • Defensive Rating (DR): BOD + Armor (+qualities, etc)
  • Threshold Modifier: 1 for every 6 full points of DR
  • Armor Reduction: 1 for every 8 full points of DR
  • Blast Reduction: 1 for every 4 full points of DR

The examples in these notes use the Street Samurai archetype from the core book, p87, as the sample character. This guy has the following gear, attributes, etc, which are taken into account in the examples that follow:

Relevant Archetype data Calculated Results
  Gear
  -----
  Armor Jacket:     +4 DV

  Cyber/Bioware
  -----
  Bone Lacing:      +2 DV (titanium)
  Dermal Plating:   +3 DV
  Muscle Aug 3:     +3 STR
  Muscle Toner 2:   +2 AGI
  Wired Reflexes 1: +1 REA, +1 initiative die
  Cyberarm:         AGI 5, STR 10
  Reflex Recorder:  Close Combat +1
  Reflex Recorder:  Firearms +1

  Attributes
  -----
  BOD:             7
  AGI:             3 (5 in cyberarm) (including +2 from Muscle Toner)
  REA:             4 (including +1 from Wired Reflexes)
  INT:             4

  Skills
  -----
  Close Combat             8 (including reflex recorder)
  Close Combat (Blades)   10 (Blades specialization)
  Firearms                 5 (including reflex recorder)
  Firearms (Heavy Pistols) 7 (Heavy Pistols)

Based on the attributes and skills of the archetype character, and referring to the above calculations, this is what this character has:

  Attack dice w/ Blades:      10+AGI(5) (using cyber arm) = 15
  Attack dice w/ Heavy Pistol: 7+AGI(5) (using cyber arm) = 12

  Defensive Rating (DR): BOD + Armor, etc.    16
  Defensive Dice:        REA + INT             8

  Threshold Modifier:    2
  Armor Reduction:       2
  Blast Reduction:       4

Below is a summary set of steps for calculating the Threshold that the Attack roll is made against. These are outlined from the notes in the Companion (p151).

  • Add the defender's Threshold Modifier (as calculated above).
  • Add the Range modifier and adjust if target is prone at that range.
        Ranges: (p108)       Modifier
          Close:   0-3m       +0 (-1 if prone)
          Near:    4-50m      +1
          Medium:  51-250m    +2 (+1 if prone)
          Far:     251-500m   +3 (+1 if prone)
          Extreme: 500m+      +4 (+1 if prone)
      
  • Account for cover (p52), depending on how much of the target is covered:
          1/4: +1
          1/2: +2
          3/4: +3
          all: +4
      
  • Accout for recoil from firing mode (see below).

Optional Minor Actions that can be taken that affect the Threshold:

  • Counterspell: Increase by 1/2 Sorcery(Counterspelling) rounded up.
  • Dodge: +1, or at Close range 1/2 Athletics skill rounded up.
  • Block: Add 1/2 Close Combat skill (rounded up) vs one melee attack.
  • Take Aim: -1 at Near and further ranges.
  • Target's movement is erratic (spends a minor action to "Serpentine, Stanley!": double the range modifier.
  • Target's size is:
          Large:     -1
          Huge:      -2
          Small:     +1
          Tiny:      +2
          Miniscule: +3
      

Roll attack dice. Any net hits over the Threshold increase the DV of the attack. These will be used in the testing section below.

These rules by themselves go a long way towards speeding up combat, but there's more work to be done.

Problems


Because we are no longer using the AR/DR comparison, AR by itself is of no implicit value. This has some side effects.

Do these mods turn into dice pool mods? Recoil is modified as such: SA/BF/FA at -2/-4/-6 to AR.

Weapon modifications can reduce recoil penalties (Gas Vent System, etc).

Weapon modifications can also adjust attack rating (Smart, Laser, Personalized Grip, etc) but we aren't using AR here.

Firing Mode modifications as Threshold modifiers?


The Street Samurai has a CMDT (4P SA/BF 4/11/7/-/-, smart). If he fires a burst, that's -4 to AR. STR(10) cuts that to -2, and he has a Smartgun link which is another +2 AR. So the +2 AR and STR value nullify the recoil for him using burst fire mode.

If Attack Rating isn't used, then recoil means nothing, so let's fix that.

If we instead apply that recoil modifier to the Threshold that we're now using, recoil is a thing again. And if we apply it with the same values as the normal rules for altering Attack Rating, by altering the Threshold instead, we're back in business (with changes).

First, let's fix the Firing Mode modification notation to make more sense when using it with an Attack Threshold. Rather than the normal -2/-4/-6 notation (which is for Attack Rating adjustments), let's use this notation:

  SA/BF/FA +2/+4/+6  

References to these modifications below will assume this notation.

Next, lets address the mechanics of two specific weapon accessories that will almost always be used: Laser Sights and Smartgun Links. Both of these accessories modify the Attack Rating and only the Smartgun Link adds a single dice to the Attack roll and then only when using wireless mode. Let's align these two integral accessories with how they used to line up (Rule of Fun), and take care of the Attack Rating going away. Adjusting the dice here helps to align the results of an attack with the core mechanics as well.

  Laser sight +1 dice if in range and wireless
  Smartlink   +1 dice, or +2 dice if wireless

Now, instead of calculating the Attack Rating for a weapon in all range bands, apply modifications and accessories (as below) and record the results as recoil modifiers to the Threshold, noting the applicable ranges (because now we don't care what the attack rating is for a given range, just that the weapon can be effective within that range).

So now the Street Samurai would denote the CMDT as such with recoil reduced from +2/+4 for SA/BF (the only applicable Fire Modes) to +0/+2 because of STR(10). Denote these values with a + because they will be added to the Treshold for an attack. The CMDT doesn't have any additional modifications or accessories to account for here.

          CMDT: 4P SA/BF (+0/+2) (Close/Near/Medium), smart.

Now, this character has the relevant information noted for this weapon in a simplified manner, denoting DV, firing modes, firing mode Threshold modifiers, allowable ranges, and other notes.

Adjustments to weapon modifications and accessories


Now we need to address the Attack Rating going away in the scope of weapon modifications and accessories. Weapon modifications are in the Firing Squad book and can be applied to weapons alongside accessories, and there are additional accessories in that book as well.

Most of these modifications and accessories alter the Attack Rating in one or multiple ways and with them going away we want to alter them so that they are still useful and fun, primarily for improving the recoil of a weapon, but there are a few other updates as well. But also because weapon customization is fun!

Having built several weapons with modifications and accessories piled on, the typical AR adjustments don't exceed +6 at the most for a given range band, typically +4 is the most seen. By the core rules, these values only impact the AR vs DR Edge comparison so giving them full value as a dice pool bonus would be too much. How to simplify?

Thoughts here... There are three kinds of bonuses gained from modifications and accessories:

The following updates to the existing weapon modifications and accessories remove Attack Rating adjustments and replace them with recoil modifiers or other appropriate changes. Note that we're going from a +X Attack Rating modifier to a -X Recoil modifier. This is so we wind up with a simple number to add to the Attack Threshold (if applicable) rather than having to do weird calculations somewhere.

Modification/Accessory Original Rules Threshold Modifier rules
Core book weapon accessories
Bipod +2 AR, +3 wireless -1 recoil for all firing modes, wireless: +1 dice
Gas-Vent System No recoil for SA, BF is lowered to -2. No recoil for SA, BF is lowered (reset) to +2.
Gyro Mount No recoil for SA/BF, +2AR for FA No recoil for SA/BF, -2 recoil for FA
Laser Sight +1 AR, +2 wireless, Close/Near/Medium ranges only +1 dice if wireless, Close/Near/Medium ranges only.
Shock Pads +1 AR to SA/BF -1 recoil to SA/BF
Smart Firing Platform SA/BF=0, +3 AR FA. SA/BF=0, -3 recoil for FA.
Smartgun System +2 AR, +1 die wireless +1 dice, +2 dice wireless
Tripod SA/BF=0, +3 to FA SA/BF=0, -3 recoil for FA, wireless: +1 dice
Firing Squad Modifications (p56)
Barrel Extension AR adjustments only, see FSp57, adds range band, -1 conceal. adds the next range band (if applicable), -1 conceal
Collapsible Stock 2 settings, AR adjustments only. 2 settings: Full +1/+0/-1 to recoil, Tucked -1/+0/+1
Dikote +1 AR +1 DV, increase price/availability
Folding Stock AR adjustments only, +1 conceal. +1 conceal
Foregrip AR adjustments and reduces BF by 1. -1 recoil to BF.
Gas Vent (Improved) AR adjustments, reduces recoil to 1/3/4 base. resets recoil to +1/+3/+4 base
Gyro Mount II No recoil for SA/BF, reduces FA to 2. No recoil for SA/BF, resets FA to +2
Heavyweight AR adjustments and BF base changes to 3. BF resets to +3
Lightweight AR adjustments and BF base changes to 5. BF resets to +5
No Stock AR adjustments, +1 conceal. +1 conceal
Personalized Grip AR adjustments. -1 recoil to SA
RA Collapsible Stock AR adjustments, wild die. Add a wild die (see p48)
Rigid Stock AR adjustments, +1 conceal if applicable. +0/-1/-1 to recoil, +1 conceal if applicable
Short Barrel AR adjustments, removes range band, +1 conceal. Removes the farthest range band, +1 conceal
Stock AR adjustments. +0/-1/-1 to recoil
Underbarrel Weight / Heavy Barrel AR adjustments or recoil +1/+1/+2. -1/-1/-2 to recoil
Firing Squad Accessories (p68)
Laser Sight, Low Power +1AR, +2 wireless, Close/Near ranges only. +1 dice if wireless, Close/Near ranges only
Laser Sight, High Power +1AR, +2 wireless, All ranges, see FSp72. +1 dice if wireless, All ranges, see FSp72
Ranger Arms 'Eagle-Eye'
Targeting Sensor Suite
AR adjustments only. ?
  NOTE: Recoil modifiers can only lower or negate the Threshold
        modifier for the given mode, they cannot be turned into a bonus.

With the above changes to the available modificaitons and accessories, we have taken the AR adjustments out of the equation, replacing them with recoil modifiers or other applicable bonuses. This would let a person so interested in fine tuning a weapon with modifications and accessories be able to have a lot of flexibility in setting a weapon up like they wish addressing recoil, style, concealability and a few dice pool additions.

Testing


Let's return to our example using the Street Samurai archetype. We're not awarding any Edge or spending any, so both parties are on equal footing for the purposes of these test scenarios.

Using the normal Attack Rating adjustments instead of boiling those down to simple recoil modifiers, let's run that again.

Let's stop there. Note that this step is identical to that above with the exception of no SA modifier. In this setup, because the character has a high enough STR, recoil is nullified so there are no modifications to the attack rating of the weapon. So this method, in this example, results in the same end-result.

The Attack Rating adjustments only impact the amount of Edge awarded at the begining of each attack. By increasing the Threshold of the attack by unaccounted for recoil (removing net hits), we balance the increased damage gained. The advantage here is that a character with recoil reducing STR and weapon modifications will do more damage because he won't have net hits reduced from a higher Threshold.

Close combat? There is only AR/DR comparison for Edge, so as long as Edge is still being awarded for use, close combat should be relatively unaffacted and follow the same basic flow as above. There are more factors to involve in close combat as well, like more Edge actions and martial arts.

Let's do the same example with a different, non-optimized weapon that our Street Samurai has picked up off of the ground, an AK-97: 5P SA/BF/FA 4/11/9/7/1 (+0/+2/+4 for our STR(10) Street Samurai).

This sort of reflects what would have happened had we applied that recoil mod of 4 to the grunts as Edge (in the AR/DR comparison), they would have had an additional Edge to try to avoid getting hit.

What if the AK-97 had full recoil mods on it?

Recoil is difficult to overcome, and here with a weapon that has been modified to do that, we have more success.

Summary


These house rules seek to simplify SR6 combat a little bit, addressing these points by:


Matrix Rules Modifications

Similarl to the combat rules discussed (at length) above, we'll look at simplifying Matrix actions to achieve the following:

Attacking

In general, reduce all Matrix tests to be an attacker test vs. Firewall or Sleaze. Firewall is the Treshold Modifier. Net hits are damage or some effect like reducing download time.

By simply reducing rolls to attacker vs. Firewall/Sleaze, we speed things up and incorporate both matrix and non-matrix aspects as only deckers and technomancers are going to have a Sleaze attribute.