Shadowrun Melee Combat Rules Melee Skill Softs Skill softs can make a virtually unskilled fighter into a combat demon in seconds, however due to the limitations of programming, melee skillsofts are actually limited in their usefulness, and due to the structure of the programming they can be a little predictable -at least at the lower ratings. To reflect these disadvantages -and to not devalue naturally learnt skills the following restrictions have been placed on melee skillsofts. Techniques The lower the chips rating the fewer moves have been programmed in, the following Techniques are allowed at the appropriate ratings (note that all previous Techniques are allowed as well). Rating____Technique 1-3_______Block, Punch, Kick, Grapple, Parry, Weapon Strike. 4-6_______Head-butt, Pulled Punch, Fullout Attack, Get Inside Reach, Restore Reach, Lunge. 7+________Body Slam, Flying Kick, Subdue. Special Effects Like Techniques the number and variety of effects programmed into a skillsoft vary with the chip's rating. Rating____Special Effects_ 1-3_______Sweep/Takedown, Get Inside Reach, Restore Reach, Feint. 4-6_______Stun, Disarm, Reduce Opponents, Throw, Lock. 7+________Entangle, Ensnare Limb, Ensnare Weapon, Staffsweep, Lock Steel. Martial Arts & Martial Arts Weapons Skillsofts which are pure concentrations of Martial Arts get the General Advantage at any Rating, at rating 1, one special Technique is included, at rating 2, two are, and at rating 3 the third is. The actual technique is determined by the GM, but at rating 1 the primary technique should be included eg the Judo Grapple or the Knee Strike for Kickboxing, the most dificult or "fancy" technique should not be available till rating 3 eg the Flying Knee Strike for Kickboxing. Martial Arts skillsofts also get any Basic Techniques and Special Effects which are allowed by the style, and which the skillsoft has the appropriate rating for. The Martial Arts Weapons concentration skillsoft allows all martial arts weapons to be used at any rating -but no other weapons. Also the Techniques and Special Effects are available if the skillsoft's rating is high enough. Predictability Because skillsofts are programmed chips, they do not allow the spontaneity of a true skill, thus certain combinations are favoured, this can lead to an opponent perhaps predicting the skillsoft user's next technique. This is reflected by allowing a person with sufficient melee skill to recognise maneuvers and combinations ("sufficient" is at GM discretion but the skillsoft ratings can be taken as a guide) and predict them IF they have had sufficient time to study the skillsoft user in action. After (5 +opponent's skillsoft rating -observer's natural skill rating) turns observing the skillsoft user in action the character can make an Intelligence (or appropriate melee skill if higher, and at GM discretion) test with a TN of the skillsoft rating. The results are as follows: * 1 Success -The observer can predict the opponent's next technique. * 2 Successes-The observer can predict the main 2 Special Effects as well. * 3+ Successes-The observer can predict the Technique, all Special Effects and their priority, and also gains a -1 TN to attack, defend, or counter-attack the opponent. Thus it can be seen that skillsofts can be a liability against observant and skilled opponents. ---------------------------------------------------------------------------- [Back to the Shadowrun Page!]