Shadowrun Tactics Maneuvers
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Successes Needed: 4
- Leapfrog movement while under fire.
- One provides suppressive fire (usually from behind cover) while others move (usually to cover).
Success Benefits:
- If suppressive fire is successful, moving elements of unit gain +3 to defensive actions
- Enemy combatants receive -3 penalty to offensive actions.
Counter Peal
Successes Needed: 5
- Fighting retreat using diagonal line.
- Closest member withdraws under suppressive cover fire, moving to back of unit. Pattern repeats.
- Each member must be able to make ranged offensive fire actions.
Success Benefits:
- +2 to all Defense Tests
Crossfire
Successes Needed: 6
- Place two members of team to catch target from different angles.
- Leader must identify positions (Small Group Tactics + Intuition Test as Simple Action).
- Combat Maneuver test gets them into position.
Success Benefits:
- Attackers gain +3 attack bonus.
Diamond Formation
Successes Needed: x
- Team of four searching for danger in unknown area.
- 360º fields of view and fire
- May also be used as defensive perimeter.
- Not good in narrow settings.
Success Benefits:
- Teammates at points gain +1 vs ambush/surprise, +2 on Initiative
Dog Pile
Successes Needed: varies
- Group swams intended target (often larger)
- Once target is immobilized, attackers strike vitals
Success Benefits:
- For every 3 hits (round down) on Small Unit Tactics roll, team members gain +1 to attack rolls.
Dynamic Entry: Standard
Successes Needed: 4
- Cluster outside entry, ideally without being seen
- "Door Kicker" breaches door. Sometimes team uses "Chuck and Charge" tactic, tossing in an explosive device after breaching.
- First pair enters, moving left and right.
- Team enters in pairs, spreading as they go.
Success Benefits:
- If team breaches before targets are aware, everyone gains +3 to attacks.
- If targets are aware, team gains +1 to attacks.
Fire Shield
Successes Needed: varies
- Use long range artillery fire (grenades, rockets, etc) and walking it toward target.
- Members of team follow progress of artillery, mopping up remaining enemies as they go.
Success Benefits:
- +4 for friendly forces maneuvering under shield
- -2 to enemy actions due to combined artillery and regular fire.
Glitch Penalties:
- Grenade scatter test to see how close to allies artillery is dropped.
- Critical glitch lands artillery in midst of allies.
Marching Fire
Successes Needed: 6
- Team maneuvers as a unit toward target, laying down suppressive fire as they go.
- When close enough, advance becomes a charge.
Success Benefits:
- +4 attack rolls with semi-auto, burst-fire, or fully auto firearms.
Slicing the Pie
Successes Needed: varies
- Used when searching a building for a target whose whereabouts are unknown.
- Movement through urban or building areas, using corners as cover.
- Lateral or semi-circular movement with weapon up and ready until target is spotted.
Success Benefits:
- Team gains Defensive bonus equal to successes rolled.
Glitch Penalties:
- Searchers gain -2 Defensive penalty
- Critical glitch gives -2 Defensive penalty, plus automatically spotted and engaged by target.
Traveling Overwatch
Successes Needed: 2
- Used when traveling through an area when speed is essential and enemy engagement is possible but unlikely.
- Two-man team holds back and carefully surveys passage.
- If enemies are encountered, trailing team either flanks or engages in long-distance support.
Success Benefits:
- Overwatch team gains +1 on all Perception tests and +2 to Initiative.