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Shadowrun 5E Anarchy - VO - Homebrew and Eratta

Shadowrun 5E Anarchy - VO - Homebrew and Eratta

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Bruno Cappone
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100% found this document useful (1 vote)
85 views

Shadowrun 5E Anarchy - VO - Homebrew and Eratta

Shadowrun 5E Anarchy - VO - Homebrew and Eratta

Uploaded by

Bruno Cappone
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 31

Anarchy up

Homebrew and Errata


Version 1.0 Editors: cssmythe3, kla060365, gingivitis

Most of this comes from other people’s work. If you see anything here that I didn’t give you credit for, let me
know ASAP if you want me to add credit [in braces] or if you want it removed. Just leave a comment on this
paragraph and I’ll get notified. Your GM always has final say as to what will be used in their game. A lot of the
material below adds crunch, which is maybe counter to the spirit of Shadowrun Anarchy. Just remember, the
rule of cool should beat all.

Co-Editors: Please try to avoid direct quotes from any of the sourcebooks, or include any artwork from official
products or websites. If you really need to cite a sourcebook, keep it short, put it in quotes, and add a footnote
specifically stating the book it came from. If you put in fan artwork, please link to the artist and credit them by
name. All digital greyscale miniature art is from https://www.heroforge.com/ go buy their stuff!

I’m sure it’s filled with typos - please comment and I’ll fix’em.

RAW = Rules as written in the second edition of Shadowrun Anarchy

5E = Rules from the Fifth edition of Shadowrun Core Rules

Orange Text - is stuff that I haven’t playtested or polished up the wording.

Page numbers refer to the second edition of Shadowrun Anarchy.

1
1 Character Creation 3

1.1 Gear 3

1.1.1 New Gear 4

1.2 Weapons 4

1.2.1 Weapon Corrections 4

1.3 Shadow Amps 6

1.3.1 Adepts 6

1.3.2 Cyberware / Bioware Implants 7

1.3.3 Programs 7

1.3.4 Drone Amps. 7

1.3.5 GearAmps 8

1.3.6 Social / Other Amps 8

1.3.7 Spells 9

1.3.8 Technomancer 10

1.3.9 Drone Construction Kit 10

1.4 Qualities 12

1.4.1 Positive 12

1.4.2 Negative 12

2 Rules to Play By 13

2.1 Glitch Die Ideas 13

2.2 Combat 13

2.2.1 Skilled Defense 14

2.2.2 Sample Combat 14

2.3 Rigging - Drones - Vehicles 15

2.3.1 Arming/Armoring 15

2.3.2 Drone Combat 15

2.3.3 Chase Scenes 16

2.4 Decking 17

2.4.1 Sample Hosts 17

2.4.2 GOD Rules 17

2
2.4.3 Matrix Defenses 17

2.4.4 Cyberdecks 18

AR vs VR 18

2.4.5 Intrusion Countermeasures 19

2.5 Magic 20

2.5.1 Spirits 20

2.5.2 Drain 23

2.6 Cues / Dispositions / Tags 23

2.7 Quick NPCs 23

3 Links to online resources 24

3.1 Forums 24

3.2 Fan Made 24

4 Errata 24

5 Legal Stuff 30

5.1 Shadowrun 30

5.2 Heroforge 30

1 Character Creation

1.1 Gear
Gear that is purchased as a shadow amp will be discussed in 1.3.5 GearAmps.

Rule Option: Free stuff! Everyone starts with a burner comlink, a stim patch, and a fakeSIN for free. If you
select the commlink gear as its own slot you get a hardened commlink that gives you +3 to matrix firewall (see
2.4.3 Matrix Defenses) to devices on your PAN to keep those pesky deckers out of your gear.

Rule Option: A single gear slot should give a 'runner essentials pack' which includes a burner comlink,
fakeSIN, basic respirator, a light source, bug scanner, tag eraser and an emergency stim patch. Does that
sound overkill? Granted the bug scanner and tag eraser might be considered a bit more specialist perhaps?!?
[beta]

Here are some more ideas for starter packs:

● Second Story Man: Climbing Gear, Cutting Torch, Night Vision Goggles, Black Turtleneck
● Hacker: Tag Eraser, Bug Scanner, Prescription Grade Energy Drink
● Spy: Microcams with transmitters, digital lock picks, really good haircut
● Warfare: Respirator, Pan-antidote injector, trauma patch, glow tattoo that can be turned on and off.

Vehicles are assumed to be set up for riggers to run them.

3
1.1.1 New Gear
These items count as one of the gear selections.

Gel Rounds - Converts Physical damage from Firearms to Stun, -1 damage to armor, +1 damage to the Stun
condition monitor. At least one point of the decreased damage has to get onto the stun monitor before you can
gain the benefit of the +1. [cssmythe3]

Hollow Point Rounds modifies firearms so they are -1 damage to armor, +1 damage to the physical condition
monitor. At least one point of the damage has to get onto the physical monitor before you can gain the benefit
of the +1. [cssmythe3]

1.2 Weapons
Option: Everyone starts with a free light pistol, Knives/knucks/spurs, or Staff/baton/club. Having only two
weapons goes against the flavor of Shadowrun (IMHO) where I envision gear-laden runners wanting weapons
for all contingencies.

1.2.1 Weapon Corrections


Corrections and additions are in grey. RAW values are before the “>”, errata / house rules after.

Dmg Close Near Far Notes / Rationale

CLOSE COMBAT

Unarmed STR/2 S OK - -

Knives/knucks/spurs STR/2+1 P OK - -

Roll non-exploit glitch die as one of


Monofilament Whip 8P/AA OK - - the dice. Custom Amp Level 2.

STR/2+2 P > Errata correction, blunt weapons


Staff/baton/club STR/2+2 S OK - - should be stun.

Stun baton/staff 7S OK - -

Swords/axes STR/2+3 P OK - -

PROJECTILE WEAPONS

Thrown weapon STR/2+1 P OK -2 -

Bow and arrow STR/2+2 P -2 OK -2 > - Can’t reload while in melee

Crossbow 5P OK -2 > OK - Can’t reload while in melee

Grenades 12P OK* OK* -

Stun grenades 8S OK* OK* -

FIREARMS

4
Tasers/tranq pistols 6S OK -4 -

Light Pistols 5P OK -2 -

Heavy Pistols 6P OK -2 - No different than machine pistol

Machine Pistols 6P OK -2 - No different than heavy pistol

Submachine Guns 6P OK OK -

The Close range change gives you


Assault Rifles 8P OK > -2 OK -2 a reason to pick an SMG.

Sniper Rifles 9P -4 -2 OK

By taking –2, may attack two


Shotguns 9P OK -2 - targets at half damage.

HEAVY WEAPONS

It should be harder to aim a


machine gun in melee combat than
Machine guns 8P OK > -2 OK OK a pistol.

Stats not listed on p206, but listed


on p 100. A grenade launcher
shouldn’t be as accurate as a
Grenade Launcher 12P OK* OK* OK > -4 sniper rifle at long range.

Close is melee range, it should be


impossible to aim a tank gun at
Cannons/launchers 12P OK* > - OK* OK someone who is in melee with you.

DRONE/VEHICLE WEAPONS

Optional rules in 1.3.9 Drone


Construction Kit change this based
Drone melee attack 8P OK - - on drone size.

DV Assault rifle 8P OK > -2 OK -2

The drone entry for this weapon


DV Machine gun 6P > 8P OK > -2 -2 > OK - > OK was the stats for a heavy pistol.

DV Cannon/launcher 12P OK* > - OK* OK

* Players take damage at GM Discretion

1.3 Shadow Amps


There is a GIANT list of new amps here. Gingivitis strikes again!

5
Being awakened or emerged costs 2 shadow amps, but does not consume one of the six slots you get for
shadow amps: Page 65. Adepts must be Awakened to use their Amps - it was only implied on page 33 and
page 65.

In RAW, spending two amp points on Awakened gives you access to BOTH spells and adept amps. This goes
against 5e adepts (I think). You may want to pick a house rule from here:

● If you are awakened, you must specify if you are a sorcery/conjuror OR a physical adept
● You may be both, but Awakened costs 4 amp points instead of two.

In addition to the standard amp building costs from page 65, some proposed restrictions to help balance out
powers:

● -1 to the cost of the amp if the amp is limited in some way - like it adds defense dice, but only to a
narrow category of attacks.
● Cooldown # - it can’t be used every turn, it has to be skipped some number of narrations before it can
be used again. [gingivitis]
● Drain - user takes 1 stun damage [gingivitis]
● For combat spells, if you chance the range from line of sight to OK/-/-, reduce the cost by 1 point.

Another problem with the cost of amps is there isn’t a difference between the shadow amp costs to raise agility
tests by 1 vs raising firearms by 1. Because the is a big advantage to the former, which affects a lot more than
your firearms dice pool, and the later which only affect 1 skill, I propose the following shadow amp cost
modification:

● For amps that add to individual skills, STR or EDG, the cost per effect die goes 1,2,3.
● For amps that add to CHA, AGI, WIL, or LOG, the cost per effect die goes 2,3,4. This is to balance the
fact that they will affect many dice pools.

Author Key to Shadow Amps: GG - gingivitis, CS - cssmythe3, AR - Aria, WY - wyrfool, KL - kla060365, DD -


Deals with Dragons.

1.3.1 Adepts
Name Lvl By Notes Cost

Attribute 2-4 GG Revision: “(Choose Attribute)...Add 1/2/3 dice or Balance


Boost 1/2/3 damage when using (attribute).” add 1
narration cooldown for balance. Choose the
attribute at character creation. The only reason to
pick something other than Agility is if you are going
to be a Mage or Decker in addition to Adept.

Bounding 2 DD +1 to move 1pt adept, 1 pt +1m


Step

Combat 2-4 CS Effect. Adds 1/2/3 dice to defense tests while 1 pt adept, 1-3 pts for
Sense maintained. defense roll

Missile 2 CS +2 defensedefence dice vs Projectile Weapons 1 adept, 2 dice effect,


Parry -1 limited use

Traceless 3 AR Re-roll 2D on a stealth test 1 adept, 2 dice effect

6
Walk

Weapon 2 WY Focus. You may reroll 1 failed Close Combat die. 1 adept, 1 die effect
Focus Interacts with astral plane.

1.3.2 Cyberware / Bioware Implants


Name Lvl By Notes Cost

Bio or Cyber 3-4 GG Revision: Amp adds to Agility-based attacks, not all
Arms or Agility tests. It no longer gives a benefit to:
2-4 (1) Athletics, unless it involves arms / upper body
strength. Cybered up arms will not allow you to lift things
that would crush your meat legs.
(2) Defense Tests, unless the GM allows it for hand to
hand or melee.
(3) Stealth.

Cerebral 2 KL Effect: Gains +1 attack when accessing the matrix via AR 1 cyber
Booster or VR. –1 Essence 1 attack

Tailored 3 GG Revision: Pg 203 “Reroll 1 die on all in-person 2 bioware


Phero Charisma-related tests”, but not Matrix, Commlink, nor 2 +1 CHA dice
mones Far ranges. -0.5 essence -1 limit

1.3.3 Programs
Name Lvl By Notes Cost

Fork 2 KL Gain +1 attack in cybercombat. 1 program


1 attack

1.3.4 Drone Amps.


Name Lvl By Notes Cost

Drone 0 KL Increase drone’s attack damage by 1, if attacked To allow for variation in


Flight the drone’s attacker re-rolls 1 hit. The drone is built function of flying vs
for maximum agility to line up shots, sacrificing ground drones. See
some of its structural integrity. It is also likely section 1.3.9 Drone
shooting downward at targets, where they are less Construction Kit.
armored.

Drone 1 CS Equip one of your drones / vehicles with a weapon 1 to match existing
Heavy from the Heavy Weapons group. Note that medium weapon amps
Weapons drones can’t carry the cannon/launcher. This is to
add clarity to weird drone weapon amps in book.

Drone 1 CS Equip all of your drones / vehicles with a weapon 1 to match existing
Light from the Firearms group. For clarity weapon amps
Weapons

7
Drone 1-3 KL Drone makes test at PC's level +1d to +3d for a Adds to base drone
Skills specific skill. Used for making repair bots, med cost. See section 1.3.9
bots, etc. Drone Construction Kit.

Steel 6 CS Gain +1 attacks/moves, mount heavy weapons, See section 1.3.9


Lynx x1 +3d Vehicle Weapons test for combat grade Drone Construction Kit.
software.

1.3.5 GearAmps
Name Lvl By Notes Cost

Chameleon 2 AR Armour. Effect. Solo invisibility, may reroll 2 0 pt gear, 2 point dice
Suit failed Stealth die.

Monofilament 2 AR Close Combat Weapon Amp, 8P/AA, Range 0 pt gear, 1 pt base


Whip OK*/-/-, always roll non-exploit glitch die as weapon, 2 pt dmg, -1pt
one of the dice. glitch risk

Monofilament 3 AR Close Combat Weapon Amp, 8P/AA, Range 0 pt gear, 1 pt base


Whip Expert OK/-/- weapon, 2 pt dmg

Monofilament +1 AR If you have cyberarms, pay one additional 1 pt ability


Whip amp point to conceal the whip in the arm.
Concealment

Stick n Shock 1 CS Converts firearms damage to S, give the 0 pt gear,1 pt AA


Rounds Armor Avoidance (AA) property. property

1.3.6 Social / Other Amps


Name Lvl By Notes Cost

Black Belt 3 CS +2 unarmed damage, can't take with brown Based on 1pt adept, 2
belt. I wouldn’t allow non-adept +3 damage, pts damage
let’s leave that for the adepts. Requires WIL 4.

Brown Belt 2 CS +1 unarmed damage. Requires WIL 3. Based on 1pt adept, 1


pts damage

Karma Grant 1 CS Gives three karma to spend on weapon mods, Based on


skills, etc at character creation. advancement karma
costs

The WIL requirements for the martial arts amps listed here indicate that the PC has the dedication and focus to
complete the training required. An adept can have a very low will score and still pick the normal adept amp that
would give them +1 to +3 to unarmed and/or melee damage.

8
1.3.7 Spells
Name Lvl By Notes Cost

Chaotic World 2 GG Revision: Pg. 202 “Mass hallucination / Power Balancing


distractions. Targets must reroll 1 success
roll.” Causes Drain (1 Stun damage). This
spell is really powerful as it affects ALL tests.

Combat Sense 3 KL Effect. Provides 1 additional Plot Point per 1 pt spell, 1 pt PP, 1 pt
Narration the spell is sustained. If not used the powerful
PP goes away.

Combat Sense 2-4 CS Effect. Adds 1/2/3 dice to defense tests while 1 pt spell, 1-3 pts for
Alternate maintained. defense roll

Detect Enemy 2 GG When Surprise Threat is played, or when the 1 pt spell, 1 pt PP


GM says so, the mage gains a Plot Point.
Sustained.

Fireball 3 GG Revised: Pg. 202 “Combat. Damage of 6P. Power Balancing


Defense = AGI+LOG. Damages multiple
targets.” Has a cooldown of 1 Narration.

Fix 2 n/a Effect. Device/vehicle regains 1 dmg per hit, 1 pt spell, 1 pt effect
per narration the spell is sustained. Missing
from the catalog, on page 125.

Ice Sheet 2 KL Combat. Agility + Agility vs Average (8 dice) or 1 pt spell, 1 pt effect


slip over.

Increased 2-4 KL As Adept’s improved reflexes Same cost


Reflexes

Levitate 2-4 KL Effect. Magically lift items/people with Strength 1 pt spell, 1-3 pt effect
6, 8, 10. Sustain.

Phantasm 1 GG Spell. Creates illusions that appear real to 1 pt spell


casual observation, but no dice effect.

Physical 3 KL Effect. Reduce damage by 2 of physical / 1 pt spell, 2 pt dmg


Barrier elemental attacks passing in or out. No effect reduction
on mana or stun spells. Barrier is a dome
approximately WILL meters in diameter or a
wall WILL meters long. Sustained.

Power Ball 3 KL Combat. Damage 6P. Affects up to WILL 1 pt spell, 1 pt damage,


targets. Defense AGI + WIL 1 pt multiple targets

Power Bolt 2 KL Combat. Damage of 6P. Defense = STR + 1 pt spell, 1 pt damage


WIL.

Ram 2 KL Combat. Damage 6P. Affects inanimate only. 1 pt spell, 2 pt damage,


-1 pt limitation

Telekinesis 2 KL Effect. Telekinetic fingers with a Strength of 1. 1 pt spell, 1 pt effect

9
Sustained.

1.3.8 Technomancer
Name Lvl By Notes Cost

Drone Mesh 2 AR Control drones via AR/VR, re-roll 1D in vehicle 1pt form, 1pt die effect
tests

1.3.9 Drone Construction Kit


Heavily taken from [kla060365]

First, select a size, noting the Shadow Amp Point Cost:

Drone Point Armor Durability Melee # Max Size Stealth Sample


Size Cost Dmg drones of Weapon Mod

Tiny 1 3 3 n/a 2 n/a +2 Fly Spy

Small 1 3 6 4P 1 Pistol or 1 +1 Optic-X2


grenade

Medium 1 6 9 8P 1 Rifle / MG 0 Doberman

Large 2 9 12 10P 1 Canon / -2 Steel Lynx


Launcher

The stealth modifier is used whenever the drone tries to use the stealth skill due to
how big or small it is. It can be combined with boosts, as in the Optic-X2 example
below.

Select a mode of locomotion:

● Flying (must take zero cost flying amp in 1.3.6 Drone Amps. It gets +1 to its
damage, say for shooting down at thinner armor, but the drone itself - with
lighter construction - is easier to damage, one hit rolled against it is rerolled)
● Walking
● Wheeled
● Tracked
● Water (surface)
● Water (submerged)
● Stationary (reduce drones cost by 2 shadow amp points, if it won’t reduce the cost below 1 shadow
amp. It’s an easy target, +2 to hit it)

Without any additional options, the drone will have some basic ability to follow commands and manipulate
objects, it could be considered a domestic bot.

10
All drones are assumed to be wired for rigging VR / AR. If not, reduce its cost by 1 shadow amp point, if it won’t
reduce the cost below 1 shadow amp.

Civilian Drones cost less shadow amps than military:

● CombatSoft: Pay 1 Shadow Amp Point for combat software, allowing the drone to do melee attacks
with the base melee damage, and fire weapons bought separately (see below). Without this, the robot
can’t shoot anything!
● Tiny drones cannot carry weapons, so it usually doesn’t make sense to give them CombatSoft.

Drones that don’t have the CombatSoft option may be strong enough or possess tools that could damage
people (welding torches, rivet guns, surgical implements), but they are usually hard-coded with Asimov’s three
laws and Banderas’ fourth:

1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey the orders given it by human beings except where such orders would conflict with
the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or
Second Laws.
4. They may not modify or alter themselves or other robots/computers in any way. Repairs to a standard
blueprint is allowed.

If you want to make a bot to help you with hacking, you’ll have to pay for the combatsoft option to get around
rule 4.

Pay 1-3 additional shadow amp points to add boosts: abilities and effect dice (1 per dice). The boosts
represent both software, tools, and materials needed to do the job.

● Biotech ● Close Combat ● Survival


● Tracking ● Tracking ● Firearms
● Perception ● Stealth ● Heavy Weapon
● Engineering ● Hacking

Select weapons:

● Use one of your PC’s weapon selections to arm your drones.


● Pay 1 shadow amp to arm all your drones using the Drone Light Weapons Amp. Every drone
gets something from the firearms table.
● Pay 1 shadow amp to arm one of your drones with a Drone Heavy Weapon Amp. One drone
gets a heavy weapon.

Examples:

Drone L Move Size Stealth Abilities Costs


V
L

Roomba 1 Wheel Small +1 Shiny floors 1 Size

Fly Spy 3 Fly 2x Tiny +2 +2 perception 1 Size


2 boosts

11
0 Fly

Optic-X2 4 Fly Small +3 +2 stealth, added to its natural 1 Size


+1 for size results in +3 2 boosts
0 Fly
1 combat

Rivet 4 Walk Medium +2 engineering 1 Size


Gorilla 2 boosts
1 combat

Steel 6 Wheel Large -2 +3 to firearms or heavy 2 Size


Lynx weapons 3 boosts
1 combat

Turret 2 n/a Medium +2 perception, +1 to weapon 1 Size


attached to it, +2 for it to be hit 3 boosts
1 combat
-1 unriggable
-2 stationary

Don’t forget you can pay 1 shadow amp to add 3 armor OR 3 durability to all of your drones.

These rules are good at building some of the pre-existing drones, but don’t do a good job of
reproducing the gun drone as included in the base rules because they are very cheap after you buy the
first. The gun drone is less durable than the drones made here, so maybe that balances?

1.4 Qualities

1.4.1 Positive
Perfect Concentration - Can ignore up to 2D of negative situational penalties [Aria]

Nice Digs - You live in a safe neighborhood, and your house supports your archetype. A rigger might
have a big garage and room to tinker. A samurai might have a safe room with lots of ammo and a
tunnel leading to a hidden exit. A Face might have a place well appointed for entertaining with a vast
collection of liquor, tasteful non-digital art, and a hot tub. [cssmythe3]

1.4.2 Negative
Dump - You live in a tiny place in a crappy neighborhood where it is hard to get a
good night's sleep because: neighbors fighting at 2am, radiator on the fritz so its
cold, or nightly gunfire.[cssmythe3]

Geezer - You well are passed middle age. You get -2 dice in which an old person
might have social problems: trying to fit in at a nightclub, knowing current
pop-culture, etc. [cssmythe3]

Kid - You are younger than what is considered an adult for your race (orcs
mature very quickly). You get -2 dice in which young person might have

12
problems: knowing something historical, convincing the police the house up on the hill really is haunted,
not being tailed by mall security when unaccompanied, etc.[cssmythe3]

2 Rules to Play By

2.1 Glitch Die Ideas


Activity Glitch Exploit

Athletics Fall, take 2S damage, bypassing armor, Doesn’t use your move
TwistedTwist ankle, -1 die to tests until biotech Distract opponents

Hacking IC appears Backdoor found, firewall +2 for rest


Deck hangs, -2 until electronics skill test passed of scene

Piloting Crash, out of gas, vehicle stuck, hurt innocent Dukes of Hazzard jump
bystander Clip bad guy

Repairing Inflict damage = to hits Souped up: device gets +1 die for 24
hours

Shooting Out of Ammo Bypass armor


Gun Jam - 1 cooldown Helpful ricochet
Self Inflicted Wound

Social Add NPC as enemy Add NPC as contact

Spell Summons a minor spirit that attacks PC. Single target becomes area of effect.
2S damage (drain) Mana infusion, +1 next sorcery test.

Tracking Get the jump on quarry Get lost


Quarry gets jump on you

2.2 Combat

2.2.1 Healing and Damage


Healing and repairing tests are only once per combat scene for
each person or thing. They are unopposed tests (unless GM rules
otherwise). This applies to electronics (heal matrix damage),
biotech (heal flesh), and engineering (heal machines/armor). Don’t
forget the penalty for healing tests for really cybered up folks per
the chart on page 66. These tests are also slow, so if you make a
medic check on your buddy and have three successes, you must
spent three full actions (and three full narrations, unless you are
augmented) to heal all three boxes. The person doing the repair

13
may decide how to split the recovered damage between stun or physical in people and armor or
durability in mechanical devices.

Plot points can be spent more than once in a scene to heal.

In rules as written, there is no overflow from stun to physical damage in Anarchy. To mimic 5E, for every
2 full stun damage inflicted AFTER the stun condition monitor is full, take 1 physical damage.

2.2.2 Harder Death Tests With Bigger Damage


Death and dying: in RAW, you make a death test of edge+edge vs 4 regardless of if you take 1 point of
overflow damage from being kicked by a teenager or 16 points of damage from being riddled with
accurate machine gun fire. Here is a method to represent that difference.

● whenever you first take overflow physical damage roll your edge + edge opposed by the amount
of overflow damage you just took to avoid death
● If you take a second hit of overflow damage before having at least one box of physical healed,
the save is opposed by the overflow damage+1 dice.
● Third hit, overflow damage+2
● Etc...

Bleeding out: ?

2.2.3 Skilled Defense


[gingivitis]

Defense Pools (such as AGI + LOG, STR + WIL, or LOG +LOG) will always have racial maximums that
cap their dice pools well below the dice pools available for Offense Pools (such as Firearms, which
caps at 12, plus specialty, + AGI). This option lets highly skilled PCs / NPCs use their skills instead of
just their attributes to defend.

Attack Skilled Defense Normal Defense

Melee Close Combat + LOG AGI+LOG

Firearms Athletics + LOG if you have room AGI+LOG


Stealth + LOG if you are obscured
Pilot + LOG for evasive maneuvers

Sorcery Sorcery + WIL AGI+LOG or STR+WIL, as per spell


description

Cybercombat Hacking + Firewall LOG+FW or LOGx2 if Technomancer

Obviously, these would only come into play if your Skill rating was greater than your associated
Attribute rating. You should only swap out the associated Attribute, not the other one, so there would
be no Acrobatics + AGI to defend. Too much risk in dump-statting LOG then.

I think I would make this cost a Plot Point. Using Plot Points to do something narratively extraordinary
breaks up the flow of combat in Scenes (like Shake it up, A dish best served cold, or Take the hit). The
14
cost to break the flow of a Scene is a Plot Point, a finite resource. Recalculating Defense Pools would
definitely break the flow, so I think that should cost as well. Plus the book says, "If you come up with
another creative use for Plot Points, go for it!" I think this is within the spirit of the game.

2.2.4 Sample Combat


From Reddit.

2.3 Rigging - Drones - Vehicles

2.3.1 Arming/Armoring
You have to get a gun for your drones either as an AMP (pg 204,
Drone/Vehicle Mounted Assault Rifle, Grenade Launcher, or the
Light/Heavy Weapon amps in this document) or as a Weapon
Choice (Vehicle/drone Weapons: Assault Rifle, Machine Gun,
Cannon/Launcher page 206). If you don’t, your drone will only get
the default melee attack of 8P (page 206 or Section 1.3.9 Drone
Construction Kit).

From discussion: “Some people use Durability as a second


Condition Monitor, some ignore it. Russel Zimmerman, one of the
authors, has endorsed using it as a Condition Monitor to make vehicles last longer.” Without this rule,
two hits from a light pistol will take out a truck. With the RAW, PC drones are only disabled when they
run out armor. If you add the durability condition monitor, you might want to make them destroyed when
they are out of armor and durability. Also be sure to include the penalties from a standard condition
monitor.

You can spend 1 shadow amp point to add 3 armor all of your drones OR all of your vehicles.

You can spend 1 shadow amp to add 3 durability to all of your drones OR vehicles.

2.3.2 Drone Combat


If you are VR jumped into a drone, you get the control rig’s bonuses to VR and ARRR. Other slaved
drones on your network will still attack (Your Vehicle Weapon + AGI), maneuver (Your Pilot + AGI), and
defend (Your AGI+LOG) with your stats, but not the VR bonus die or the rig dice rerolls.

Whenever I say ‘drone’ in this section, it applies to either a drone or a rigged for control vehicle.

If the rigger is knocked out, the slaved drones can continue to function on their last instructions, but all
of their skills and abilities drop to 3, so all dice pools become 6. If the drone has boosts that modify
some dice pools, they still apply. Drones operating on their own are called independent.

Option: Drone Operation Limits

● Version 1: You can slave a number of drones equal to the number of reroll dice your rig gives
you. Slaved drones can take 1 move and 1 action (such as attack) every turn. You can still only
be in AR/VR with one drone/vehicle at a time. For example, if my rigger had 1 reroll from his rig
and he had 2 drones and his rigged car, he could VR jump into the car, slave one drone (to use

15
his ability checks for it), and the last drone would be independentindependant, likely rolling
much less.
● Version 2: Other than a drone/vehicle that a rigger is jumped into, they may slave control up to 2
drones/vehicles and take a move and attack action with each, every Narration. If the rigger has
more than 2 drones in the area additional drones (running on inbuilt programs) provide 1 Plot
Point each per Scene (maximum of 2). If one of the slave drones is destroyed / deactivated, one
of the plot point drones can be promoted to a slaved drone.

Option: While in VR, every three damage a drone takes gives the rigger 1 stun. Alternatively, roll 1 die
for every hit the drone takes, and on a 5 or 6 the rigger gets one stun.

Option: AR. I wanted to give riggers a compromise between only sending commands to slaved drones
and being fully mobile, or VR jumping into 1 drone and be paralyzed in meatspace, I use the table
below:

Rigger not in Rigger is Jumped in Rigger is Jumped in to


AR or VR1 to drone with AR drone with VR

PC’s Body in meatspace 1 move & 1 1 move OR 1 action 0 move, 0 action


action

PC’s Meatspace Penalty n/a -2 Paralyzed, Deaf, Dumb, and


Blind

Drone / Vehicle rigger is n/a +1 die to drone +1 die to drone actions


jumped into actions +rig’s reroll dice (1 to 3)

Jumped In Drone Matrix n/a LOG+3 or 5, LOG+3+Rig reroll (1 to 3) or


Defense (includes bonuses whichever is better 5+rig reroll, whichever is
from above row) better

Rigger sharing damage with No Optional


drone

Slaved drone Uses rigger’s AGI, LOG, Pilot, Vehicle weapon skill
Does not get control rig +1 VR die or control rig reroll dice.
Matrix Defense is 2+LOG, or 5, whichever better.

Independent Drone All skills and abilities 3.


Does not get control rig +1 VR die or control rig reroll dice.
Matrix Defense is 5.

To move from being jumped into one drone in your network to being jumped into another drone in your
network, you have to use either its move OR its action for that narration.

2.3.3 Chase Scenes


by [Shadowjack]:

1
The rigger can still use his rig to send commands to slaved drones and their independent drones
16
Rolling Athletics/Pilot as an opposed roll and awarding the winner by closing or increasing the gap by 1
range category might work fine if the chase begins as close range or maybe even near range, but it
seems tricky when it's further than that. One other thing to consider is slow tanky vehicles vs fast
squishy vehicles (van vs bike), statistically the van is much stronger, so as the GM I would give a bonus
to the bike, perhaps +2 or +3 dice, that way you can't just power game and use big tanky vehicles with
no drawback.

● The faster and/or more maneuverable vehicle grants the driver between +1 and +5 dice
depending on the vehicle disparity.
● Plot points cannot be used to increase speed during chase scenes
● Opposed Piloting/Athletics to determine if gap is closed or expanded by 1 movement category
each turn
● If the fleeing party moves beyond far range they have escaped
● When obstacles come up you have to roll Piloting/Athletics to avoid a crash
● In some cases you may have an opportunity to take a risk and catch up or retreat by 2
movement intervals, this requires a difficult vehicle test, your pursuant gets a chance to match
your success.

2.4 Decking

2.4.1 Simple Matrix Hacking


Inspired by this. The decker rolls his hacking skill opposed by the host level, using the standard page
38 opposition dice: 4 very easy up to 12 dice very hard. Every TWO net hits allows them to do one of
the actions below.

● Place a mark

● Hide this turn from IC

If you already have a mark on something you may spend two net hits to:

● Activate a device in a normal way (lights on and off)

● Reboot a device

● Hide / Copy / Place a file

● Engage a devices remote control (gun turrets, vehicles)

● Spoof a command

● Encrypt or decrypt a file

● Disarm a data bomb

● Find data bombs

● Trace icon to its physical source

● Crash a program

17
● Snoop

Something that is very very opposed to a system’s purpose, like turning off all of the safety systems on
a nuclear reactor, should cost more than the above.

2.4.3 Matrix Defenses


Deckers will probably try to do bad things to meatspace devices at some point. Here is a reference
chart for matrix defenses for some items.

Device Firewall Matrix Condition Sample Devices


Rating Monitor

1 1 9 Consumer Goods

2 2 9 Vehicles, Drones, basic cyberware, weapons,


Control rig 1

3 3 10 Low end corp security, high end cyberware, basic


military weapons, Control rig 2

4 4 10 High grade military, control rig 3

5 5 11 Black ops equipment, high end corp security

6 6 11 Uber tech

The matrix defense test is the Firewall + Logic. But most devices, left on their own, don’t have a logic
score.

Hardened Comlinks will add their rating (3) as bonus to firewall in defense tests their owner’s devices
have to make. Hardened comlinks can run interference for the rest of the party.

Jumped in drones and slaved drones will use their rigger’s matrix defenses, see the section 2.3.2
Drone Combat. Independant drones add their logic (3) to their defense tests. Vehicles have autopilots
that will add their logic (1) to defense tests.

Players who spend their action with the device under attack can add their logic.

A decker can run interference and defend attacks on anyone in their group with their deck, using their
likely far superior defense.

2.4.4 Cyberdecks
The firewall ratings on the cyberdecks (max 3) are out of scale with the firewalls that a technomancer
could do (up to 6 at character creation) and waaaaaay out of scale with the IC presented on page 179.
They are also out of scale with meat space defense pools. I recommend roughly doubling the firewalls
for the cyberdeck shadow amps:

Cyberdeck Original
Level Firewall Revised

18
1 1 2

2 2 4

3 3 5

4 3 6

2.4.5 AR vs VR
AR vs VR: Swapping from one to the other uses either a move or action with the PC.

Decker is in AR Decker is in VR

PC’s Body in meatspace 1 move No move / No action

In matrix 1 move or action 1 move AND 1 action

Meatspace Penalty -2 dice Paralyzed, Deaf,


Dumb, and Blind

Datajack and Headware Can’t use +1 to all matrix


Bonus Die actions

Deck matrix rerolls -1 from list value Full value

Biofeedback Damage To Deck PC Physical CM

I wanted allow a combat decker to move through a physical space with their group with reduced, but
not eliminated, matrix abilities.

2.4.6 Intrusion Countermeasures


They can run programs, just like a decker.

Firewall Logic Hacking Cyber # of Matrix


Pool combat programs Condition
(LOG+3) Damage Monitor
(log/2)

Lesser 4 2 5 1 0 8

Standard 6 3 6 2 1 9

Greater 10 5 8 3 1 11

Greater is the IC from page 179 in the rulebook. You could scale it up or done by picking a Logic Score:

Firewall = Logic x 2, Hacking Logic +3, programs = 1 if Logic > 2, MCM = 6 + Logic

19
Intrusion Countermeasure Programs

In addition to the programs available for deckers in the shadow amp section, IC may also have
programs from this list:

● Acid - If the IC gets 2+ net hits reduces decker’s firewall by 1. If firewall 0, does normal matrix
damage. Rebooting deck restores firewall.
● Link Lock - If the IC gets 2+ hits, the decker can’t easily switch AR/VR, or jack out easily. To do
either you have to roll Hacking + Logic vs. 2x Logic of the IC that tagged you. If you are in VR
when you jack out, suffer dumpshock. If you are already link locked, the attack does normal
damage.
● Crash - If the IC gets 2+ hits it kills a random program on the shadowrunner’s deck, rebooting
restores, you can use a move or action to switch the corrupted one out for another one you own.
If all the programs running on the deck are corrupted, normal damage is inflicted. Rebooting
deck restores the programs.
● Track - Gives ICE ability to make a test with their hacking skill to locate your physical body.
Opposed by your logic + firewall.

2.5 Magic
The range on Sorcery and Conjuring checks are Line of Sight, with no
modifiers like there are for ranged weapons. This mimics 5E. Digital vision
doesn’t work, but an old fashioned pair of binoculars that use glass lenses
still allows for line of sight.

If you are sustaining one spell, you can cast a second instantaneous spell.

If you want to start sustaining a second spell, you either need a special
amp/quality that allows it (like focused concentration), or you need to drop
the first.

2.5.1 Spirits
A different take on spirits is here.

This is [gingivitis]’s take on spirit:

Spirit Summon Sustain Roll w/ 1 Glitch Die Notes


Difficulty

Lesser 6 n/a

Average 8 1 Stun on Glitch

Greater 10 1 Stun unless exploit.

For the conjuring test for a greater spirit, replace 1 die in the test pool with glitch die. If you roll an
exploit, you get the greater spirit. Glitch you get 2S and no spirit. Anything else you summon an
average spirit.

20
Once summoned, you may need to roll a sustain spirit test with a Glitch die, see the table. The sustain
roll happens once per narration. You can dismiss the spirit for free before the roll.

Once summoned, the mage uses their Action to give it directions. If the spirit does the same action
again on the following narration, the mage can use their action for other purposes.

Immune # reduces damage taken by non-magical weapons by #. If an attack list damage like this
(4,3,2) that means the damage is different for different spirits (Greater, Average, Lesser). Some Spirits
have no armor.

The critter power attack pools should be:

● Elemental Attack: Critter’s Projectile Weapons + AGI vs AGI + LOG, Range LOS
● Engulf Attack: Critter’s Close Combat Skill + AGI vs STR + WIL, Range CLOSE only

Spirit of Air

Normal Close Astral


Damage Combat Combat P/S
STR AGL WIL LOG CHA EDG Immunity Pool Pool CM HtH Dmg

Lesser 1 6 2 2 2 1 1 9 5 8/9 1S

Average 2 8 4 4 4 2 2 11 7 9/10 1S

Greater 4 10 6 6 6 3 3 13 9 10/11 2S

Armor: 0 Projectile Weapons, Astral Combat, Close Combat Skills: 3

Engulf Melee Effect. Damage of (4,2,1)S/AA. Critter AGI+3 vs STR + WIL. Target cannot move.

Choose one:

● Cold Range Attack: Damage of (6,4,2)S/AA. Critter AGI +3 vs STR + WIL. +2 damage to Armor.
● Electrical Range Attack: Damage of (6,4,2)P/AA. Critter AGI +3 vs AGI+LOG.

Spirit of Beast

Normal Close Astral


Damage Combat Combat P/S
STR AGL WIL LOG CHA EDG Immunity Pool Pool CM HtH Dmg

Lesser 4 2 2 2 2 1 1 5 6 10/9 5P

Average 6 4 4 4 4 2 2 7 7 11/10 6P

Greater 8 6 6 6 6 3 3 9 9 12/11 7P

Armor: 3 Astral Combat, Close Combat Skills: 3

21
Animal Control: Mundane animals obey simple commands. Limited to swarm of tiny creatures, (3,2,1)
dozen small creatures, or (6,4,2) large creatures.

Spirit of Earth

Normal Close Astral


Damage Combat Combat P/S
STR AGL WIL LOG CHA EDG Immunity Pool Pool CM HtH Dmg

Lesser 6 1 2 2 2 1 1 4 6 11/8 3S

Average 8 2 4 4 4 2 2 5 7 12/10 4S

Greater 10 4 6 6 6 3 3 7 9 13/11 5S

Armor: 6 Projectile Weapons, Astral Combat, Close Combat Skills: 3

Engulf Melee Effect. Damage of (4,3,2)S/AA. Critter AGI+3 vs STR + WIL. Target Cannot move.

Earth Range Attack: Damage of (8,6,2)P. Critter AGI+3 vs AGI+LOG.

Spirit of Fire

Normal Close Astral


Damage Combat Combat P/S
STR AGL WIL LOG CHA EDG Immunity Pool Pool CM HtH Dmg

Lesser 2 4 2 2 2 1 1 7 6 9/9 1P

Average 4 6 4 4 4 2 2 9 7 10/10 2P

Greater 6 8 6 6 6 3 3 11 9 11/11 3P

Armor: 0 Projectile Weapons, Astral Combat, Close Combat Skills: 3

Fire Range Attack: Damage of (6,4,2) P/AA. Critter AGI+3 vs AGI+LOG. +2 damage to Armor

Spirit of Man

Normal Close Astral


Damage Combat Combat P/S
STR AGL WIL LOG CHA EDG Immunity Pool Pool CM Dmg

Lesser 2 3 2 3 2 1 1 6 6 9/9 1S

Average 4 5 4 5 4 2 2 8 7 10/10 2S

Greater 6 7 6 7 6 3 3 10 9 11/11 3S

22
Armor: 3 Astral Combat, Close Combat Skills: 3

Accident (Critter Power): Effect. Each combat turn,may add 1 glitch die to (WIL rating) rolls.

Control Thoughts (Critter Power): Effect. +(3,2,1) dice to Intimidation and Negotiation Tests.

Spirit of Water

Normal Close Astral


Damage Combat Combat P/S
STR AGL WIL LOG CHA EDG Immunity Pool Pool CM HtH Dmg

Lesser 2 4 2 2 2 1 1 7 6 9/9 1S

Average 4 6 4 4 4 2 2 9 7 10/10 2S

Greater 6 8 6 6 6 3 3 11 9 11/11 3S

Armor: 3 Projectile Weapons, Astral Combat, Close Combat Skills: 3

Water Range Attack: Damage of (8,6,4)S. Critter AGI+3 vs AGI+LOG.

2.5.2 Drain
Miss the threat of mages wounding themselves? From here: “When casting a spell players may roll up
to three push dice. The push dice should either be rolled separately or a different color than the other
dice. Each 5 or 6 adds an additional success. Each 1 rolled on a push dice does one point of stun
damage to the caster. If the spell casting roll fails then the damage is physical rather than stun.”

2.6 Cues / Dispositions / Tags


From [augustalso]

Dispositions - At the end of the session, go around the table and ask the other players whether you've
embodied your dispositions. If yes, gain one Karma.

Cues - If you've hit one of your cues in the current scene/narration, gain a plot point for the start of the
next scene.

Tags - Gain +1 die to social interactions in a situation where one of your tags is especially relevant
(examples: Human tag when infiltrating a humanis compound, Courier tag when asking another courier
for a favor, etc). GM's discretion as to when this applies.

2.7 Quick NPCs


[Rev. Lazaro]

23
This is a quick way to stat out adversaries - whether they are gangers, black IC, or civilians.

Give then a rating from 2 (helpless senior citizen) to 14 (greater dragon). For anything that they should
be very trained for and use frequently, use the rating for their pool. For things they are familiar with, but
don’t do every day, use half the rating for the pool.

Examples:

● Mall cops might be a rating 6. They’d rolling six dice for perception, close combat, and
negotiation. They’d roll 3 dice for things they are less familiar with, like firearms, tracking,
defense. Their captain may be rating 8.
● A master thief might be rating 10. Ten dice for athletics, stealth, escape artist, and disguise. 5
dice for firearms, negotiation, and con.
● Mr. Johnson a rating 8. 8 dice for negotiation, con, escape artist. 4 dice for firearms, defense,
and stealth.

For both condition monitors, just use their (rating/4) + 8, or heck, even just flat 10s.

2.8 Plot Point Uses


My group has added a new use for plot points: spend 1 to have a gear item that makes sense for the
character archetypearchtype: A decker would have a spare battery, a rigger a pocket multitool, etc.

3 Links to online resources

3.1 Forums
Official Shadowrun Anarchy Forum

Official Shadowrun Forums

/r/shadowrun

3.2 Fan Made


From Aria and cssmythe3:

Shadowrun Anarchy Character Generator

From Gingivitis:

The Anarchy Primer - a glorious compilation of learning to play anarchy.

Narration Aide

Narration Aide and Reference

Threats

24
Character Sheet

Huge catalog of shadow amps

Kevin Duncan:

Node Based Maps

Mr Johnson:

A giant pile of stuff for running a 2050 game.

4 Errata
This is NOT an official errata, it is the result of my own digging through -many different resources and
trying to combine them into a single list.

These are corrections to the second printing. These are mainly focused on rules corrections, not
grammar corrections. Some of these may only have applied to the first edition. In time I’ll make sure it’s
only 2nd printing corrections.They are from these sources:

https://www.myth-weavers.com/showthread.php?t=408910

Catalyst Official Errata

Catalyst Errata Suggestions from players

p. 31, last paragraph Replace “Specialization text on the Pistols Skill is Pistols +2.” with “Specialization
text on the Firearms Skill is Pistols +2.”

Pg. 38 Replace "resisting torture, Willpower + Body" with "resisting torture, Willpower + Strength".

Pg. 45 Add the following to the end of the third paragraph: "; Damage = [Logic/2]S"

Pg. 45 Replace "(a cyberdeck’s Condition Monitor is [(Device Rating / 2) + 8]" with "(a cyberdeck’s
Condition Monitor is [(Cyberdeck Level / 2) + 8])"

Pg. 46 Add the following paragraph after the first sentence of the fourth paragraph of Spells, Spirits,
and Astral Combat: “If an enemy spellcaster is aware of a spell being cast at them, however, they may
choose to Counterspell it. Instead of the normal defense roll required by the spell being cast the
defender uses Sorcery + Willpower instead. They can defend others from spells cast at them by
spending a Plot Point to Take the Hit.”

Pg. 47 Add the following to the end of the second sentence of the third paragraph of Spirits: "(Willpower
+ Edge)"

Pg. 63 Add to end of Section 4. “You must be Awakened to use Adept Shadow Amps. Selecting
awakened or emerged does not count towards you 6 amp limit (see p65).

Pg. 67 Replace “on Skill” with “one Skill” in the 4th paragraph

25
Pg. 67 Replace the second to last sentence of the third paragraph of Assign Armor with the following:
These pieces of armor should be selected as Shadow Amps, with a base armor value equal to the
value of the armor type you chose.

Pg. 75 Change Mentor Spirit to read “when casting effect spells.”, Coydog's Survival Knife has a Near
Rating of -2 instead of "N/A" [note, the -2 could apply when it is used as a thrown weapon]

Pg. 77 Gentry's Datajack and Headware costs 2 Amps and adds "1d6 to Matrix Actions". It should cost
1 Amp (leaving an Amp Point for Edge 3) per Pg 203 and read "1 die" not "1d6" like it does elsewhere
in the PDF. Gentry's Unarmed Damage should be 2S. Gentry should have 10 boxes on his Stun
Monitor.

Pg. 79 Change control rig to -1 essense, essense to 4, and magic/healing test penalty to -1, (corrected
in second printing: Hardpoint's Ingram has a Near Rating of -2 instead of "OK")

Pg. 83 Sledge's Katana should do 7P damage (8/2 +3), Sledge's Custom Cyberarm Suite should only
cost 1 Essence not 3, amp level should be 2. Sledge's Essence should be 4 with -1 to magic/heal tests.
(6 Essence - 3 Cyber + 1 Biocompatability). Sledge Unarmed details are off-centre.

Pg. 85 Alyosha's Mentor Spirit (Bear) is different from the one presented on Pg 205, (corrected in
second prtingin: Alyosha only has 15 Attribute Points spent. Dwarf gets Str+1 & Will+1 per Pg 63,
Alyosha's Gnarled Staff (Polearm) should do Stun Damage instead of Physical. Perhaps the
Boomerang as well. From Pg 41 " Some of them, particularly blunt weapons, do Stun damage"

Pg. 87 Bit-Bucket's Datajack and Headware costs 2 Amps instead of 1 per Pg 203, so he should have a
spare Amp for Edge 2, Ares Predator should have 6P for damage, Survival Knife should have 4P for
damage

Pg. 91 Chrome Bison's Smartlink and Skill Wires are mislabelled "3" instead of "2" Amps each per Pg
203. Her Amp total is otherwise correct.

Pgs. 93, 113, 117, 125, 127 Change stunbolt damage to 5S/AA

bookmark

Pg. 93 Daktari's Sustaining Focus has "Talisman" in it's description instead of "Focus". Narcojet
Tranquilizer has a Near Rating of "-2" instead of "-4". Stun Baton should do 8S damage (thanks to
Bear). Heal Spell omits healing Stun damage in it's description. See Pg 202.

Pg. 95 Fourth's Datajack and Headware costs 2 Amps instead of 1 per Pg 203, so she should have
another spare Amp for Edge 3

Pg. 97 Fusion's Control Rig 3 should be "Control Rig 2" and cost 3 Amps not 4. Change control rig to -1
essence, essence to 5

Pg. 99 Hawk's Wired Reflexes have an extra "or movement" that shouldn't be there."More Where
That Came From" costs 2 Amps instead of 1 Amp per Pg 204. He should have an extra Amp for
Edge 3. Custom Cybereyes cost 4 Amps, while Sledge's version (Pg 83) costs 3 Amps. Could
have another extra Amp point for Edge Retractable Cyberspur is missing "add 1 damage" from
it's description. Or it should cost 1 Amp and have a damage code of 3P. Even more Edge!
Cougar Fineblade should do 3P damage.

26
Pg. 101 Jinn's Datajack and Headware costs 2 Amps instead of 1 per Pg 203, so he should have a
spare Amp for Edge 2. "Go Big or Go Home" and Distinctive Style are in the wrong places on his
character sheet. Hammer Program should cost 3 Amps not 2 Amps.

Pg. 103 Maybe just throw this character out and start from scratch. Kix's Defiance-T250 is
missing "*" after "OK"on the Close. Otherwise it looks like you can split the shot at Near range
as well. Defiance-T250 should also read "-2" under Near not "-4". Kix's Unarmed damage code is
off-centre. Kix's Physical and Stun Monitors are the wrong way around. Kix only has 14
Attribute Points spent. Elf gets +1 Agility & +1 Charisma. She's currently wasting Exceptional
Attribute (Agility). Kix's Essence should be 5 (6 -2 (Reflexes & Cyberarm) + 1 Biocompatibility).
And her penalty to magic/healing should be -1. Kix's Wired Reflexes 3 should only cost 1
Essence. It also has an extra "/movement" in its description. Kix's Cyberarm is a mess. Refer to
Pg 83. It should cost 1 Essence not 3 and cost 5 Amps not 6. So she should have a spare Amp
for Edge 2. It should also refer to Close Combat rolls not "unarmed" rolls. Amp 1 - Base Effect -
deals Phys/Stun Damage, Amp 2&3 - reroll 2 dice on Agility rolls, Amp 4&5 - reroll 2 dice with
Close Combat rolls.

Pg. 105 Knox has 12 spent Amp Points (2 Awakened, 1 Edge, 9 Adept Powers). If Critical Strike 2
doesn't stack with Attribute Boost (Agility) she should drop that and gain another point of Edge.

Pg. 105/117 Knox's & Roses Close Combat weapons show a second set of figures in brackets. Other
characters with boosts (Mentor Spirit - Bear) only state the final codes.

Pg. 105/117 So Knox's Unarmed should just read 4S (and not be off-centre) and her knuckles should
just read 5P.

Pg. 105/117 Similarly Rose's Unarmed damage is off-centre and should just read 3S, her Sword should
just read 6P

Pg. 107 Ninetails has done the trick of selecting Armour 6 to get an extra skill point, then selecting a
Gear Amp (Lined Coat) to circumvent the downsides. If this isn't rules as intended then she has 1 skill
point too many. NINETAILS have incorrectly assigned Agility attribute to Con skill.

Pg. 107, 111 & 204 Custom Lined Coat has Armour 10 instead of Amour 9 as stated on Pg 67 "These
pieces of armor should be selected as Shadow Amps, with a base armor value of 9"

Pg. 107 Nine's B&E Kit Gear Amp should only cost 1 Amp per Pg 65. She should have a spare Amp
point for Edge 3. Unarmed damage is off-centre and should be 2S only. She has no cyberweapons.
Nine should have 10 boxes on her Physical Monitor not 8.

Pg. 111 Raspberry's "More Where That Came From" costs 2 Amps instead of 1 Amp per Pg 204. That
means has has a spare Amp point, but already has max Edge. Phobia is different from the format set
out on Pg 205.. Razzle's Improved Invisibility has a cap on targets unlike the Amp on Pg 202. Stunbolt
has a "-" in the damage code instead of a second "A". Razzle's Taser should have a Near penalty of
"-4" not "-2".

Pg. 115 Frenzy has 4 Skill points unspent. His extra knowledges have overwritten hat ever he had
there. .Handprint and Tattoo Amps should both cost 2. Guitar (Club) has the (thematically-fitting)
damage code of an axe. Change the description from "Club" to "Axe" and the damage to 6S for blunt
weapons. REESE FRENZY have incorrectly assigned Agility attribute to Biotech skill

27
Pg. 133 Wheezer's Bruiser Quality is different (and much better) than the one presented on Pg 205

Pg. 119 Ruckus only has 15 Attribute points spent. Cosmo (Club) should be 7S and have the "-4" under
Near deleted. It looks like Ruckus' ranged weapon (Rocks) is duplicated in his Gear section. No need to
have spare clips and ammunition as Gear and all that. Indomitable (Clubs) should read "When
attacking with Clubs, may reroll exactly 2 dice" as per Pg 205. RUCKUS have incorrectly assigned
Willpower attribute to Athletics skill

Pg. 121 Shades' Shock Glove does 6S. This is in line with Gloves doing one less damage than Staves,
but should it be 7S like the other electrical weapons on Pg 206?

Pg. 123/202 Strider's Light Body Amp costs 3 while it only costs 2 on Pg 202. Should the Power refer to
"Athletics" instead of "jumping" and cost 3? It's hardly overpowering as it is. If the version on Pg 202 is
correct Strider needs an extra point of Edge.

Pg. 123 Strider's Throwing Knives should do 4P damage.

Pg. 123/133 Strider's Improved Reflexes & Wheezer's Wired Reflexes both have an extra "or
movement"

Pg. 125 Thunder has 17 Attribute Points spent. Something needs to be reduced. Thunder’s Fix Spell
needs to be added to the catalog.

Pg. 127/136 Tommy and Johnson (Corp)'s Synaptic Boosters should say "attack" not "action"

Pg. 127 Tommy should only have an Edge of 2. He had no spare amp points.

Pg. 129 Vector's Baton should be 4S. Pulse Storm is has a sustaining clause the one on Pg 203
doesn't.

Pg. 131 Wagon should have 10 Boxes on his Physical Monitor. Unarmed should deal 2S.

Pg. 133 WHEEZER have incorrectly assigned Strength (sic!) attribute to Intimidation skill

Pg. 134 Corporate Suit's Unarmed damage should be 1S. And their Yamaha Pulsar should deal 6S and
and read Near "-4".

Pg. 137 Johnson (Street) should only have 10 boxes on their stun Monitor.

Pg. 137 Johnson (Street)'s Ruger should deal 6P. Security Spider should have an Essence of 5 and a
-1 penalty to magic/healing tests. Soldier's Ares Alpha should have a Far penalty of "-2".

Pg. 138-139 Any spirit with an elemental attack should add to skills: Projectile Weapons 3. Projectile
Weapons 3+AGI should be listed as the attack pool for the power. The defense for elemental attack is
inconsistent, sometime S+W other times A+L. The engulf power should state it is a close combat
attack.

Pg. 139 Spirit of Earth's Unarmed damage should be 5S. Spirit of Fire's Unarmed damage should be
3S.

Pg. 140 Vampire's Unarmed damage should be 3S.

28
Pg. 140 In the Technomancer Sprite (Basic) statblock, replace "SKILLS: Electronics 3+L, Hacking
3+L, Tracking 3+L" with "SKILLS: Hacking 3+L, Tasking 3+L, Tracking 3+L". Statblock should be "WILL
— LOG 6 EDGE 5." At the end of the Technomancer Sprite (Basic) statblock add the following: Note:
Sprites, like Technomancers, roll Logic x 2 against an attacker’s dice when defending in cybercombat.

Pg. 196 Change “After this glimpse, have the runner(s) who looked into the mirror make a Willpower +
Body test.” to “After this glimpse, have the runner(s) who looked into the mirror make a Willpower +
STRENGTH test.”

Pg. 202 For the Stunbolt spell, change the Damage Code to 5S/AA.

Pg. 202 At the end of Accident add the following: This glitch die cannot result in an Exploit.

Pg. 202 At the end of Acid Stream (Spell) add the following: Defense = AGI+LOG.

Pg. 203 Replace the Synthlink text with the following: Gains +2 dice to performance-related rolls.
–1 Essence

Pg. 202 For clarity the Anarchy Catalogue Shadow Amps section could do with a bolded reference to
Pg 65 re the table for building custom amps.

Pg. 203 Add to the Cyberarms text the following: May inflict Stun or Physical damage.

Pg. 203 Replace Cyberspurs with the following: Retractable Cyberspurs (Amp Level 1): Weapon.
Inflicts Physical damage with Unarmed attack. -1 Essence.

Pg. 203 Replace Audio Analyzer with the following: Cyberears (Amp Level 2): Cyberware. Can
listen to conversations at both Close and Near ranges. May reroll 1 failed die on hearing-related tests.
–1 Essence

Pg. 203 Replace the Control Rig text with the following: Cyberware. Control vehicles by VR, +1
die to vehicle actions, may reroll 1/2/3 dice on vehicle actions. –1 Essence

Pg. 203 Replace "Condition Monitor 6" in Cyberdeck 1 with "Condition Monitor 9"

Pg. 203 Replace "Condition Monitor 9" in Cyberdeck 2 with "Condition Monitor 10"

Pg. 203 Replace "Condition Monitor 9" in Cyberdeck 3 with "Condition Monitor 11"

Pg. 203 Cyberlimb Armor Plating is misleading if you don't refer to Pg 65. It's effect costs 1 Amp and no
extra Essence when added to an existing cyberlimb, but a novice might only see Pg 203 and come
away with the idea that they have to get Cyberlimbs and this separately wasting a full slot for awesome
goodies.

Pg. 204 Under QUALITIES - maybe add a reference to the Qualities guidelines on Pg 67 so people
don't forget they have other options? "You can get more creative if you want (see listed qualities on p.
204 for other examples), but adding or subtracting two dice is the most straightforward way to make a
quality."

Pg. 204 Add focused Concentration to Positive Qualities. focused Concentration: May sustain
two spells during a narration instead of just one.

29
Pg. 204 Add to Positive Qualities. Don't You Die On Me!: +2 dice with Biotech.

Pg. 204 Add Expert Shot to Positive Qualities. Expert Shot: +2 dice with Firearms.

Pg. 204 Add Quick Healer to Positive Qualities. Quick Healer: +2 dice to any test to heal this
character.

Pg. 205 Replace the Bruiser quality text with the following: +2 dice for Intimidation tests; may link
Intimidation to Strength instead of Charisma.

Pg. 205 Add Dependent (Specify) to Negative Qualities: Dependent (Specify): Must spend a Plot
Point to avoid prioritizing (Specify) above anything else.

Pg. 205 Add Mentor Spirit (Dragonslayer) to Positive Qualities. Mentor Spirit (Dragonslayer): +1
die for combat spells; may reroll 1 failed roll.

Pg. 205 Add Medic! to Negative Qualities. Medic!: Must spend a Plot Point to keep from healing
friendlies if they’re injured (as long as active combat has ceased).

Pg. 205 Replace the Indomitable quality with the following: Indomitable: When attacking with
(Choose Combat Weapon), may reroll 2 dice.

Pg. 205 Replace the Lifelong Thief quality text with: You must spend a Plot Point to avoid
prioritizing petty (or grand) larceny over other concerns.

Pg. 205 Add Thrill -Seeker to Negative Qualities: Must spend a plot point or take the most
dangerous course of action.

Pg. 205 Replace the Mentor Spirit (Raven) text with the following: May choose 1 additional
Knowledge skill, and using Live Dangerously does not cost a Plot Point.

Pg. 205 Add the following to the High Pain Tolerance text: May not be taken with Low Pain
Tolerance.

Pg. 205 Add the following to the Low Pain Tolerance text: May not be taken with High Pain
Tolerance.

Pg. 205 Replace the Combat Pilot quality text with the following: +2 dice to Vehicle Weapons
tests.

Pg. 205 Replace the Iron Will quality text with the following: May reroll 2 dice during Sorcery
tests.

Pg. 206 Replace "(STR/2 + 2)P" in the staff/baton/club entry with "(STR/2 + 2)S"

Pg. 206 Add Grenade Launcher to Heavy Weapons 12P/OK*/OK*/OK. Note my house rule is to nerf the
long range to -4 because I don’t want it as accurate as a sniper rifle or as deadly as a tank cannon.

Pg. 206 Match the Vehicle/Drone machine gun to the one above it: 8P/OK/OK/OK

30
5 Legal Stuff

5.1 Shadowrun
The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs,
sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The
Topps Company, Inc. has granted permission to Shadowrun Anarchy: Homebrew and Eratta to use
such names, logos, artwork, marks and/or any proprietary materials for promotional and informational
purposes on its website but does not endorse, and is not affiliated with Shadowrun Anarchy: Homebrew
and Eratta in any official capacity whatsoever.

5.2 Heroforge
You may download copies the materials (image capture/screenshots) on Sky Castle Studios's web site
for personal, non-commercial use only. These personal, non-commercial purposes include networked
and public viewing viewing such as on social media. This is the grant of a license, not a transfer of title,
and under this license you may not:

● use the materials for any commercial purpose;


● attempt to decompile or reverse engineer any software contained on Sky Castle Studios's web
site;
● remove any copyright or other proprietary notations from the materials

This license shall automatically terminate if you violate any of these restrictions and may be terminated
by Sky Castle Studios at any time. Upon the termination of this license, you must destroy any
downloaded materials in your possession whether in electronic or printed format.

31

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