Q. How does initiative work now?
Initiative Attribute is Reaction + Intuition. Make an initiative roll, edge may be used. (Does this mean all dice explode?) Add hits to Initiative Attribute, this is initiative score. Act high to low, ties go at same time. If imperative to break ties compare edge, initiative, reaction attributes in that order.
Q. What are initiative passes and how do they work? I'm guessing something along the lines of actions per round?
You get an initiative score and work your way down. If no one has the ability to get extra actions, the turn is over and initiative is determined again. If someone can take extra actions they get to go again in order of highest initiative. No one can act in more than 4 Initiative Phases in a combat turn.
Q. So how do reaction enhancing cyber / powers / spells affect initiative? When you have more than one action / initiative pass, do you take them all at once?
It creates phases within the turn, similar to if a character had initiative over 10 in SR3.
Q. can you still take two simple actions or one complex action per turn/initiative pass?
1 Free action anytime during Pass, 2 simple or 1 complex during action phase. Similar to SR3, but no more Free actions on anyones phase.
Q. Taking Aim is a simple action is SR3 (-1 to TN). Apparently similar in SR4, except that it adds a die.
Looks that way.
Q. Can you give us a short example calculation of a shot? (Complete with hitting, dodging and resisting damage)
Declare attack, apply situational modifiers, make opposed test, Compare armor, damage resistance test, apply damage.
Ranged combat summary:
- attacker rolls Agility + combat skill +/- modifiers
- defender rolls reaction +/- modifiers (defender using full defense rolls Reaction + Dodge +/- modifiers)
- DV modifiers: net hits, ammunition, autofire
- Armor used: ballistic or impact
- Condition monitor used Physical or Stun
Q. What does "full defense" mean. Is that a complex action, or can't you do anything else in that rurn, or what?
Yes, Full defense is a complex action. It can be used when needed but uses up the characters next available action as long as not surprised. Can carry over to next combat turn.
Q. Only once or can you dodge multiple rounds with dodge skill?
Under Full Defense it says you dodge until your next Action Phase. Under Defense modifiers it says for each attack dodged since last action, you get a cumulative -1 modifier. Sounds like you can dodge several attacks.
Q. There?s propably not any modifiers to dodge and dmg resistance mostly, right? In SR3 only shotguns and grenades modified dodge as far as I remember. So my hope lies in much less modifiers to the attack roll. Is it really the same as before?
Some Defense modifiers:
- Defender unaware of attack, no defense possible
- Defender wounded - wound mods
- Defender defended against previous attack, -1 modifier cumulative for each additional defense roll
- Defender prone, -2 pool mod limited to melee and ranged combat within 5m.
- Defender running, +2 moDefender in melee combat, -3 pool modifier vs ranged attacks
- Attacker firing burst or shotgun, -2mod vs wide bursts, -5 vs long wide bursts, -9 vs full auto wide bursts, -2 vs shotgun on medium spread, -4 against wide spread.