Where to Find Specific Rules

Injection Vector Toxins

(from the forum)

p434, SR5 core rulebook

Injection darts: For use with dart guns of various
types, like the Parashield pistol and rifle. Each injection
dart carries a single dose of a drug or toxin (sold separately).
The effect of the dart depends on the drug payload,
but to successfully deliver that payload, the attack
with the dart must get at least one net hit against an
unarmored target or three net hits against a target with
armor. This is an injection vector toxin attack.

p409 SR5 core rulebook

When a toxin comes into play, note its Speed to determine
when it takes effect. At the end of the appropriate
Combat Turn, the victim makes a Toxin Resistance Test
to see if the toxin takes effect. This test uses Body +
Willpower + the rating of any protective gear/systems;
each hit reduces the toxin’s Power by 1 point. If the
Power is reduced to zero, the toxic substance takes no
effect; otherwise, apply the effect depending on the
remaining Power level.

House Clarifications:

  • For injection vector toxins, armor is included as “protective gear” in addition to any bio/cyberware or spells that may increase your armor value or resistance to toxins.
  • If a target is not wearing full-body armor, you may remove any worn armor from the toxin resist test dice pool by succeeding in a called shot for your attack to aim for an unarmored area. This is only for injection vector attacks. Any arcane, innate, and/or cyber/bioware armor bonuses are unaffected by a called shot in this instance.

Hardened Armor

p397 SR5E Core Rulebook

Hardened Armor
Type: P Action: Auto
Range: Self Duration: Always
There’s Armor, and then there’s Armor. This is the latter. This power provides its rating in Armor, and functions just like the Armor power. It differs from the Armor power as follows:

If the modified Damage Value of an attack is less than the Hardened Armor rating (modified by AP), the attack does no damage. Don’t make a Damage Resistance test for the critter; it might not even notice the attack was made in the first place.

If the modified Damage Value of an attack is greater than the Hardened Armor rating (modified by AP),
then perform a Damage Resistance test for the critter as normal. Additionally, half of the Hardened Armor rating (modified by AP, rounded up) counts as automatic extra hits on this test.


Surprise (SR5E Core p192-194)

  • Surprise Tests
    To resolve surprise situations, all participants must
    make a Surprise Test, rolling Reaction + Intuition (3).
    Characters who have been alerted in some way receive
    a +3 dice pool modifier on this test. Surprise Tests do
    not have a Limit. Success means individuals get to act
    normally. Failure means characters lose 10 from their
    Initiative Score (either when Initiative is rolled or immediately
    if it occurs in the middle of the Combat Turn)
    and they are considered surprised until their next Action
    Phase. Surprised characters get no Defense Test when
    attacked. This can be avoided by spending a point of
    Edge to avoid surprise. They still lose the Initiative Score
    points, but they can at least use their defense rolls.
    Characters who glitch on their Surprise tests may
    still react appropriately, but they startle in some way,
    such as jumping, knocking into something, or dropping
    something they were holding. The gamemaster
    determines the exact effect of the glitch.
    A critical glitch on a Surprise Test means the
    character is completely stunned and does not act for the
    first Action Phase. If they are able to enter combat after
    that, they receive a –10 penalty for failing the Surprise
    Test, as well as the –10 penalty for entering combat in
    the middle of the fight.
  • Ambushing
    Characters who plan an ambush and delay their actions
    while they lie in wait for the arrival or appearance of their
    targets receive a +6 dice pool modifier on the Surprise Test. Ambushing characters are automatically not surprised
    by the characters they are ambushing—assuming
    they are aware of the movement and actions of their
    target(s), such as an ambush on open terrain. If the ambusher
    is unaware of his prey’s activities (for example,
    he is waiting for someone to enter the room, waiting for
    the target to exit a bank, watching for a spirit to materialize,
    etc.), the ambusher still receives the +6 modifier,
    but he must check for surprise as well, as he may not be
    ready or may be temporarily distracted when the target
    comes into sight.
    Note that if an ambushed character manages to
    come through the Initiative roll with a higher score than
    those who set the ambush, they can get the drop on
    their ambushes and act first.
  • Surprise in Combat
    Surprise may also occur within a combat that has already
    started. A runner team may, for example, get chased
    into an alley where a pack of barghests are happily dining
    on their latest victim. Whenever new characters are unexpectedly introduced to a combat situation, the gamemaster should order a Surprise Test for all characters,
    both those already engaged in combat and the ones just
    entering. If any characters are surprised, adjust Initiative
    Scores, return to the regular Combat Turn, and remember
    that surprised characters cannot make defense rolls
    during this Action Phase.
  • Effects of Surprise
    Characters who are surprised cannot take any actions
    that directly affect, impede, or counteract characters
    who are not surprised. This means surprised characters
    cannot attack the non-surprised characters, nor can
    they dodge or defend against attacks from those characters;
    the surprised character cannot react to the other
    characters’ actions in any way. The surprised character
    can, however, carry out other actions that are not specifically
    directed at any surprising characters, such as
    dropping prone or readying a weapon (but not firing it).
    Note that this affects would-be friendly actions, too.
    A character caught in an ambush situation may not react
    to his friend’s warning to duck, for example, if they failed
    their Surprise Test.

Subduing (SR5E Core p195)
Sometimes, characters need to subdue an opponent
without beating them into unconsciousness. To do so,
the attacker must engage in subduing combat.
To subdue a character, resolve melee combat normally
using the Unarmed Combat skill. If the attacker
successfully hits, compare his Strength + net hits to the
defender’s Physical limit. If the attacker’s total exceeds
the defender’s Physical limit, the attacker grapples and
immobilizes the defender. This subduing attack causes
no damage to the defender.
To break out of the lock, the defender must take a
Complex Action and succeed in an Unarmed Combat
+ Strength [Physical] Test with a threshold equal to the
net hits scored on the attacker’s original grappling test.
Otherwise the defender remains subdued and cannot
take any actions requiring physical movement. Consider
the subdued character to be prone for any attacks made
against him. The grappling character does not need to
make any tests to maintain the grapple, but he must
spend a Complex Action on each of his Action Phases to
hold the position. The grappler may also choose to do
one of the following on each Complex Action he spends
to maintain the grapple:

• Make an additional Unarmed Combat Attack Test
to get a better grip. The defender opposes as normal.
The attacker gets the Superior Position bonus
(+2). If the attacker scores more hits, the net
hits are added to his previous grappling net hits,
making it harder for the defender to break free. If
the defender scores more hits, however, reduce
the attacker’s net hits by the defender’s net hits to
show how the attacker’s grip is slipping.

• Inflict Stun Damage on the character with a
Damage Value equal to his Strength. This requires
no test, but the defender resists it as normal.
Armor applies.

• Knock the defender down, following the rules
for Called Shots. The attacker gets the Superior
Position bonus (+2).


Knockdown (SR5E Core p194)
Characters who take damage may be knocked down by
the attack or its staggering effects. If a character takes
a number of boxes of damage (Stun or Physical, after
a Damage Resistance Test) from a single attack that
exceed his Physical limit, then the attack automatically
knocks him down (this acts as a forced, free Drop Prone
action). Any character who takes 10 or more boxes of
damage after a Resistance Test in a single attack is always
knocked down.
Certain less-than-lethal weapons are specifically designed
to knock a target down. Gel rounds, for example,
reduce the Physical limit of a character by 2 when comparing
it to the DV to determine knockdown.
A character making a melee attack may attempt to
intentionally knock his opponent to the ground at a -4d penalty.

Where to Find Specific Rules

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