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Objects in the context of these rules are generally any entity in the game that is not a character. So while an earth element spirit may resemble a rock, it is not an object. Though a tree may be alive, it isn’t a character and is therefore an object.
To reduce overhead on the GM, objects do not have statistics like characters do. Instead, objects will typically only ever have two values you need concern yourself with: AV and Health.
Armor Value (AV)
All objects have inherent hardness or resistance to induced forces. This natural resistance is accounted for by an AV. Object AV works identically to that of armor. It has three values, each applicable to one of the three types of damage, and damage applied to the object is reduced by these values normally. Unlike most characters, objects may have arbitrarily set modifiers to some of their AVs. For example, paper might have a very low energy AV, but it is very resistant to electricity damage.
An object’s AV is ultimately based on the elements of its construction. Compound objects will typically incorporate some averaging between the sum of their materials, but often the most common material will define the object’s base AV.
Lastly, an object’s rating (if any) adds to the object’s total AV.
|Soft Metals||3 / 3 / 8||Soft Minerals||1 / 2 / 2||Rubber||16 / 3 / 4||Textiles||1 / 1 / 1|
|Hard Metals||6 / 10 / 10||Hard Minerals||3 / 6 / 6||Light Plastics||12 / 2 / 2||Drywall||1 / 1 / 2|
|Soft Alloys||4 / 3 / 8||Concrete||6 / 10 / 10||Heavy Plastics||18 / 3 / 6||Glass||1 / 4 / 4|
|Hard Alloys||10 / 16 / 12||Soft Gems||8 / 12 / 12||Carbonates||24 / 6 / 10||Softwoods||5 / 2 / 2|
|Hard Gems||20 / 24 / 24||Hardwoods||7 / 3 / 3|
|Diamond||28 / 32 / 32|
Objects do not have a Body or Willpower attribute. Further, objects do not treat light and critical damage differently; damage is damage. As such, objects have only one health track, which has a more arbitrary number of boxes than characters. The number of health boxes an object has is based on three factors: size, quality, and complexity.
Objects start with 1 to 8 boxes of health based on their size within a single space—the more of a space an object fills, the more boxes it starts with. Size factors into health only because the larger something is, the more that must be damaged before the object is effectively destroyed.
Large objects, which effectivly means anything larger than a single space, are subdivided into spaces to determine their overall health. This is largely to avoid astronomical health figures as one might expect a tall tree or a building to possess. Rather, the destruction of key spaces within a large object may result in its overall destruction, such as cutting the base of a tree or eliminating the supports of a building. After all, one can’t expect to attack the corner of a building on the sidewalk using a hatchet and expect to topple it.
This does mean that larger objects are more likely to be partially destroyed when segments of their construction are destroyed, but others are not. Area effect attacks, namely explosions, are often a shadowrunner’s best bet at accomplishing large-scale destruction in one attack.
Density: The number of boxes granted by size may be influenced by density. Although density is more reflected in hardness, anything with as much or more density as stone (such as granite) often has its health boxes from size doubled. Thus, a block of wood has half the health as the same-size block of steel when comparing only boxes granted by size.
The quality of an object is simply determined by its rating. A higher quality object will very often possess more health. As such, an object adds its rating to the total number of health boxes it possesses.
This measures the dependency on the object for functional, moving parts or separation of mechanisms. The more complex an object is, the less health it possesses. Rather than adding boxes of health, complexity applies a multiplier to an object’s final health track. Objects composed essentially of a singular substance or that have no dependency on sophisticated design have a multiplier of 1, meaning that these objects do not have health based on complexity. Objects very dependent on moving parts or sophisticated mechanisms (such as electronics) can have a multiplier as low as 0.25.
Some objects, particularly with heavy machinery, may have different components varying in complexity. Generally, any time a difference in complexity would affect health, the separate components would be treated as different objects. For example, an automated turret may include both a mounted gun and a sensor-equipped computer to target with. Because of the difference in complexity, the electronic component would be treated as a separate object from the turret itself.
Reminder: The rules for objects apply only to those things that have no defined statistics. While this example of an automated turret may imply similarity to drones, drones typically utilize statistics to determine their armor and health and thus do not subdivide their components when determining functionality.
When your attack hits an object, it resists the damage as a character does. First, it subtracts its applicable AV from the attack’s modified DV. Then a damage resistance test is rolled. An object’s damage resistance test has a dice pool equal to its current health and ignores wound modifiers. Any hits scored on this test, as with normal resistance tests, further reduces the damage taken by 1. After this test, damage is then applied to the object.
As an object becomes damaged, it is subject to wound modifiers just like characters. Often, an object’s wound modifiers will only manifest when the damaged object is used by a character, in which case the object’s wound modifiers stack with the character’s wound modifiers. Naturally, an object’s wound modifiers only apply to tests that depend on the object’s use.
An object can become Disabled, regardless of its current health. Apply wound modifiers to a test before halving the dice pool due to this status. Like characters, a Disabled object can overcome this status from repair. The type of object determines the technical skill used, but that skill test essentially acts as the object’s status resistance test. Objects otherwise can’t overcome status on their own (though the GM may make exceptions for living objects).
Reducing an object’s current health to 0 boxes doesn’t mean that the matter constituting the object is completely erased from existence. In most cases, the object will just be treated as a new object with a x1 complexity modifier and slightly less size than before. Essentially, it becomes a broken version of itself. The object is really only destroyed when it gains overflow damage greater than the sum of its AV plus its total health boxes. At this point, the item either shatters or has been deteriorated to such tiny, miniscule fragments that they no longer bear any resemblance to the original object.
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