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SR5 Foundry VTT System Wiki

The SR5 system helps simplify and speed up combat encounters with Foundry's combat tracker and SR5-specific combat workflows. This article covers the automation of some of the most common combat actions. For things not addressed by the automation, there are also mechanisms for more ad hoc Testing and Rolls and Action Items.

Combat Tracker

The combat tracker helps keep track of the initiative of all combat participants. See Foundry's Combat Encounter article for the basic functionality of the Combat Tracker.

The game system properly handles SR5's pass-based Combat Turn Sequence[sr 1], reducing each participant's initiative by ten at the end of a Pass and starting a new round when all combatants run out of Action Phases.

A few things to note:

  • If you right click an entry in the combat tracker, you can manually set the initiative value
  • The initiative is calculated based on the characters stats and the selected perception in the char sheet (meatspace, astral, matrix..)
  • GM initiative rolls will either affect only NPCs or all actors (depends on the system setting for it)
  • Should an actor enter combat or reroll initiative after the first initiative pass their resulting score will be reduced
  • If you select full defense or a similiar option, the initiative is automatically reduced
  • Wound penalties will only be applied at the beginning of the next combat round. You have to manually adjust initiative for the current combat round (see above)

Combat Workflow

Tips and Tricks

  • If you are using a weapon or spell with a splash radius, a target symbol will appear in the chat card. Clicking on it will bring up a circle template on the canvas to see who is affected by the spell.

References

Sourcebook