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Shadowrun 6E Roll resolution cheat sheet

A 1-page summary of how to resolve rolls. At-the-table reference for Shadowrun 6th Edition.

Shadowrun 6E resolves everything with d6 dice pools: Attribute + Skill, count 5s and 6s as hits, compare to a threshold. Edge bends the odds, glitches complicate them.

Core mechanic
Pool
Attribute + Skill (+ modifiers)
Hit
Each die showing 5 or 6
Success
Hits ≥ threshold
Glitch
More than half the dice show 1s: complication
Critical glitch
Glitch with 0 hits: catastrophic failure
Opposed tests
  • Both sides roll their pool. Higher net hits wins.
  • Tie goes to the defender (or status quo).
  • Common: attack vs defense, con vs Judge Intentions, stealth vs Perception.
Extended tests
  • Roll repeatedly until you accumulate enough hits (threshold) or run out of attempts.
  • Each roll after the first reduces the pool by 1 die (fatigue/diminishing returns).
  • Interval between rolls varies by task (minutes for research, hours for repair, days for design).
Threshold reference
Easy
1 hit
Average
2 hits
Hard
3 hits
Very hard
4 hits
Extreme
5-6 hits
Common mistakes
  • 6E dropped Limits: combat resolves as an opposed test (net hits add to damage), with Attack Rating vs Defense Rating deciding Edge only. Other tests compare hits to a threshold.
  • Glitch check is based on total dice rolled, not dice after removing hits.
  • Extended test pool shrinks each iteration: plan for it or the test becomes impossible.

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