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Shadowrun, Sixth World skill

Close Combat

Close Combat is a skill in Shadowrun, Sixth World: Blades, clubs, unarmed strikes, and everything that happens once the range closes to arm's length.

Last reviewed

Key facts

Attribute
agility

Overview

Close Combat covers knives, swords, batons, monofilament nastiness, and bare hands. In the Sixth World it stays relevant because a lot of runs need silence, and a lot of buildings scan for guns at the door. It is also the answer when someone closes the gap on you. A firearms specialist with no ranks here is in trouble the moment a troll gets a hand on their jacket, and adepts build entire characters on this one skill.

How it works

Linked Attribute: Agility Dice Pool: Agility plus Close Combat, each 5 or 6 on a d6 counting as a hit. Opposed Rolls: Melee is resolved against the defender's own pool rather than a flat threshold, so the attribute behind it matters as much as the ranks. Ratings: 0 to 6 at creation, and a street samurai or adept usually parks 5 or 6 here.

Tips and playstyle

Best for: Adepts, street samurai, and any runner who expects to work inside weapon-scanned buildings. Character concepts: A mystic martial artist, a knife fighter out of the barrens, a bodyguard trained to end things without noise. Synergies: Stealth sets up the approach, Athletics closes the distance, and Strength raises the damage your blade or fist puts through.

Frequently asked questions

Is Close Combat worth points if I carry a gun?

Yes. Quiet kills, weapon-scanned venues, and anyone who reaches you all bypass Firearms entirely.

Do blades and unarmed use the same skill?

Yes. One rating covers blades, clubs, and unarmed, so a single investment answers every melee situation.