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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.