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Patrol Officer[]

The patrol officer is the cop on the beat and is usually the first to arrive on the scene of a crime. Knight Errant patrol officers, military police (in the Fort Lewis area) and Metroplex Guard officers use the Ares Predator rather than the Thunderbolt. Military police officers have Military Etiquette only.

B Q S C I W E   R
4 4 4 2 3 4 5.1 3

Initiative: 3 + 1D6

Karma Pool/Professional Rating: 2/2

Active Skills: Car 3, Clubs 2 (Stun Baton 4), Etiquette 2 (Corporate 3, Street 4), Pistols 3 (Ruger Thunderbolt 5), Unarmed Combat 3

Knowledge Skills: City Law 4, Police Procedure 5, Psychology 1

Cyberware: Commlink (Rating 3), Radio (Rating 3)

Detective[]

Usually not the first on the crime scene, the detective handles investigations over the long haul. He or she is also the cop involved in undercover stings against smugglers and dealers. Detectives will respond to firefights as part of the Reinforcements unit.

B Q S C I W E   R
3 4 4 4 5 5 5.1 4

Initiative: 4 + 1D6

Karma Pool/Professional Rating: 3/3

Active Skills: Clubs 2 (Stun Baton 4), Car 2, Computer 3, Electronics 3, Etiquette 4 (Corporate 5, Street 6), Pistols 3 (Ruger Thunderbolt 4), Interrogation 4, Negotiation 3, Unarmed Combat 3

Knowledge Skills: City Law 6, Police Procedure 6, Psychology 4, Sociology 2

Contacts: Detectives will have a minimum of D6 + 6 street contacts.

Cyberware: Commlink (Rating 3), Radio (Rating 3)

Magician Officer[]

The combat mage protects his fellow cops from magical opposition by any means necessary. A security mage also supports fellow officers, but generally avoids lethal force in favor of spells that immobilize or incapacitate. Both types of magicians also use dispelling actively and aggressively in order to stop other mages from casting spells.

B Q S C I W E M R
3 5 3 3 6 5 6 6 5

Initiative: 7 + 1D6

Karma Pool/Professional Rating: 3/3

Active Skills: Aura Reading 4, Clubs 2, Conjuring 5, Etiquette 2 (Corporate 3, Street 3, Magic 4), Pistols 2, Sorcery 6, Unarmed Combat 2

Knowledge Skills: City Law 6, Magical Theory 3, Police Procedure 6

Gear: Power Focus (Rating 2), Sustaining Focus (Rating 3, Armor spell), Transceiver (Rating 3)

Spells: Analyze Truth*, Armor 3, Clairaudience*, Clairvoyance 4, Clout 4, Combat Sense 4, Confusion 4, Control Actions*, Control Emotions 3, Control Thoughts*, Detect Enemies 2, Increase Reaction 3, Influence 3, Manaball 3, Manabolt 3, Mind Probe*

-* The use of these spells has legal ramifications and they are used by law enforcement officers only with special permission or in extraordinary situations; what constitutes an extraordinary situation is very clearly defined. Magician officers may have any one of these spells and must get approval from the elite officer onsite or from headquarters before using them.

Elite Officer[]

The elite officer is one of the best in his company. He’s the man or woman in charge of responding to those really significant conflicts that can erupt at any time in the sprawl. Highly trained, they are the pride of the Star. Elite officers can be riggers, magicians or detectives when not in combat duty.

(MATT: statystyki do Trzeciej Edycji):

B Q S C I W E   R
5 6 5 3 4 4 2.6 5(7)

Initiative: 7 + 2D6

Karma Pool/Professional Rating: 4/4

Active Skills: Assault Rifles 5, Athletics 4, Car 2, Clubs 6 (Stun Baton 7), Etiquette 3 (Corporate 4, Military 5, Street 4), Pistols 5 (Ruger Thunderbolt 7), Rifles 5, Shotguns 5, Stealth 3, Unarmed Combat 3

Knowledge Skills: City Law 6, Criminal Organization 4, Gang Identification 5, Leadership 4, Lone Star Tactics 6, Military Tactics 4, Police Procedure 6

Cyberware: Smartlink, Wired Reflexes 1, Commlink (Rating 5), Radio (Rating 5)

Gear: Gamemaster should choose the assault rifle and shotgun the character will use.

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