Initiative Passes
Roll, act, repeat—every runner gets their shot before the next pass begins.
Initiative Passes are the core combat-resolution structure in the Shadowrun franchise, originating in the d6 tabletop role-playing system and adapted into its video game titles. In the tabletop, a combat turn is divided into sequential passes in which each combatant—runner, corpo guard, or spirit—acts once in order of their rolled initiative value. This simple loop gives every participant a guaranteed window to react, shoot, cast, or hack, making encounters feel like a choreographed exchange rather than a single burst of simultaneous actions.
In the video game adaptations, the pass structure is reinterpreted to fit the medium: Shadowrun: Hong Kong (2011) presents it as a discrete turn-based sequence where the player selects an action for each character in initiative order, while Shadowrun: Dragonfall (2014, Harebrained Schemes) shifts to a real-time-with-pause model that still respects the underlying principle of staggered, ordered actions within a shared beat.
- Mechanic type
- Combat turn structure
- Base system
- d6 (Shadowrun tabletop RPG)
- Setting genre
- Cyberpunk with magic (mages, spirits, cyberware)
- Player characters
- Runners (mercenary operatives)
- Video game adaptation (turn-based)
- Shadowrun: Hong Kong (2011)
- Video game adaptation (real-time/pause)
- Shadowrun: Dragonfall (2014)
- Key modifier attribute
- Reaction (and Edge)
Lore & Background
In the sprawl, where a single mis-timed bullet can end a contract before it begins, the Shadowrun system encodes a brutal truth: the fastest mind on the field acts first. The initiative pass was designed to mirror the split-second calculus a real runner makes in a neon-lit warehouse or a corporate lobby—do I shoot, do I hack, do I throw a fireball at the security drone?—while still guaranteeing that no single combatant is locked out of the exchange. A mage with a low Reaction score still gets a pass; a cyber-augmented street samurai with a boosted Reflexes rating simply gets to act earlier in the sequence.
The pass structure also carries the franchise's signature blend of genres. A single turn might see a decker jack into the Matrix and run a trace, a samurai unload a shotgun, and a shaman call down a Spirit of Fire—all within the same pass, all ordered by their rolled initiative. This interleaving of cyberpunk tech and high-fantasy magic in a single mechanical loop is something few other systems attempt, and it is what makes a Shadowrun combat encounter feel like a heist gone sideways in a world where both a .50 cal and a lightning bolt are standard-issue.
In the video game translations, the pass is preserved as a design philosophy even when the input model changes. Shadowrun: Hong Kong lets the player queue actions for each team member in initiative order, reinforcing the tabletop rhythm. Shadowrun: Dragonfall replaces the discrete pass with a pausable real-time flow, but the staggered action windows and the emphasis on positioning before you commit to a shot still echo the original pass-based design.
In Their Own Story
The rain on the Seattle waterfront tasted like copper and ozone. Kira checked her initiative roll—four, plus Reaction, plus Edge. She'd be third. Behind her, the corpo's security team fanned out across the loading dock, their cybernetic eyes glowing amber in the sodium light. The shaman muttered a word in a language older than the city, and the air between them started to smell of sulfur.
"Pass one," the GM said, and the world held its breath. The decker went first, fingers already dancing over a comm deck, a trace blooming in the Matrix like a crack in glass. Then the samurai, shotgun barking, a round punching through a guard's chest-plate. Kira moved third—slide, two shots, the third guard dropping. The shaman's spirit roared last, a wall of green flame swallowing the dock's edge.
Pass two. The rain kept falling. Nobody was done yet.
Reader's Guide
At the start of each combat turn, every combatant rolls for initiative: a d6 plus their relevant attribute (typically Reaction) plus Edge. The results are sorted from highest to lowest, establishing the action order for that turn. Each combatant then takes one action during their pass—shooting, casting a spell, running a Matrix program, making a melee strike, or taking a free action like drawing a weapon or moving.
Key rules and modifiers: A character who is flat-footed (surprised) may lose their first pass. Some actions, like a mage's sustained spell or a decker's complex action, can span multiple passes, locking the character into that task. Edge can be spent to re-roll initiative. In the tabletop, a combatant who is knocked out or otherwise incapacitated simply skips their pass for the remainder of the turn.
Common strategies revolve around initiative order manipulation. A runner team will often position a decker to act first (high Reaction or a Matrix-boosting program) to apply a trace or a stun before the enemy's pass, then follow up with a samurai's burst of gunfire. Mages and shamans benefit from acting later in the pass, letting the enemy commit to a position before a area-of-effect spell or spirit strike lands.
What distinguishes this from other d6 or cyberpunk TTRPGs is the interleaving of radically different action types within a single ordered sequence. In a pure cyberpunk system, everyone is shooting or hacking. In a pure fantasy system, everyone is casting or swinging. Shadowrun forces a decker, a gunfighter, and a shaman into the same pass, and the initiative order determines who gets to set the terms before the others react. That tension—the mage waiting for the samurai to fire so the spirit can intercept the round, the decker racing the enemy's trace—gives the pass structure its distinctive, genre-blending rhythm.
Did You Know?
- The initiative pass structure means a low-Reaction shaman and a high-Reaction cyber-samurai are in the same combat exchange; the samurai simply acts first, giving the mage a tactical window to react rather than a free sh
- In Shadowrun: Dragonfall, the discrete pass is replaced by a real-time pause system, but the design team at Harebrained Schemes has noted the staggered-action philosophy of the tabletop pass still informs how abilities a
- Because Edge can be spent to re-roll initiative, a runner with a high Edge rating can effectively 'buy' a better position in the pass order, making Edge one of the most tactically versatile attributes in the system.
- The pass structure allows a single turn to interleave Matrix hacking, gunfire, and spellcasting in a fixed order, a design choice that has no direct parallel in most other cyberpunk or d6-based tabletop systems.
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