Multiple Actions in a
Round
For every additional action, the
character suffers a -1D to all actions taken that round.
Under normal conditions, a character can take a maximum of 5
actions per round (with a cumulative penalty of -5D to all
actions). Some skills (such as Multitasking or the Matrix Skill Speed) allow for more actions per round with
reduced penalties.
Any additional actions are considered to be taken in the second segment of the round. Thus, all first actions (by everyone acting in the round) are resolved in the first part of a round and any extra actions are resolved afterwards. Who acts first in a round depends upon Initiative (see above).
Example: Rom is in combat again. He decides he will take two actions: 1 attack and he will Dodge. He will be -1D to both actions.
Reacting
Occasionally, a character will need to
react to something that has occurred during a round. If the
character has already acted in the round, the reaction skill is
at -1D for being a reaction and -1D for each action already taken
in the round.
Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction Skills to avoid damage.
If a Reaction Skill is used while defending from an attack, the dice roll becomes the difficulty the attacker must overcome to be successful, even if the reaction skill roll is lower than the original difficulty of the attack!
Example: Rom is in combat and has already acted once this round. Suddenly, someone shoots at him and he attempts to Dodge. His Dodge skill is normally 4D, but since he has already acted, it is now 2D (-1D for having already acted and -1D for being a Reaction Skill). The shooter's base difficulty was 10. Rom rolls 2 dice and gets a result of 7. The shooter only needs a 7 or better to hit Rom.
Full Reactions
If the character decides that the only
action she will take in a round is to react, then her Reaction
skill roll is attempted with full dice and the result is added to
the attacker's difficulty.
Example: Myriad knows someone is shooting at her from a rooftop. She decides that all she will do this round it Dodge. She rolls her full 4D for Dodge gets 15. The shooter must now roll higher than 10 (standard difficulty) + 15 = 25 in order to hit her!
Applying Reactions to the
Entire Round
Dodge rolls apply to all ranged attacks
in a round. Thus a character need only Dodge once to
attempt to avoid attackers using guns, thrown weapons or
grenades.
Parry rolls must be made for every
attack! Thus, in close combat, if a character is punched
four times, he must either attempt four parries using his
Brawling or Martial Arts skill or be take the damage!
Ranged
combat difficulty targets:
| Range | Difficulty |
| Point Blank | Very Easy (1-5) |
| Short | Easy (6-10) |
| Medium | Moderate (11-15) |
| Long | Difficult (16-20) |
| Extreme | Very Difficult to Heroic (20+) |
Shooting at Multiple
Targets
Characters may choose to aim at more
than one target in a given round. If they do so, they
suffer a cumulative -1D when shooting at each target beyond the
first.
Example 1: Inside the Matrix, Myriad is cornered by two police officers bent on taking her down. She is armed with a pistol that allows her to fire three times in a round. She can either shoot at one without a penalty or attempt to shoot at both. She decides to fire once at both of her attackers. Her total dice penalty is -1D to the first shot (the penalty for taking multiple actions) and -2D to the second shot (the penalty for multiple actions + the second target penalty).
Example 2: Myriad is cornered again, this time by three thugs. She decides to fire once at each (3 actions, 2 additional targets). She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -4D to the third!
Spraying Bullets
Some weapons, such as fully automatic
machine guns, allow the bearer to spray bullets at an
enemy. This has a variety of advantages and disadvantages:
| Advantage | Disadvantage |
| Shooter gets +1D to hit and does not suffer any penalties for aiming at multiple targets in a round. | The shooter may potentially hit anyone in the direction in which he is pointing the gun (including allies and innocents). If the shooter is trying to avoid hitting a friendly target, add 15 to the difficulty number to hit. If the shooter rolls less than 15 over the standard difficulty (dependent on range) , he hits the friendly target as well. Roll damage normally. |
| Uses ammunition more quickly. | |
| If the attack is successful, roll one less die for damage. |
Using two guns at once:
| Advantage | Disadvantage |
| Shooter does not suffer any penalties for shooting at more than one target in a round without declaring a "Spraying" action (see Spraying Bullets below). | Shooting a second weapon counts as an action (resulting in an additional -1D to each action in the round). |
| Both first shots are fired in the first segment of the round (if one gun is shot twice, the second shot is considered to go off in the last part of the round, after all other first attacks have been resolved. | Shooter suffers an additional -1D to any shot taken with his or her "off" hand. |
| Permits the character to fire the maximum number of bullets from both guns in a round (thus, is a shooter is using two pistols which may fire 3 times in a round, she can shoot 6 times total in the round). | If someone using two guns stops to reload, they must take an additional action to stow one gun while the other is reloaded. There is no additional action if the "extra" gun is thrown away. |
SCALE
Scale represents the differences between
small targets (such as Characters) and large, fortified
structures (such as aircraft carriers and buildings).
When targets of the same size are shooting at each other, ignore
scale modifiers. When targets are of different scales, add
the Dice modifier (presented below) to the rolls as follows:
| Scales | Tiny | Small | Character | Car | Tank | Aircraft | Capital | Superstructure |
| Tiny | 0D | 2D | 4D | 6D | 8D | 10D | 16D | 28D |
| Small | 0D | 2D | 4D | 6D | 8D | 14D | 26D | |
| Character | 0D | 2D | 4D | 6D | 12D | 24D | ||
| Car | 0D | 2D | 4D | 10D | 22D | |||
| Tank | 0D | 2D | 8D | 20D | ||||
| Aircraft | 0D | 6D | 18D | |||||
| Capital | 0D | 12D | ||||||
| Superstructure | 0D |
A number of factors can affect a character's chances to succeed in combat. Smoke may obstruct a target, oil on the floor may make dodging more difficult, etc. Following are a number of modifiers Game Masters may choose to apply in the game.
| Cover | Modifier |
| Light Smoke | +1D |
| Thick Smoke | +2D |
| Very Thick Smoke | +4D |
| Poor Light | +1D |
| Moonlight | +2D |
| Complete Darkness | +4D |
Characters can also hide behind objects, such as walls and vehicles, which provide protection against attack. Add the following modifiers depending on how much of the target is covered.
| Target is | Modifier |
| 1/4 covered | +1D |
| 1/2 covered | +2D |
| 3/4 covered | +4D |
| Fully covered | If cover provides protection, attacker cannot hit target directly. Damage is absorbed by the item giving protection, until it's Body rating is depleted (see Protection below). |
| Sample Protection | Body Strength |
| Flimsy wooden door | 1D |
| Standard wooden door | 2D |
| Standard metal door | 3D |
| Reinforced door | 4D |
| Blast door | 6D |
If the damage roll is lower than the Body Strength roll, the protection is not damaged at all and the target character suffers no damage. If the damage roll is equal to or greater than the protection's Body Strength roll, find the difference on the chart below to see how badly the protection is damage.
| Damage
Roll = Body Strength Roll by: |
Protection is: |
| 0-3 | Not seriously damaged |
| 4-8 | Lightly damaged |
| 9-12 | Heavily damaged |
| 13-15 | Severely damaged |
| 16+ | Destroyed |
A character behind protection may suffer some damaged depending upon how badly his protection is damaged. Subtract dice from the attack's damage based on the chart below.
| Protection is: | Reduce weapon's damage by: |
| Not seriously damaged | Character is completely protected |
| Lightly damaged | -4D |
| Heavily damaged | -2D |
| Severely damaged | -1D |
| Destroyed | Character suffers full damage. |
Hand-to-Hand Combat
Striking:
The standard difficulty to hit with
Brawling roll is Very Easy (5). Damage is equal to the
character's strength roll.
The standard difficulty to hit with Martial Arts is Easy (10), resulting in damage equal to the character's strength. A fighter skilled in Martial Arts may attempt more complicated maneuvers to render more damage, but must roll against a higher difficulty number to hit.
Blocking:
Character's may attempt to block an
attack using their Brawling or Martial Arts skills. Players
must declare they will be attempting to block before the attack
occurs. If they do not, they suffer an additional -1D when
attempting to block.
Example: Rom is in a fight with a street thug. He decides to strike but forgets to "hold an action" in case he needs to block. The thug takes a swing and Rom decides he had better try to block. He must roll Martial Arts at -2D. If his blocking roll is higher than the Thug's attack roll, he will have parried the blow. If not, he may take damage.
Example: Somewhat bruised from last round, Rom decides he will hold an action this round in case he needs to block. This means he is -1D to both his attack and blocking roll.
An unarmed character may not attempt
to block an attacker with a weapon without a special Martial Arts
move.
Melee Combat
Melee Combat is handled much the same
way Unarmed Combat is, except that the characters involved use
Melee Combat and are armed with handheld weapons.
A character armed with a weapon may use it to block an unarmed assailant.
Damage
When an attacker successfully hits his
target, he rolls the appropriate number of dice to designate
damage. Ranged weapons do a set amount (e.g. a Heavy Pistol
does 5D damage). Melee weapons do the attacker's Strength +
XD, where X depends on the weapon (e.g. a knife does STR + 1D
damage).
The targeted character
then rolls his Strength dice and adds any armor value, if armor
is worn. If the target's strength roll is greater than the
attacker's roll, the she had resisted the damage. If not,
consult the table below for results:
| Damage
Roll = Strength Roll by: |
Effect | Description |
| 0-3 | Stunned | Character suffers a -1D to all skill and attribute dice for the rest of the round and the next. If a character suffers a number of stuns equal to her strength, she falls unconscious for 1d6 minutes. |
| 4-8 | Wounded | Characters fall prone and can take no actions for the rest of the round. The character suffers a -1D to all skills and attributes until healed. A character who is wounded a second time is Wounded Twice (suffers -2D to all actions until healed). A character who is Wounded a third time is Incapacitated. |
| 9-12 | Incapacitated | An incapacitated character falls prone and is knocked unconscious for 10D minutes. The character can't do anything until healed. An Incapacitated character who is Wounded or Incapacitated again is Mortally Wounded. |
| 13-15 | Mortally Wounded | Falls prone, is unconscious and will remain that way until healed. At the end of each round the character is unconscious, roll 2D. If the number rolled is less than the number of rounds that the character has been mortally wounded, the character dies. A Mortally Wounded character who is Wounded or worse again, is Killed. |
| 16+ | Killed. | Instantly killed. There are rumors of dead hackers rising again within a few seconds of being killed, but most say it's only legend. |
HEALING
Characters can heal in a variety of
ways, but the three most common methods are natural healing,
first aid kits, and medical bays (or medlabs).
Natural Healing:
A character can heal naturally, but this
process is both slower and riskier than getting medical
care. The character must rest a specified amount of time
and then can make a healing roll: the character's full
Strength to see if the character heals.
Healing characters can do virtually nothing but rest. A character who tried to work, exercise or adventure must subtract -1D from his Strength when he makes his healing roll. Any character who opts to "take it easy" and do virtually nothing for twice the necessary time may add +1D to his Strength to heal.
A Wounded character
must rest for three standard days before rolling to heal:
| Strength Roll | Result |
| 2-4 | Character worsens to Wounded Twice. |
| 5-6 | Character remains Wounded. |
| 7+ | Character is fully healed. |
A character who is Wounded Twice must rest for three days before rolling to heal:
| Strength Roll | Result |
| 2-4 | Character worsens to Incapacitate. |
| 5-6 | Character remains Wounded Twice. |
| 7+ | Character improves to Wounded. |
Incapacitated characters must rest for two weeks before making a healing roll:
| Strength Roll | Results |
| 2-6 | Characters worsen to Mortally Wounded. |
| 7-8 | Character remains Incapacitated. |
| 9+ | Character improves to Wounded Twice. |
Mortally Wounded characters must rest for one month (30 monthly days) before making a healing roll.
| Strength Roll | Results |
| 2-6 | Character dies. |
| 7-8 | Character remains Mortally Wounded. |
| 9+ | Character improves to Incapacitated. |
First
Aid Kits/Medpacs
First Aid kits usually have bandages,
antiseptics, anti-inflammatories, painkillers and other
lightweight medical supplies. A standard kit can be used
two times before needing to be restocked.
A First Aid roll is
required to use a First Aid kit (or medpac). The difficulty
depends on the severity of the patient's injury:
| Degree of Injury | Difficulty |
| Stunned, unconscious | Very Easy |
| Wounded or Wounded Twice | Easy |
| Incapacitated | Moderate |
| Mortally Wounded | Difficult |
| Killed | Impossible (must be attempted the round after the patient has been killed. |
If the First Aid roll is successful, the patient heals one level. Stunned and Wounded characters are fully healed. Wounded Twice are Wounded. Incapacitated are Wounded Twice. Mortally Wounded are Incapacitated.
If the First Aid roll is unsuccessful, the character's condition remains the same. If the First Aid roll misses the difficulty by more than 10 points, the patient remains the same and another First Aid roll cannot be made for another 24 hours.
Multiple First Aid attempts can be made on a patient within a single day, but the First Aid difficulty increases one level for each additional use.
Medical
Bays/Medlabs/Emergency Rooms
In the real world, Zion and Hoverships
have extensive medical facilities (much of the technology has
been stolen from the Machines' cloning facilities). In the
Matrix, there exist hospitals and emergency rooms where
characters may go seeking medical care.
To use these
facilities, a character must have the Medicine (A) skill.
| Degree of Injury | Difficulty and Time |
| Wounded | Very Easy with 1D hours of care. |
| Incapacitated | Easy with 4D hours of care. |
| Mortally Wounded | Moderate with 1D days. |
| Killed | Unearthly with 10D days. |