Home > Combat Rules > Actions in Combat
Free Actions
Call a Shot
A character may call a shot (aim for a vulnerable portion
of a target) with this Free Action; see Called Shots,
p. 178. This action must be combined with a Fire Weapon,
Throw Weapon, or Melee Attack Action.
Change Linked Device Mode
A character may use a Free Action to activate, deactivate,
or switch the mode on any device that he is linked
to by a direct neural interface through either a wired or
wireless link. This includes activating cyberware, changing
a smartgun’s firing mode, changing
a smartlinked shotgun’s choke, deactivating
thermographic vision, switching
a commlink to hidden mode, turning a
device’s wireless functionality off, and so
on. Note that it takes longer to interact
with some devices, as noted in individual
gear descriptions.
A driver who is rigging the vehicle or has a direct neural
link to it may activate or deactivate various systems
such as sensors, ECM, weapons, and so on as a Free
Action. The driver may also call up a status report to
monitor the position, heading and speed, damage report,
and/or current orders of the vehicle.
Activated sensors, ECM, and ECCM systems come
online at the start of the next Action Phase, even if the
character who activated the system does not have any
actions due to their Initiative Score being 0 or less.
Drop Object
A character may drop a held object as
a Free Action. If he is holding an object
in each hand, he may drop both objects
as a single Free Action. At the gamemasters
discretion, dropped items may
suffer damage from being dropped if
they are fragile or dropped in a hostile
environment.
Drop Prone
A character may kneel or drop prone as a Free Action,
as long as he is not surprised (see Surprise, p. 192). A
character who is surprised may not drop prone.
Eject Smartgun Clip
A character linked to a ready smartgun may use a mental
command to eject the weapon’s clip. It still takes a
separate Simple Action to insert a new, fresh clip (see
Smartgun System, p. 433).
Gesture
A character may communicate with a few quick gestures
as a Free Action. Characters unfamiliar with the
gestures may make an Intuition (2) Test to determine
what the gesture means.
Multiple Attacks
A character may use a Free Action to attack multiple targets
in a single action (see Multiple Attacks, p. 196) by
splitting their dice pool. This action must be combined
with a Fire Weapon Action, Throw Weapon Action, Melee
Attack Action, Reckless Spellcasting, or Cast Spell Action.
Run
Running uses a Free Action and inflicts Running movement
modifiers. Running is any movement that exceeds
the character’s Walking Movement Rate in a single
Combat Turn (see Movement, p. 161).
Speak/Text/Transmit Phrase
One short phrase of verbal communication is a Free
Action. If the character wants to speak more, each additional
phrase or sentence requires a Free Action. The
gamemaster should be careful to control excessive, unrealistic
conversations within the span of a single action
during a 3-second Combat Turn. If the gamemaster and
players prefer more elaborate communications, parameters
should be laid out before the mission begins. Characters
who are equipped to send text messages through
a direct neural interface connection with their commlink
may also send short messages as a Free Action.
Simple Actions
Activate Focus
A character may activate a focus they are carrying with
a Simple Action.
Call Spirit
This action is used to call a spirit that has already been
summoned and placed on standby.
Change Device Mode
A character may use a Simple Action to activate, deactivate,
or change the mode on any device with a simple
switch, a virtual button, or a command from a commlink
or other control device through either a wired or wireless
link. This includes changing a gun’s firing mode, changing
a shotgun’s choke, changing vision systems, switching a
commlink to hidden mode, turning a device’s wireless
functionality off, and so on. It takes longer to interact with
some devices; check individual gear descriptions.
Change Gun Mode
A character holding a ready firearm can change its firing
mode via a Simple Action. If the weapon is a properly
linked smartgun, it costs only a Free Action to change the
mode (see Firearms, p. 424, and Smartgun Systems, p.
433). This includes changing a shotgun’s choke if the gun
does not have a smartgun link (see Shotguns, p. 429).
Command Spirit
Issuing a command to a single spirit or group of spirits
under a summoner’s control is a Simple Action.
Dismiss Spirit
This is the action of freeing a spirit from the summoner’s
control. It does not immediately send the spirit back to its
home plane but instead frees it to do as it chooses.
Fire Bow
Firing a single arrow from a loaded bow is a Simple Action.
To nock a single arrow, the character must use the
Reload Weapon Simple Action.
Fire Full-Auto Weapon (6 Bullets)
A character may fire a readied firearm in Full-Auto fire
mode via a Simple Action(see Firearms, p. 424). If a
character has one weapon in each hand, he may fire once
with each weapon by adding a Multiple Attacks Free Action
(see Multiple Attacks, p. 196). Off-hand modifier
applies (see Attacker Using Off-Hand Weapon, p. 178).
When fired as a Simple Action, Full-Auto uses 6 bullets.
Remember the effects of cumulative recoil when using
these fire modes. And good fragging luck!
Fire Gun
A character may fire a readied firearm in Semi-Automatic,
Single-Shot, Burst-Fire, or Fully-Auto mode via
a Simple Action (see Firearms, p. 424) but may not
take any other attack actions in the same Action Phase.
If a character has one weapon in each hand, he may
fire once with each weapon by adding a Multiple Attacks
Free Action (see Multiple Attacks, p. 96); the offhand
modifier applies (see Attacking Using Off-Hand
Weapon, p. 178). When taken as Simple Actions, Burst
Fire fires 3 bullets, while Full-Auto fires 6 bullets.
Insert Clip
A character may insert a fresh clip into a ready firearm
by taking a Simple Action, but only if he has first removed
the previous clip (see Remove Clip, p. 166, and
Reloading Weapons, p. 163).
Observe in Detail
A character may make a detailed observation by taking
a Simple Action. This allows a Perception Test (see Using
Perception, p. 135).
Note that characters should always be able to observe
what is immediately obvious (gamemaster’s discretion,
keeping in mind any perception enhancements
the character may have) without having to spend a Simple
Action and make a Perception Test. For example, a
character might automatically be aware that someone
is running toward him with something in hand; however,
the gamemaster may decide that the character cannot
tell if it is a friend or foe or what is in their hand without
taking an Observe in Detail action.
Pick Up/Put Down Object
A character may pick up an object within reach or put
down one that he was holding as a Simple Action. This
action means care is taken to put the object down or
pick it up. Just dropping an object is a Free Action, but
items that get dropped are more likely to be damaged
than items that are set down.
Quick Draw
A character may attempt to quick-draw a pistol, pistol-
sized weapon, or small throwing weapon and immediately
fire it by using a Quick Draw Simple Action.
For the character to successfully draw the weapon, the
player must make a (Weapon Skill) + Reaction [Physical]
(3) Test. If the weapon is held in a quick-draw holster
(see p. 432), reduce the threshold to 2. If the test
is successful, the character draws the weapon and fires
as a single Simple Action. If the test fails, he clears the
gun but cannot fire with the same action. If he glitches,
the gun is stuck in the holster or dropped, and no more
actions are allowed. On a critical glitch, a drawn blade
may be fumbled out of the character’s reach or a pistol
accidentally fired while still in the holster; the gamemaster
decides the exact nature of the screw-up.
Only properly holstered weapons can be quickdrawn.
They do not have to be in a quick-draw holster,
but they do need to be in a holster or sheath or on a
proper sling to be quick-drawn. Two weapons may be
quick-drawn and fired simultaneously, but the (Weapon
Skill) + Reaction dice pool is split, and off-hand penalties
apply.
Ready Weapon
A character may ready a weapon by spending a Simple
Action. The weapon may be a firearm, melee weapon,
throwing weapon, ranged weapon, or mounted or
vehicular weapon. Readying entails drawing a firearm
from a holster, drawing a throwing or melee weapon
from a sheath, picking up any kind of weapon, or generally
preparing any kind of weapon for use. A weapon
must be ready before it can be used. Weapons not held
in a traditional holster may require a Complex Action to
ready at the gamemaster’s discretion.
A character can ready a number of small throwing
weapons, such as throwing knives or shuriken, equal
to one-half his Agility (round up) per Ready Weapon
action.
Reckless Spellcasting
A spellcaster may use a Simple Action to cast a spell
more quickly, but at the cost of higher Drain. See Step
4: Cast Spell, p. 281.
Remove Clip
A character may remove a clip from a ready firearm by
taking a Simple Action (see Insert Clip, p. 165, and also
Reload Weapons, p. 163). It takes another Simple Action
to grab a fresh clip and slam it into the weapon.
Shift Perception
A character capable of Astral Perception may shift perception
to or from Astral Space as a Simple Action.
Stand Up
Using a Simple Action, a character who is lying down or
prone may stand up. If the character is wounded and attempting
to stand, he must succeed in a Body + Willpower
(2) Test to do so (wound modifiers apply to this test).
Take Aim
A character may take aim with a ready firearm, bow, or
throwing weapon as a Simple Action. Take Aim actions
are cumulative, but the benefits are lost if the character
takes any other kind of action—including a Free Action—
at any time before attacking. Take Aim actions may be
extended over multiple Action Phases and Combat Turns.
The maximum bonus a character may gain from sequential
Take Aim actions, either to her limit or her dice pool, is
equal to one-half the character’s Willpower, rounded up.
Each Take Aim action applies a +1 dice pool modifier
or +1 Accuracy increase to the Attack Test.
If the character is using image magnification or a
targeting scope, Take Aim must be used to line up the
shot in order to receive the bonus from the item. In this
case the first action of Take Aim does not provide any
additional bonus beyond enabling the function of the
modification.
Take Cover
A character may use this Simple Action to gain a cover
bonus to their defense test, as long as she is not surprised
(see Surprise, p. 192). A character who is surprised
may not take cover.
Throw Weapon
A character may throw a ready throwing weapon (see
Ready Weapon, p. 165) by taking a Simple Action. The
character may not take any other attack actions in the
same Action Phase. Multiple readied throwing weapons
can be thrown at a target within Short or Medium
range by adding a Multiple Attacks Free Action (see
Multiple Attacks, p. 196).
Use Simple device
A character can use any simple device with a Simple
Action. Simple devices are those that are activated with
a simple movement like a thumb trigger, pressing a single
key, or tapping a single icon.
This action can be used to manually activate/deactivate
sensors, ECM/ECCM, weapon systems, and other
onboard vehicle systems.
Use Sensors
A driver or passenger may use sensors to detect or lock
onto targets.
Complex Actions
Astral Projection
A character capable of Astral Projection may shift their
consciousness to the astral plane as a Complex Action
(see p. 313).
Banish Spirit
A character may enter into a Banishing contest with a
spirit as a Complex Action (see p. 301).
Cast Spell
A character may cast a spell as a Complex Action.
Control Vehicle
This action is not really an action at all, simply the expenditure
of an action to represent efforts taken for the
entire Combat Turn to keep the vehicle under control.
This action does not need to be taken as the driver’s first
action in combat, but until this action is taken, the vehicle
is considered uncontrolled at the end of the Combat
Turn and may crash or be taken over by the vehicle’s onboard
Piloting system.
Fire Full-Auto Weapon (10 Bullets)
A character may fire a readied firearm in Full-Auto fire
mode via a Complex Action (see Firearms, p. 424). If a
character has one weapon in each hand, he may fire once
with each weapon by adding a Multiple Attacks Free Action
(see Multiple Attacks, p. 196). Off-hand modifier
applies (see Attacker Using Off-Hand Weapon, p. 178).
When fired as a Complex Action, Full-Auto uses 10 bullets.
Remember the effects of cumulative recoil when using
these fire modes. And good fragging luck!
Fire Long Burst
or Semi-Auto Burst
A character may fire a readied firearm in Long Burst or
Semi-Auto Burst via a Complex Action (see Firearms, p.
424). A character may attack multiple targets within Short
or Medium range by adding a Multiple Attacks Free Action
(see Multiple Attacks, p. 196). If a character has one
weapon in each hand, he may fire once with each weapon
by adding a Multiple Attacks Free Action (see Multiple
Attacks, p. 167). Off-hand modifier applies (see Attacker
Using Off-Hand Weapon, p. 178). Remember the effects
of cumulative recoil when using these fire modes.
Fire Mounted
or Vehicle Weapon
Fire a previously readied mounted or vehicle weapon by
taking a Complex Action (see Vehicle Combat, p. 198).
Load and Fire Bow
With this action a character can load and fire a bow with
a single Complex Action. The two activities can be reversed,
Fire and Load Bow, if the bow had been readied
using a Simple Action already.
Make Vehicle Test
A driver spends a Complex Action when executing a maneuver
that requires a Vehicle Test. Failed Vehicle Tests
may result in the vehicle being considered uncontrolled
or may lead to a second Vehicle Test to avoid a crash.
Glitched Vehicle Tests almost always result in a crash.
Critical Glitch Vehicle Tests always result in a crash.
Melee attack
A character may make a melee attack by taking a Complex
Action (see Melee Combat, p. 184). A character
may also attack multiple targets within melee range by
adding a Multiple Attacks Free Action (see Multiple Attacks,
p. 196).
Ramming
If a driver wants to ram something (or someone) with
the vehicle, treat it as a melee attack. The target must be
within the vehicle’s Walking or Running Rate (a –3 dice
modifier applies if the driver has to resort to running).
The driver rolls Vehicle skill + Reaction to attack. The target
rolls Reaction + Intuition if a pedestrian, or Reaction
+ Intuition [Handling] if driving another vehicle. Pedestrians
may use the Full Defense (p. 191) or Dodge (p.
191) Interrupt Action but not Block or Parry.
If the driver gets more hits, he rams the target. Make
the Damage Resistance Test as normal. The base Damage
Value of the attack is determined by the ramming vehicle’s
Body and speed, as noted on the Ramming Damage
Table. The ramming vehicle must resist only half that
amount (round up). Characters resist ramming damage
with Body + Armor – 6 AP
If the ram succeeds, each driver must make an additional
Vehicle Test to avoid losing control of the vehicle.
The threshold for the ramming driver is 2; the threshold
for the rammed driver is 3. If either driver fails, the vehicle
is considered uncontrolled and cannot perform any
actions until control is regained.
Reload Firearm
Weapons that are belt fed (belt), break action (b), cylinder
(cy), drum (d), internal magazine (m), muzzle loaders,
or use a speed loader are reloaded using a Complex
Action (see Reloading Weapons, p. 163).
Rigger Jump In
A character with a VCR and rigger adapted vehicle may
jump in to control the vehicle with a Complex Action.
Sprint
Sprinting allows a character to increase his Running
rate by using a Complex Action and making a Running
Test (see Movement, p. 161).
Summon Spirit
A character may summon a spirit to assist them with a
Complex Action.
Use Skill
A character may use an appropriate skill by taking a
Complex Action (see Using Skills, p. 128).
Interrupt Actions
Block
-5 Initiative
A character may choose to use her own unarmed combat
skill to block incoming melee attacks as an Interrupt
Action (see Defending in Combat, p. 188). By decreasing
her Initiative Score, the defending character can
add her Unarmed Combat skill to their defense test.
This is a one-time add, unlike going on Full Defense
(below) which lasts for an entire Combat Turn. Bonus
die, such as die from a relevant weapon foci, can be
added to this test.
Dodge
-5 Initiative
A character may choose to use her own skill to dodge incoming
attacks as an Interrupt Action (see Defending in
Combat, p. 188). By decreasing her Initiative Score, the
defending character can add her Gymnastics skill to the
defense test. This is a one-time add, unlike going on Full
Defense (below) which lasts for an entire Combat Turn.
Hit the Dirt
-5 Initiative
A character who has already used their Free Action may
choose to drop prone when caught by suppressive fire
using this action (see Suppressive Fire, p. 179). The defending
character doesn’t need to make the Reaction +
Edge test but is considered prone on their next Action
Phase. If the suppressive fire continues, the defending
character needs to use a Stand Up Simple Action to get
back up, risking getting shot, or fight from the ground. If
the suppressive fire has stopped the prone character still
needs to use a Stand Up Simple Action to get back up.
Intercept
-5 Initiative
A character may take an Interrupt Action to intercept
an opponent who attempts to move past him (within
1 + Reach meter(s)) or break out of melee combat
(see Interception, p. 194). The Intercept Action allows
a character to make a melee attack out of turn. If the
character does not have enough Initiative Score left
that Action Phase he cannot intercept.
Parry
-5 Initiative
A character may choose to use his own melee weapon
skill to deflect incoming melee attacks as an Interrupt
Action (see Defending in Combat, p. 188). By decreasing
his Initiative Score, the defending character can add
his melee weapon skill to their defense test. This is a
one-time add, unlike going on Full Defense (below),
which lasts for an entire Combat Turn.
Full Defense
-10 Initiative
A character may choose to focus on deliberately avoiding
incoming attacks as an Interrupt Action (see Defending
in Combat, p. 188). This action adds the character’s
Willpower to their Defense tests for the entire Combat
Turn. Full Defense actions may be taken at any time,
even before the character’s Action Phase as an Interrupt
Action, as long as the character is not surprised. Characters
may only go on Full Defense if they have enough Initiative
Score left in that Combat Turn. The bonus gained
in this manner is kept until the end of the Combat Turn
so a character can choose to fight defensively early in
the round by decreasing her Initiative Score to increase
her defense. This bonus is also cumulative with other Interrupt
Actions.
Chase Actions
Catch-Up/Break Away
(Any Range)
A vehicle may wish to close the distance or get away
on their action. The number of Range Categories a vehicle
can change during this action is equal to their Acceleration.
The driver makes a Reaction + Vehicle Skill
[Speed or Handling] (maneuver Threshold) test. For
every hit she beat the threshold by she may shift one
Range Category towards or away from her opponent. If
this action results in a move out of Extreme range the
pursuing vehicle is allowed its own Reaction + Vehicle
Skill [Speed or Handling] (maneuver Threshold) test to
try and keep her in sight.
Cut-Off
(Short Range Only)
The acting vehicle makes a sudden move to cut off a
target vehicle, forcing it to crash. Make an Opposed
Reaction + Vehicle Skill [Handling] Test. If the acting
vehicle achieves more hits, the target vehicle must
make an immediate Vehicle Test to avoid crashing, with
a threshold equal to the net hits on the test.
Ram
(Short Range Only)
The acting vehicle attempts to collide with a target
vehicle. Make an Opposed (Vehicle Skill) + Reaction
[Speed or Handling] Test. If the Ram is taking place in
a Speed Environment use Speed as the limit, and use
Handling if the Ram is taking place in a Handling Environment.
If the ramming vehicle achieves more hits,
the vehicles have collided. The target of the Ram takes
damage equal to the Body of the ramming vehicle plus
any Net Hits achieved. The vehicle that did the Ramming
takes damage equal to half its Body.
Stunt
(Any Range)
A vehicle being chased can attempt a last-second veer
onto an off-ramp, tight turn into a side street, threading
the needle through a tight area, or any vehicular insanity
the driver thinks might shake her pursuer. When a vehicle
being pursued attempts a Stunt, the gamemaster
sets the threshold for the Stunt based on the environment
and difficulty of the maneuver and the terrain of
the chase, (see Vehicle Test Threshold Table and Terrain
Modifier Table, p. 201). The driver then rolls a Vehicle
Skill + Reaction [Speed or Handling] Test. If the
chase is taking place in a Speed Environment, the limit
is equal to the vehicle’s Speed. If the chase is taking
place in a Handling Environment the limit is equal to
the vehicle’s Handling. If the test is failed, the vehicle
goes out of control. An uncontrolled vehicle could crash
(causing damage to it and all passengers (see Crashes,
p. 201), slow down (allowing all following vehicles to
gain a Chase Range Category), or suffer any other consequences
the gamemaster deems appropriate.
If the threshold is equaled or exceeded, the maneuver
is successful and all pursuing vehicles must immediately
make a Vehicle Test at the same threshold in order
to maintain pursuit range. If any pursuing vehicle fails, it
falls behind by one Chase Range Category; if the pursuer
is already at Extreme Range, the fleeing vehicle escapes
pursuit. The gamemaster determines if the pursuer is
able to reacquire the target after that.
Evasive Driving (Defense)
Vehicles that are under attack can use a Free Action
and undertake evasive driving—the vehicle equivalent
of Full Defense (p. 191). This means the driver of the
vehicle reduces their Initiative Score by 10 and can add
a number of dice equal to their Intuition to the defense
dice pool to dodge attacks. Evasive driving cannot be
used against ramming attacks.
Matrix Actions
Brute Force
- Complex Action
-
Marks Required: none
-
Test: Cybercombat + Logic [Attack] v. Willpower + Firewall
You can use this action to mark a target without obtaining
the normal permissions you need. This is the
action for hackers emphasizing their Attack over their
Sleaze, making it related to Hack on the Fly.
If you succeed in this action, you place one mark on
it. You can have up to a maximum of three marks per
icon. If you wish, you may also inflict 1 DV of Matrix
damage to the target for every two full net hits, if the
target can take Matrix damage, which is resisted with
the target’s Device Rating + Firewall.
Before rolling, you can declare that you are trying
to place more than one mark. If you try for two marks
in one shot, you take a –4 dice pool penalty on the attempt.
If you try for three marks in a single swipe, you
take a –10 dice pool penalty.
You can also use this action to hop to a grid for which
you don’t have legitimate access. The defense dice pool
in this case is 4 dice for a local grid or 6 dice for a global
grid. If you succeed, instead of putting a mark on the
grid, you hop to that grid immediately. Using Brute
Force to hop grids successfully doesn’t alert the grid or
its demiGOD the way most successful Attack actions do.
Change Icon
- Simple Action
-
Marks Required: Owner
-
Test: none (Data Processing action)
You change the target’s icon to one that you have
a copy of or have designed yourself. Changing an icon
doesn’t change the results of a Matrix Perception action,
but might fool personas who don’t take the time to inspect
your new look. You can target your own icon, if
you like.
Check Overwatch Score
- Simple Action
-
Marks Required: none
-
Test: Electronic Warfare + Logic [Sleaze] v. 6 dice
You find out how close the grid is to converging on
you. Checking the OS is a Sleaze action, so the defense
against it will add to your OS. If you succeed, the gamemaster
tells you what your OS was when you started the
action, then adds the hits from the defending dice pool.
Control Device
- Variable Action
- Marks Required: varies
-
Test: (as action) [Data Processing (or special)] v. (as action)
or Electronic Warfare + Intuition [Sleaze] v. Intuition
+ Firewall
You perform an action through a device you control
(or at least control sufficiently), using your commlink or
deck like a remote control or video-game controller. The
dice pool of any test you make using this action uses the
rating of the appropriate skill and attribute you would use
if you were performing the action normally. For example,
firing a drone-mounted weapon at a target requires a
Gunnery + Agility test, and using a remote underwater
welder calls for a Nautical Mechanic + Logic test. All actions
you take while controlling a device use either the
normal limit for that action or your Data Processing rating,
whichever is lower. If there is no test associated with the
action you want the device to perform (such as unlocking
a maglock or ejecting a clip from a pistol), you must succeed
in an Electronic Warfare + Intuition [Sleaze] v. Intuition
+ Firewall test to perform the action.
You can use this action to control multiple devices
at once. If you are the owner of all devices being commanded
and they are all being commanded to do exactly
the same thing, taking this action costs nothing extra.
Otherwise, you must split your dice pool into a number
of groups equal to the number of devices you want to
control with a single action.
The type of action this is (i.e., Free, Simple, Standard,
and Complex) is the same as the type of action attempted
with the device, and it requires 1 mark for Free Actions,
2 marks for Simple Actions, and 3 marks for Standard
or Complex Actions.
This action is a Sleaze action whenever you use your
Sleaze as a limit in the test, which incurs the same risk
of Overwatch Score and consequences of failure as all
Sleaze actions.
Crack File
- Complex Action
-
Marks Required: 1
-
Test: Hacking + Logic [Attack] v. Protection Rating x 2
You remove the protection from a file, making it
readable. This action doesn’t need to be performed on a
file that isn’t protected, of course.
Crash Program
- Complex Action
-
Marks Required: 1
-
Test: Cybercombat + Logic [Attack] v. Intuition + Firewall
You overload part of your target’s memory and scramble
one of its running programs. You need to specify
which program you’re trying to crash; you can learn what
your target is running either with a Matrix Perception action
or by observing the program in action. If you succeed,
the program is scrambled: it ends and cannot be
restarted until the device it was running on is rebooted.
Data Spike
- Complex Action
-
Marks Required: none
-
Test: Cybercombat + Logic [Attack] v. Intuition + Firewall
You send harmful instructions to a persona or device,
causing Matrix damage to the target. Your attack
has a Damage Value equal to the rating of your Attack
program, with one additional boxes of damage per
net hit, and two additional box of damage for each
mark you have on the target. This damage is Matrix
damage (p. 228), resisted with the target’s Device Rating
+ Firewall.
Disarm Data Bomb
- Complex Action
-
Marks Required: none
-
Test: Software + Intuition [Firewall] v. Data Bomb Rating
x 2
You attempt to disarm a Data Bomb that you have
detected (usually as the result of a Matrix Perception action).
If you score any net hits, the Data Bomb is removed
and deleted. If not, the Data Bomb activates, causing its
damage and possibly destroying any file to which it was
attached (assuming it was set to destroy the file).
Edit File
- Complex Action
-
Marks Required: 1
-
Test: Computer + Logic [Data Processing] v. Intuition
+ Firewall
Edit File allows you to create, change, copy, delete, or
protect any kind of file. The defender against this test is
either the host holding the file or the owner of the file (if
it’s not on a host). Each action is enough to alter one detail
of a file—a short paragraph of text, a single detail of
an image, or two or three seconds of video or audio (you
and your gamemaster can work out what exactly “one
detail” means). Your gamemaster may impose penalties
on the test if your edit is particularly intricate or tricky. If
you want to perform a continuous edit, such as removing
your teammates from a video feed, you need to perform
this action once per Combat Turn for as long as you
want to keep the edit going.
If you use this action to copy a file, you are the new
file’s owner. If the file you want to copy has protection
on it, this action automatically fails. If the file has a Data
Bomb, the Data Bomb goes off on you (so try to remember
to scan files before you open them).
You can also use this action to set protection on a
file if you’re its owner. To protect a file, make a Simple
Computer + Logic [Data Processing] test. The number of
hits you get becomes the rating of the protected file. A
protected file cannot be read, changed, deleted, or copied
until its protection is broken.
Enter/Exit Host
- Complex Action
-
Marks Required: 1
-
Test: n/a
You enter a host that you have a mark on and your
icon appears there, or you leave a host you’re already
in. There is no test for this action: a host allows anyone
to enter if they’ve got a mark, and anyone inside can
exit. The host might not be so welcoming once you’re
inside, of course, and some IC has the ability to keep you
trapped in a host until you can break out.
When you leave a host, you return to the grid from
which you entered.
Erase Mark
- Complex Action
-
Marks Required: special
-
Test: Computer + Logic [Attack] v. Willpower + Firewall
You eradicate a mark that has been placed on your
persona or on another icon. To perform this action,
you need three marks on the icon from which you are
erasing a mark. You do not, however, need a mark on
the icon that placed the mark in the first place. You
can try to erase two marks in the same action at a –4
dice pool penalty, and three marks in one go at a –10
dice pool penalty; if you go for more than one mark,
all of the marks must be on the same icon and from
the same icon. You can’t use this action to change the
target’s owner.
For example, an IC program has marked both you
and your buddy. You roll your Computer + Logic (with
your Attack program rating as the limit), opposed by the
IC’s rating (standing in for Willpower) + Firewall to erase
its mark on your icon. You need three marks on your
buddy’s icon to erase the IC’s marks on him, but he isn’t
the sharing type, so he’s on his own for now.
Erase Matrix Signature
- Complex Action
-
Marks Required: none
-
Test: Computer + Resonance [Attack] v. (Signature
Rating) x 2
You eradicate a Matrix signature that has been left by
a Resonance being, such as a technomancer or a sprite.
If successful, the signature dissipates. You need to have
a Resonance rating to attempt this action; unlike other
actions that need Resonance, this one’s a real Matrix
Action, and an Attack one to boot, so you risk Matrix
damage and Overwatch Score when you use it.
Format Device
- Complex Action
-
Marks Required: 3
-
Test: Computer + Logic [Sleaze] v. Willpower + Firewall
You rewrite the boot code for the device. The next
time it would reboot, it instead shuts down for good, or
until its software can be replaced (an Extended Software
+ Logic [Mental] (12, 1 hour) Test). A device that has been
shut down in this fashion loses all of its wireless modifiers
but can still be used as a normal mechanism (a door with
a manual handle can be opened, a gun with a trigger can
be fired, etc.) and cannot be accessed from the Matrix.
Full Matrix Defense
- Interrupt Action
-
Marks Required: Owner
-
Test: none (Firewall action)
This allows you to defend against Attack actions, and
may be taken at any time. Whenever you make a defense
test against a Matrix Action, add your Willpower to the
dice pool (or add it again if it’s already in there). When
you take this action, your Initiative Score is reduced by
10, but the effects last for the rest of the Combat Turn.
Grid Hop
- Complex Action
-
Marks Required: none
-
Test: none (Data Processing action)
You hop to another grid—for example, you might
jump from the public grid to Seattle’s Emerald City local
grid. To do this, you must have access to your destination
grid. If you do not have access, you can use
Brute Force or Hack on the Fly to hop to another grid
illegally. If you’re inside a host, you need to leave the
host before you can hop to another grid.
Hack on the Fly
- Complex Action
-
Marks Required: none
-
Test: Hacking + Logic [Sleaze] v. Intuition + Firewall
You can use this action to mark a target without getting
the normal permissions. This is the action for hackers
emphasizing their Sleaze over their Attack, making it
an analog to Brute Force.
When targeting an icon, you put one mark on it, up to
a maximum of three marks per icon. Additionally, every
two full net hits counts as one hit on a Matrix Perception
Test, so you can get some info along with your mark.
Before rolling, you can declare that you are trying for
more than one mark. If you try for two marks in one shot,
you take a –4 dice pool penalty on the attempt. If you try
for three marks in one go, you take a –10 dice pool penalty.
You can also use this action to hop to a grid for which
you don’t have legitimate access. The defense dice pool
in this case is 4 dice for a local grid or 6 dice for a global
grid. If you succeed, instead of putting a mark on the grid,
you hop to that grid immediately. Using Hack on the Fly
to hop grids unsuccessfully doesn’t alert the grid or its
demiGOD the way most unsuccessful Sleaze actions do.
Hide
- Complex Action
-
Marks Required: 0
-
Test: Electronic Warfare + Intuition [Sleaze] v. Intuition
+ Data Processing
You’ll probably be spotted by another icon, even if
you’re running silent. You can use this action to make
a target lose you. If you succeed, the target stops spotting
you and needs to perform a new Matrix Perception
action against you if it wants to find you again. You can’t
hide from an icon that has a mark on you, so you’ll need
to clear those before you can try this action.
Invite Mark
- Simple Action
-
Marks Required: Owner
-
Test: none (Data Processing action)
If you’re the owner of a device, file, persona, host, or
IC program, you can offer other icons the opportunity
to put a mark on your device, file, etc. When you make
the offer, you choose the number of marks allowed, their
duration, and how long the offer stands. The invitee can
then mark your icon with a Free Action. You may revoke
your offer at any time before the mark is placed, but
once another icon has a mark, you need to either use
the Erase Mark action or reboot your device to remove it
before the duration you chose expires.
Jack Out
- Simple Action
-
Marks Required: Owner
-
Test: Hardware + Willpower [Firewall] v. Logic + Attack
This jacks you out of the Matrix and reboots the device
you are using. You suffer dumpshock if you were in
VR. The defense pool only applies if you’ve been linklocked
(p. 229) by someone; the test is against the icon
that locked your link. If more than one persona has you
link-locked, you need to beat each of them individually:
use a single roll and compare your hits to rolls from each
opponent who had established a link-lock.
You can only jack out yourself. You can’t dump other
people except by beating them into submission through
Matrix damage.
Jam Signals
- Complex Action
-
Marks Required: Owner
-
Test: Electronic Warfare + Logic [Attack]
This action turns the wireless device you are using
into a local jammer. As long as you do not use the device
for any further Matrix actions, the device adds any
hits you get on the test to the noise rating for all Matrix
actions conducted by or targeting any devices within
100 meters. If you want selective jamming or directional
jamming, buy a jammer—that’s what they’re for.
Jump into Rigged device
- Complex Action
-
Marks Required: 3
-
Test: Electronic Warfare + Logic [Data Processing] v.
Willpower + Firewall
You jump into a device that has a rigger adaptation,
usually a vehicle or a drone. There’s a list of things you
need to have in order to jump into a device: you have
to have three marks on the device you want to jump
into, you have to be in VR, the device you want to jump
into has to have a rigger adaptation, and you have to
have a control rig. If you are the device’s owner, or the
device’s owner has given you permission to jump into
the device, you don’t need to make a test. In the Matrix,
the icon of the device you jumped into becomes
part of your persona.
If someone else is already jumped into the device,
you cannot attempt this action until he or she vacates.
Matrix Perception
- Complex Action
-
Marks Required: none
-
Test: Computer + Intuition [Data Processing] (v. Logic
+ Sleaze)
This versatile and important action is used both for
finding icons in the Matrix and for analyzing Matrix
objects. When you use this action to analyze a
Matrix object or scan the vicinity for silent-running
icons, you make a Simple Test and your hits
determine how much info you get. For each net
hit scored, you can ask for one piece of information
about the object—this could be type, a rating,
how many marks it has on it, any files it may
be carrying, which grid it is using, whether any
silent running icons are in the area, or any other
pertinent Matrix information. You learn one fact
per net hit. If you get a list of marks, you can only
recognize marks you have seen before or marks
left by personas that you have marks on yourself.
Otherwise you only get a count.
If you’re trying to spot an icon that is farther
than 100 meters away, this is a Simple Test: the
first hit lets you spot the target, and any additional
hits can be used to get more information about it as
mentioned above. If you’re looking for an icon that is
running silent (after you’ve determined that it’s present),
the test becomes an Opposed Test, with the target defending
with Logic + Sleaze. Net hits are used just like
you would for spotting distant targets, with the first one
for spotting the target and the rest for analysis.
Matrix Search
- Special Action
-
Marks Required: n/a
-
Test: Simple Computer + Intuition [Data Processing]
You search the Matrix for information about a topic.
The time it takes and the threshold of the test depend
on the general availability of the information in question
and the area being searched, respectively. Any hits
above and beyond the threshold can be used to reduce
the search time. Divide the base time by the net hits to
determine the reduction. If you fail this test, you still
spend the full base time looking.
Some information is protected and kept secret,
stored in a host that is not publicly accessible. Finding
this information usually requires you to find and enter
the hosts in which the data is hidden. You can then make
a Matrix Search within the host, using a base time of
1 minute (regardless of the kind of information you’re
looking for). This only works if the information is at
least occasionally accessed by the legitimate users of
the host. If the information is archived, you’ll need to
dig deeper into the host for that information, a dangerous
process that is detailed in the forthcoming Matrix
sourcebook.
Reboot Device
- Complex Action
-
Marks Required: 3
-
Test: Computer + Logic [Data Processing] v. Willpower
+ Firewall
The device on which this action is performed shuts
down and immediately reboots. The device comes back
online at the end of the following Combat Turn. The device
ceases electronic functions and disappears from the
Matrix until its reboot time is over.
When you reboot the device your persona is on, your
OS is reset to zero and all of your marks, as well as the
ones others may have put on your icon, are erased. If
you’re in VR when you reboot, you suffer from dumpshock
(see p. 229). When you come back online, your
icon can be on any grid to which you have legitimate access,
or the public grid if you have no other grid access.
When you perform this action, you can choose a delay
of any amount of time between the time the device
shuts down and the time it comes back online. Anyone
with physical access to the device can override this delay
by hitting the power button, which starts the boot process
and brings the device online at the end of the following
Combat Turn.
This action only works on devices. It doesn’t work on
hosts, living beings (like technomancers, although they
can “reboot” themselves, p. 251), or Resonance constructs
(like sprites), and the only persona it works on is
your own. If you’re the owner of the device you’re rebooting,
you don’t have to make a test. You can’t use this action
on a device that is link-locked (p. 229).
send message
Send Message
- Simple Action
-
Marks Required: n/a (or 1)
-
Test: none (Data Processing action)
You send a text or audio message the length of a
short sentence, an image, or a file via the Matrix to a user
whose commcode you have. If you’re using the Matrix
through a DNI, even if you’re in AR, you can send longer
and more complicated messages, about a paragraph
worth of text. You can also use this action to open a live
feed to one or more recipients, using any digital recording
devices you have.
Set Data Bomb
- Complex Action
-
Marks Required: 1
-
Test: Software + Logic [Sleaze] v. (Device Rating x 2)
You set a Data Bomb in a file. When you do, choose
the rating of the Data Bomb, up to the net hits on your
test. You also need to choose whether or not the Data
Bomb will delete the file to which it is attached when activated,
and you need to program the passcode required
to deactivate it. A file can only have one Data Bomb on
it at a time.
The Data Bomb is triggered when someone attempts
to read, edit, copy, protect, delete, or put another Data
Bomb on the file without using the already-in-place
Data Bomb’s passcode. When a Data Bomb goes off, it
causes (Rating)D6 Matrix Damage (resisted normally) to
the icon that tripped it, deletes the file (if it was set that
way), and then is itself deleted. If the passcode is used,
the Data Bomb doesn’t activate. Instead, it remains attached
to the file, waiting for the next guy.
A Data Bomb can be detected using Matrix Perception.
If it’s detected, it can be defused with the Disarm
Data Bomb action; a disarmed Data Bomb is deleted.
Damn.
Snoop
- Complex Action
-
Marks Required: 1
-
Test: Electronic Warfare + Intuition [Sleaze] v. Logic +
Firewall
This action lets you intercept Matrix traffic sent to
and from your target for as long as you have the target
marked. You can listen to, view, or read this data live, or
you can save it for later playback/viewing if you have
something to store it on (your deck will do).
Spoof Command
- Complex Action
-
Marks Required: 1 (see description)
-
Test: Hacking + Intuition [Sleaze] v. Logic + Firewall
You spoof a device’s owner’s identity, making the
device think that your command is a legitimate one from
its owner. You need one mark on the icon you are imitating;
you do not need a mark on the target. The opposing
dice roll is still based on the target, though. This trick
only works on devices and agents, not IC, sprites, hosts,
personas, or any other icons.
Switch Interface Mode
- Simple Action
-
Marks Required: Owner
-
Test: none (Data Processing action)
You switch your perception from AR to VR or vice
versa. Switching to VR causes your body to go limp, so
don’t do it somewhere dangerous. If you switch from
VR to AR, you lose the bonus Initiative Dice from VR
(Changing Initiative, p. 160). If you’re link-locked (p.
229), you cannot switch interface modes.
You can only do this to yourself; you can’t switch other
people’s interface mode.
Trace Icon
- Complex Action
-
Marks Required: 2
-
Test: Computer + Intuition [Data Processing] v. Willpower
+ Sleaze
You find the physical location of a device or persona
in the Matrix. After succeeding with this action, you
know the target’s location for as long as you have at
least one mark on the target. This doesn’t work on hosts
because they generally have no physical location, or IC
programs because they are confined to their hosts.
Resonance Actions
Call/Dismiss Sprite
You call a registered sprite you have waiting in the
Resonance, which appears at the beginning of the next
Combat Turn. You can also use this action to send a sprite
back to the Resonance, releasing it from any tasks it still
owes you, which it does on its next action.
Command Sprite
You command a sprite to do something for you, using
up one of its tasks.
Compile Sprite
- Complex Action
-
Test: Compiling + Resonance [Level] v. Sprite Level
You compile a sprite (p. 254).
Decompile Sprite
- Complex Action
-
Test: Decompiling + Resonance [Level] v. Sprite Rating
(+ compiler’s Resonance)
You attempt to decompile a sprite (p. 254).
Kill Complex Form
- Complex Action
-
Test: Software + Resonance [Level] v. Complex Form
Level + Resonance
You attempt to kill a complex form (p. 251).
Register Sprite
- Complex Action
-
Test: Registering + Resonance [Level] v. Sprite Level x 2
You register a sprite (p. 254).
Thread Complex Form
-
Complex Action
-
Test: Software + Resonance [Level] v. special
You thread a complex form (p. 251).