Matrix Combat (version 2.1)
by Jason J Carter
The purpose of these rule modifications are to remove some of the problems with the decking rules as presented in Shadowrun. These problems include, but are not limited to the ineffectiveness of attacks in the Matrix, the size and power of the Hacking Pool, and the “Search for Sixes”. The greatest flaw to this set of rule modifications is that you will need to own a large number of dice to use them quickly.
Note: Whenever Computer Skill is used in this text, the decker may replace Computer Skill with his Software Concentration or his Decking Specialization.
Hacking Pool Modification
The immense size of the Hacking Pool in proportion to the number of dice rolled made the pool all to effective. In this system two things have been done to reduce the effectiveness of the Hacking Pool. First the number of dice rolled have been increased. Secondly, the Hacking Pool has been divided into two dice pools, the new Hacking Pool and a Matrix Combat Pool.
Hacking Pool
The Hacking Pool reflects the decker’s ability to modify and fine-tune programs while they are in use, suppress IC messages, and write programs on the fly. The number of in the Hacking Pool is equal to the decker’s Computer Skill (or Software Concentration or Decking Specialization) multiplied by 1.5 (rounded up). The Hacking Pool may be used to affect the success of Sensor and Masking utilities, but not Combat Utilities. The maximum number of dice that can be used to affect a program is the Rating of the program.
Matrix Combat Pool
The Matrix Combat Pool reflects the decker’s ability to react to combat situations in the Matrix. It can be used to increase the effect of Combat Utilities, and for Damage Resistance Test. The number of dice in the Matrix Combat Pool is equal to the deckers Reaction. The maximum number of dice usable to augment a Combat Utility is equal to that utilities rating, but there is no limit to the number of dice that can be used on a Damage Resistance Test.
Matrix Initiative
There are three levels of cyberdeck command, each with their own advantages and disadvantages. They are full cybernetic interface, standard interface, and manual interface.
Deckers using a full cybernetic interface receive all bonuses from increased response on their deck and gain an additional 1d6 on their initiative rolls. While in full cybernetic interface, the decker is unaware of his surroundings and suffers from a +8 penalty to notice direct physical stimuli that does not include pain. Pain is always noticed.
Deckers using a standard interface often utilize keyboards along with their datajacks, but this is not required. All increase response bonuses are received while using standard interface.
A manual interface includes using a cyberdeck with an electrode net or by keyboard alone (turtling). While using manual interface the deckers reaction is halved and he gains no additional reaction points from increased response. Additional initiative dice are still gained.
System Operations
To perform a system operation the decker must receive more successes than the node. The decker rolls Computer Skill plus hacking Pool dice while the system rolls its Security Rating and adds Node Autosuccesses (See program execution below). Both are rolling against a target number of 4 + Mods.
Program Execution
Program execution test and effect test have been unified into just one die roll. Executing all but defense utilities is a complex action. Executing a defense utility is a simple action.
When the target number of a roll is indicated to be something plus “Mods” this refers to modifiers to the program execution test. This include, but are not necessary limited, to Persona Condition, node overload, and the presence of a Smoke program. The target number penalties for overloaded nodes, loading programs into memory, or uploading programs from the matrix is only +1 under these rules.
Node Autosuccesses is not a dice a number of dice to be rolled, but a number of successes that a node/IC automatically recieves on any defensive test. The amount of autosucceses is determined by the node color. Blue nodes receive one autosuccess, Green nodes receive two autosuccesses, Orange nodes receive three autosuccesses, while Red nodes receive four autosuccesses.
Combat Utility Execution Test
Target #: 4 + Mods
Dice: Computer Skill + Program Rating + Matrix Combat Pool Dice
Damage Resistance Test
Target #: Power - Hardening
Dice: (Persona) Bod/Evasion Rating + MPCP Rating + Matrix Combat Pool Dice (IC) Node Autosuccesses + Node Security Rating + IC Rating
Sensor Utility Execution Test
Target #: 4 + Mods
Dice: Sensor Rating + Program Rating + Hacking Pool Dice
Sensor Resistance Test
Target #: 4 + Mods
Dice: (Node) Node Autosuccesses + Node Security Rating (IC) Node Autosuccesses + Node Security Rating + IC Rating (Persona’s running Sleaze use Sleaze execution test)
Masking Execution Test
Target #: 4 + Mods
Dice: Masking Rating + Program Rating + Hacking Pool Dice
Masking Resistance Test
Target #: 4 + Mods
Dice: (IC) Node Autosuccesses + Node Security Rating + IC Rating
Grey IC Execution Test
Target #: 4 + Mods
Dice: Node Autosuccesses + Node Security Rating + IC Rating
IC Modifications
IC Defenses
IC has three different types of defense; Standard, Shifting, and Hardened. Only one form of defense may be on any piece of IC.
Standard Defense is the default defense, which most IC uses. It gives the IC Hardening equal to one-half of it’s Rating (rounding up).
Shifting Defense utilizes a variety of different defensive routines to increase the IC’s ability of defend itself. Increase it’s Rating to 1.5 times normal for defending against any Combat Utility that does not have the Area Effect Modification. Hardening is 1/2 Rating (round up).
Hardened Defense increases the tightness of the IC code making it more difficult for Combat Utilities to affect the IC. It’s Hardening Rating is 3/4 it’s Rating (round up) unless the attacking Utility has the Penetration Modification, in which case Hardening is 1/2 Rating (round up).
IC using Shifting or Hardened Defense increase their Rating by one for purposes of determining Load.
WHITE IC
Access IC
No modifications. Load: 1/2 Rating (round down)
Barrier IC
No modifications. Load: 1/2 Rating (round down)
Probe IC
Probe IC (including Black IC) double their rating when rolling to defeat the sleaze program. Load: Rating
Scramble IC
When attempting to download a scrambled file, the system rolls a number of dice equal to the scramble rating verses target number 4. Add the number of successes to the node’s successes on the system operation test. Load: 1/2 Rating (round down)
GREY IC
Acid IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck’s Bod by one, to a minimum of one. Power is the IC rating. Load: Rating
Binder IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck’s Evasion by one, to a minimum of one. Power is the IC rating. Load: Rating
Blaster IC
Blaster IC performs exactly like Killer IC Moderate until it crashes a persona. When the persona crashes the Blaster IC rolls dice equal to its Rating versus Target Number 4 + Mods. The cyberdeck rolls dice equal to its MPCP rating versus a Target number of Blaster Rating minus Hardening. Calculate the damage starting at Moderate and staging up or down for net successes. The number of boxes of damage done is the number of MPCP Rating points permanently lost. Load: 1.5x Rating
Jammer IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck’s Sensor by one, to a minimum of one. Power is the IC rating. Load: Rating
Killer IC
The damage of Killer IC is calcuated just like an attack in melee combat. The power is equal to the IC rating and the base damage is determined by the IC itself. Killer IC comes in Light, Moderate, Serious, and Deadly varieties, each with their own Load Ratings. Use the Bod rating of the deck to resist damage. Load: 1/2 Rating (L), Rating (M), 1.5x Rating (S), 2x Rating (D)
Marker IC
Use Evasion to resist this IC. Every net success reduces the cyberdeck’s Masking by one, to a minimum of one. Power is the IC rating. Load: Rating
Tar Baby IC
No modifications. Load: Rating
Tar Pit IC
No modifications. Load: 1.5x Rating
Trace IC
The Trace IC makes a Grey IC Execution test will the decker rolls dice equal to deck Masking Rating + Computer Skill versus target number 4. If the Trace gets positive net successes, divide the successes into 10 to determine the number of turns the Trace will take.
Trace and Report
No other modifications. Load: 1/2 Rating (round down)
Trace and Dump
No other Modifications. Load: Rating
Trace and Burn
The decker may not use Matrix Combat Pool dice to defend himself from the Blaster part of this program. Load: 1.5x Rating
Black IC
No general modifications. Load: 2x Rating
Hanging Tough
The black IC rolls dice equal to its Rating while the decker makes a Computer Skill test, both versus a target number of 4 + Mods. If the black IC receives positive net successes, it delivers damage to the decker as if it were Killer IC of the same rating. The decker may resist the damage with his Body (or Willpower if the black IC was set to stun). Hardening still protects the decker, but the Shield Utility does not.
Jacking Out
The decker rolls Computer Skill plus Willpower Rating dice while the black IC rolls Rating dice, both versus a target number of 4 + Mods. If the decker rolls more successes than the black IC he jacks out and must resist 4M Stun Damage. If the black IC receives more successes, it prevents the decker from jacking out. The attack preceeds as under Hanging Tough, but the decker does not get to make a Computer Skill test. Say ouch!
Expert IC
Expert IC comes in three levels. Each level increases the IC’s effective Rating by one, adds 1d6 to it’s initiative, and increases Load by the Expert level minus one.
UTILITIES
Combat Utilities
Attack Program
Deckers use Bod to defend themselves from this program. The power of this program is the program Rating. Base damage level is determined by the program design. Light damage increases the program Rating by 1 for determining size. Moderate damage increases by 2, Serious by 3, and Deadly by 5.
Blind Program
Deckers use Evasion to defend themselves from this program. The power of this program is the decker’s Computer Skill. Every two net successes reduces the target’s Sensor Rating by 1, to a minimum of 1.
Hog Program
Deckers use Evasion to defend themselves from this program. The power of this program is the decker’s Computer Skill. To determine if a hog program stays hidden in the deck, roll the program rating dice and the deck’s MPCP Rating in dice, both versus target number 4. If the hog receives one net success it stays hidden. The decker may run a check with a simple action, in which case he may add Hacking Pool dice to the MPCP roll.
Poison Program
Deckers use Evasion to defend themselves from this program. The power of this program is the decker’s Computer Skill. Every two net successes reduces the target’s Bod Rating by 1, to a minimum of 1.
Restrict Program
Deckers use Evasion to defend themselves from this program. The power of this program is the decker’s Computer Skill. Every two net successes reduces the target’s Evasion Rating by 1, to a minimum of 1.
Reveal Program
Deckers use Evasion to defend themselves from this program. The power of this program is the decker’s Computer Skill. Every two net successes reduces the target’s Masking Rating by 1, to a minimum of 1.
Slow Program
Power is the program rating.
Defense Utilities
Armor Program
No modifications.
Cloak Program
No modifications.
Medic Program
No modifications.
Mirrors Program
No modifications.
Restore Program
To restore the rating of a persona program, roll Rating Dice plus Hacking Pool versus target number 4 + Mods. Then roll dice equal to the program or IC rating that did the damage, also versus target number 4. Each net success restores one rating point to the reduced persona program.
Shield Program
The rating of the shield program is added to the deck’s hardening Rating.
Smoke Program
No modifications.
Sensor Utilities
Analyze Program
No Modifications.
Browse Program
No modifications.
Decrypt Program
No modifications.
Evaluate Program
No modifications.
Scanner Program
No modifications.
Shift Program
No modifications.
Masking Utilities
Deception Program
Once a Deception program defeats a particular piece of IC, the decker will not be bothered by that piece of IC until the alarm level changes. Once the alarm level changes (from standard to passive or passive to active) it will be necessary to redefeat every piece of IC in the system.
Relocate Program
No modifications.
Sleaze Program
Sleaze is a sustained program. When activated the decker makes the execution test and records the number of successes. From then until the decker drops the sleaze, whenever the decker encounters a piece of IC, it makes its detection test. If it receives more successes than the sleaze did when it was activated, it detects the decker. While using a sleaze program the decker may not perform system operations, use combat utilities, or use sensor utilities other than Analyze or Scanner. Doing any of these voids the program and renders the persona visible to all IC and personas in the node.
PROGRAM OPTIONS
Area-Effect
Area Effect negates the bonus of Shifting IC, but causes IC with Hardened Defense to roll 1.5 times Rating Dice in their damage resistance test. The ability to attack multiple targets is the same as in Virtual Realities.
Link
No change.
Mobility
No change.
One-Shot
No change.
Penetration
Penetration negates the extra Hardening received by IC with hardened defense, but increases the Hardening of IC with Shifting Defense to 3/4 Rating.
Staging
Staging has been incorporated as a mandatory part of the Attack Utility.
Flygrams
The number of Hacking Pool dice required for a flygram is equal to the sum from 1 to the desired program rating. Flygrams may not benefit from Hacking Pool dice, but they may benefit from Matrix Combat Pool dice. The following chart is provided for your use.
Program Rating Hacking Dice
1 1
2 3
3 6
4 10
5 15

