D6
Classic
Table of
Contents
Game
Mechanics
Characters
Attributes
& Skills
Matrix Skills
Actions &
Combat
Equipment
The
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The
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What's New
Links
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V.
ACTIONS & COMBAT
TAKING ACTIONS
Time
Time flows in the Matrix just as it does in the Real World (and at
the same rate). For much of the game, Game Masters can inform
characters
as to how much time has passed between events. But for certain
actions,
such as combat or skill used under timed conditions, a more accurate
method
is required.
Rounds
Rounds are about 5 seconds long. In general, a character can
take one action per round without accruing penalties.
Initiative
Characters may act in the order of their Perception scores (from
highest
to lowest). A character with a higher Perception may choose to
Hold
his Action, letting someone with a lower Perception act first before he
decides what to do.
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
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:
- Lower scale attacking larger scale
- Attacker adds the scale modifier to its attack roll
- The target, if hit, adds the scale modifier to its
Strength (or Body/Hull)
roll.
- Higher scale attacking lower scale
- Higher scale rolls as normal, but the lower scale target
adds the dice
modifier to any Dodge/Evasion roll.
- If successful, the higher scale adds the dice modifier to
damage roll.
| 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
|
COMBAT MODIFIERS
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.
- Drawing Weapons: Drawing a weapon counts as
an action in a
round (all other actions are at -1D this round).
- Reloading Weapons: The time required to reload
a weapon varies
depending on the type. Most require 1 action to reload. See
the weapon descriptions in the Equipment section.
- Targeting Systems: Some weapons, usually in
aircraft or tanks,
have targeting systems that help the gunner. These depend on the
weapon type and quality.
- Rate of Fire (ROF): This statistic is given
for each weapon.
A weapon cannot be fired more times than its ROF in a round, regardless
of the number of actions the character takes.
- Called Shots: Attackers can make a "called
shot" against a
specific target, such as a particular part of a target's body (a hand,
head, etc.) or a small item. Add +1D to the difficulty for a
target
10-50 cm (approximately 3-18 inches) long. Add +4D to the
difficulty
for a target 1-10 cm long. Add +8D to the difficulty for a target
less than a centimeter long.
- Cover: Provides a target with some protection
from detection
and attack. Add the following modifiers to attempts to detect or
hit a target, when appropriate
|
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). |
- Protection: Inanimate objects have a strength
rating to resist
damage. If the attacker rolls well enough to beat the basic
difficulty,
but not well enough to beat the added cover modifier (see above) that
mean
the shot hit whatever the character was hiding behind. If the
object
is hit, roll the attacker's damage against the protection rating 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. |
- Armor: Armor protects the wearer from
damage. In the
game, add the value of the armor to the Strength roll of the character
suffering damage. See the Equipment
section for different armor types.
MELEE COMBAT
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 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. |
|