Action economy

Initiative, combat turns, and actions

These rules are mostly canon for my campaign (see sub-pages.)


Appendices

Footnotes, miscellaneous stuff

Interrupt actions

Acting defensively out of turn

Introduction

Design goals, summary of changes from RAW

Magical actions

All magic-related actions (in meatspace or the astral)

Matrix actions

Actions done in the matrix (for riggers & deckers)

Physical actions

Actions done in meatspace

The combat turn, initiative, and bonus actions

How to figure out who goes when and what they can get done