Action economy

Initiative, combat turns, and actions

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


Introduction

Design goals, summary of changes from RAW

The combat turn, initiative, and bonus actions

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

Physical actions

Actions done in meatspace

Matrix actions

Actions done in the matrix (for riggers & deckers)

Magical actions

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

Interrupt actions

Acting defensively out of turn

Appendices

Footnotes, miscellaneous stuff