Decking Sheet

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#### Persona Condition

Tracks damage to the ICON. Matrix target number and initiative modifiers will be calculated based on the number of boxes filled in.

#### Decking Options

* DNI - affects bonus to matrix reaction
* Hot Assist - affects bonus to matrix initiative dice
* Reality Filter - affects bonus to matrix initiative dice and reaction
* IC Suppressed - Impacts Detection factor or Hacking pool ( see option below )
* ICON Status - Legitimate or Intruder ( default unless player has credentials for the grid/host ).
* Host/Grid rating - If set to unknown ( default ) the player will be prompted to select the token representing the Host if engaging in cyber combat with another ICON. Once a character knows the system rating, presumably after running an Analyze system command, they can update the value here. Any subsequent combat rolls will no longer prompt the player to select the host's token.

#### Combat Maneuvers

* Initiative - roll Matrix initiative
* End Turn - ends a combat pass for the player
* Sensor - sheet roll for Sensor test vs. targets detection factor
* Evade - sheet roll for combat maneuver Evade
* Parry - sheet roll for combat maneuver Evade
* Position - sheet roll for combat maneuver Evade
* CombatTN - If the system rating is know the base combat target number will be displayed
* Resist - Rolls damage resistance test for cyber combat taking into account armor utility, must be loaded. Damage to the decker for Black/Grey IC is rolled separately.
* Medic - Rolls damage repair using the medic utility rating, must be loaded. The utility effective rating will decrease each time it is used until it is reloaded from memory.
* Decking - general decking skill test
* Hardening - value of the deck hardening rating used for grey/black IC
* Armor - value of the armor rating used for damage resistance in cyber combat.\
* Use Hacking Pool for IC suppression. Check this option if you want to use the SR3 Matrix optional rule for IC suppression.

#### Quick Stats

* Always visible values for the Deck stats.
* Has three columns, Full, Mods and Final
	+ Full is the value configured for the cyberdeck
	+ Mods are any changes that decrease or increase the value of an attribute. Example here would be ic damaging the decks sensor rating. Another example would be the detection factor being increased when suppressing IC.
	+ Final is the final value of the attribute that will be used for system tests.

#### Matrix Status panel

* Jack In - button to set the deckers status in the matrix. Used for the API group initiative.
* Memory in Use - total of all utilities loaded. If it exceeds the Active Memory attribute of the cyberdeck it will be displayed in RED.
* Reset - button to unload all utilities and set memory in use back to 0.
* Hacking Pool - total HP dice
* Hacking Pool Used - dice used in this combat pass
* Penalties - wound penalties that impact rolls

#### Cyberdeck

* Deck Name - name of the deck
* Standard Attributes for cyberdecks as listed in SR3 and SR3 Matrix sourcebooks

#### Computer Skills

Set your computer skill here. you can specialize in Hardware, Decking or Programing by checking the "specialize" box. If you unselect the specialize box after setting specific value, they will reset back to the value of "Computer". A roll button for Computer skill tests is provided. If specializing individual roll buttons will appear for the specialized skills.

#### Utilities

List of utilities available. Every utility has the following attributes

* Name - Hard Coded for common utilities. User defined for any repeating utilities added.
* Rating - rating of the utility - impacts the size
* Multiplier - impacts size of utility. Automatically set for common utilities.
* size - calculated based on multiplier and size as listed in SR3 rule book.
* loaded - toggle to load utility into active memory. will count towards the total size listed in "Memory in Used".
* Effective Rating - final rating value used for system tests. Effective rating can differ from Rating if the utility has been damaged by IC or based on usage rules such as Medic.
* Test - roll template button for opposed tests for the utility. Can be used for System Operations in the matrix, or resisting IC.
* Swap Memory - copy the utility from storage to active memory. Resets the Effective Rating to the Rating value.
* Notes - optional field for the user to make any notes about the utility

##### Special Utilities

* Sleaze and Track are pre defined as they are used in multiple rolls.
* No additional attributes

##### Defensive Utilities

* Armor, Cloak, Lock-On and Medic are predefined.
* custom defensive utilities can be added.
* No additional attributes.
* Medic has a unique action under "test" that runs the medic utility to repair damage

##### Offensive Utilities

* Attack, BlackHammer, Killjoy and Slow are predefined.
* Attack's damage level can be selected, this impacts size of utility
* additional offensive utilities can be added
* A new button, execute, is available to all defensive utilities. This executes cyber combat ( except for Slow which has its own unique "attack" ).

##### Additional Utilities

* No predefined utilities.
* Add any utility here that is used for system operations.
* The Target attribute specifies which of the host ratings the system operation is testing against when using this utility.
	+ Control, Access, Index, Files and Slave are available values

* The execute roll button will run a system operation pitting the users skill vs the host's rating for the attribute listed in Target. The rating of the utility will reduce the target number.

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