In order to make this post as pleasurable to read as possible, I recommend having the following playing in the background while you read:
http://www.youtube.com/watch?v=VhMD0-nym5USR3 optional Chuck Norris melee ruleset
In Shadowrun, melee combat is designed to be fast and deadly because it needs to be in order to compete with the relatively deadly firearms system. However, this makes it hard to have cinematic martial arts duels. Because it's imperative to always have rules for everything, here is the Chuck Norris melee ruleset which is designed in honor of Lone Wolf McQuade and which is used to simulate cinematic duels between important martial artist characters. The following is the result of ideas and input from the indomitable members of Dumpshock Forums.
The Chuck Norris melee ruleset engages between two characters whenever two characters who are considered to be important martial artist characters fight. As soon as the Chuck Norris melee ruleset is engaged no player character or NPC is allowed to interfere in the fight by attacking either character involved with it. This simulates ninjas circling and attacking one at a time, all of Chuck Norris' friends staring and doing nothing while holding assault rifles when Chuck Norris fights with David Carradine in Lone Wolf McQuade, and so forth. The only way that the melee ends is when one of the combatants is defeated OR if completely unintentional indirect fire causes the fight to be broken up, i.e. the combatants are fighting in a bunker and then the bunker collapses on them both when mortars that were actually directed at some tank hit the bunker instead. This actually allows for Hollywood-esque breaking up and later continuation of man to man martial arts fights.
The first thing to do when two sufficiently tough characters initiate a Chuck Norris melee ruleset battle is to make a separate note of their Physical and Stun damage tracks, and then restore both combatants to full Physical and Stun health for the purpose of the battle that is about to ensue.
The Chuck Norris melee ruleset is actually a rock-paper-scissor style ruleset, in contrast to the rest of SR. The three possible actions are (CHUCK NORRIS) ROUNDHOUSE KICK, (DAVID CARRADINE) COUNTER AND THROW, and (SONNY CHIBA) REVERSE PUNCH KIAI. Consider ROUNDHOUSE KICK as paper, COUNTER AND THROW as rock, and REVERSE PUNCH KIAI as scissor. The rationale is that ROUNDHOUSE KICK is too masculine for COUNTER AND THROW to handle, but too slow to deal with REVERSE PUNCH KIAI. REVERSE PUNCH KIAI is too linear to prevail against COUNTER AND THROW but it beats ROUNDHOUSE KICK to the punch. There is no T3H GR4PPL3 because that isn't a part of 1980s martial arts drama beyond the scope of COUNTER AND THROW. Both players involved in the duel (or the player and the GM) must do rock, paper, scissors at the same time so that there is no chance of fudging and quite a lot of unpredictability!
The character's attributes, of course, behave differently under this system than under ordinary SR. The player who loses must subtract the sum of his Body, Reaction, and Willpower from the sum of his opponent's Strength, highest melee combat skill not including magical bonuses such as Improved Ability which the character has the appropriate equipment to use, and Reaction. All the attributes involved in this equation are base attributes, so magical bonuses or cyberware bonuses do not apply. The result is the number of boxes of stun damage that he takes from his loss in the rock-paper-scissors hand, which will never be less than 1 box. Each hand of rock-paper-scissors is considered to take 3 seconds of time in the game, filling up an entire combat turn.
However, what would a martial arts showdown be without the chance for a character to make a dramatic comeback after taking a ferocious whipping? Before any hand of rock-paper-scissors after the first, the two combatants involved must roll 2d6 a number of times equal to their unmodified Charisma score. Each time they roll an 8 or higher on the 2d6, they may regain 1 box of stun damage back as though it never occurred. This represents how if a character is cool and badass-acting enough he can make a convincing comeback on the big screen. Think John McClane from Die Hard. On the other hand, the lower your charisma, the more and more you're akin to a boring, faceless mook, so you're less likely to benefit from such a comeback.
When one of the combatants has finally been defeated by receiving a full track of Stun damage and whatever physical damage he or she is entitled to, declare the Chuck Norris ruleset melee battle to be over, and then add all of the Stun and Physical damage the characters had before the battle back onto their condition monitors! In that way, it is possible for a simultaneous double KO to occur. It is also up in the air whether a character will be killed by a fight under this ruleset or whether he or she is merely knocked unconscious, or knocked unconscious but badly injured. It's even possible for a martial artist to heroically die defeating his nemesis!
Wound, status, or environmental target number modifiers to not apply in any way to this rule set.
Weapons and their damage codes and reaches have no effect on the Chuck Norris rules. The only impact that weapons carried have on this ruleset is whether or not you can use a weapon-based combat skill as your highest melee skill for the purpose of calculating damage.
In order to preserve the dramatic tension of the no-fudging, open-handed Chuck Norris rules, karma pool may not be used in any way in conjunction with this ruleset except for Hand of God, with its normal drawbacks and restrictions, to prevent a death at the GM's discretion.