So, remembering discussions from this, this and this threads (among others), I've decided to throw out the system that\'s been banging about inside my head for a bit:
The "Tempo" Initiative System
The Tempo system represents an alternate way of handling Shadowrun turn-by-turn combat. In the tempo system, each turn lasts one second, and not all players act during the same turn.
Delay
All Actions have a Delay, which determines how many seconds the character must wait before performing another Action. Delay is determined by the type of Action (Free, Simple or Complex), and the character's Initiative Passes. A character's base Delay for all Complex Actions is equal to (5 - IP) x 2, and their Delay for all Simple Actions equals 5 - IP. Free actions effectively have no Delay, and Defensive Reactions reduce their delay by half – so a Full Defense Reaction has a Delay of (5 – IP), while a Simple Defense Reaction has a Delay of (5 – IP) / 2 (round up).
Initiative and Joining Combat
When a character first enters combat, they must make an Initiative test to attempt to join the fray. A character who achieves no hits on this test is completely oblivious for (5 - IP) seconds, and may perform no actions except to re-attempt an Initiative test at the end of that time. Characters who succeed in their Initiative tests have successfully joined (or initiated) combat, with an initial Delay of (5 - IP) x 2, reduced by 2 per hit.
A character in combat may also choose to take a Complex Action to make an Initiative Test at any time that they may take an Action (modifying their dice pool as appropriate, including any Delay modifiers) to attempt to re-establish Initiative and speed up their next action. If they succeed, their Delay is increased by the standard amount for a Complex Action, but is then reduced by twice the number of hits achieved (to a minimum of 0).
Combat Sequence
1. Begin Turn: Each character with a Delay of 1 or 0 may choose to act, starting with the highest Initiative character and counting down to the lowest. Each character resolves their actions in the following manner:
A. Declare Action: The active character first declares whether they are performing a Simple, or Complex Action, and what kind of Action they are performing.
B. Declare Reaction: If the active character's action directly targets another character, that other character can immediately expend their action as well, combining both of their actions into a single Opposed Test. Note that Full Parry, Full Dodge or Gymnstic Dodge is a Complex Defensive Reaction, while a simple Dodge or Parry/Block is a Simple Defensive Reaction.
C. Resolve Actions: The acting player (or players, in the case of an Opposed Test) make their dice rolls and note the results. Any wound penalties or other adjustments to Initiative or IPs take effect immediately, before Delay is adjusted.
D. Adjust Delay: The acting player (or players, in the case of an Opposed Test) adjust their Delays. A character who performed a Complex Action adds (5 - IP) x 2 to their current Delay, while a character who performed a Simple Action adds (5 - IP) to their Delay. Free Actions do not add to a character's Delay.
2. Next Player: The character with the highest current Initiative and a Delay of less than 2 begins at step A. (This may be the same character that just acted).
3. Track Delay: At the end of each second, each character's Delay is reduced by 2, to a minimum of 0.
Interrupt Actions
A character with a Delay of 2 or greater may declare that they are taking an Interrupt Action, either at the 'Begin Turn' step or (for appropriate reactions) the 'Declare Reaction' step. A character who acts outside of their normal Delay takes an Initiative and dice pool penalty equal to half their remaining Delay (round down). Free Actions may also be taken as Interrupt Actions, but receive no Initiative or Delay penalty.
Defense and Full Defense
A normal defensive maneuver (Reaction + Edge vs. Suppressive Fire, Reaction vs. Ranged, or Reaction + Dodge / Reaction + Combat Skill vs. Melee) is a Simple Action, and follows all the Delay rules for Simple Actions and Interrupt Actions. A single Full Defense maneuver is a Complex Action, and follows all the Delay rules for Complex Actions and Interrupt Actions. A Defense Action or Full Defense Action only lasts against that attack, and does not last until the character's next Action Phase. This replaces the "Defender has Defended Against Previous Attacks" modifier on pg. 150 of SR4, as well as the +1 dice modifier for bracing against a charge on pg. 148.
Full Autofire Weapons
So long as a character does not take any other action, Full Bursts and Suppressive Fire may be maintained as a Free Action; the character simply holds down the trigger and continues spraying. The firing character does not re-roll each second, but continues to use the number of hits originally achieved, losing 1 hit per second the attack is maintained. A character defending against Suppressive Fire must make their Reaction + Edge test each turn, while a character defending against Full Autofire continues to subtract hits from the original attack each time they successfully roll Defense.
Movement
All characters have a base Walking and Running speed determined by their Agility and Metatype. A character's base Walking and Running speed are rated in meters per second, and are determined as follows:
Dwarf - Walking: Agility / 2 (round up); Running: Agility
Human, Ork - Walking: Agility; Running: Agility x 2
ELf - Walking: Agility; Running: Agility x 2 + 1
Troll - Walking: Agility + 2; Running: Agility x 3
Thus, a Dwarf with an Agility of 5 would have a base Walking speed of 3 m/s, and a base Running speed of 5 m/s. Likewise, an Elf with an Agility of 4 would have a base Walking speed of 4 m/s, and a base Running speed of 9 m/s. Digigrade cyberlegs and inline skates each multiply a character's base Running speed by 1.5 (round up).
Characters may use a Free Action in any round to move up to their full running speed, but take a -2 dice pool modifier to any tests attempted while moving faster than base Walking speed. A character may also Sprint as a Simple Action in any second, making a Strength + Running test and adding +1 to their base Running speed for every 2 full hits. Characters with digigrade cyberlegs and inline skates multiply the number of Sprinting hits achieved by 1.5 for each system (round up). A character may use their Free Action each second to maintain this increased speed until they their Delay refreshes or they take an Interrupt action (whichever comes first), losing 1 net hit per second.
Vehicle Movement
A vehicle\\\'s base Cruising and Racing Speeds are given by its Acceleration rating. Cruising is the equivalent to a character’s Walking movement, while Racing is the equivalent to Running. Speed is its top-end cruising speed in kilometers per hour, but should not be used during Tempo combat. A Pilot, Rigger or driver may make a Maneuver test to increase a vehicle’s Racing speed; this is identical to a character performing a Sprinting test. For each hit achieved, add (Cruising / 5) meters per second to its base Racing speed. The driver may use their Free Action each second to maintain this increased speed until they their Delay refreshes or they take an Interrupt action (whichever comes first), losing 1 net hit per second.
Swimming
A character’s base Swimming rate is equal to half their Walking rate in meters per second (round up). A Strength + Swimming test may be made as a Simple Action to add +1 meter per 2 hits.
Climbing
A rappelling character falls at a rate of 4 meters per Simple Action expended, +1 meter per 2 full hits on their Strength + Climbing test. Likewise, characters climbing upwards may ascend 1 meter per 2 full hits on their Strength + Climbing test.
Jumping
A character may jump forward from a running start at top speed makes an Agility + Gymnastics Simple Action, and propels themselves forward 2 meters per hit, while a character leaping vertically propels themselves upwards 1 meter per 2 hits. Use the rules as given for targeted jumps. A character jumping their maximum distance (vertically or horizontally) will remain airborne for a brief moment, and will be unable to perform any Climbing, Jumping, Running or Sprinting actions during the following second.
Falling
A character in free-fall begins falling at 5 m/s, increasing at +10 m/s until they reach terminal velocity at 40 m/s. Thus, a character will fall 5 meters in the first second, 15 meters further in the next second, 25 meters further in the third second, 35 meters further in the fourth second, and 40 meters further in the fifth and subsequent seconds. Falling damage is determined by the total number of meters actually fallen that second or the second before (whichever is higher) - so a character can take a maximum falling DV of 40.
Example
Sammie Sam and Shit-End square off in a dark alley. Their eyes lock, and years of animosity and hatred flash before their eyes. They each drop into their combat stance. Sam has an Initiative of 7 (3 IP), and Shit-End has an Initiative of 4 (1 IP). Sam rolls 3 hits; with 3 IP, his Delay is 4 [(5 - 3)x2], and 3 hits reduce that to 1, letting him act immediately. Poor Shit-End only rolls 1 success. With 1 IP, his Delay is 8 [(5 - 1)x2], giving him a net Delay of 7 and a full 3 seconds to stare at Sam before he realizes what's happening.
Second one: Sam readies his cyber-spur, which is a Free Action, and closes the distance to Shit-End at a run. He drops into a full charge (a Complex Action), as Shit-End widens his eyes and backs up at walking speed, trying desperately to dodge out of the way (a Simple Action). Sam's Agility(4) + Unarmed Combat(3) pool gives him 7 dice, +2 for the charge. Shit End's Reaction(2) + Dodge(2) give him 4 net dice, which his net Delay of 7 / 2 reduces to 1. Poor Shit-End; good thing he's a troll. Sam rolls his 9 dice and gets 3 hits; Shit-End rolls his measley die and - miracle of miracles - gets one. That's 2 net hits for Sam, forcing the troll to resist 6S damage. He does, easily. Sam’s Complex Action ups his Delay by +4, to 5; Shit-End’s Simple Defensive Action ups his delay by +2, to 9. Then the turn ends, lowering Sam's Delay to 3 and Shit-End's to 7.
Second two: Both of them are still recovering, and cannot act. Sam's Delay drops from 3 to 1 and Shit-End's drops from 7 to 5.
Second three: Sam gets another action, and attempts to eviscerate the poor Troll with his spur. He rolls Agility(3) + Exotic Weapon (Spur)(4), getting 2 hits. Shit-End realizes that the puny guy isn’t actually going to hurt him much, and just takes the hit. He winds up taking 3P damage, which hurts a little – his Initiative drops from 4 to 3. Sam’s Delay goes up by +4, to 5 again, and then the turn ends, dropping both character’s Delays from 5 to 3.
Second four: Both of them are still recovering, and cannot act normally. But Shit-End is wiley, and sees an opportunity: he declares an Interrupt Action – an unarmed melee attack. Sam declares a Full Gymnastic Dodge. Shit-End rolls Agility(2)+Unarmed Combat(5)+Boxing(2) +Edge(1), -3 for his current DV, for a total of 6 dice – and gets 3 hits. Sam rolls Reaction(5)+Dodge(4)+Gymnastics(3), -3 for his current DV, for a total of 9 dice – and gets only 2 hits. Ouch. Sam gets walloped by an 11S troll punch, and goes flying backwards after soaking 2 of it. The remaining 9 boxes of damage reduce his Initiative to 7 and all dice pools by 2. Worse, he glitched his damage resistance test, and the GM rules that he’s Disoriented, adding +5 to his current Delay on top of the +2 from the Full Dodge. So Sam’s Delay goes from 3 to 10, and Shit-End’s goes from 3 to 11. Then they both drop their Delay by 2, to 8 and 9.
(note: in a normal game, this would have been the end of the first turn).
Second five: Both of them are still recovering, and cannot act. Sam’s Delay drops from 8 to 6 and Shit-End’s drops from 9 to 7.
Second six: Both of them are still recovering, and cannot act. Sam’s Delay drops from 6 to 4 and Shit-End’s drops from 7 to 5.
Second seven: Both of them are still recovering, and cannot act. Sam’s Delay drops from 6 to 4 and Shit-End’s drops from 7 to 5.
Second eight: Both of them are still recovering, and cannot act. Sam’s Delay drops from 4 to 2 and Shit-End’s drops from 5 to 3.
(note: in a normal game, this would have been the end of the second turn).
Second nine: Both of them are still recovering, and cannot act. Sam’s Delay drops from 2 to 0 and Shit-End’s drops from 3 to 1.
Second ten: Both combatants grapple each other, growling and grunting. They engage in an Opposed Strength + Unarmed Combat test (one wonders what the hell Sam is thinking), as Shit-End delights in crushing the life out of his old foe. Shit-End wins, of course, dealing enough damage to knock Sammie Sam flat out, and the combat is over.