+matrix/repair — Repair Matrix damage on your cyberdeck.
Usage:
+matrix/repair Start a repair attempt (tactical pause).
+matrix/repair/edge Start a repair and Push the Limit (1 Edge).
+matrix/repair/second_chance Reroll missed dice on the pending repair (1 Edge).
+matrix/repair/commit Apply the pending repair to your deck.
+matrix/repair/cancel Abandon the pending repair, no effect.
What it does:
Patches Matrix damage on your cyberdeck's condition monitor without a
full +matrix/reboot (which wipes your marks and OS as a side effect).
Each hit you roll removes one box of Matrix damage.
SR5 ruleset (Core p. 228):
Test Hardware + Logic [Mental] Success Test.
Effect Each hit removes 1 box of Matrix damage.
Base 1 hour of bench time — your character is offline in-fiction
while working; the room sees a pose announcing the repair.
Tools Hardware toolkit assumed available.
Setting Out of combat only — you cannot repair mid-cybercombat.
Tactical pause:
After the roll, you see the hit total and your options. Spend Edge
for Second Chance to reroll missed dice, or commit to apply.
Glitch rules (the important ones):
Glitch (more than half your dice come up 1 but you still had hits):
The deck is repaired but becomes temperamental going forward.
GM's discretion on the flavor — expect quirks at awkward moments.
Critical Glitch (glitch with zero hits):
Your cyberdeck is permanently bricked on commit. It cannot be
repaired and cannot be used for Matrix actions. You will need to
acquire replacement hardware or consult staff.
Who can use it:
Deckers with an equipped cyberdeck and at least one rank of the
Hardware active skill. Technomancers do not take Matrix damage
(they take Stun biofeedback instead) and don't need this command.
See also: +matrix/reboot (clears damage but wipes marks + OS),
+matrix (status display includes current Matrix damage).