House Rules: Combat

I run combat as per the rules found in the game's Rulebook with only a few modifications with regard to weapons. Any weapon that lists the rate of fire as Standard is able to shoot aimed, burst, or wild with the following exception: Heavy energy weapons (plasma ejectors and similar weapons). Heavy weapons are meant to do a large amount of damage with minimum ammunition usage. Therefore, they shoot one shot that does a lot of damage (relative to other single round damage from other weapons).

Bursts damages are always based on a single round's damage. For example, if a weapon lists 1D6 per round/shot, 3D6 for a four-round burst, 1D4x10 for a ten-round burst, and a player chooses to fire a long burst (takes two attacks and does x5 damage), then the player would roll damage for a single shot/round (in this example 1D6) and then multiply the damage rolled by five. Burst damages are as follows:

Type Damage
Mod.
# of
Attacks
# of
Opponents
Short x2 1 1
Long x5 2 1
Full Melee x10 all 1
Wild x2 all 2D8

All characters who have no Hand to Hand combat skill have one attack per melee, period. All characters who have selected a Hand to Hand combat skill start with the base number of attacks for the corresponding skill (two for most, one for Assassin).

Natural 20s
A roll of 20 (not including any bonuses) on any combat rolls have special meaning for our group. It is generally used as a critical strike. In our games, there is also a special meaning when a 20 is rolled for a parry or dodge.

A natural 20 to parry immediately allows a combantant a riposte. Essentially, the parry has moved the opponent far enough out of line that the character gets a free shot, which doesn't take an attack, but doesn't get any bonuses, either. This rule only works if the opponent's strike roll was not a natural 20.

Likewise, a natural 20 to dodge also carries special circumstances. A dodge roll of 20 means that the dodge does not take an attack, unless used to dodge a natural 20 to strike.

Critical Strikes have a 75% chance of being armor piercing (AP). When a critical hit is rolled (generally a natural 20), then roll 1D4 to determine the multiple (i.e. x1, x2, etc). If a one is rolled, then the weapon automatically does full damage for the dice (i.e. a 4D6 weapon would do 24 points of damage).

When a AP critical hit is struck, the damage is transferred directly through the armor at a 1:1 MDC to SDC ratio. Meaning that for every one point of MDC that would have been inflicted on the armor, 1 point of SDC is inflicted to the character inside the armor. If the creature inside the armor is a natural MDC creature, then 1 MD is automatically inflicted to the body, +1 MD for every multiple rolled on the D4 above.

In the case of cyborgs and robots being hit by an AP critical hit, roll on the following table to determine the system that is hit.

01-25 Optics: One of the cyborg's/robot's optic sensors was damaged. Poor depth perception, -2 to strike and parry. –1 to dodge, -10% to all skills requiring precision until a repair is made (generally about half the cost of the cybernetic system).
26-40 Hydraulics: One or several Hydraulic line was severed/damaged, causing a decrease in mobility. –25% on speed, -3 PP, -1 to parry and dodge. If the fluid leak is not stopped within 1d6 minutes, the cyborg's mobility systems will lock completely. All penalties are in effect until a repair is made (general around 15K to 100K, depending on the severity).
41-60 Audio: Auditory systems (both speech and hearing) have been damaged. –15% to detect ambush, -2 to initiative, -1 to attacks that come from either side, speech is scratchy/staticy. Typically costs half the price for a voice modulator to repair.
61-70 Electrical System: A large number of internal wires have been burned or cut, causing various degrees of malfunctions. Short circuits happen frequently, temporarily shutting down systems. Sparks shoot from the character and there is a 50% chance of an internal fire occurring every minute until the unit is shut down. –1 to strike, parry, dodge, and attacks per melee. General cost to repair is 5K to 10K credits.
71-90 Internal Systems: Built-in weapon systems have been damaged and no longer function. The only option for the character to fight if he/she has no other weapons is Hand to Hand. General cost to repair is half the cost of all weapon systems.
91-00 Nuclear Power Core: The nuclear power core has been damaged and is leaking radiation. Anyone within 10 feet of the cyborg will begin to feel sick after 5 minutes, and blisters will form within 10 minutes. The cyborg/robot will have a myriad of problems, including staticy vision and poor readouts. Generally costs about 250K to 1 million credits to repair