I'm starting a new campaign for my players tomorrow. The first one went well, but my players had a couple of grumbles over not having certain options or factors in combat... so I obliged and here are the results. Tomorrow we play test em', so we'll see how they handle at the table. I thought maybe some other groups might be interested in trying them out as well.
Defensive Command: A character can spend their reaction and roll their Command skill to allow an ally to use the result of the Command test in place of a failed Dodge or Parry roll. The character must be able to see and communicate with the ally in order to provide them this benefit.
Subduing:
Any weapon that can be used in a non-lethal manner (fists, stun batons, etc.) can be used to subdue rather than attack. If a character uses a weapon to subdue a target, then any damage from the attack which would cause a heavy or critical wound is instead applied as levels of fatigue.
Armor Has Consequences:
Armor pieces covering the legs or arms of a character whose armor rating is higher than their strength will have the following modifiers applied:
- Arms: -10% to any tests requiring fine finger control (Security, Climbing, Demolitions, etc.)
- Legs: -1 to Agility Bonus (minimum of 1)
Also, due to limited range of peripheral vision and ear coverings, carapace head armor, feudal plate head armor, and any other similarly-enclosed head covering, will apply a -10% to perception tests unless otherwise specified in the armor's description.
Mesh and Power Armor ignore all of these negative effects unless otherwise specified in the armor's description.
Hit Em' Where it Counts:
If a character makes a called-shot, then they can declare the attack to be a Crippling attack. This applies an additional -10% to the roll and the attack will have added benefits if it does at least one wound to the target. The benefit of Crippling attacks are listed per hit location below:
- Head: The attack also inflicts one level of fatigue.
- Arms: The attack applies a -20% modifiger to any test requiring the use of the struck limb. The modifier remains in place until the target recovers a wound.
- Body: The attack knocks the target off of their feet unless they succeed against a standard test against Strength or Toughness (whichever is higher). The GM may give the target additional modifiers to the roll based on their size, extra legs, how stable their footing is, and other similar factors.
- Legs: The attack prevents the character from running or charging. The modifier remains in place until the target recovers a wound.
Pull Blow:
A character can choose to pull their blow in ranged or melee combat in an attempt to do less damage. This applies a -10% modifier to the attack roll and allows the attacker to reduce the amount of damage dealt, after calculating for Toughness and armor, by any number up to their WS or BS bonus respectively (i.e. WS for melee attacks, BS for ranged attacks).