So I noticed that my party was disinclined to do much more than hunker down and shoot till everything in their firing ark was dead and I figured that all this 'hit him till he stops moving' was getting a bit old. Which led me to come up with a few little traps and tricks for the party to exploit and be exploited by (*evil laughter*) Heres what I have so far, please add more! =D
Man Trap
Perception -10 to notice
Agility -10 to avoid
Hit = Move reduced my 50% until they receive medicare, plus 2 levels of Fatigue
(Basically a level 4 crit against a leg)
Hanging Pipes/Machinery
+10 to hit
AP 5 (-1 AP per hit without pen)
Successful pen = 3d10+X (X being relative to how high the pipes where as per Fall Damage p210 of DH core book)
Oil Barrels
+20 to hit
AP 6 (-1 per hit without pen)
Successful Pen = As Fire Bomb centered on the barrle
Obviously relevant skills checks can be taken, Awareness instead of Perception for the Man Trap, where applicable.