Wolves on Watch
Wolves on Watch personal combat House Rules.
1) Hit-locations rules are in effect (from the core book, page 190-191). However the hit location table (page 190) will be simplified as follows: The table result will not be modified by +1 or -1 when firing from a side, instead hits to the opposing-side location (right side hit by attacks from the left, or left side hit by attacks from the right) will be assumed to hit the closer-location instead (right side hit by attacks from the right, or left side hit by attacks from the left).
Hit locations will be used only if called shots are made. Otherwise the basic/standard damage rules will be used for combat resolution.
2) All ranged weapons have -1 AP, this is included in the pages Ranged Ballistic Firearms and Ranged Energy Firearms.
Firearms will do standard damage in the Wolves on Watch campaign.
3) The “Increased Armour Effectiveness” optional rule for lethality-reduction (from the core book, page 192) that attacks with AP < M/B/E/X cause fatigue damage not standard damage is in effect.
For example ablative/flak armour has a M/B/E/X rating of 2/4/5/2 so a weapon with ballistic AP 3 or less would only do fatigue damage but a weapon with ballistic AP 4 or more would do standard damage.
4) After normal armour damage-reduction from armour, a further -1 AP /-1 BD is applied to the attack. This applies to each layer of barrier or armour penetrated by the attack.
A character may use edge to make the -1/-1 reduction occur before rather than after normal reduction of the attack.
5) Characters will have negative hit points equal to their BOD attribute and will die then whey exceed these (die at BOD +1 standard damage below zero). Formerly characters would die when they hit zero hit points (standard damage equal to 2x BOD).
6) In melee combat, only the attacker can strike in the action when they attack, regardless of any contested-roll results indicating a defender strikes the attacker or both attacker and defender strike one another.
7) Burst Fire Correction Rule (replacing the over-powered rules for burst fire in the rulebook and bringing the personal combat rules in line with the tabletop game where rapid fire weapons reduce the to-hit limit).
When firing in burst mode, you gain +1 to hit per bullet after the first.
Firing a burst of 3 or fewer bullets is a simple action
Firing more than 3 bullets in a round is a complex action
Burst Fire Rule Example
E.g. spending a complex action to unload 10 bullets with a SMG takes a complex action, gives +9 to hit, and as such the MoS modifies the damage as usual (i.e. MoS/4).
Two single shots at normal bonuses
Two burst shots (3 bullets each) at +2 to hit
One long auto-fire (10 bullets) at +9 to hit
One assault rifle full auto (15 bullets) at +14 to hit
All are valid options. The first conserves ammo. The second gets in more damage at the cost of hits. Full auto is horrendously wasteful of ammo, but offers the best chance to hit – particularly when the shot is otherwise just too damn hard (extreme range, at night, running target in cover? Spray and pray)
8) Jackpot. Players will record boxcars and snake eyes (including those attained by natural aptitude) when rolling a skill. When the total reaches 10, the player gains experience sufficient to raise the skill to the next level (unmodified by fast learner, etc), and the opportunity to use that experience to raise the skill immediately. The remaining players receive the same experience total but no option to spend it without training time.
Modifications to Existing Traits
1) Poison Resistance is the same cost as buying more body and gives the same bonus to the body rolls to resist toxins. To make poison resistance worth the points I will widen that to any rolls relating to drugs and toxins, so for instance WIL rolls to tell reality from hallucination.