This section covers our house rules for combat situations.
Stun Recovery
I had a revelation a long time ago, and now that I'm GMing,
I get to make my revelations into reality. This one involves Stun
damage. Rightly enough, weapons and spells that do Stun damage
are relatively cheap and easy to obtain. Things like rubber
bullets, Sleep spells, and such are treated as "not as dangerous"
as their more lethal cousins.
Only one problem: in the only way that makes any difference,
they are the same. What's the difference between dispatching
someone with a Manaball or a Sleep spell? Sure, there's a roleplaying
difference. In the second case, the magician has not killed his
unlucky victim. But if the aim of the party is to kill the foes,
then a Sleep spell is as good as a Manaball. The only difference
is that somebody'll have to slit the unconscious person's throat.
However, to the magician, there's a big difference: namely
(Force)S Drain vs. (Force-1)S Drain. That might not sound like much,
but believe me, if you play a magician, you'll know what I'm talking about!
While we're at it, let's look at rubber bullets and such for a minute: they go
against Impact armor! That means that if you play in a Low
lethality game (as Dan and I both do), the same guy who gets 12
points of armor (5/3 coat and a helmet, doubled) against a normal bullet
might only get 3 or 4 against a rubber one! (More on this in another
House Rule to be posted at some later date.) But the upshot is, Stun is
damage. Stun is deadly.
So I've changed Stun a bit in my campaign. Namely, instead of
recovering one box of Stun every hour (divided by the successes on
your Body or Willpower test), you recover it one box every
ten minutes (also modified by your roll.) So, a big Troll or
somebody with high Willpower might conceivably be back in action
in a few minutes, while a wimpy person might take more than an hour
to get all their Stun boxes back.
The exception to this rule is Stun damage caused by pharmacological
means--poisons, Narcoject rounds, and so on. This damage is recovered
at the normal published rate of one box per hour, modified by the Body
or Willpower test. If the character has taken a combination of regular
Stun and drug- or poison-related Stun, he/she recovers all the damage
at the higher (1 box/hour) rate.
Aborting Actions for Defense
In keeping with our low lethality philosophy, we've introduced
a concept that we borrowed from the "Champions" system: the "abort
and dodge" move.
This allows a character to sacrifice his or her next move
to do something defensive. For example, suppose a character rolled
a 25 for initiative. He uses most of his Combat Pool attacking
on 25, but fails to notice the troll with the Panther cannon
sneaking up on him (hey, this is an example!) on 18. With the
"abort" rules, the character can abort his move on 15 in order
to refresh his dice pools and dive out of the way (or do whatever
else he wants to get to safety) on 18. His next move, then, would be
on 5 instead of 15.
Note that characters aborting their next move cannot do
anything that could be construed as offensive. They can't
attack, cast offensive spells (or neutral spells with an offensive
effect) or anything else that would injure an opponent. Note also
that if a character does not have a move remaining, he or
she cannot abort an action.
The only exception to the "no offensive action" rule is that
a character using Armed Combat or Unarmed Combat skill can counterattack
by aborting an action (contrary to the published rules). See
"Armed or Unarmed Combat for Defense" below.
Armed or Unarmed Combat for Defense
The Shadowrun rules allow a character with Armed or Unarmed Combat
skill to counterattack whenever he or she is attacked. So a character
with an initiative of 1d6 + 4 and an Armed Combat skill of 6 could
kick butt on a character with an initiative of 4d6 + 12 and an Armed
Combat skill of 2. This means a slow character in armed combat could
get a large number of free hits if attacked by a fast character. Even
considering the fact that the slow character's Combat Pool only refreshes
once, it doesn't seem right that somebody moving in (comparative) slow
motion should be able to stand up to someone who's a blur.
So, we allow slow characters to use their Armed or Unarmed Combat skill to
defend against faster characters, but if they want to do
actual damage, they must abort their next action to do so.
Reach and Counterattack
This one is to simulate the fact that when a person swings a weapon,
there is an amount of time (higher for higher Reach weapons) when the
character is off-balance and cannot counterattack. This rule goes with
the previous one (characters can only counterattack if they burn one
of their moves) and adds a bit more: for a number of segments equal to
a weapon's Reach + 1, the character cannot counterattack, even
if he or she has moves left.
So, for example, if Joe the troll, wielding his mighty battle axe
(+3 Reach, counting his troll bonus), takes a swing at Winterhawk on 17 and
(miraculously) misses, he cannot choose to counterattack until 13 (17 - 4) even
though he has a move on 7 that he can burn. This also applies to getting
a "free hit" on Winterhawk should 'Hawk (wisely) decide to disengage and
get his tail out of harm's way on 16, 15, or 14 (if he has a move
on any of these segments. If he doesn't, he's out of luck.)
Characters can always choose to defend against attack; this
rule does not affect their ability to do so.
Gunnery for All Machine Guns
The published rules allow the use of Firearms skill for firing
light machine guns; we use Gunnery. Also, smartgun links aren't
allowed on any indirect-fire weapons.
Flash Grenade Effectiveness
The increases to Target Numbers from Flash Grenades don't count
vs. non-Manipulation magic, nor do they count for staging damage down.
Naturally, they do add to the Target Numbers for dodging an attack.