I have substituted the "ten sider" in favor of two "six sided" dice. This was done for serveral reasons: sixes are easier to read, look cooler, give better statistical averages with a broader range of numbers.
The ability check:
Any time the dice are rolled for a check there is the potential for critical fumbles & successes.
The fumble: If one die comes up "1", then there was an amusing accident that (although funny) is relativly harmless. If both dice come up snake eyes, the character is screwed: gun jams, slip & fall, cut wrong wire, piano drops on head, falls off face of earth...
The success: If one die comes up "6", then the character succeeds with true finese & style (spectators cheer). If both dice come up box cars, then The character never need roll again. The job is done: bad guy vaporised, car runs without gas, eat greased skittles with chopsticks...
If the character would not make target number even with "critical succees", she may reroll & add result to sixes originally rolled (if both came up sixes, roll both dice and add to 12). Keep this up until TN reached, no more sixes, or snake eyes (in which defeat is snatched from the jaws of victory, see critical fumble).
Summery:
Hit location
This house-rule combat hit/hit location make two assumptions: You use 2d6 to roll to hit & you know how to play three-man.
Roll 2d6 to hit (double ones is a critical fail), if a hit consult chart:
| 66- Body:throat | ||||
| 65- Body:chest | 55- Arm:hand | |||
| 64- Body:gut | 54- Arm:forearm | 44- Leg:knee | ||
| 63- Body:groin | 53- Arm:elbow | 43- Leg:thigh | 33- Leg:foot | |
| 62- Body:shoulder | 52- Arm:upper | 42- Leg:hip | 32- Leg:shin | 22- Head:face |
| 61- Body:graze | 51- Arm:graze | 41- Leg:graze | 31- Leg:graze | 21- Head:graze |
Note: doubles result in a hit to an unarmored/vital location and a "one" is j ust a grazing flesh wound.
To hit roll
The to-hit combat roll:
Attacker: (REF)+(SKILL)+(bonuses)+(modifiers)+2d6
-vs.-
| (REF)+(SKILL)+(bonuses)+(modifiers)+2d6 | action used by defender to defend |
| (REF)+(SKILL)+(modifiers) | defender aware of attacker |
| (REF)+(modifiers) | defneder unaware of attack |
Bonuses: martial arts skill bonuses, tech (smartlink, targeting, accuracy, a iming...
Modifiers: range, pain, conditions...
Damage:
Stun damage: Every time a character is hit, regardless of whether damage penetrated armor, the character takes "stun points". The number of stun is equal to the number of dice rolled for damage (ex/ 3d6 = 3), minus BTM, minimum of one. This may force the character to make a stun save, but will never kill her. Stun is not cumulative with real damage as normal damage superseeds stun (ex/ PC with 3 boxes stun gets hit for 7 points damage; PC then has 7 boxes damage, not stun. ex/ PC has 7 boxes damage get hit for two boxes stun; PC has 7 boxes damage + 2 boxes stun.). Stun damage goes away after character has time to "catch her breath" and rest.
Autofire:
Bonus "to hit": +1 per additional bullet fired after first.
Recoil penalty: -1 per point of uncompensated recoil. Recoil can be compensated with gas vents, gyro mounts, shock pads... BTM also subtracts from recoil. Very light caliber weapons have half recoil, while Very Heavy are doubled. Recoil penalty does not apply to point-blank range.
Damage: Roll die equal to number of bullets fired to see how many hit (or minimum amount of dice, ex/ 32 round burst = d20+d12). Each die is considered a "grouping" and all bullets hit that one body location for simplicity.
Spraying targets: +3 multiple target penalty for each additional target. Attacker rolls to-hit once and checks individual defenders' TN/dodge.
Actions & Initiative:
Character may take action every 10 initiative "phases" (ex/ Initiative roll (REF:9) + (Combat Sense:4) + (d10:6) = 19, action on 19 & 9). Character has +3 penalty for every additional action/phase.
Simultaneous actions: Character may execute two actions together (quick draw/shoot, run/shoot, grapple/throw, parry/grapple...) actions must make sense and "go together". Both actions are at +3 penalty, additional penalties from one add to the other, bonuses are ignored unless both receive same bonus. Simultaneous actions are considered one action.
Defensive actions: Character may sacrifice an action to defend, even if he is attacked before his initiative turn. This counts as his next action and +3 penalty for additional actions. If character does not have another action left to borrow against then he is screwed.
My personal solution to excessive armor: build a better bullet. As a GM, I hate armor. It annoys me that I need a Barret.50cal to make a PC listen to reason. When my bad guy pulls a gun, I want the PCs to get nervous (even if that gun is only a 9mm). I have experimented with workarounds for armor: chemicals, gas, ECM, sonics, called shots to unarmored face/mouth, EMP, shock... But, the truth is, I like guns. So here it is, the better bullet:
Examples:
I have never read Shadowrun's®© Virtual Realities 2.?®©, but I want to. Until then I plan to make things up that sound like they might be close to whats in that book. Decker rolls vs system to accomplish a task: find file, edit file, modify code, sleaze, attack, escape, hide... That's it. No exploring, no time wasting maps, no silly ass mucking about with whatnot. If the decker can imagin it, roll the dice and see if it happens.
Rolling the dice:
For every critical fumble/"one" roll add one check/tally to security table. When tally number reaches event number then something neet happens.
Example:
Skill checks are handled exactly like combat rolls:
(INT) + (SKILL) + (bonuses) + (modifiers) +2d6
vs
(INT) + (SKILL) + (bonuses) + (modifiers) +2d6 -Active defense by opponent
(INT) + (SKILL) -Opponent aware of attack
(INT) -Opponent unaware of attack
INT for systems: (examples)
Skill is both Interface & Hacking
Bonuses include: tech, cdeck rating, program rating...
Modifiers include: pain, line interferance...