My players have found the combat system too simplistic for their tastes. I have come up with an alternate. I'm just interested in your opinions (I know "If you love it, then it's great!")
Anyway, here goes:
Wounds are cumulative (Snafus are not)
The first Wound gives you a -4 on all actions plus the Snafu effect. The second wound has no cumulative effect with the first (except for another snafu result). A third wound and you are downed (see "Downed").
Maimed results are as before. A third maimed also will make you "Downed".
Downed counts as having two wounds in addition to being incapacitated. A "Wound" or greater hit on a Downed character results in Death.
Now for Armor.
Before armor is applied to a hit, all the Boosts will be subtracted from its protection. So if you rolled six over the number needed on a weapon that has a "2" in the Boost column, you subtract "3" from the Armor before applying the armor's protection (the rules may have already indicated this, but I didn't see it).
Finally Initiative.
All players and opponents roll a d20 to determine initiative rank (I wanted a d10, but my players were alienated by switching dice). I also wanted team initiative rather than individual, but this doesn't take into account players who want to "accidentally" shoot another in the back.
Optionally, initiative can be modified by the weapon being used.
Unarmed: +3
Pistol or one handed weapon: +2
Two handed weapon: +1
Heavy Weapon (cone rifle, etc.): +0
That's about it. Anyone want to add anything or point out how dumb I am?
Anyway, here goes:
Wounds are cumulative (Snafus are not)
The first Wound gives you a -4 on all actions plus the Snafu effect. The second wound has no cumulative effect with the first (except for another snafu result). A third wound and you are downed (see "Downed").
Maimed results are as before. A third maimed also will make you "Downed".
Downed counts as having two wounds in addition to being incapacitated. A "Wound" or greater hit on a Downed character results in Death.
Now for Armor.
Before armor is applied to a hit, all the Boosts will be subtracted from its protection. So if you rolled six over the number needed on a weapon that has a "2" in the Boost column, you subtract "3" from the Armor before applying the armor's protection (the rules may have already indicated this, but I didn't see it).
Finally Initiative.
All players and opponents roll a d20 to determine initiative rank (I wanted a d10, but my players were alienated by switching dice). I also wanted team initiative rather than individual, but this doesn't take into account players who want to "accidentally" shoot another in the back.
Optionally, initiative can be modified by the weapon being used.
Unarmed: +3
Pistol or one handed weapon: +2
Two handed weapon: +1
Heavy Weapon (cone rifle, etc.): +0
That's about it. Anyone want to add anything or point out how dumb I am?