House Rules:1. When you roll defense for grenades, you just move your character X meters away from the blast point depending on the number of hits you got on your defense test (which is at -2) and in the direction you can choose.
2. The only way to sneak up on someone and attack them without them getting a defense roll is to win a surprise test. If you win an infiltration test, or they fail a perception test, that just gives you a +3 to surprise roll...not an automatic sneak attack. If it's truly an ambush where you are lying in wait, then it's a +6. I'll say those who are surprised can delay their 1st IP action until 2nd IP and then be able to act, but you do lose your 2nd IP action if you had one. This means 1IP'ers don't have to go a whole combat turn without a good solid action before you can act again.
3. If friend is in melee range (2m) of a target or I deem that based on peoples relative locations you can hit a teamate with friendly fire when you take a shot, then the friend has to roll a:
SS, SA or NSB: Edge+Reaction(1) if attacker fails on attack roll.
WSB and NLB: Edge+Reaction(1) even if attacker hits target.
WLB and NFA: Edge+Reaction(2) even if attacker hits target.
WFA: Edge+Reaction (3) even if attacker hits target.
Glitch on this test would mean a heavy injury as in Augmentation. These tests are only for FRIENDLY FIRE meaning you can't use them to try to attack multiple targets indirectly without getting the penalties for trying to hit multiple targets.
With SS, SA, you can avoid hitting a friend with friendly fire by using a Simple action to do a Take Aim and you still get the +1 bonus.
4. To change your state of Cover: none, partial, good or full, you have to spend a free action to go in between any of these options. If you are under partial, or good you get the standard -2 to ranged attack. If you are under full then it can only be done with an indirect attack or total blind fire with an additional -2. So this would mean if i'm behind a corner under full cover and without a smartgun, if I poke my gun around the corner and shoot, then that's a -8 total on an Agility + Intuition test.
5. The number of meters moved/ IP = (how man meters you move in a combat turn) / (# of IP's in Turn) and round normally. So 3 IP CT would be 7m/IP for dwarves, 8m/IP for humans, 12m/IP for trolls. You need to spend a free action to increase your movement mode. This means if you have to do an action that stops your running, then you have to spend a free to start again. Any special movement maneuvers might be possible with a certain test decided by GM.
7. If you want to infiltrate someone who can hear you, going at your running speed incurs a -2 dicepool modifier, sprinting incurs a -3 dicepool modifier. If the perceiving character is only using visual, then these penalties don't apply.
8. In order to burn Edge you need to have that point your gonna burn still in your EDGE POOL. So if your Edge pool is empty, then you have no Edge to burn and if you die, you die. So that last point of Edge is a real big decision you gotta make.
9. If you manage to gain astral perception through some mechanism (i.e. deepweed, through a mental link, etc.) I'll allow you to default on Assensing to Intuition - 1. These is you're regular ol' "perception" test on the astral plane to "see" stuff. You can't gain any of the info on the Assensing Table SR4A pg. 191 through defaulting though.
Road to Redmond II OOC begins here.First Karma pit stop for Road to Redmond IFinal Karma give-out for Road to Redmond IFirst Karma pit stop for Road to Redmond IISecond Karma pit stop for Road to Redmond II