This style of play is designed to favor storytelling. The GM and the players are creating a story of each conflict, using the mechanics and GM to arbitrate each part as the story unfolds. Combat (or other threats where time and positioning may play a critical factor for survival) is broken into three-second turns. Each combat turn is handled in phases, in the following order:
Actions - every player states their actions. They may alter their actions after others declare their own, until everyone agrees. This maps out a choreography of the characters and their opponents for the next few seconds, and what they are attempting this round. If a character has more than one action, they suffer a penalty equal to the number of actions they're attempting. For example, for two actions, both would be at -2, for five actions, all would be at -5, to whatever number the player could get the GM to agree to.
The GM keeps track of all actions, mapping out how the round will proceed. This could be a list of participants and actions, a sketched diagram with arrows and notes, or whatever feels best for keeping track of everything in an easy-to-understand manner. This will guide the GM as they work through the combat turn.
See below for list of common actions for combat.
Tactics - each participant sets the offensive and defensive tactics (oT/dT) by assigning points from Tactics. Generally speaking, all combatants can see whether their opponents are fighting in a more defensive, or offensive manner (based on relative oT/dT). For example, someone on full defence (all to dT) would be committing less of their efforts into risky attacks and favoring more defensive postures and responses. Someone on full offense would fight recklessly, aggressively, taking risky (perhaps in a rage) strikes, and their opponents would be blind to miss it. Each can alter their choice until everyone agrees to their set tactics. These tactics apply bonuses to all appropriate actions for this combat round.
Some of the deadliest threats are foes who outmaneuver their enemies. They also tend to be the ones who can walk away after a battle...
Results - GM arbitrates actions, going in no particular order, but when one combatant has an action that may impact another (for example, one character shoots at another engaged in fighting with an ally, and wishes to strike before that target does), make an opposed initiative test to determine which strikes first - a tie results in both strikes effectively happening at once. For each initiative test, it's a FIN Test plus Tactics. Longer reach weapons (per +1 Size difference) gain Superior +1 versus smaller opposing weapons, while ranged weapons gain Superior +2 over melee weapons, providing the target isn't already in range of their own target.
Initiative: FIN Test + Tactics
Range gains Superior +2 versus Melee
Larger Melee gain Superior +1/size larger than opposing Melee
Higher Successes: establishes who is first
Ties: both strikes resolved simultaneously
Highest Failures: establishes who is last
This stat gives a value for how many meters a creature can move (walk) within one combat turn. Most normal-sized characters will have a move of 4 meters. Jogging doubles a base move (x2), running triples it (x3), while sprinting quadruples it (x4). Jogging, running, and sprinting are handled with a Run skill test, adding successes (or subtracting failures) from the total by one meter per Success of Three (or minus one per Failure of Three), as detailed in the Skills section. During a combat turn, it is reasonable for a character to move and fight, but movement with ranged weapons imposes a penalty (base -1 for walking), with a larger penalty for using the Run skill the same turn: running imparts a negative penalty equal to the movement multiplier (this penalty may also apply to other combatants attacking the runner with a ranged weapon, as it's harder to hit a moving target).
For example, if a character is sprinting (x4 movement) and using a ranged weapon in the same turn, they suffer a -4 penalty to their ranged attacks. Run N Gun can be hell on accuracy.
For melee combat, movement imposes no penalty, but running does (minus 1/2 multiplier, rounded down as always), however they do get a wound damage bonus (+1D for x3 movement or more) if they travel at least 4 meters in a straight line towards their target before making the melee attack (essentially a charge, where you use the momentum to boost your damage).
Movement is a part of the combat turn, and happens simultaneously, rather than the traditional way of many role playing games where movement happens on each individual's turn. This means that if any combatant closes range to engage in melee combat during the turn, adjust ranges accordingly.
Under these changes, characters may choose opponents to engage with actions. Keep track of the number of actions, as they incur a negative penalty to all actions that turn. Some common actions:
Ambush opponent - character attacks an unaware opponent. Con skill might be appropriate, or perhaps a test from the opponent to determine how/if they can respond to the attack.
Engage opponent - closing within combat range to fight an opponent. Consists of a move and attack.
Fight opponent - character chooses a combat skill, squaring off and fighting with an opponent with that skill. Thus, a combat skill (such as swords) can be used offensively (such as stabbing someone) or defensively (fending off attacks with that skill, such as parrying an opponent).
Skirmish opponent - character takes a passing shot at opponent while staying in motion (can skirmish some targets before fighting last one, for example).
Flank opponent - character fights an opponent engaged with an ally, keeping the target between them.
Repel opponent - if superior reach, can keep an opponent from closing - perhaps if they try to close (to bypass or enter within their own weapon reach), the repel action grants an attack - if successful, opponent can take half damage to cancel closing (denying their ability to fight back with their own, shorter weapon).
Shoot opponent - character engages target with ranged weapons.
Dodge opponent - character does not engage enemy, rather attempts to avoid Fight or Skirmish.
Defend - character focuses on protecting a spot (such as a choke point) or another character from attacks.
Disengage fight - slow retreat favoring defense.
Flee fight - fast retreat favoring escape.
Operate tech - such as a piece of gear, vehicles, etc..
Perform skill - engaging in non-combative skills.
Inspire allies - use the Sway or Con skill to inspire allies, granting a positive modifier to their combat actions.
Intimidate enemies - use the Sway or Con skill to intimidate enemies, granting a negative modifier to their combat actions.
When attacking an opponent, a test of attack is made (attack skill roll). If the target is using a skill in defense, that skill is applied as a negative modifier to the test. A success of zero applies base damage to the target (both W and S if applicable), with additional successes added either to wounds (if trying to inflict grievous injury) or stress (if trying to incapacitate).
Every three successes are converted to +1d6 of damage, adding the remaining total to the damage roll.
For example, a weapon with 2D3W, 0D3S, hitting a normal-sized (S3) target with a success of zero would do 2d6W and 0S, regardless of whether they were trying to wound or incapacitate. With a success of two, a grievous injury would be 2d6+2W (and 0S), while trying to incapacitate would result in 2d6W and 2S. With a success of four, a grievous injury would be 3d6+1W (and 0S), while incapacitate would be 2d6W and 1d6+1S.
Attack Test: Skill/Stat Test - Opponent's Defense Skill
Success of Zero: hit, base damage applied
per Success of Three: +1D to damage
remaining Successes: each add +1 to damage
Failure: no damage
Armor (whether from worn gear or natural abilities) offers protection from damage with some restrictions. First the armor must have the same damage trait as the weapon to be useful (armor designed to counteract Cut does nothing for Smash damage). Armor has a damage code similar to weapons, but is used to reduce damage, at a rate of one-to-one. For example, armor with 1D3 protection struck by an attack that does 2D3 damage would reduce that damage to 1D3. If any armor remains after damage is reduced to 0D3, damage is nullified. For example, a 2D3+2 damaging hit versus 3D3 armor would be reduced to 0D3+2 damage with 1D3 of armor left: the +2 is nullified by the remaining armor and no damage is taken.
If armor deflects a weapon of higher tier than the armor, a durability test is needed (see below).
Armor may be applied to wound or stress, user's choice.
Some armor may have stat restrictions. For each unmet restriction, all FIN-related tests are made at Inferior +1.
When an item, armor, structure or vehicle is impacted by a weapon with a higher tier, a durability test is needed to check if its damaged. A failure in this test could reduce the quality of the item. For example, if a superior +1 item loses two durability, it becomes a poor -1 item.
An item dropped below garbage (-3) is rendered unusable until repaired.
Targeting Objects: If damage is directed towards the item itself, for example smashing a door with an axe or firing on an enemy ship, rather than applying wounds to a physical condition, the GM could use the quality of the item to assess the damage. Note that this could trigger a durability test even if a lower tier weapon is used on a higher tier object. The GM decides how effective or not the attack is (taking into account the type of damage, the structure and materials of the target object, etc.), and might even rule it impossible (the T2 siege weapon is just unable to dent the armor of that T5 battleship), but a simple rule of thumb is, for every dice of damage in the attack, increase the damage size by one.
Durability Test (vs higher tier attack)
Difference in Tier + Difference in Size + Difference in Quality
Per Failure of Three: -1 Quality
Keep track of the original quality of the item - it may be repaired with a craft test or build test.
For example, say a shield +2 (T3, S3) is used to block a greataxe +1 (T4, S4). Since the attacking weapon has a higher tier, the shield must make a durability test. It has one lower tier (-1) and one lower size (-1), with a quality of +2, for a combined total of +0. Thus, the test is a straight 3d6 roll. If a 7 is rolled (Failure of Three), the shield would drop to +1, while a roll of 4 (Failure of Six) would see it dropped to a shield +0.
Targeting Objects example: say a cannon barrage from one ship +1 (T4, S4) hits a strange craft +2 (T5, S5), that craft would make a durability test with +1 (it's one size larger) +1 (it's one tier higher) + 1 (it's quality is one higher) or +3, but if the cannon barrage did 4D5W, that's 4d6, or a -4 on the durability test, so the strange craft would make its durability test at -1 ... a Failure of Three or more is needed to reduce the quality, and each hit at that damage level would would have about a 38% chance of dropping its quality - the strange craft could eventually be destroyed at this rate, but it may well shrug off a barrage.
Let's pit our example character, the barbarian, against a marauder.
Step One: First the player running the barbarian and the GM (speaking on behalf of all npcs) state their apparent actions, in this case the GM speaks for the marauder. He declares the marauder's action as engaging the barbarian, shrieking with a warcry (one action, the yelling is just dramatic flavor, in this instance). The player responds that his barbarian will bellow his own warcry and engage the marauder. This means both opponents, upon sight of the other, brandished their weapons and engaged, rushing to meet in the middle. The player and GM agree to this, so that is the actions this combat turn, each combatant taking a single action (engage - close to foe and attack).
Step Two: Next, they need to set tactics. The GM announces that the marauder is in a frenzy (all tactics to offense, oT=+2). The barbarian, unfortunately, doesn't have any tactics, so he only has one style of fighting, blunt and direct. Had he some tactics to spend, he might have gone defensive to counteract the offense, or gone offensive himself, gambling that he would strike first and cripple or drop his foe before the counterstrike.
Step Three: Finally, the GM reveals what happens, working through and determining the outcome of actions until the combat round is complete. In this instance, both opponents are closing to attack the other, so the GM says they close and both seek to strike the other. Now, he needs to figure out who attacks first and find the outcome.
Each combatant has normal-sized weapons (S3), so they roll an opposed initiative test. This is a FIN+Tactics test, and they have comparable finesse. Not surprisingly, the marauder wins with his superior tactics. The GM states that the marauder used a burst of speed to close the remaining distance to land the first blow even as the barbarian was trying to time his own.
The marauder attacks with a long sword [ longsword +1 | 2D3W | Cut ] and goes for grievous injury, since he's trying to kill his foe. Our barbarian has no tactics for defense, and our marauder has offensive tactics (oT:+2). The marauder has a long sword skill of +3 (including +1 from the longsword), +2 for oT, for a total of +5. The barbarian chooses to block the attack, and he has a total Block skill of +5 with his shield, which is his best defensive skill. This gives +5 (total longsword skill) -5 (target shield defense) or +0 to the marauder's attack test. On behalf of the marauder, the GM rolls 3d6+0 and scores a 13 (great roll!), or a Success of Three.
That's a hit, and three successes add +1D to the 2D3W base damage, however the barbarian is wearing hide armor (1D3 Cut), dropping it back to 2D wounds. The marauder rolls 2d6 and scores a 7. The GM announces that the marauder got the draw and drew blood, the barbarian suffered seven wounds.
His current physical condition drops to 9, so the barbarian's condition penalty (CP: -1), giving him -1 to all tests. As the 7W was from a weapon that does Cut, that hits the threshold of 5 to trigger a Bleed test. The GM tells the player his character has to roll a Rank 1 Bleed test, meaning BOD test minus the rank, or BOD test -1. The player rolls a Success of Two, just enough to subtract one rank, in this case to zero, so the barbarian, though bleeding, isn't in danger from the blood loss.
The GM then tells the player it's his go. He attacks with his axe [ axe +1 | 2D3W | Cut ], seeking to repay grievous injury. The player decides to try and power through the pain of his wounds by making a NER test, but he rolls a Failure of One, temporarily increasing his condition penalty (CP: -2). The barbarian has a skill of +6 (including the axe quality) -2 (CP) -3 (the marauder's block with his own longsword), so the attack test is 3d6+1.
The player rolls the 3d6 and scores a natural 17, a critical! With +1, it becomes 18, but a natural 17 gains +2d6 to the test, so the player gleefully rolls 2d6 and gets 8, adds that to 18, gaining a total attack test of 26, or a Success of Sixteen. This means he adds 5d6+1 to the base damage of the weapon, rolling 7d6+1 (the marauder has no armor). He rolls (including bonus) 23, and announces that the barbarian does 23W by burying his axe in his foe's chest.
The GM sees that this is enough to kill the marauder outright, dropping his current physical condition to -11, more than his BOD of 10. He announces the killing stroke, describing how the marauder looks shocked before his eyes glaze, falling to the earth as the barbarian wretches his axe free, and the player (angry at the wound he suffered) announces the barbarian spits in disgust on the corpse.
Had the combat gone into a second turn, they would have both started back at Step One, but the barbarian has no foes left so combat ends.
The Martial Arts skill found in Skills is a general-purpose version. The following rules are intended for players and GMs who want to build something particular, similar to fighting styles that favor particular maneuvers or incorporate certain weapon types. It could be similar to real-life styles or something unique to whatever vision its creator imagines. A style developed from watching falling leaves spin in flight, or created to counter foes wielding heavy weapons. It might favor speed, power, kicks or punches, knees or elbows, fought standing or prone, unarmed or armed.
When designing such a skill, there is a cost in stat requirements to mimic the complexity of the style, which grants more traits. The first needs to be FIN, STR, or BOD, as the one core physical stat this style is based on. This version does not gain the trait of the basic Martial Arts skill (where unarmed attacks are treated as light weapons with 1D W or S), though that is one of the trait options. If the creator chooses to add additional stat requirements, these earn more traits. The more difficult to master, the more versatile the form. Though a physical stat must be the primary/first one, subsequent stats can be physical or mental, and each one represents an aspect of the style. FIN/STR would be speed and power, FIN/STR/BOD would be totally physical, while a STR/MEN would be power and cleverness (knowledge of pressure points and applying strength), and so on.
Traits: the number of stat requirements set the number of traits. Note the GM may come up with additional traits, or be persuaded by a player with a concept in mind to create one to fit.
Lethal - unarmed attacks are treated as light weapons that can do 1D W or S (user's choice on attack)
Deflect - skill defense +2
Weapon Mastery - one type of weapon is included in this fighting style, up to trained in complexity.
Disarm - used against an opponent's weapon, this style focuses on separating a foe from its weapon.
Grapple - this style involves constricting or directing an opponent's body. Trying to trip or throw an opponent, immobilize a weapon or keep them in place, these are just some of the options the user may employ. GM sets penalties based on size differences and defensive options.
Size: a normal-sized weapon (S3) for a normal-sized character would be a typical sword, while a small-sized weapon (S2) might be a long knife or short sword, a large-sized weapon (S4) might be a spear or greatsword. Note that the actual size of the weapon may differ from its damage size. Weapon size helps to determine reach and physical dimensions while damage size affects damage multipliers. Smaller weapons gain a bonus to hit larger targets (and a penalty for smaller ones), same as size rules. For example, a small (S2) long knife gains +1 to hit a normal-sized target (S3), while a greatsword (S4) suffers -1 to hit the same target. For reach when determining initiative, compare weapon sizes, larger weapon gets Superior +1 per size difference for initiative test.
For weapons that do more than one die of damage, for each stat requirement unmet, impose a cumulative Inferior +1 to tests involving this weapon and -3 to defense. For 2D weapons, a stat of 11+ for FIN, STR, and BOD are needed. For 3D weapons, a stat of 12+ for FIN, STR, and BOD are needed.
Stat Restrictions for high D weapons
2D = FIN/STR/BOD(11)
3D = FIN/STR/BOD(12)
Damage: damage is functionally a matter of size, expressed in the number of d6's of base damage for a given size. While creature or item size uses "S" followed by the numerical size, damage uses "D" followed by the numerical size, such as normal-sized damage marked "D3." The number before the damage size indicates the number of d6's of base damage for that given size. So, for example, a large damage size that does 3d6 base damage would be marked "3D4." Each size category conversion up or down adds 1d6 for each lower damage size and subtracts 1d6 for each higher size. For example, 3D4 converted to normal size (S3) is 4D3, as normal is one category smaller than large (D4).
Damage types will determine base wounds and stress, while weapon type, components, and other factors may positively or negatively affect the final base damage. Damage types may also have other, secondary effects against the target, depending on its traits. These typically increase by one rank for each 5W.
Damage Traits:
Cut - base damage is typically wounds, and if used to cause grievous injury to creatures, could trigger a Bleed.
Pierce - base damage is typically wounds, and if used to cause grievous injury to creatures, could trigger a Rupture, damaging organs, reducing the Body stat.
Smash - base damage is typically split as evenly as possible between stress and wounds, and if used to cause grievous injury to creatures, could trigger a Crush, breaking bones and damaging a physical stat (typically FIN or STR).
Burn - base damage is wounds but does equal amounts of stress, and burn stress damage is treated as wound damage for the purpose of healing and recovery. If used to cause grievous injury to creatures, could trigger a Burning, causing additional Burn damage each round until a save is made or the burn managed. Acid is effectively chemical burning so acidic or corrosive weapons may be treated as Burn damage.
Blast - base damage is wounds but does equal amounts of stress. If used to cause grievous injury to creatures, could trigger a Bleed, Rupture, Crush, or Burning (GM's choice, though player's description of attack may influence the outcome).
Ballistic - base damage is wounds. When trying to incapacitate, could trigger a Bleed or Crush. If used to cause grievous injury to creatures, could trigger a Bleed, Rupture, or Crush (GM's choice, though player's description of attack may influence the outcome).
Toxin - base damage is wounds, stress, or a combination of both, depending on the toxin, and it may have additional features that damages stats or has persistent effects.
Special Damage: typically from damage traits, these special forms of damage are resisted with a stat test (typically BOD). Per 5W, add a rank of one to the special damage. For example, 12W from the Cut trait would give Rank 2 Bleed. When the special damage is triggered, target makes a BOD test with the rank as a negative modifier - for each Success of Two, reduce the special damage by one rank, nullifying it at Rank 0. For each Failure of Two, increase the special damage by one rank. For damage types that may have multiple options for special damage, can divide ranks among them. For example, a Rank 3 Blast might have one rank in Bleed, Crush, and Burning, or any other combination (including simply going with Rank 3 Burning, for example).
Bleed - a bleeding wound that causes additional wounds each round until a save is made (repeat BOD test each round, ignoring failures) or the wound managed.
Rupture - damage to organs, reducing the Body stat by the Rupture rank. Keep track of the Rupture and rank. Once back to full PC, subsequent heal checks are made against the Rupture (repeat BOD test, ignoring failures) until the rank is reduced to zero.
Crush - breaking bones and damaging the Finesse or Strength stat (attacker's choice). Keep track of the Crush and rank, as well as the stat affected. Once back to full PC, subsequent heal checks are made against the Crush (repeat BOD test, ignoring failures) until the rank is reduced to zero.
Burning - fire, acidic/corrosive ongoing damage that causes additional Burn damage each round until a save is made (repeat BOD test each round, ignoring failures) or the wound managed.
Toxin - can have a variety of damage per round or stat damage, resisted with a variety of tests.
Special Damage Test
per 5W, Rank +1 to special damage
BOD test - Rank
per Success of Two: reduce Rank by one
per Failure of Two: increase Rank by one
Traits - traits that may impact offensive and defensive bonuses, damage and damage types.
Parry - this weapon is defensive in nature, granting it +1 to defensive skills.
Shield - very defensive in nature, this weapon gains +2 to defensive skills and can use the Shield skill. Note purely defensive shields are treated as items and are made using craft item. This feature would be used to create shields that double as weapons.
Size: a normal-sized weapon (S3) for a normal-sized character would be a typical sword, while a small-sized weapon (S2) might be a long knife or short sword, a large-sized weapon (S4) might be a spear or greatsword. Note that the actual size of the weapon may differ from its damage size. Weapon size helps to determine reach and physical dimensions while damage size affects damage multipliers. Smaller weapons gain a bonus to hit larger targets (and a penalty for smaller ones), same as size rules. For example, a small (S2) long knife gains +1 to hit a normal-sized target (S3), while a greatsword (S4) suffers -1 to hit the same target. For reach when determining initiative, compare weapon sizes, larger weapon gets Superior +1 per size difference for initiative test.
For weapons that do more than one die of damage, for each stat requirement unmet, impose a cumulative Inferior +1 to tests involving this weapon and -3 to defense. For 2D weapons, a stat of 11+ for FIN, STR, and BOD are needed. For 3D weapons, a stat of 12+ for FIN, STR, and BOD are needed.
Stat Restrictions for high D weapons
2D = FIN/STR/BOD(11)
3D = FIN/STR/BOD(12)
Damage: damage is functionally a matter of size, expressed in the number of d6's of base damage for a given size. While creature or item size uses "S" followed by the numerical size, damage uses "D" followed by the numerical size, such as normal-sized damage marked "D3." The number before the damage size indicates the number of d6's of base damage for that given size. So, for example, a large damage size that does 3d6 base damage would be marked "3D4." Each size category conversion up or down adds 1d6 for each lower damage size and subtracts 1d6 for each higher size. For example, 3D4 converted to normal size (S3) is 4D3, as normal is one category smaller than large (D4).
Damage types will determine base wounds and stress, while weapon type, components, and other factors may positively or negatively affect the final base damage. Damage types may also have other, secondary effects against the target, depending on its traits. These typically increase by one rank for each 5W.
Damage Traits:
Cut - base damage is typically wounds, and if used to cause grievous injury to creatures, could trigger a Bleed.
Pierce - base damage is typically wounds, and if used to cause grievous injury to creatures, could trigger a Rupture, damaging organs, reducing the Body stat.
Smash - base damage is typically split as evenly as possible between stress and wounds, and if used to cause grievous injury to creatures, could trigger a Crush, breaking bones and damaging a physical stat (typically FIN or STR).
Burn - base damage is wounds but does equal amounts of stress, and burn stress damage is treated as wound damage for the purpose of healing and recovery. If used to cause grievous injury to creatures, could trigger a Burning, causing additional Burn damage each round until a save is made or the burn managed. Acid is effectively chemical burning so acidic or corrosive weapons may be treated as Burn damage.
Blast - base damage is wounds but does equal amounts of stress. If used to cause grievous injury to creatures, could trigger a Bleed, Rupture, Crush, or Burning (GM's choice, though player's description of attack may influence the outcome).
Ballistic - base damage is wounds. When trying to incapacitate, could trigger a Bleed or Crush. If used to cause grievous injury to creatures, could trigger a Bleed, Rupture, or Crush (GM's choice, though player's description of attack may influence the outcome).
Toxin - base damage is wounds, stress, or a combination of both, depending on the toxin, and it may have additional features that damages stats or has persistent effects.
Special Damage: typically from damage traits, these special forms of damage are resisted with a stat test (typically BOD). Per 5W, add a rank of one to the special damage. For example, 12W from the Cut trait would give Rank 2 Bleed. When the special damage is triggered, target makes a BOD test with the rank as a negative modifier - for each Success of Two, reduce the special damage by one rank, nullifying it at Rank 0. For each Failure of Two, increase the special damage by one rank. For damage types that may have multiple options for special damage, can divide ranks among them. For example, a Rank 3 Blast might have one rank in Bleed, Crush, and Burning, or any other combination (including simply going with Rank 3 Burning, for example).
Bleed - a bleeding wound that causes additional wounds each round until a save is made (repeat BOD test each round, ignoring failures) or the wound managed.
Rupture - damage to organs, reducing the Body stat by the Rupture rank. Keep track of the Rupture and rank. Once back to full PC, subsequent heal checks are made against the Rupture (repeat BOD test, ignoring failures) until the rank is reduced to zero.
Crush - breaking bones and damaging the Finesse or Strength stat (attacker's choice). Keep track of the Crush and rank, as well as the stat affected. Once back to full PC, subsequent heal checks are made against the Crush (repeat BOD test, ignoring failures) until the rank is reduced to zero.
Burning - fire, acidic/corrosive ongoing damage that causes additional Burn damage each round until a save is made (repeat BOD test each round, ignoring failures) or the wound managed.
Toxin - can have a variety of damage per round or stat damage, resisted with a variety of tests.
Special Damage Test
per 5W, Rank +1 to special damage
BOD test - Rank
per Success of Two: reduce Rank by one
per Failure of Two: increase Rank by one
Traits - traits that may impact offensive and defensive bonuses, damage and damage types.
Reach - by default, weapons have a reach equal to the size of the damage, but for each +1 Reach, treat as one size larger (weapons with superior reach get bonuses to initiative).
Multiple Attacks
In melee combat, attacker may choose to attack multiple times by suffering a penalty to each attack. Penalty is -1 per action. GM is the final authority on the number of attacks possible in one turn, considering the size and speed of the weapon - a good rule of thumb: maximum number of attacks equal skill rank plus one (so one at +0, 2 at +1 etc.). Also keep in mind that if the character moves more than his movement allows, he'll also need to make a run check, which imposes additional penalties.
Area Attacks
For attacks that affect an area and could hit multiple opponents, treat it as a ranged attack that may affect anyone within 2 range categories of where the attack originates (let's call this the blast point). If a target is closer to the blast point than its base range, make the check as Superior +1 per closer increment. If beyond the base range, Inferior +1 per increment (max 2).
Example: let's say a grenade [Blast Point Range: Nearby | 2d6W] is used against a group of foes by an attacker with a skill of +5. If they'd managed to affix it to an opponent (less than Nearby range) the check would be Superior 1, targets within 2 meters (Nearby range) would be affected normally, targets within 4 meters (Close range) would be Inferior 1, targets within 10 meters (Short range) would be Inferior 2, and beyond 10 meters we ignore all other targets.
Burst Fire
Semi-automatic and automatic firearms may use multiple rounds in a single attack to increase damage. If firing more than one round, take the number of rounds fired as a penalty to attack, but multiply the success by the number of rounds fired. The penalty may be modified by circumstance (a 9mm SMG does not have the same level of recoil as an M60 machine gun), for example a weapon with a good recoil suppressor might only suffer 1/2 recoil.
For ammo, instead of 15+, lose one count on a natural roll of 14+ (increasing the chance to 16%).
Example: a 2-round burst would be at -2 to hit but successes would be x2, so a success of 3 would be treated as success of 6, while a success of 2 would be treated as a success of 4 (note, in this case, two successes or less is no better or even worse that squeezing off a single shot, as without the -2 burst penalty the the successes would be 2 higher - hosing an area with bullets rather than aiming and firing once doesn't always get better results).
Maximum burst:
2 pump-action
4 semi-automatic
6 burst-fire weapons (typical up to two 3-round bursts)
8 full-auto weapons
Spray-n-Pray
Alternatively, multiple rounds may be fired in the hopes of a lucky shot. Each shot takes a penalty equal to the number of rounds fired, but each attack is rolled separately. Use maximum burst as the maximum number of attacks in one round. GM may also apply additional penalties if the targets are spaced apart.