Standard Edge rules apply. Wound modifiers affect initiative. Exceptions are annoying.
Characters get 1 action per initiative pass. The only "free" action is speak/text (146) . This has repercussions... Aiming takes a whole initiative pass. Single Shot weapons still get one shot, Semi Auto still get two, and automatics can fire all the way up to their max mode (BF, FA, Suppressing fire)
Movement is done in Theater Of The Mind. We don't keep track of exact positioning. Use common sense.
If someone is attempting to run to get into position, do a running test with net hits needed by GM fiat.
If there is a foot chase, handle as an opposed extended test with threshold 6, or GM fiat. Give dwarves -2 vs. other metahumans. Give Trolls +2 vs. other metahumans. Life is unfair.
Range modifiers are simplified to -2 for medium, -4 for long, -6 for extreme, in keeping with the +/-2 rule.
Laser sights still grant +1. They still have problems with smoke, rain, etc. I don't like that this is an exception to the +/-2 rule, but... smartguns should be better than laser sights.
Using two weapons still splits your dice pool.
All the various penalties or bonuses should keep to the +/-2 rule, stacking if needed. This should mirror the spirit of the original rules, if not the letter, but is easier to remember.
You can only attack one target per initiative pass.
Recoil is as per standard rules, but can be greatly simplified as "Every extra bullet past the first gives -1 to attack." Since you only get one attack per initiative pass anyway, it doesn't really matter. Just state how many bullets you want to shoot, up to 10.
Treat all bursts as Wide bursts(153, each additional bullet is -1 die for defender and -1 die for attacker due to recoil).
Suppressive Fire(154) rules are kept. (20 bullets. Agility + Skill. Record net hits. Anyone in the area not under cover rolls Reaction + Edge with threshold of net hits. Fail and they take standard DV of weapon.)
Shotguns fire slugs and there's no need for choke rules.
Called shots can be done with a -2 modifier, or per GM fiat.
A character can still go Full Defense(160). They don't get to attack, but get to use their Dodge skill added to their defense rolls. They cannot use Gymnastics. Backflips don't magically make bullets miss.
Wound modifiers (163) still exist. For every 3 points of damage, a character has -1 to their actions.
Knockdown rules (161) are still in effect. If you take more damage than your Body, you are knocked down. Ammo types that cause knockdown (gel, stick n shock) give you a -2 on your body for this check.
Encumbrance (161): If one is wearing armor higher than Body + Strength, they are encumbered and take -2 to all actions, or more per GM fiat.
Subdual/wrestling (161) is treated as an extended opposed test. Whoever has more net hits, succeeds in grappling the other.
A character still goes unconscious if either physical or stun tracks fill up. (163)
Dead Man's Trigger (163) always works. Why not?
Ambushing rules are by GM fiat. Grant +2 die bonuses to initiative.
Surprise (165) tests are no longer A Thing. If you don't know about the other person because you failed to perceive them, they get a free action. Roll initiative after that.
Reach (158) is a modifier to the NPC’s dice pool only.
Special damage types (acid, cold, electricity, etc) are resisted with full armor. Exceptions are annoying.
Barrier structure and armor ratings (166) are combined into "Structure" ratings. Just use the armor rating given in the book. Close enough. Rules for shooting through barriers and destroying barriers remain the same.
Vehicle Combat has always been a bit of a mess. Preserve the separation between tactical and chase combat (167), but redo the chase combat rules.
Chase Combat is now an extended opposed test. This is basically what it was anyway.
Damage to occupants from Ramming/Crashing is now 12S for anyone buckled in, 12P for anyone not buckled in. This is not realistic. It is, however, much simpler. Adjust the DV down (6ish) or up (18ish) for significantly slower/faster speeds or larger/smaller vehicles.
Damage to vehicles from Ramming/Crashing is now 12P.
Targeting (171) is quietly ignored.
Scatter is by GM fiat.
Explosion damage reduction with distance is by GM fiat.
Grenades go off at the end of the combat turn. That's not realistic. It is simpler.
Uh. Just about everything in the combat section is a house rule, but attempts to keep the spirit of the normal rules. Just simpler. So we're not labeling the entire thing a houserule, though the argument could be made.
Still, we have some things that are just not in the spirit of the original rules.