Modified Combat Rules

Hit Points
PCs are limited to a maximum of 100+ Con bonus (a single Con bonus). Players who exceeded 100 hit points before session 21 may keep their higher total. 

Bleeding:  Blood loss HP take effect before any other action. Stopping Blood loss requires 2 HP for each point of bleeding, or three points per Red Charm. These hits points do not count for any other healing other than stopping bleeding.
Brutal Wound: A wound which may require further medical attention post-battle, and can cause combat results such as Stun, Bleeding, or other effects.  
Disabled Limbs: Require post-battle treatment & casts, and do not recover during rests. Counts as a Brutal Wound. One disabled leg: cannot Dash; both, can only crawl, no Dash.
Head Hits: Damage after armor soak is doubled.
Infected or Toxic wounds: Require either Antibiotics or double the normal healing to treat, and do not recover during rests. Nanpacks ignore Toxicity.
Temporary hit points are held in a separate pool and applied to the next wound received, regardless of location.

Zero Hit Points and Death
When a PC reaches zero hit points, they acquire a level of Exhaustion and d6 Stress.
When a PC hits zero hit points he is incapacitated, and any other damage from the attack that took him to zero is ignored. When a PC hits zero, mark his pog with 'Unstable 3'.  Negative events can further reduce the PC to 'Unstable 2', 'Unstable 1', and 'Dead'. Positive events can move a to a higher degree of Unstable, or to Stable.
Negative Events: Being injured, which includes the effects of bleeding or other time-lapse injuries; two rounds pass without treatment.
Positive events: Use of a Fate coin or Red Charm; use of a Fibulator injector (raises Unstable rating by 2); use of a nanpack (no healing); two full rounds of medical attention (successful Medicine roll, base DC 16, uses two units of medial supplies, stops 'clock' while working) raises Unstable rating by 2.

Armor refers to defensive material worn on the limbs and torso. Armor provide an AC defense against melee attacks, and a damage reduction against missile attacks, although the damage reduction is finite, so a player must keep track of the armor worn on each limb and the torso. Armor can repaired with the appropriate tools or by NPCs at the rate on 10hp per hour.

Armor listed in the PH does not confer damage reduction. Ballistic armor has damage reduction, but tends to be less effective against melee attacks. 

Ballistic armor can be mixed, for example torso armor of one type with limb armor of another, etc., but limb amor must match (both arms much have the same type, or both legs, but the arms and legs do not have to match), and the user must have proficiency in all types worn. To find costs, torso armor is 40% of the list price, while each limb is 15%. When wearing mixed armor, use the effects of the majority (3+ of 5) pieces worn. Head armor is not counted.

Grenades and launchers
Roll as if a single gun shot.

Helms and Helmets
Helms or Helmets are armor intended for the head. 

Melee Combat
As per the Player's Handbook, with one addition: hit location is determined by a d10 roll.
Bash or Slash attack, Humanoid: 1-3 head, 4-6 limb*, 7-10 torso.
Bash or Slash attack, non-Humanoid: 1-4 head, 5 limb*, 6-10 torso.
Peirce attack: 1-2 head, 3 limb*, 4-10 torso.

* = Two rolls: odd/even, left/right. d6, 1-5 arm, 6 leg.

PCs wearing a pack or similar item will have -1 to hit, -1 to Dexterity checks. Dropping a pack is an Action.

Ranged Combat
There are no Critical Hits for ranged attacks. Armor class does not affect the to-hit roll, as noted below.
An attacker indicates the target creature/NPC and area aimed at (Center mass, specific limb, head, etc), makes a d20 roll, adding skill, class, and situational modifiers together; Advantage or Disadvantage is listed on the weapon card for that range. A 14 or less misses, a 15-24 requires a card from a poker deck for drift, and a 25+ hits where intended. Damage is noted on the weapon card (except for those weapons on the PH weapon list)
Aiming for the head is both a Disadvantage and -5 to hit; to a specific limb is -5 to hit.
Weapon Actions
Full Auto Area Burst:
This is an attempt to hit multiple targets which are bunched up. Handle as Full Auto Burst, except +1 FAM (SAWs don't take the +1)
Full Auto Burst: A Full Auto burst is rolled as usual; if it hit, the player draws a second card and ignores the suit, reporting only the value of the card. This gives the GM the angle of muzzle climb for the burst. The player then subtracts the full auto modifier (FAM) from his modified d20 roll and gives the number to the GM for the next bullet in the burst, then the third, and so forth until all rounds are accounted for.
Full Auto Spray: The shooter fires a full auto burst, but pans the weapon; add +1 for each round in the burst, and only one round will hit.
Grenades: A skill roll will be made to get the grenade to a desired spot. 
Overwatch: A shooter may place his Overwatch marker on the map; so long as he does nothing else, the shooter may fire with Advantage (If the weapon used grant Advantage at that range, then with +5 to hit) on anyone who passes through the area Overwatched. Throwing weapons may not use Overwatch. May not target a specific body part. At Disadvantage to Observation rolls to the sides and rear.
Rapid Fire: Weapons capable of Rapid Fire expend a number of rounds as noted on the Weapon Card, and receive a +1 to their d20 roll for each extra round fired. Only one round will hit.
Ready Walk: A shooter may place his Overwatch marker with a halo on the map and move towards it at half speed; so long as he does nothing else but move, the shooter may fire with +2 to hit at targets appearing within the the area marked (as if he had withheld his action). Throwing weapons may not use Ready Walk. May not target a specific body part. At Disadvantage to Observation rolls to the sides and rear. Cut-down shotguns and support weapons may not Ready Walk. Overwatch trumps Ready Walk.
Shotguns: A shotgun fires nine buckshot. Roll to hit as above. Once the GM determines the number of buckshot that hit, based on accuracy and range, the player will roll damage for each buckshot that hit.
Suppression: To fire suppression, the shooter must have a weapon capable of suppression; he then fires as per Rapid Fire or Full auto), and if successful marks the area suppressed with the appropriate marker(s). Anyone attempting to pass through a suppressed area must make a DC 15 check (DC 17 if full auto) with only level proficiency (or Fate Coins/Charms) added; if failed, the subject must immediately move back to the nearest cover, and is at half speed its next turn. Once an area is successfully hit, a shooter may maintain the effect without rolling so long as they do not move or do anything except reload. 
Sustained Fire: The user fires as if Rapid Fire, but with no pluses to hit. If a hit is scored, half the shots fired potentially  hit; resolve locations as Full auto, using a FAM of -4.

Aiming: Effect as Overwatch. Does not stack with Overwatch.
Blind Fire: Only used in certain circumstances. Use Rapid Fire, a shotgun at Pattern II+, or Full auto spray with disadvantage or -5, whichever will apply.
Body-to-body combat: Only Firearms with a minimum range of 0' may be used in body-to-body combat.
Muzzle to Flesh: Must be physically possible. Double damage (for half the rounds if full auto), half armor soak; except shotguns, which do a flat 5d10+5, full soak.
Firearms in melee: Only firearms with a minimum range that is less than 5' can be used in melee without a Disadvantage. 
Reloading Firearms: Reloading is listed with the weapon, in terms of a reduction in Movement. A PC may also use an action to reload. 
Shooter Stance: Prone adds +2 to hit. Note that kneeling and prone targets are much harder to hit with a less that 25 roll.

Ranged Weapons listed on p.147
As noted on p.147 'Range': Advantage out to first number, disadvantage out from the second number. Bows and throwing weapons cannot be fired in melee. The following weapons have minimum ranges: Sling 10'; Net 5'; Hand Axe 10'; Throwing Knife 10'.

Silent Kill
Silent kill (taking out a foe without raising the alarm) requires very specific conditions to apply:
1) The target must be essentially Human (some Primer-based creatures' central nervous system is such that traditional methods will not work), not in combat, and unaware of the presence of hostiles.

2) If a melee weapon is used, it must be short-edged. A firearm must be properly suppressed (Thumpers are not) and within half it's green range. Bows or crossbows must likewise be within half their green range. The user must be proficient with the weapon in question. 

3) Suppressed firearms must expend two rounds, bows/crossbows one projectile, and short edged users must employ an Action.

4) There is no snapping of necks or other theatrics.

5) The person attempting the kill, when in position, must make a DC check based on circumstances, using the weapon skill involved (this is separate from stealth and survival skills used to get into position). If the roll passes, the target expires silently (note that the victims of ranged attacks will fall over); if it is failed the attack is resolved normally. A Fate Coin will purchase an auto success for the attack roll only.


Modified Combat Rules

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