House rules
Damage types
Bleeding: 1-3 damage per hour or minute on unclosed or untreated wounds damage varies on depth of wound taken.
Acid: X dmg per round till acid for 3 rounds
Fire: 1 dmg per round till fire is extinguished
Infection:
for wounds left untreated, or treated
improperly make a body roll. On a failed roll you take 1 damage per day till the infection is treated
Bruise:
1/3 damage taken when wearing armor when you have taken 10 points of bruise damage to the torso you must make a body check against internal bleeding failed checks will cause 1d4 damage every hour till bleeding is stopped by a doctor.
Broken limbs:
4 points of damage taken to non cyber-limbs
Causes fracture: 2 points damage every roll trying to use broken limbs 1 point of damage every roll when using splinted limbs. Full casted limbs suffer no damage penalty, but -3 on all rolls when using said limb in a cast
Cybernetics:
When getting new cybernetics it is a surgery that does damage to the recipient. When cybernetics are taken on undamaged limbs you take full damage and humanity cost. But using cybernetics to replace what was lost in combat will decrease the toll taken on the body and the mind. 1/3 Humanity/damage when replacing damaged limbs 1/2 when replacing lost limbs.
Healing
Base healing rate has been doubled to 2 points of health per day. Medtechs ,and certain other classes can fix small wounds. Nomad chefs, feats, good diet, rest etc can increase your base healing rate.
Reaction shots:
When enemies approach within 5m of your field of vision you can make a reaction shot on the enemy. And vice versa.
Blindfire:
While in full cover you can blindfire at enemies, penalty for blind fire is -5 to hit
Riot shields:
Using a riot shield will lower your base MA depending on your body stat. One handed weapons used with a riot shield suffer -3 on all rolls, bulkier weapons suffer -5