Combat, Acing Damage – An variant of damage where only wild cards damage can ace.
Combat, Ammunition Use – A quicker, more believable way to track ammunition with automatic weapons.
Combat, Area Specific Damage – All damage is dealt to a part on the body with more targeted effects.
Combat, Bonus Damage-Alternate – Bonus damage die increases with multiple raises.
Combat, Bonus Damage-Scaled – Bonus damage die increases with rank.
Combat, Bracing – Using obstacles to support ranged weapons.
Combat, Called Shot, Bypass Armor – Simplified rules to bypass an opponent’s armor.
Combat, Called Shot, Reduce Attribute – Attacks to reduce opponent’s attributes in combat.
Combat, Close Quarters – Fighting in limited space with limited mobility.
Combat, The Drop – Rules to clarify the Drop combat option.
Combat, Fighting Styles – Rules on special combat forms, advanced martial arts.
Combat, Initiative-Alternate – Initiative based on an Initiative statistic for drawing multiple cards
Combat, Initiative-Complications – Drawing Clubs in initiative incurs a complication but can earn bennies?
Combat, Knock Out Blow – A non-lethal attack to render a foe unconscious.
Combat, Multiple Actions System to allow multiple actions based ranks of used skills.
Combat, Rapid Attack Variant Variant concept for handling multiple actions.
Return to Shared Rulesets.