I don't think we should be hashing this out here. Let's just keep making our comments to Marc and keep on rolling.
But, I will be clear about what I meant. Maybe you others will think about this.
What happens during an attack in a combat round? It's a lot of damn steps! I don't think it's smooth at all.
1. Figure range to target in order to roll a number of dice for the attack throw.
2. Figure the Size of the target, then subtract that from Range, to use as a modifier.
3. Add in misc. modifiers, the the Tactics mod, target crouching, whatever.
4. Then roll to-hit, add up all dice and all modifiers and check this against the target number of Characteristic + Skill.
OK, done with the attack. Let's say we hit.
5. We roll hit location by throwing two dice, subtracting them from each other (Flux), then looking on a chart to see what location was hit. Different charts used for different types of beings.
6. Check to see if that part of the body is covered with armor. If it is, note the armor's Armor Value in that hit location.
7. Then we roll a number of dice for the damage of the weapon and compare to the AV, checking for penetration and counting any damage.
8. There can be several damage rolls (thus step 7 can be repeated three or four times if a weapon has damage with that many effects--like weapon that does Bang damage, Blast damage, and Bullet damage). Note that a separate hit location roll is also needed for each type of damage a weapon produces.
9. Implement any misc. effects, like a target going deaf from Bang damage or the target is knocked down. Sometimes, these effect require rolls (for example, roll 1D-2 for Knockdown stun rounds).
10. Target applies damage to his stats. Each damage die is rolled randomly, so if a character is hit with 3D damage, then that's three more rolls to determine, randomly, where each damage die will go.
I think that's a hell of a long, drawn out combat round. Multiply this by 5 PCs fighting 7 NPCs, and you've got a pretty bogged down game, imo.
EDIT: There's also a lot of bookkeeping that I'm not crazy about. For example, any armored hit location that is damaged fails to provide protection for the remainder of the encounter. This can be a real head ache for the Ref if he's got several wounded NPC's--having to keep up with who got hit where. And, players will have to record or remember where they where hit in previous rounds if hit a second or third time.