So what I have arrived at is a set of edits to T5.09, some for reorganization, some with minor suggestions, and one major shift away from DMs in general.
I'll be boiling this down further into a number of very specific suggestions for the errata. As specific as possible, anyway.
I'll now color-code:
- reorganizations in BLUE.
- new material in GREEN.
- existing rule changes in RED.
S1. Insert a SETUP section in front of THE COMBAT PROCESS.
a. The Tactics Mod text is moved here.
b. WHO GOES FIRST? is moved here.
S2. Insert a Decision Phase in front of THE COMBAT PROCESS:
- Evade. +2D difficulty to be hit. Cannot attack or parry.
- Move. Open/Close distance. Can attack or parry.
- Operate a vehicle. Can make a vehicle weapon attack.
- Take Cover.
The T5.09 Cover and Concealment rules are moved into "Take Cover" above, with DMs converted to Difficulty Mods:
[FONT=arial,helvetica]S3. If taking cover behind sufficient protection, the character may be attacked at +2D difficulty.
S4. If cover is merely concealing him, then the character makes an average Stealth roll each turn to remain hidden. If the Stealth roll fails, he may be attacked that round at a +1D difficulty.
S5. If taking cover before combat, he may not be attacked until he reveals his position by making an attack.
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Changes to THE COMBAT PROCESS
[FONT=arial,helvetica]S35. Weapon Burden is a DM to attack tasks.
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S6. The Melee Attack rules under Step 1 Roll To Hit are modified:
[FONT=arial,helvetica]Melee Attack: 2D < Characteristic + Skill ( - Burden )
- 3D if the opponent has a longer reach.
- Lowest success hits.
- Use the weapon's Burden as a negative DM.
- If Unarmed, damage is equal to the Dice Rating for STR.
[/FONT]S7. Step 2 "Hit Location" is MOVED to a SPECIAL CONSIDERATIONS section. (even though this is a reorganization step, it is due to a shift in rules)[FONT=arial,helvetica]
[/FONT]Step 3, Roll for Damage and Pen, is modified:
[FONT=arial,helvetica]S8. Armor is not destroyed when penetrated; rather, armor loses 10% of its original value. For example, when a hit penetrates Ar 42, it reduces to Ar 38. The second penetrating hit, it reduces to Ar 34, and so on.
S[/FONT]tep 4, Inflict Damage.
S9. T5.09's HITS AGAINST CHARACTERS is moved into this section. [FONT=arial,helvetica]
[/FONT]THE ATTACK TASK
S10. Task summaries (Ranged, Melee, and Impact) are added at the top of this section[FONT=arial,helvetica].[/FONT][FONT=arial,helvetica]
S36. The Ranged Attack is simplified to:
- Range [dice] < Characteristic + Skill ( - Burden )
- Attack not possible if Size < Range.
- Minimum task 1D.[/FONT][FONT=arial,helvetica][FONT=arial,helvetica]
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[/FONT]Ranged Attack Modes changed from T5.09:[FONT=arial,helvetica]
S22. All attack modes make one attack per round.
[S11. Burst Fire. Weapons capable of Burst Fire operate this way by default, rolling damage twice against the target. Single-fire mode may be specified instead. Types which fall into this category include Machine, Accelerator, Assault, Battle, Combat, and Gauss Guns.] -- this is actually in the T5.09 rules. I used to use CT's burst mode rules, which attack the target twice, but I prefer rolling damage to rolling attacks.
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S13. Shotguns and Support Weapons attack up to two adjacent targets. [Support Weapons also typically use Burst Fire.]
[/FONT]S14. [Speed Mods moved to Special Considerations]
S15. [Target Size mod moved to Special Considerations]
S3 - S5. [Cover and Concealment moved to Decision mode]
S16. ["Cover Me"/Fire Suppression section moved to Special Considerations]
S1. [Tactics section moved to a SETUP section.]
S17. [Designator fire moved to Special Considerations]
S9. [HITS AGAINST CHARACTERS is moved into the "Inflict Damage" section]
S18. [HITS AGAINST OBJECTS is moved to Special Considerations]
S1. [WHO GOES FIRST? is moved to a SETUP section]
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[/FONT][/FONT]S19. SPECIAL CONSIDERATIONS section[FONT=arial,helvetica]
S20. Ammunition Check. Reloading is done when evading or under cover; when Moving, however, there is no reloading possible. If ammunition is depleted, the character must stop and take cover for a round to reload. Make a Check Ammo (2D) task against the weapon's TL to verify that ammunition remains; +1D when in burst mode, and +1D for pistols and exotic weapons. On failure, the weapon is empty, and the character cannot fire this round. Alternately, the round capacity of the weapon under use can be decided before combat. To reload, the character must not take a Move action in the next round.
S23. Designator Fire moved to Special Considerations.
S24. Drawing a weapon increases an attack task by +1D.
S25. Explosions [/FONT][FONT=arial,helvetica][FONT=arial,helvetica]moved to Special Considerations.
[/FONT] S26. Falling[/FONT][FONT=arial,helvetica][FONT=arial,helvetica][FONT=arial,helvetica] moved to Special Considerations.
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S16. Fire Suppression moved to Special Considerations.
[/FONT][FONT=arial,helvetica] S27. Hits Against Objects[/FONT][FONT=arial,helvetica][FONT=arial,helvetica][FONT=arial,helvetica] moved to Special Considerations.
[/FONT][/FONT] S28. Knockback [/FONT][FONT=arial,helvetica][FONT=arial,helvetica][FONT=arial,helvetica]moved to Special Considerations.[/FONT][/FONT]
S30. Power Settings moved to Special Considerations.
S31. Power Settings: Weapons which have Power Settings (P1, P2, and P3) modify damage as follows: P2 rolls twice damage, and rolls 2D < Quality to avoid a malfunction; P3 rolls thrice damage, and rolls 2D < Quality twice to avoid a malfunction. [This rule is from T5.00]
S32. Size of Target. +1D if the target is smaller than human (e.g. Size 4 or less). -1D if the target is larger than human (e.g. Size 6 or greater).
S14. Speed Mods moved to Special Considerations
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