Night's Black Agents
Thriller Combat Rules
Night’s has a whole pile of optional combat rules. I’m in favor of most of them, but wanted to put them up for review/comment. As a general rule, you need at least an 8 in the relevant skill to use most of these, and you may only use 1 per round.
Autofire: Spending Shooting points to add damage dice and/or hit more targets.
Called Shots: Increasing attack difficulty to improve damage.
Critical Hits: Extra damage when you roll a 6 to hit. I’m not a fan of this one.
Evasive Maneuvers: Spending Athletics to boost your hit threshold and also penalize your attacks.
Extra Attacks (Req: Combat skill 8+): Spend from your pool to make another attack against someone you’ve already hit.
Two-Fisted Firearms: This is a subset of Extra Attacks that I think is pretty stupid.
Feints: You can spend points from Hand-to-Hand or Weapons to reduce someone’s Hit Threshold.
Jumping In: If you haven’t acted yet this round, you can jump up in the initiative order by spending points.
Mook Shield (Req: Hand-to-Hand 8+): You can drag henchmen in the way of bullets meant for you.
Reckless Attacks: You can spend Athletics to reduce your Hit Threshold and make it easier to hit your opponent. I’m not a fan. If you want to be better at shooting, spend from Shooting, not Athletics.
Smashes and Throws: Spending a bit of extra Hand-to-Hand either lets you use the environment as a weapon.
Sniping (Req: Shooting 8+): Spend a round aiming with a rifle and it gets a lot easier to hit a guy. Also, it makes long range shooting cheaper.
Special Weapons Training (Req: Shooting or Weapons 8+): A point of extra damage with a specific model of weapon. It costs 6 build points per weapon you want.
Support Moves (Req: Athletics 8+): Athletics that give another character a bonus to their combat rolls.
Suppressive Fire (Req: Shooting 8+): Draw a line and opponents who try to cross it have to make a difficult Athletics check to avoid being shot.