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As far as Sci-Fi oriented rules-light systems go, I tend to prefer Technoir. Gameplay is largely descriptive which allows the rules to be both versatile and quick. encumbrance Characters are not expected to carry large amounts of equipment so this usually isn't an issue. There is no strength stat to work with anyway. fatigue Easily accomplishable ...


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Obviously CoC is not very combat oriented system so I did a lot of modifying it and making my own rules to account for encumbrance fatigue non-lethal damage (for example when armour absorbs damage, it still translates to fatigue) body-part specific damage different effects of work equipment (i.e. helmets remove peripheral vision...) ...


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GURPS You are describing GURPS. Gear All the gear you want (and much, much more) is available in either the basic set or various supplements like High Tech, Ultra Tech, or Biotech. Rules GURPS can provide a highly tactical combat system. You can play on a hex grid or without a map, whatever you prefer. But many combat options and situations are covered ...



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