The 15 second melee round will be broken up into phases, four of them. You divide you attacks equally among the phases, it you have extra you use them in the earlier phases. For example, your character have 6 attacks per round. Your phases would look like this…
Phase 1: 2 attacks
Phase 2: 2 attacks
Phase 3: 1 attack
Phase 4: 1 attack
You have to use all your attacks that phase or lose them. However you can delay in that phase to them.
Also, each attack equals two non attack actions.
When each attack or non move action; you can move 25% of your Speed attribute number. For example, your Speed is 24. You can move 6' when you fire a weapon or punch.
We’ll be using -10 to dodge rule but you can use your dodge bonus to counter it. So if you have a +5 dodge bonus, you can dodge high tech firearms at -5 instead of -10.
If you take an action to get to suitable cover (rocks, tree, concrete debris, etc) the opponent must make a called shot of 14 to hit you. Some cover might be destroyed in the process.
If an O.C.C./P.C.C./R.C.C. gives a character a skills but not the requirements for the skill; the character gets the requirements but with no bonus other than I.Q. bonus.
As for Hand to Hand Combat skills, Judo can be swapped with HtH: Martial arts. HtH: Aikido, Jujitsu, Karate and Kendo cause one additional beyond HtH: Martial arts. HtH: Commando costs two skills beyond HtH: Martial arts.
Characters without a perception bonus given to them by their O.C.C./P.C.C./R.C.C. or race gain a +1 to perception rolls at levels 3, 6, 10 and 15.
Character without a save vs. H.F. bonus give to them by their O.C.C./P.C.C./R.C.C. or race gets a +1 at levels 2, 5, 9 and 14.