Anti-Missile Fire - Source (Myself)
Under the current rules for anti-missile fire, a unit with a high ROF high ACC weapon possessing the AM trait effectively becomes immune to missile attacks from beyond 1 hex (however far that is depends on the scale in use), no matter how many such attacks are made.
Instead, all weapons with the AM trait may be used for anti-missile fire a number of times equal to it's ROF without expending actions. These attempts must be used on every missile attack launched against the vehicle from outside it's current hex even if they are unable to harm the vehicle, and may not be used against missile attacks against other units. This represents the automated systems responding to threats before verifying if the attack are small rockets or ship killing missiles. If additional attempts are required or the weapon being used does not have the AM trait, the vehicle must then spend actions to use the weapon for anti-missile fire. These additional anti-missile attacks do not need to be used against every missile attack as the free actions do and may be used to destroy missile attacks against nearby allies.
Complexity - Source (Modified from Errata)
Complexity is one of the things that is poorly defined and explained in the rule book. The following is a simple method to use Complexity that's relatively intuitive.
If the character's complexity is higher than the complexity of the task, the person gets to roll an additional dice for each point of difference. This represents the person having greater control over the outcome.
If the character's complexity is lower than the complexity of the task, the person looses a dice on the roll. This represents the fact that the person is out of their depth, in over their head, or however you want to put it.
For Threshold tests, the GM assigns a complexity to the task and then sees where the character's complexity is in relation.
For Opposed tests, the complexity will default to the highest complexity of the characters involved. This represents the character with more skill making things that much more difficult for their opponent through any means possible.
Racial Stat Changes - Source (Myself)
Under the current rules for created a member of a species with a different stat range than average (-3 to +3), you still have to pay for the higher rated attributes at the normal cost. This handicaps races with multiple higher than average stats and most such characters still end up withing the normal range that human characters do.
To remedy that, instead of buying the stats like normal and within a modified range, one buys their attributes as normal and then applies a modifier to get the final stats.
For example: Instead of shifting the stat range from -3 to +3 upwards to -1 to +5, and then still paying the typical costs, one would by the stat as normal, and then add +2 to the stat he paid for and writes the final number down at the value for that stat.
Rate of Fire - Source (unknown, came from DP9 Forums)
The current ROF rules in Silcore are either very powerful (adding an attack bonus against characters) or underpowered (adding to DM against vehicles). The following is intended to both even out the power level, and to make ROF useful even on high DM weapons.
When an attacker uses a weapon's ROF, they get to roll their normal number of dice. Assuming the roll is not a fumble, the attacker gets to roll one dice per point of ROF used. You could also roll different coloured dice or so on instead, as long as you can differentiate between the skill granted dice and the ROF granted dice.
Stamina - Source (Stryker, DP9 Forums)
The current rules for Stamina only gives results in increments of 5. It also puts tends to give results in the range of 25-35 for most characters, leaving little variety for characters. In most of DP9's settings, there are a number of weapons that are equally effective because of that. The following equation is intended to solve both problems. It puts a greater emphasis on some attributes and a lesser value on others. It also removes Health from the equation, as using it means some attributes are applied twice for the same thing.