This was a bit of off-the-cuff, but I wonder if there should be a few more uses for Tactics, or the re-rolls granted by virtue of a successful Tactics contest, in GURPS. Tactics seems like it should do more, to me, anyway.
- Make a Tactics roll to get the benefit of partial cover when doing a retreating Dodge and Drop vs. an explosion. This would be to get the benefit of micro-environmental cover (that six to eight inch wave in the ground? Find it!) where such exists.
- I wonder if you could use re-roll points to declare a Wait-and-Move on your turn. Basically, represent outguessing the enemy’s actions by letting him move first, then adjusting accordingly – even interrupting his move. He rushes you? You were waiting, and can move away.
- As combat starts, when setting the turn order, look up your margin of success on a Tactics roll on the Size (and Speed/Range) Table. Make the Tactics roll by 5? You get +2 to your Speed for the purpose of setting initial turn order.