Underwater Combat (SofS)

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Rather than a long discussion of the changes and effects on combat, here's a table of all the effects.
 Table 6: Combat Modifiers
TypeDwellers* 	Penalties to Surface
Initiative 	+4
Attacks—Melee 	-4 to attacks; weapon specializations cancelled
Attacks—Missile 	Only specialized underwater weapons for certain races (see Table 7) and these need separate WPs; all other thrown weapons impossible,
Sudden/complex moves	Dexterity check (-4 penalty if nonproficient in Swimming) or action delayed until end of the following round
Proficiency in weapons designed for underwater cancels these penalties, as does a ring (or spell) of free action. Underwater Combat is a proficiency to learn to overcome these penalties of fighting currents and water resistance.
* Surface PCs with the Underwater Combat proficiency only add +2 to initiative rolls and suffer -2 penalties to their attack rolls.
==Underwater Combat Proficiency==
Characters can become proficient in underwater combat and master practical fighting styles that prove effective in a marine environment. Through extensive training, proficient PCs leam to compensate for the inexorable pull of underwater currents and the resistance of water to the motion of weapons.
Surface-born characters with the Underwater Combat proficiency only add a +2 penalty to initiative rolls and suffer -2 penalties to their attack rolls. The proficiency costs two slots and is available under the Rogue and Warrior proficiency groups. Its relevant ability is Dexterity. Aquatic characters do not need to leam this proficiency as their environment dictates this style of combat as natural. (In the same way, surface characters have no "surface combat" proficiency; it's simply the normal style for such an environment.