@Hobbes: Turns out I was talking about computer games and he was talking about tabletop games. So technically he's right in his context, I know nothing about tabletop games.
But back to topic.
I tried googling Necromunda rules and mechanics, but unfortunately I didn't find anything about actively disrupting buckshot in the face.
1. Necromunda intro video doesn't mention anything like that:
https://www.youtube.com/watch?v=_YtB0tGKUyI2. Necromunda summary sheet also doesn't mention anything:
https://necromunda.com/wp-content/uploads/sites/5/2018/03/Necro_RefRoster_ENG.pdfThere's an 8-step close combat sequence described there, without any mention of enemy able to disrupt your close range shotguns.
3. Necromunda rulebook:
http://ascfi1.asoc.fi.upm.es/wikirol/images/9/9b/Necromunda_Underhive_2017_rules_en.pdfOn page 24, I was able to find 2 mechanics that maybe were what he meant, however none of them is even close to the current OXCE mechanic.
a/ "Interference" = "When a fighter makes close combat attacks, they suffer interference from each other enemy fighter who is a) Engaged with the attacker, and b) not Engaged with any other fighters in the attacker's gang.Each interference subtracts 1 from the result of the attacker's hit roll."
This directly corresponds to OXCE melee dodge, not CQB.
(Edit: OXCE melee dodge is actually stronger, since it's always-on, but let's say we close one eye there)
b/ "Parry" = "After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead."
This is the closest I could find to CQB, but still miles away from current OXCE implementation:
a/ only applies to melee weapons, pistols and unarmed combat; not to shotguns for example as in OXCE
b/ the enemy must have a specific weapon, which he can use to counterattack (e.g. sword on sword), and after the counter attack the attacking player gets ANOTHER roll... so in most cases he will hit again... whereas in OXCE, it's a guaranteed miss
c/ the amount of counterattacks is limited to max. 2, but it must be a highly specialized unit, if I understand correctly, most of the time it will be 0 counterattacks, sometimes 1... unlike in OXCE, where every fatman has unlimited OP counterattacks
So, bottomline... I didn't find anything even remotely similar to OXCE CQB. Shotguns from 1-tile distance work the same way as shotguns from 5-tile distance. Necromunda-style Parry mechanic seems very balanced to me and I would immediately take it instead of OXCE CQB.