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Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Homebrew Rules Thu Dec 06, 2018 1:33 am | |
| The core rule set will be DH2.
Some career and other character options for Ad Mech characters from DH1 will be home brewed. These will cover things like additional Background, Role and Elite Advance options.
I anticipate there being some skills, talents, equipment also home brewed from DH1.
Initially I’m going to focus home brewing what people have expressed an interest in playing, but don’t let that tie you to your choice.
Your input, ideas etc… on this are more than welcome and wanted.
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| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Thu Dec 06, 2018 1:35 am | |
| BACKGROUNDS
Adeptus Mechanicus (Not a homebrew but thought it useful for reference)
Skills: Awareness or Operate (Pick One), Common Lore (Adeptus Mechanicus), Logic, Security, Tech-Use
Talents: Mechadendrite Use (Utility), Weapon Training (Solid Projectile)
Traits: Mechanicus Implants (see page 137).
Equipment: Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents
Background bonus - Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.)
Aptitudes: Knowledge or Tech
+++++++++++++++++++++++++++++++++++++++++++++
Skitarii
Skills: Athletics, Command, Common Lore – Ad Mech, Operate - Surface, Tech Use, Navigate - Surface
Talents: Weapon Training – Low Tech & Las
Equipment: Las Gun, Mono-Sword, Flak Armour, Respiratory Filter Implant, Advanced Bionic Eyes – Dark Sight, Internal Micro, Bead, Mech Implants
Background Bonus - Hammer of the Emperor (same as Imp guard, perhaps call it Hammer of the Mechanicus instead). - Heart of Steel – may sub Intelligence for fellowship when interacting with mechanicus, also grants Jaded Talent.
Background Aptitude Field Craft or Social
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Last edited by Carnelian on Tue Dec 11, 2018 1:06 pm; edited 8 times in total | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Thu Dec 06, 2018 1:37 am | |
| ROLES
Acuitor Mech-Assassin
Pre-requisite - Adeptus Mechanicus background
Aptitudes: Tech, Intelligence, Perception, Fieldcraft, Offence
Talent: Keen Intuition or Quick Draw
Role Bonuses: - Cogs within Cogs (DH1 Lathes Book, p30), - Whisper of Samadhi (DH1 Lathes Book, p30)
Additional Instead of a Utility or Optical mechandrite can take a weapon mechandrite
+++++++++++++++++++++++++++++++++++++++
Factor of the Lathes
Pre-requisite - Adeptus Mechanicus background
Aptitudes: Fellowship, Social, Intelligence, Perception, Knowledge
Talent Clues from the Crowds or Keen Intuition
Role Bonus - Sway the Masses - Fabricated Flesh (DH1 Lathes book, p46)
+++++++++++++++++++++++++++++++++++++++
Skitarii Ranger
Pre-requisite - Skittarii background
Aptitudes: Ballistic skill, field craft, agility, finesse, perception
Talent: Exotic weapon - galvanic
Role bonus: Master of ruin (mars supplement)
Additional: Galvanic Rifle, Skitarii War Plate, Good Quality Bionic Legs
Last edited by Carnelian on Tue Dec 11, 2018 1:17 pm; edited 8 times in total | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Thu Dec 06, 2018 1:39 am | |
| New Mechanicus Elite Advances
Authority of Mars (500xp)
Each exploratory fleet has a leader; the Fabricator-explorator. This tech-priest holds the Writ of the Explorator, a powerful set of authority-code allowing them absolute power within their fleet, and the right to range far beyond imperial borders & conventions. For it is their task in the quest for knowledge to explore and rediscover the secrets of the past. Writ of the explorator: A complex document similar to a rogue trader’s warrant, the writ contains all information regarding the explorator’s privileges and power. The fabricator-explorator has access to all secured locations within their explorator fleet, they have alpha-level authority code to access all the fleet’s systems, and all the fleet’s machine-spirits bend to the holder’s will.
Grants the Fabricator Explorator; + 10 command vs any mechanicus of a lower explorator rank. Grants +10 influence stat, and the skills command and peer mechanicus
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Last edited by Carnelian on Sun Dec 09, 2018 12:17 pm; edited 3 times in total | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Thu Dec 06, 2018 3:45 am | |
| Here are some interesting things to look at in the DH1 books. Rules might need to be modified for DH2.
Elite Advance – Cybernetic Resurrection (p87, Inquisitors Handbook) Elite Advance – Disciple of Thule (p37, Inquisitors Handbook) Elite Advance – Disciple of Divine Light of Sollex (p37, Inquisitors Handbook) Integrated Weapons – this is for people who have Potentia Coils (p58, The Lathes Worlds). Mechanicum Equipment (p58-70, The Lathes Worlds) Mechanicum Equipment & Servitors (p133-148, Inquisitors Handbook) Mechandrite’s (p148, Ascension) Servitors (p72-77, Book of Judgement) Background/Role/Elite Advance, Cyber-Mastiff Handler (p44, Book of Judgement) – this could be changed to a ‘Servitor Handler’ or similar. Needs some thought. Elite Advance - Archmagos (p91, The Fringe Is Yours supplement, Wendigo has a copy) cog whisperer (elite advance): See RT Navis Primer, p. 86 Rite of Duplessence (Elite advance)`RT into the storm, p 106 Arch-heretek: See RT Hostile acquisitions p. 32 Genetor: RT into the storm, p 82 Augmenticist: RT into the storm, p 74 Flight Marshal: RT Into the storm p 80 Genetor: RT into the storm p 82 Gland Warrior: RT into the storm, 84
Last edited by Carnelian on Sun Dec 09, 2018 12:19 pm; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Thu Dec 06, 2018 3:35 pm | |
| - Carnelian wrote:
- Factor of the Lathes (Role)
Factors are basically tech priests with social skills. A modified Hierophant role might be a good fit?
Therefore I propose...
Pre-requisite - Ad Mech background
Role Aptitudes Fellowship, Social, Intelligence, Perception, Knowledge
Role Talent Clues from the Crowds or Keen Intuition (not sure about these – what do you think Wendigo?)
Role Bonus Sway the Masses Fabricated Flesh (DH1 Lathes book, p46)
+++Subject to approval from GM and players+++ Seems mostly good. For the talents, maybe a free peer(X) talent? It would make sense as their job is to act as ambasadors. Otherwise it would fit well. I'm looking into the other background elements for the character. | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Thu Dec 06, 2018 4:29 pm | |
| Cult of the Omnissian Mechanism
"The omnissiah shows little in the way of outward augmentation. For those of you that worry about my piety, consider just who I emulate with my restraint." Archeotechnologist Archmagos Arkan Land
An unusual cult within the Adeptus Mechanicus, the cult of the Omnissian Mechanism take their inspiration by what they perceive as his greatest works: the primarchs, space marines and the imperium itself. To them, the imperium is the most woundrous machine, a singular empire with quadrillions of citizens that has lasted millennia despite facing endless horrors; it is greater than any society that humanity previously created. Coming close are the astartes: tougher than a servitor, intelligent as a tech-priest and capable of inspiring the masses of humanity. This reverence has occasionally led to trouble, as members of this cult seek to imitate his greatest works. While this unusual mindset has placed them apart from the mechanicus at large, it has left them more aware of the other elements of the imperium. This has allowed them to serve much more easily as ambassadors, logistical coordinators and leaders as they recognize the primacy of the machine of flesh & the machine of mind over the machine of steel. Starting skills Scrutiny, Common Lore (Adeptus Mechanicus), Logic, Medicae, Tech-Use, Forbidden Lore (mutants) Starting talents Mechadendrite Use (Utility), Weapon Training (SP) startingtrait Mechanicus Implants (see page 137). Starting Equipment Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents Background Bonus Inheritor of the omnissiah: Members of this cult frequently undergo extensive genetic enhancement. An omnissian begins with a single mutation from the “A machine of flesh” options, without counting as a “machine of flesh” rank or requiring the prerequisites. Background Aptitude Knowledge or Tech
A MACHINE OF FLESH (X) (Homebrew TALENT) Tier: 3 Prerequisite: Medicae, Int 40, Toughness 30, Mechanicus implants Aptitudes: Intelligence, Knowledge Flesh is not a weakness as far as you are concerned, but rather a font of untapped potential. Locked within your genes and your tissues are the secrets to greater power, and though you do not eschew the purity of steel nor your existing implants, you see them only as part of the mechanism by which you can better yourself. You gain one of the following mutations: Brute, Clawed/Fanged, Feels No Pain, Nightsider, Tough Hide, or Venomous, or one of the following Traits: Regeneration, Sonar Sense or Sturdy. The cost of these traits varies, costing the same as a Tier 1, 2, or 3 talent.
Brute (Tier 3): The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each. Clawed/Fanged (Tier 1): The mutant gains razor claws, a fanged maw, barbed flesh or some other fo m of natural weapon. It gains the Natural Weapon Trait (either I or R damage). Feels No Pain (Tier 3): The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent. Nightsider (Tier 1): The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a –10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered. Tough Hide (Tier 2): The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue Venomous (Tier 2): The mutant’s natural attacks are toxic. It gains the Toxic Trait. Regeneration (Tier 2): Creatures with this Trait heal very quickly. Each round, at the start of its turn the creature tests Toughness to remove 1 point of damage. It loses this Trait when slain. Sonar Sense (Tier 1): A creature with this Trait perceives its surroundings by emitting a frequency noise, allowing the creature to locate the position of any solid object within 30 metres. Other creatures within range, and that succeed on a Difficult (–10) Awareness Test, may detect the curious keening. Sturdy(Tier 1): Sturdy creatures are hard to move and gain a +20 bonus to tests made to resist grappling and the Takedown talent.
Last edited by Wendigo Bob on Tue Dec 11, 2018 5:41 pm; edited 5 times in total | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Fri Dec 07, 2018 12:56 am | |
| - Wendigo Bob wrote:
- Cult of the Omnissian Mechanism
Love it. It should definitely be a thing. However I have issue with this - Quote :
- The first time you take this talent, it has the same cost as a tier 1 talent. The second time, a tier 2 talent, and a final time as a tier 3 talent.
Some of the mutations are clearly more powerful than others, I'd prefer a tier assigned to each mutation. Something like... Brute - Tier 3 Clawed/Fanged: Tier 1 Feels No Pain: Tier 3 Nightsider: Tier 1 Tough Hide: Tier 2 Venomous: Tier 2 Regeneration: Tier 2 Sonar Sense: Tier 1 Sturdy: Tier 1 I also think some negative reaction/social modifier should be taken when you have an obvious mutation. All in all you're probably going to be fine with this off in the Halo stars far away from imperial space. Also this - Quote :
- This reverence has occasionally led to trouble, as members of this cult seek to imitate his greatest works.
While this unusual mindset has placed them apart from the mechanicus at large, it has left them more aware of the other elements of the imperium. Some sort of penalty for social interactions for mechanicus who know what you research? | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Fri Dec 07, 2018 2:01 pm | |
| Agreed that Leadership is an essentially worthless aptitude and should definitely be rolled into Social. | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Fri Dec 07, 2018 2:34 pm | |
| - Carnelian wrote:
- Wendigo Bob wrote:
- Cult of the Omnissian Mechanism
I also think some negative reaction/social modifier should be taken when you have an obvious mutation. All in all you're probably going to be fine with this off in the Halo stars far away from imperial space. I agree with this one, though with his role, he will clearly be taking the least obvious ones. He does intend to be as sexy as possible - Quote :
-
- Quote :
- This reverence has occasionally led to trouble, as members of this cult seek to imitate his greatest works.
While this unusual mindset has placed them apart from the mechanicus at large, it has left them more aware of the other elements of the imperium. Some sort of penalty for social interactions for mechanicus who know what you research? Not yet; I put that more as flavour concerning their least savory members. However, should the character decide to become a mini fabius bile (or maybe fabius bile has influenced them in the past, who knows), I do expect this to happen. | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Fri Dec 07, 2018 3:12 pm | |
| | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Fri Dec 07, 2018 3:40 pm | |
| - Carnelian wrote:
- Skitarii (Background)
A Skitari is an enhanced human raised and trained amongst the Mechanicus. A modified Imperial Guard background best fits in my view.
Therefore I propose...
Starting Skills Athletics, Command, Common Lore – Ad Mech, Operate - Surface, Tech Use, Navigate - Surface
Starting Talents Weapon Training – Low Tech & Las
Starting Equipment Las Gun, Mono-Sword, Flak Armour, Respiratory Filter Implant, Advanced Bionic Eyes – Dark Sight, Internal Micro Bead, Subskin Armour or MUI Interface
Background Bonus Hammer of the Emperor (same as Imp guard, perhaps call it Hammer of the Mechanicus instead). Heart of Steel – may sub Intelligence for fellowship when interacting with mechanicus, also grants Jaded Talent.
Background Aptitude Field Craft or Social (Leadership is a poor mans aptitude so rolling it into Social)
+++Subject to approval from GM and players+++ This looks fine; nothing seems to be missing. Perhaps except for Mechanicus Implants; those would be necessary. The trick is being a Skitarii Ranger specifically. Would that just be a specialized Role then? | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Sat Dec 08, 2018 11:21 am | |
| Here's a proposal for the explorator; I've put a couple of possibilities for abilities, but neither is quite satisfying
Elite advance: Fabricator-Explorator (500 XP) Each exploratory fleet has a leader; the Fabricator-explorator. This tech-priest holds the Writ of the Explorator, a powerful set of authority-code allowing them absolute power within their fleet, and the right to range far beyond imperial borders & conventions. For it is their task in the quest for knowledge to explore and rediscover the secrets of the past. Writ of the explorator: A complex document similar to a rogue trader’s warrant, the writ contains all information regarding the explorator’s privileges and power. The fabricator-explorator has access to all secured locations within their explorator fleet, they have alpha-level authority code to access all the fleet’s systems, and all the fleet’s machine-spirits bend to the holder’s will Possibility 1: While within the fleet, the Fabricator-explorator gets a +10 to any extended skill check, as the machine spirits of the fleet aid them. Possibility 2: As a free action once per round, the Explorator may grant an ally that he can see and who can hear him +10% to any one test. The Explorator’s ability may be used once per Strategic Turn in Space Combat, provided that they can both see and hear the Explorator. Typically, this means they must be in the same location aboard the ship (such as the bridge). The Explorator may not give himself the bonus from Exceptional Leader Instant Changes: Peer(Adeptus Mechanicus), Scholastic Lore (imperial warrants) | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Sat Dec 08, 2018 11:57 am | |
| cog whisperer (elite advance): See RT Navis Primer, p. 86 Rite of Duplessence (Elite advance)`RT into the storm, p 106 Arch-heretek: See RT Hostile acquisitions p. 32 Genetor: RT into the storm, p 82 Augmenticist: RT into the storm, p 74 Flight Marshal: RT Into the storm p 80 Genetor: RT into the storm p 82 Gland Warrior: RT into the storm, 84 | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Sat Dec 08, 2018 4:19 pm | |
| @Jeff yeah I see a generic Skitarii being a background and then Ranger, Vangard, Warrior or whatever being a role.
None of the current roles fit a Ranger so a homebrew role is required. I’ll have a look at this tomorrow. | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Sat Dec 08, 2018 4:50 pm | |
| Skitarii Ranger (Role)
Aptitudes: Ballistic skill, field craft, agility, finesse, perception
Talent: Exotic weapon - galvanic
Role bonus: Master of ruin (mars supplement)
Additional: Galvanic Rifle, Skitarii War Plate, Good Quality Bionic Legs
Last edited by Carnelian on Sat Dec 08, 2018 4:56 pm; edited 1 time in total | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Sat Dec 08, 2018 4:56 pm | |
| For Skitarii background, as per above but with mechanics implants. | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Sat Dec 08, 2018 5:15 pm | |
| Authority of Mars (500xp)
Each exploratory fleet has a leader; the Fabricator-explorator. This tech-priest holds the Writ of the Explorator, a powerful set of authority-code allowing them absolute power within their fleet, and the right to range far beyond imperial borders & conventions. For it is their task in the quest for knowledge to explore and rediscover the secrets of the past. Writ of the explorator: A complex document similar to a rogue trader’s warrant, the writ contains all information regarding the explorator’s privileges and power. The fabricator-explorator has access to all secured locations within their explorator fleet, they have alpha-level authority code to access all the fleet’s systems, and all the fleet’s machine-spirits bend to the holder’s will.
Grants the Fabricator Explorator; + 10 command vs any mechanicus of a lower explorator rank. Grants +10 influence stat, and the skills command and peer machanicus
Last edited by Carnelian on Sun Dec 09, 2018 12:11 pm; edited 1 time in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Sun Dec 09, 2018 10:25 am | |
| - Carnelian wrote:
- @Wendigo what about...
Authority of Mars (500xp) Grants the Archmagos Explorator (isn’t a Fabricator something different, a tech priest focused on making stuff?) + 10 command vs any mechanicus of a lower explorator rank. Grants +10 influence stat, and the skills command and peer machanicus That seems good. Actually, I used fabricator as that was the only title that seemed mostly political (For example, fabricator-locum is the leader of a forge world, while fabricator-general is the leader of the mechanicus).Magos/Archmagos is more of an indicator of skill level The tech-priest that makes stuff is generaly a Magos artisan | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Tue Dec 11, 2018 10:44 am | |
| Given the description of Galvanic weaponry, the rifle should come standard with "Accurate" special quality and either Concussive (0) or Proven given the effects it has on its targets. | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Tue Dec 11, 2018 1:18 pm | |
| I have made changes to the Acuitor Mech-Assassin (see Role above).
I hadn't read the detail in the Lathes book on them so had just but a generic assassin stamp on them. The above more fits I think? | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Tue Dec 11, 2018 1:19 pm | |
| - Iron and Metal wrote:
- Given the description of Galvanic weaponry, the rifle should come standard with "Accurate" special quality and either Concussive (0) or Proven given the effects it has on its targets.
I will get back to you on this | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Tue Dec 11, 2018 2:41 pm | |
| I am thinking of changing the Adeptus Mechanicus background bonus because its rubbish for our game.
FROM...
Background bonus - Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.)
TO... Background bonus - Replace the Weak Flesh: An Adeptus Mechanicus character starts the game with two best quality cybernetics.
I'm not entirely satisfied with this but feel as your not poor inquisition acolytes the original option is not at all useful. My proposed option still leans towards that though as cybernetics are going to be freely available to you.
What do people think? | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Tue Dec 11, 2018 3:17 pm | |
| Why not both? Availability of cybernetics lower for being mechanicus AND two best quality cybernetics because you're part of one of the baddest mech crews there are. | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Tue Dec 11, 2018 5:18 pm | |
| Additionally (and something I have been thinking about for some time), at the risk of adding "more rules" to the game, I would like to propose a penalty for snipers. Playing a sniper is what has refreshed this in my memory once again, but I do feel that weapons lose situational significance in this game.
Sure, heavy weapons must be braced and pistols can be fired in melee, making them ideal for certain scenarios, but that is basically the end of it.
Savage Worlds has the "Snapfire Penalty" which adds a -2 to hit for any sniper type weapon fired without an aim action. To adapt this rule to 40k, it would be a "Snapfire" weapon special quality that penalizes the shooter -20 to any shot fired without an aim action. This would be automatically applied to any "sniper" type weapon. For example, my Galvanic rifle.
I think this will make combat more dynamic and force snipers to resort to other weapons when things get up close and personal. For example, I am already planning on using my Lasgun when I have to go in close.
Anyways, here's Wonderwall... | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Wed Dec 12, 2018 12:29 am | |
| - Iron and Metal wrote:
Savage Worlds has the "Snapfire Penalty" which adds a -2 to hit for any sniper type weapon fired without an aim action. To adapt this rule to 40k, it would be a "Snapfire" weapon special quality that penalizes the shooter -20 to any shot fired without an aim action. This would be automatically applied to any "sniper" type weapon. For example, my Galvanic rifle.
I think this will make combat more dynamic and force snipers to resort to other weapons when things get up close and personal. For example, I am already planning on using my Lasgun when I have to go in close.
Anyways, here's Wonderwall... I'm down with this. Hopefully we can find you something better than a lasgun for back up! | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Thu Dec 13, 2018 6:59 am | |
| I think we will be able to. I will look into a better variant of las rifle - maybe a hell gun - that has some upgrades to make it excel in close-quarters-combat. | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: Homebrew Rules Thu Dec 13, 2018 7:02 am | |
| A side arm would be more likely for a back up weapon, carrying two rifles would be cumbersome? | |
| | | Iron and Metal Admin
Posts : 5164 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: Homebrew Rules Thu Dec 20, 2018 5:03 pm | |
| I never saw this. Apologies. I like to think of ZZ as a modern day Scout Sniper. While they typically operate in teams, it isn't unheard of for the sniper to have their main sniper rifle - usually an M40 - and as a backup a carbine of some sort - usually an M4. The carbine has a shortened barrel, retractable stock, and pistol grip making it more of a large pistol than a small rifle; much more comfortable and practical in close-quarters engagements. That is what I was going for with the carbine version of a las. I made some notes on my PC sheet. Here is a sweet article detailing what I mean.Additionally, I would like to homebrew a Galvanic pistol. It isn't in the fluff, but I think it would be awesome. I don't necessarily need to start play with this, but eventually constructing one could be a worthy goal. Rough layout-- Gavanic Pistol (pistol; 30m; S/2/-; 1d10+7, pen 6; Rld: 1 Full; Concussive (0)) | |
| | | MmmTasteIt
Posts : 289 Join date : 2018-04-08 Location : Ohio, USA
| Subject: Re: Homebrew Rules Sat Jan 12, 2019 10:21 am | |
| Ok, so having looked at Cybernetic Resurrection, I have a suggestion for how to shift it, fluff and crunch-wise, to be Biogenic Resurrection. It's not as easy to provide a clear template, so I'll just provide the outline for what I'm thinking. Cybernetic Resurrection provides a slew of powers that consist of the following "power level" enhancements:
+5 S, +5 T, -5 A Two Very Rare acquisitions One Rare Acquisition Four Tier 1 talents Two Tier 2 talents
Biogenic Resurrection, I posit, can simply use that as the outline for the benefits it can provide, drawing from the homebrew document on Genetic Modifications:
+5 to one physical stat, -5 to two physical stats Two Very Rare Genetic Modifications One Rare Genetic Modification Four Tier 1 Talents (related to physiology) Two Tier 2 Talents (related to physiology)
Now "related to physiology" is vague, but I'm thinking things like Ambidextrous, Sound Constitution, Heightened Senses (from Black Crusade), and the like. As for the NEGATIVE components of the resurrection, that gets a bit trickier. Cybernetic has the following:
Reduce Fate by 1 Halve your Fellowship Gain 10+1d10 Insanity No longer healed by Medicae Can no longer Swim Clearly inhuman
Some of these need modification to be in line with Biogenic Resurrection. I'd suggest the following:
Reduce Fate by 1 Halve your Fellowship Gain 10+1d10 Insanity Can only be healed by a Magus Biologis Likely to be mistaken as mutant
Reasoning: The reason for lesser stat boosts is because 1) it allows a choice of which to boost and 2) it makes sense that the focus of a biological rebuild would come at the cost of other physiological capabilities. The halved fellowship is more akin to the Untouchable reasoning rather than the resurrected being more machine than human. There's just something off about someone who is mostly vat-grown that causes unease in normal humanoids. Not being able to swim seems like a niche downside and makes no sense when you are still mostly flesh. To add a further downside... Being inhuman isn't as bad as being possibly mistaken as a mutant in the wrong company. Possible Addition: It seems reasonable to allow someone to break down rarer acquisitions into less rare versions (e.g. Swap 1 Very Rare Genetic Modification for 2 Rare Genetic Modifications, etc.) Example 1: Lucretia "Lucky" Immaciah, Project Athena participant. Replace S with 20+2d10, T with 20+2d10, and A with 30+2d10 Two Very Rare Genetic ModificationsAdrenal Neurosympathy (Start or Stop Frenzy at Will) Conficien Lungs (+30 to all Toughness-based tests to resist gases. Gain Sprint Talent. May re-roll failed Toughness tests when suffering from fases, drowning, or asphyxiation.) Two Scarce Genetic ModificationDraco-tongue (+10 to all perception tests based on taste and smell, and can detect toxins and poisons by taste with an Awareness test.) Tardigrade Skin (Character may re-roll any failed Toughness tests from environmental extremes, such as extreme heat, vacuum, or extreme cold) Four Tier 1 Talents (related to physiology)Heightened Senses (Sound, Sight) Meditation (Success on a Willpower test and 10 minutes without interruption removes one level of fatigue.) Lightning Reflexes (Character may roll twice for initiative and take the higher roll.) Two Tier 2 Talents (related to physiology)Rapid Reaction (When surprised or ambushed, a successful agility test allows the character to act normally) Hard Target (When the character runs or charges, enemies get -20 to BS to hit her.) Example 2: Living Bioweapon One Very Rare Genetic Modifications Blackbone Bracing (Grants Bulging Biceps, Iron Jaw, and +2 to unarmed strike damage) Three Rare Genetic Modification Good Craftsmanship Natural Weapons (Deadly Natural Weapons, unarmed specialist grants pen 2 and Razor-sharp quality) Bio-Electric Skin Venom Glands Four Tier 1 Talents (related to physiology) Ambidextrous Blindfighting Catfall Leap Up Two Tier 2 Talents (related to physiology) Rapid Reaction Lightning Reflexes ----- So that's what I have as thoughts thus far. Lot's more fluff can be added but that's the bare-bones take on it. Thoughts? | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: Homebrew Rules Mon Jan 14, 2019 3:34 pm | |
| Here's my attempt at creating us a macrocarid explorator:
The Explorator-Apostle (Macrocarid explorator based on the Astreus Tank)
A gift from the Mezoan sponsors of the mission, the Explorator-Apostle was crafted to create an ideal chariot for an Archmagos factor. Created by members of the Landite cult, the designs used in this vehicle where supposedly discovered by the Technoarcheologist Arkhan Land himself. The vessel itself is incredibly large & resilient for a skimmer, capable of taking strikes from titans despite being incapable of harming them much. Its weapon systems, while numerous, are mostly efficient at taking out infantry and smaller tanks. In addition, to complement its role as an exploratory vessel its main turret contains a dock for an Onager Dunecrawler, that can set off on its own to scout out location. The Apostle does however contains a vast suite of electronic warfare tools, allowing the vessel to act as a true “hub” of planetary exploration with powerful void-shields, auspexes and vox-arrays. It’s most peculiar addition was added at the request of Archmagos Augustus: a large-scale-projection holo-array, allowing the Archmagos to project a giant soft-light image of himself both to inspire crowds and terrify those weak of mind. Accompanied by powerful speakers capable of being heard of crowds of thousands, the vessel is uniquely prepared to serve as the transport for those who win conflicts using charisma.
Astraeus Explorator Type: Skimmer | Tactical Speed: 15 Cruising Speed: 80 kph | Manoeuvrability +0 Structural Integrity: 145 | Size Colossal Armour: 66, Void shields Crew: 1 Driver, 1 Commander, 5 slaved servitor-gunners Carrying Capacity: 1 Onager Dunecrawler, 40 soldiers with kit or 5 tons Weapons: Multi-melta (x2) Twin Lascannon Multilaser Volkite Culverin (Mars Needs Women) Additions High-power auspex High-power vox array Large-scale holoprojector
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