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Carnelian
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PostSubject: 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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PostSubject: 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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PostSubject: 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
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PostSubject: 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


+++++++++++++++++++++++++++++++++++


Last edited by Carnelian on Sun Dec 09, 2018 12:17 pm; edited 3 times in total
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PostSubject: 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


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Wendigo Bob

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PostSubject: 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.
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PostSubject: 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.


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Carnelian
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PostSubject: 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?
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PostSubject: 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.
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PostSubject: 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.
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PostSubject: Re: Homebrew Rules   Fri Dec 07, 2018 3:12 pm

Can we please switch to this new ruleset: http://playbypostgaming.forumotion.com/t219-wrath-glory-ammunition-reload-rules-revamp

Not only do I personally favor it, but I think another game actively playtesting it will help feel it out much better. So far, it is only my two games running it.
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PostSubject: 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?
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PostSubject: 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)
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PostSubject: 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
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PostSubject: 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.
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PostSubject: 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


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PostSubject: Re: Homebrew Rules   Sat Dec 08, 2018 4:56 pm

For Skitarii background, as per above but with mechanics implants.
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PostSubject: 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


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PostSubject: 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
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PostSubject: 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.
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PostSubject: 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?
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PostSubject: 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
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PostSubject: 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?
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PostSubject: 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.
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PostSubject: 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...
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PostSubject: 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!
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PostSubject: 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.
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PostSubject: 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?
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Iron and Metal

Posts : 2049
Join date : 2017-10-15
Age : 32
Location : Where the sun settles in its final location

PostSubject: 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))
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MmmTasteIt

MmmTasteIt

Posts : 119
Join date : 2018-04-08
Location : Ohio, USA

PostSubject: 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 Modifications
Adrenal 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 Modification
Draco-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?
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Wendigo Bob

Wendigo Bob

Posts : 305
Join date : 2018-07-26

PostSubject: 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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