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 House Rules

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Iron and Metal
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PostSubject: House Rules   Wed Oct 18, 2017 12:24 pm

House Rules
- Rapid Reload (Talent amendment): Rapid Reload now only applies to weapons in which the PC has training in. If you do not have training in a weapons system and attempt to reload it, regardless of if you have the Rapid Reload talent, the reload time remains as listed in the weapon profile.
++ ANY talent that modified combat, such as Rapid Reload, will now only benefit players as long as they have the proper weapon's training to go with it. For example, Deadeye and Sharpshooter will only negate the penalties of called shots when using weapon's systems that the PC is proficiently trained with.

- Suppressing Fire (Rules amendment): PCs in cover gain a +30 bonus to their WP test to resist pinning. Once pinned, in contrast to the RAW, PCs and NPCs have the option to flee the source of their suppression in addition to looking for cover and taking half moves, should they choose. If they opt to do this, they run at their fastest speed away from the source of the suppression and cannot do anything else that turn - even looking back. The enemy receives a free round of actions against them taking -20 to BS against them as well as +20 to WS against them. Pinned characters must then regroup at the last "safe" place.

- Hatred (Talent amendment): Hatred now applies a +10 bonus to hit to both WS tests AND BS tests against the hated enemy.

- Weapons Training (for Vehicles): When operating a vehicle-based weapon, players with half of the trainings necessary (for instance having Las training but not Heavy training when operating the Multilaser) will suffer a -10 penalty to fire rather than the -20 penalty that is required when having no training at all. This way, characters familiar with the kick of a bolt, but not the balance and weight of a heavy bolter can still operate the weapon somewhat effectively.

- Jaded (Talent clarification): PCs with the Jaded talent will never need to test WP against Fear (1) creatures/conditions as these are listed as "mundane" on pg. 305 of the CRB. They will still have to test fear as normal against creatures/conditions with Fear (2) or higher.

- Vehicle Hatches (House Rule): Players will need to spend a half action to shut and lock hatches/doors on all vehicles they are riding in. If they do so, they will not be able to simply jump out of the vehicle should it catch fire or take catastrophic damage; however, if they do not, enemies will be able to open the doors and breach the vehicle with ease. This will be up to the players - if no one voices their intent to do this, it will always be assumed that the vehicle is unlocked.

- Anti-Plant Grenades: In addition to their normal rules, Anti-Plant grenades now also remove any Unnatural Toughness bonuses from Orks and Ork kind. In addition to this, Orks exposed to the gasses must pass a -10 Toughness test or gain a level of fatigue.

- Medikits (Gear Amendment): Medikits now have 10 uses per kit. Treating light injuries (1-5 wounds worth) = 1 use; treating moderate injuries (6+ wounds worth) = 3 uses. Treating critical injuries/effects (such as stopping bleeding) = 5 uses. Comrades can now be brought up from wounded to healthy with a medikit, but it costs 6 uses.

- Dropping Weapons (Rule Amendment): Dropping your weapon is a free action. However, since the machine spirits of weapons are fickle, whenever a weapon is dropped, the chances of that weapon jamming increase by 100% (Single Fire Jam: 96-00; Semi Auto: 92-00; Full Auto: 84-00) until the user has a chance to properly appease the machine spirits (thoroughly clean the weapon). Since full cleans cannot be done in a timely manner and require stripping the weapon, a rush job can be achieved in four rounds of combat. Furthermore, weapons dropped in harsh terrains (swamps, mud, desert, etc.) increase the jam chance by 200% unless properly seen to. Weapons with the "reliable" special quality lose it if dropped.

- Attacking Vehicle Tires: Attacking a vehicle's tires (provided the vehicle has tires to target) will require a called shot. Standard tires have AP 5 with 5 HPs. This may be subject to change depending on the type of tire a vehicle has. Destroying a tire will cause the operator of a vehicle to suffer -10 to operate tests/tire as well as reduce the movement of the vehicle by 25%/tire destroyed (assuming the vehicle has four tires total). Furthermore, if in motion when the tire is destroyed, the operator will have to make an immediate -10 operate test or go out of control on the following round.

- Snap-firing (Spray and Pray): A character who is sheltering behind enough cover that it could conceal their entire body may opt to Snap Fire when making shooting attacks. The character essentially only holds their weapon out of cover and fires in a general direction. Doing so results in a -20 BS penalty to hit anything in the area. Subsequently, all shots at the shooter suffer a -20 BS penalty until the start of the shooter's next turn (essentially a called shot on their exposed hand). This attack cannot be used in conjunction with an Aim action.

- Battle Damage (Armor Rules): After so many hits - decided by me and based on armor quality/type - PC armor will sustain "battle damage." At this point, players can either opt to get it fixed, with unknown variables should you go through underground channels (either good or bad). Or, they can attempt to re-requisition a new suit. PCs with Trade (Armorer) and enough free time can attempt to fix armor themselves.

Armor with Battle Damage suffers from -1 AP (all; as it represents the entire set of armor taking a beating) per mission until repaired or replaced. Once it gets to half its original AP, a movement penalty will also be incurred.

A character who who chooses to wear damaged armor as a badge of pride can earn more "badass points" and fame with NPCs, similar to how a PC who goes without a helmet in Deathwatch gets rewarded, as well as more technical rewards. It's more dangerous, and probably stupid, but you look cool doing it!

- Dodging/Parrying (Rules Amendment): DoS will only come into play when dodging full auto fire/Swift and Lightning attacks or using parry vs a WS standard attack.

- Called Shot (Head) (Rules Amendment): Successful called shots to the head will extend the Righteous Fury range to 9 or 10. If a weapon already incurs RF on 9 or 10, the range will extend to 8, 9, or 10.

- Krak Rounds (custom weapon/ammo): Like frag rounds, krak rounds were developed by the Ad-Mech to give squads more light anti-armor flexibility on the ground. Fitted into grenade launchers, krak rounds have the following profile (2d10+5 X, pen: 6; Concussive (0), Rare).

- Napalm Round (custom ammo): These rounds are often seen on battlefields facing enemies that tend to swarm or which has dense flora that conceals potential enemies. Packed with chemical concotion that sticks and burns, the napalm rounds cover and ignite large swathes of ground. All characters within the blast radius must pass a challenging +0 Agility test or catch fire. In addition, the blast radius continues to burn for 1d10 rounds. Due to the nature of the chemical napalm mixture, characters who have caught fire must pass a -10 Agility test to extinguish the flames. Fitted into grenade launchers, napalm rounds have the following profile: (1d10+4 E, pen 2; blast (3), flame; very rare).

- Sneak Attacking (new rule): When a successful opposed silent move test places a PC/NPC in melee range of an enemy, damage will be resolved as follows: the attacker will gain a free called shot and a free RF on a successful attack roll. Troop-level enemies will die outright, but elite/master level enemies will suffer damage as normal.  This rule can also be used against PCs. Furthermore, some troope-level enemies with unnatural toughness will not die outright at GM discretion.

- Prone (movement amendment): Aside from the standard prone conditions (-10 WS, -20 Evasion; +20 WS/BS vs prone opponent), when lying prone, PCs and NPCs will gain +10 BS when firing due to the more supportive nature of the firing position. Falling prone is a free action. Standing up again is a half action.

- Mono-edge (upgrade amendment): Weapons gaining the mono-quality no longer have a static pen 2. Instead, they add (+2) to the existing pen of the weapon.

- Cover (rule clarification): When attacking an opponent in cover, any damage value that surpases the armor of the cover will be transferred to the target. Furthermore, the armor value of the cover will be reduced by 1/2 the damage that was able to get through. ex:

- Burning Fate: Players can now opt to burn fate and receive +60 (maximum bonus) to any one skill test per encounter.

- Leadership Aptitude: The Leadership (useless) aptitude has been absorbed by the Social aptitude.

- Demolitions ("New" Skill; Aptitudes: Intelligence/Tech): Demolitions will no longer be covered under the Tech-Use skill. If you want to attempt demo tests, you will need to purchase it separately. Demolition covers everything from laying mines, to defusing bombs, to jerry-rigging grenades together.



Last edited by Iron and Metal on Sat May 05, 2018 5:12 pm; edited 2 times in total
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Iron and Metal
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PostSubject: Re: House Rules   Thu Nov 16, 2017 4:41 pm

Demolitions "new" skill rules added. Keep in mind when spending XP!
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PostSubject: Re: House Rules   Sun Jan 21, 2018 9:36 pm

Removed the Felling rule that applied felling damage to characters without unnatural toughness as it was over powered.

Removed Demolitions as its own skill as Demolitions is now a special use of the Security skill. Electronic hacking will now also be specifically a security, rather than tech use, skill.
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PostSubject: Re: House Rules   Mon Jan 22, 2018 7:38 am

I had put XP into demolitions and demo +10 as it was necessary for my profession. How shall I proceed?
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PostSubject: Re: House Rules   Sat May 05, 2018 2:09 pm

^^I had forgotten to respond to this. Apologies, Heath. I might actually change my mind again and leave Demolitions as a stand alone skill and leave it at that. That way XP expenditures can't just all smash up on a particular subset of skills.

Keep your XP expenditure as is.
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