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Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: House Rules Wed Oct 18, 2017 12:24 pm | |
| House Rules Items in Light Blue are considered canon/most important - Righteous Fucking Fury (rules amendment): Players (& Elite/Master level enemies) never need to confirm a righteous fury roll. When you roll a righteous fury, you automatically succeed. So will the more powerful enemies you face. This speeds up the pace in PbP and makes the game more deadly overall. - Auto Success/Failure (rules amendment): A roll of 01-05 is always a success; similarly, 96-00 is always a failure, regardless of target number. - Updated Reload/Ammo Count Mechanic (Wrath & Glory Port): Ammunition is an abstract concept. All characters are understood to have "enough ammunition" to complete their mission. As such, ammunition will no longer be tracked. Instead, each PC starts a mission with x3 Reloads. Firing a weapon normally no longer causes a loss in ammunition; however, Reloads can be lost or spent throughout the course of an adventure. -- Complications cause the loss of a reload. Any attack roll of 90-00 counts as a complication. Thus, jams are automatically counted as complications. Both cause the loss of a Reload. Rolls of 90-00 during combat will force the PC to reload the weapon in accordance with the weapon's reload time (1 Full round/2 Full Rounds/etc - Rapid Reload talent applies as normal). -- Using Reloads cause the loss of a reload. A reload must be used when loading any "special ammo" the character acquired before the mission. The special properties are then applied to the weapon for the duration of the combat encounter. ** Reloads may also be used/lost by giving one or more to a teammate who is effectively out of ammo. -- Special Ammunition: Special ammunition can be requisitioned as normal. When activated, the weapon will need to be reloaded per its listed/standard reload time. The specialty ammunition will last the duration of the encounter for which it is activated. Once the encounter is over, the ammunition is used up. -- M36 Lasgun/carbine Variable Fire Settings: Overcharge mode will cause a complication on rolls of 85-00; Overload mode will cause a complication on rolls of 80-00. ** I have done away with using reloads for getting extra attacks/increasing RF range as I have deemed it to be OP. - 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. - Rapid Reload (Talent amendment): Rapid Reload now only applies to weapons in which the PC has training in. - Furthermore, ANY talent that modifies 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. - Hatred (Talent amendment): Hatred now applies a +10 bonus to hit to both WS tests AND BS tests against the hated enemy. - 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. - 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. - Leadership Aptitude (aptitude amendment): The Leadership (useless) aptitude has been absorbed by the Social aptitude. - Demolitions ("New" Skill; Aptitudes: Intelligence/Fieldcraft): 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. - Potentially Need Review:
- 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.
- 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.
- 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.
- 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).
- 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.
Last edited by Iron and Metal on Wed Jul 22, 2020 10:08 am; edited 13 times in total | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Thu Nov 16, 2017 4:41 pm | |
| Demolitions "new" skill rules added. Keep in mind when spending XP! | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: 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. | |
| | | Sylphilis Admin
Posts : 2993 Join date : 2017-10-16 Age : 38
| Subject: 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? | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: 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. | |
| | | Hydrako Senpai
Posts : 991 Join date : 2017-10-20 Age : 35
| Subject: Re: House Rules Mon Dec 23, 2019 12:16 pm | |
| Change to reload system
Reload A character can spend their action Reloading one ranged weapon. See below.
Ammunition and Reloads A Reload is an abstracted quantity of Ammunition, defined as “enough Ammunition for a combat scene.”
All weapons owned by the Heroes are fully loaded at the beginning of the game. Every Hero comes with 3 Reloads per session by default. Under typical circumstances, a Reload is not expended through firing the weapon normally. However, Reloads can be spent or lost in the following ways:
- Complications: If a player rolls a Complication, one of the character’s Reloads may be removed as a result. If the character has no Reloads remaining, then such a Complication renders a weapon unusable until more ammo can be located. **For FFG Games, I think making any roll of 90-00 on BS would be a complication. This gives a 10% chance per attack and increases incentive for players to use FPs, thereby making them a more demanded commodity. Complications would include: jamming as per normal rules as well as the need to reload.
- Use: A character can choose to expend one or more Reloads as part of an attack to gain an increased effect. A character cannot spend more Reloads on an attack than the weapon’s Salvo value. Reloads spent can add bonus dice to the attack roll, allow the weapon to Multi-attack, or add additional effects depending on the weapon. **Since FFG Games do not have a "salvo" rule, an easy fix would be to allow only one use per attack action. Effects may include: giving an additional attack, adding a d10 to the damage die, increasing the RF range, etc. Randomizing it by leaving it up to a roll might be fun too.
- Only Elite/Master level opponents would get reloads. Mooks get nothing. Ever. Stupid mooks.
Rapid Reload talent - 1) Get an extra reload OR - 2) When a player rolls 90 - 100, necessitating a reload, they then roll 1d10 and on 1-5 they reload as normal, but on 6 - 10 they don't lose the reload
Special Ammo There are a few ways to go about it, but I don't know if any are particularly amazing.
- 1) Apply the profile to the weapon and once it is time to reload, it goes away. - 2) Apply the profile to the weapon and allow it to continue until all reloads are gone. - 3) Allow the player to switch back and forth between standard weapon profile and special ammo profile at will until reloads are gone. - 4) Activate the special ammo profile at the beginning of a combat/encounter and once it ends you have expended all of that special ammo. 4B) Get 1,2, or 3 uses of a req'd special ammo using this rule
I think up to this point tracking ammo has been an exercise in futility. This could be a solution. Agree? Disagree?
Things needing input: Does this system sit well with everyone? Simplifying things up for PbP Rapid Reload rule - which do you prefer? What to do about special ammo? | |
| | | Hydrako Senpai
Posts : 991 Join date : 2017-10-20 Age : 35
| Subject: Re: House Rules Mon Dec 23, 2019 2:02 pm | |
| My reaction is that this is a great idea to make PbP easier.
I think rapid reload should get an extra reload - for ease of use
For special ammo I like 4+4B | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Tue Dec 24, 2019 10:05 am | |
| Thanks for transferring it over, brother. Looking over it again, what I had previously decided on was 4.
This makes special ammo actually special, and honestly more tactical. If the situation calls for more penetration power, or X,Y, or Z, etc, you can make that decision in the moment - knowing it's the right one.
So, we will stick with that. To make shit easier, people with Rapid Reload talent will start with an additional reload. Less rules = streamlined, which is the whole point after all.
Reload Uses: - Add additional D10 to damage die to an attack - Add penetration to attack equal to your BS bonus - Add Perception bonus to RF result - Reduce an enemy's Armor by weapon penetration for the remainder of the combat (may be OP, need to playtest) - Give a reload to a team mate in need; it is an item after all
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| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Thu May 07, 2020 11:52 am | |
| Updated and cleaned up the House Rules. Everyone take a gander and leave your thoughts/comments here, if you have any. | |
| | | Hydrako Senpai
Posts : 991 Join date : 2017-10-20 Age : 35
| Subject: Re: House Rules Thu May 07, 2020 1:49 pm | |
| Cheers for that. I like the NEW new reload rules a lot. | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Thu May 07, 2020 2:58 pm | |
| Cheers, man. That'll streamline a lot of useless number crunching. | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Sat May 09, 2020 12:10 pm | |
| Righteous Fury clarified (at the top) | |
| | | Carnelian Senpai
Posts : 2187 Join date : 2017-10-20 Age : 48 Location : UK
| Subject: Re: House Rules Sat Jun 06, 2020 12:13 pm | |
| For auto fail / auto pass.
If its 01-05 for an auto pass shouldn't it be 96-00 instead of 95-00?
01-05 has 5 increments 96-00 has 5 increments 95-00 has 6 increments | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Sat Jun 06, 2020 1:28 pm | |
| Absolutely. Math is dumb. Thanks for catching that, and please add +25 XP to your sheet. | |
| | | Iron and Metal Admin
Posts : 5168 Join date : 2017-10-15 Age : 37 Location : Where the sun settles in its final location
| Subject: Re: House Rules Wed Jul 22, 2020 10:09 am | |
| Amended the Wrath & Glory reload rules for clarity/typos and added a bit about the M36 lasgun variable firing settings rules. Please read. | |
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