Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Friday, 30 May 2014

Traveller - The Mesh & Equipment

I've said before that this is a mesh-up of Mega Traveller and Classic Traveller rules.  Mostly using Mega Traveller for character generation (since there are more options) and then using the CT rules.

Task Resolution
We will be using the Mega Traveller concept of Task Difficulty, slightly modified.

Simple = 4+
Routine = 8+
Difficult = 12+
Formidable = 16+
Impossible = 20+

Characters can perform the Task as either a Hasty Task (halving the time to perform), or as a Cautious Task (doubling or quadrupling the time).  Hasty Tasks increase the Difficulty 1 step, whilst Cautions Tasks reduce it by 1 or 2 steps (depending upon how much extra time the character spends).

Characteristics are often used as a DM when attempting a Task Resolution, and the requisite characteristic is divided by 5 (drop fractions) when used this way.

Combat
We will be predominantly using the CT rules for this.
An attack has a Required Attribute and an Advantageous Attribute, both of which will give a DM.  If the RA is not met, then the DM is a negative, if the AA is met, then the DM is a positive.

Armour provides a negative DM to hit, as does range.  For each range band that an attack is made at greater than it's base range, a DM of -3 applies.  For each range band closer than the base range, a DM of +1 applies.  Guns cannot be used at Close Range.  A rifle used at Short range has a DM of -3 regardless of range due to the cumbersome size of the weapon.

Range
Distance
Close
1m
Short
5m
Medium
50m
Long
250m
Very Long
500m
Distant
5km

Weapons
Most guns in the game are ballistic weapons.  Energy Weapons are restricted to those systems with High Stellar Tech Levels.  Energy Weapons require a backpack, which is heavy and cumbersome but provides a large shot capacity.  It takes 5 minutes per shot to recharge a backpack.

Ballistic Weapons

Weapon
Base Range
Max Range
Damage
-DM
+DM
Clip
1. Snub Pistol
Short
Medium
2D
8 (-3)
B (+1)
5
2. Auto Pistol
Short
Medium
3D
7 (-2)
A (+1)
20
3. Machine Pistol
Short
Medium
3D
6 (-2)
9 (+2)
30
4. Carbine
Medium
Long
3D
5 (-1)
9 (+1)
20
5. Gauss Rifle
Medium
Very Long
4D
8 (-2)
B (+2)
40
6. Assault Rifle
Medium
Long
4D
7 (-2)
A (+2)
30
7. Sub Machine Gun
Short
Long
3D
6 (-2)
9 (+2)
40
8. Shotgun
Short
Long
4D
4 (-1)
9 (+1)
10
9. Bolter
Medium
Long
3D
6 (-2)
A (+2)
50
10. Anti-Material Rifle
Long
Distant
7D
6 (-2)
A (+1)
5
11. Laser Carbine
Medium
Distant
4D
6 (-3)
A (+2)
200
12. Laser Rifle
Medium
Distant
5D
7 (-3)
B (+2)
150
13. Plasma Rifle
Medium
Long
8D
8 (-3)
C (+2)
50

Weapon
Damage
-DM
+DM
Weakened Blow
1. Dagger
2D
4 (-2)
8 (+1)
-2
2. Blade
2D
5 (-2)
9 (+2)
-2
3. Cutlass
3D
7 (-2)
B (+2)
-4
4. Foil
1D
5 (-1)
A (+1)
-2
5. Sword
3D
6 (-2)
A (+1)
-3
6. Broadsword
4D
8 (-4)
C (+2)
-4
7. Axe
4D
9 (-4)
C (+3)
-4
8. Hand-Axe
3D
7 (-3)
B (+3)
-3
9. Cudgel
2D
5 (-1)
8 (+1)
-1
10. Spear
3D
5 (-1)
9 (+1)
-3
11. Halberd
3D
6 (-2)
A (+2)
-3
12. Macro Blade
2D
5 (-2)
9 (+2)
-1

Armour
Balistic
Energy
Melee
Jack
-1
0
-2
Mesh
-1
0
-4
Cloth
-4
-1
-1
Reflec
0
-8
0
Ablative
0
-7
0
Combat Armour
-5
-5
-8
Battle Dress
-7
-6
-10

Armour Piercing Weapons
Anti-Material Rifles, Bolters, Macro Blades and Plasma Rifles are extremely effective at punching through armour, halving the protection available from armour (round down).

Sights and Stocks
Telescopic Sights reduce the penalty to hit at ranges by 2, making the DM -1 for each range band greater than the gun's base range.  Only Rifles may have sights.  Sights can be fitted with different visibility spectrums such as Infra-Red.

Laser Sights, also known as Laser Pointers, provide a +1 DM at all ranges out to Long Range.

Stocks are used for small arms such as pistols to turn provide greater stability.  Stocks reduce the penalty to hit at ranges by 1, making the DM -2 for each range band greater than the gun's base range.

Use of a Sight or Stock prevents the combatant from making rapid fire attacks.

Automatic Fire
Weapons capable of automatic fire include the SMG, Machine Pistol, Carbine, Assault Rilfe and Bolter.  These weapons can be set to automatic fire, resulting in 4 bullets fired per pull of the trigger.  This can be used to spray an area, providing cover fire or to hose a single target.

When spraying an area, adjacent targets to the primary target may also be struck.  If the first bullet hits the primary target, the combatant may choose to target another enemy within 1/10th the range (round down).  Each shot, excluding the first has a -2 DM.  The combatant may continue until all shots have been fired. If any shots miss, then no more may be made.  A character may Rapid Fire and Spray at the same time.

When attempting Covering Fire, a combatant hoses an area in an attempt to force the enemy to take cover.  Any enemy not taking cover when covering fire is in place is struck on a 8+ (modified by range and armour, but not skill).

Hosing fire is targeting a burst fire against a single opponent.  This fire results in a -1 DM to the attack, but increases damage by half (round up).  So a Bolter for eg, hosing a single target will be at -1 DM to hit, use 4 bullets in the attack, but cause 5D damage.  A character may Rapid Fire and Hose at the same time.

Rapid Fire
Rapid fire weapons are capable of firing off a number of single rounds in quick succession.  Snub Pistols, Auto Pistols, Machine Pistols, Carbines, Gauss Rifles, Assault Rifles, SMGs, Shotguns and Bolters may all Rapid Fire.  A combatant may fire an additional time for their DEX bonus, however each shot suffers a cumulative -1 DM.

Friday, 9 August 2013

Mutant Future : House Rules

The following are the house rules that I will be using in our short-term venture into this RPG.

  • Characters cannot be Mutant Plants
  • When determining HP, instead of rolling, a character will gain 3 HP per point of CON if a mutant and 4 HP per point of CON if a Pure Strain Human.
  • If a character rolls the Plane Shift mutation, they must instead re-roll (they are unable to gain a Drawback mutation with the re-roll).
  • Technology Rolls will not be made with the rules as published, instead we will be using the original Gamma World flowcharts.  A High Intelligence will modify the dice roll as follows:
--- Intelligence Table ---
Score
Technology Roll Modifier
3-4
+3
5-6
+2
7-8
+1
9-12
0
13-15
-1
16-17
-2
18-19
-3
20
-4
21
-5

Encumbrance:
Instead of using the normal Encumbrance rules, a character is encumbered by what he wears and how many items he is carrying.  
Armour Worn
Turn Movement
Encounter Movement
Running Movement
Plate mail
125'
25'
75'
Chain mail
150'
30'
90'
Studded Leather, Leather, Skins/Furs
175'
35'
105'
Shield, 2-Handed Weapon or Heavy Crossbow
-25'
-5'
-15'
Every 5 full items*
-25’
-5’
-15’
None
200'
40'
120'
Ancient equipment (including weapons and armour) will reduce the movement of a character by a rate as determined by the GM.  
* An item is any singular piece of equipment such as a dagger, rope, quivver of arrows, backpack, 1 days rations, waterskin etc.

Initiative:
  • Before Initiative is rolled, anyone wanting to use a mutation must announce it.
  • Initiative is rolled on a d6 by one player and by the GM.
  • Whichever side rolls highest goes first, in case of a tie, the characters go first.
  • The player who rolled the Initiative Die acts first and then play moves around the table clockwise.
  • A combatant may delay their action, but if they delay they must wait until all other active combatants (including the enemy have acted), then they may act in order around the table.
  • Once a new round starts, the player die moves one space clockwise and the process begins again.

Movement:
  • A combatant must stop immediately when he comes into contact with an opponents base.
  • In subsequent rounds, a player may move past a currently engaged enemy as though performing a fighting retreat (1/2 movement).  If they come into contact with another enemy, they stop again.
  • A character may move up to half his Encounter Movement and attack.
  • A character may elect to run, but running must be in a straight line and prevents the character from attacking the next round.

Weapons: 
  • The Warhammer is a 1-H/2-H weapon that deals 1d6/1d6+1
  • The Spear is a 1-H/2-H weapon that deals 1d6/1d6+1
  • The Trident is a 1-H/2-H weapon that deals 1d6+1/1d6+2
  • The Morning Star damage is changed from 1d6 to 1d6+1.
  • The Bastard Sword damage is changed from 1d8/2d4 to 1d8/1d8+1
  • The Heavy Crossbow damage is changed from 1d8 to 1d10

Critical Hits & Fumbles:

  • A Natural 20 is a Critical Threat.  Make a second attack roll to confirm the critical. If the second attack roll hits, maximum damage is automatically scored. 
  • Ancient weapons score a critical threat on a 19 or 20 but are only treated as a threat if the die roll would still hit the target.
  • A Critical will instantly kill or incapacitate a 'mook' enemy.
  • A Natural 1 is a Fumble Threat. Make a second attack roll to confirm the fumble. If the second attack roll misses, the character has fumbled his weapon and must make a DEX check or lose his next rounds action as he recovers.


Death & Unconsciousness:
  • 0 HP is unconscious. Each round a character is unconscious, they must make a Save vs Death or Die.
  • A natural 20 on the Save v Death indicates that the character has stabilized automatically.
  • If a character takes any additional damage (at all) whilst unconscious, they die.
  • Any character can stabilize another character, this takes 6 rounds (4 for someone with the Medical Skill) during which they cannot be disturbed. The unconscious character does not have to make Save vs Death ST during this time. A stabilized character is treated as having 0 HP (if they had fewer) but no longer needs to make Save vs Death ST unless they take damage again or are violently moved.

Healing:
  • Each rest period is 8 hours.
  • During a rest period, a Mutant or Replicant heals 2 HP and a Pure Strain Human heals 3 HP.
  • During a rest period, an Android may repair 4 HP of damage.
  • An injured character may be treated by someone with the Medical Skill (see below), this requires an INT check.  Success indicates that they heal at double the normal rate.  
  • An injured Android may be repaired by someone with the Tinkering Skill (see below), this requires an INT check.  Success indicates that they repair 10 HP of damage.
  • A character treating/repairing another character (or themselves) heals at 2 HP less than normal.
  • If resting in very comfortable conditions, the character heals an additional HP.
  • A character with a high CON, 13+ heals an additional HP per rest period.
  • A character with an exceptional CON, 17+ heals 2 additional HP per rest period.

Skills:
  • Each character can pick two meta-skill that they are familiar with.  These Skill areas may sometimes require an attribute check if the task is difficult or is under duress or carries with it risk.  If a player wishes to have some other Meta-skill, they are free to create one after discussion with the GM.
  • The skills are:
    • Medical
    • Survival
    • Ancient Lore
    • Streetwise
    • Trickery & Deceit
    • Tinkering
    • Engineering
    • Tactics & Strategy
    • Agriculture
    • Athletics
    • Acrobatics
    • Thievery
    • Handle Animals & Husbandry
    • Scavenge
    • Leadership
    • Smithing
    • Herbalism
    • Stealth
    • Crafting
    • Wasteland Lore