1
Homebrew and House Rules (D&D) / Re: Fire Power R' Us: weapons for d20 modern and variant settings
« on: May 02, 2012, 07:57:58 PM »
As this is the Homebrew section, I feel I should post some house rules I try to work into my modern campaigns.
One handing/ Dual wielding large weapons: one handing incurs a penalty based on the dice used for the weapon 2d4 (-1), 2d6 (-2), 2d8 (-3), 2d10 (-4), 2d12 is of course impossible. Treat as a one hand weapon for TWF purposes with the dice based penalty stacking.
Small creatures with Medium weapons
first off large weapons: Small creatures can't dual wield not even the 2d4 ones.
Medium Weapons: 2d4 weapons impose a -2 penalty, 2d6 a-3 penalty and 2d8 a -4 penalty, 2d10 weapons with 1 or 2 round magazines -4, 2d10 weapons with 3 or more round magazines cannot be dual wielded, as with the medium creature wielding large weapons for TWF purposes count as two one hand weapons one handing penalties stack.
Here are a couple that I have adapted for my campaigns based on comments I have seen on other post
Small Creatures take no size related penalties for wielding large Firearms that deal 2d4 or less damage, also applies to Simple large ranged weapons that deal 1d8 or less.
Large Creatures treat Large automatic weapons that deal 2d8 as machine pistols 2d10 large automatics add an additional -1 penalty for TWF and one handed firing.
Double tap: +1/2 the damage dice(Rounded down)of the weapon in question, can be used with Mecha and star ship weapons.
Burst Fire:+the damage dice of the weapon in question, again can apply to Mecha and Space craft.
2and 3 round burst settings: -4attack with out burst fire -2 with burst fire.
Undead Mas Saves: All undead have a modified Mas system. This score is equal to their Wisdom score +1 per four Hit dice, if the undead takes damage that meats or exceeds this score they must make a DC15 (or what ever your own rules dictate) Will save or instantly perish (This rule does not apply to incorporeal Undead). This rule is meant to represent a trapped souls, willingness to cling to any form of existence.
Future
Star ship cores: This rule is based on the alternate star ship power core rules listed in future. Non standard power cores provide a number of misc. extra equipment slots, equal to half their Purchase DC modifier (The Listed modifiers are +0 [standard core no bonus], +4 [2 bonus slots] or +8 [4 bonus slots]).
FTL drives, and Afterburners: First Afterburners(future tech) do not count against a ship's engines can only have one. FTL/Time/Dimension Drives also do not count against a ship's engine total: Huge or Smaller Ultra light: None, Gargantuan or Colossal Ultra light/Light: 1, Medium Weight/Heavy: up to 2, Super heavy: up to 3.
Mecha combat: The RAW allows for use of one Mecha weapon at a time (I think TWF is allowed). With this rule a mecha pilot can fire each active weapon on his or her Mech. This is like an animal with bite and claw attacks (First attack primary, all others secondary -5 attack). A weapon must be fired within 4 rounds of activation or you must spend another action to activate it again (Activation is a Free Action unless the weapon states otherwise).
Teleportation systems and Star ships
These systems are detailed on page 103 of d20F.
Ship Size/Number of Transport systems
Gargantuan or smaller Ultra light: 1 most often incorporated into the cockpit.
Colossal Ultra light: 2, Light: 3, Medium Weight: 4, Heavy: 5, Super Heavy: 6
Transport Booths and ships comm. systems: Because a ship has two (or three) communications systems a ship can purchase Transport booths for the base purchase DC, however a ship that does this can never run more booths at any one time than they have comm. systems, regardless of how many booths have been purchased, and can not use comm. systems engaged in the transfer of personnel to communicate with other ships or people. On the other hand transmitters purchased with the booths are dedicated and can not be used for communications purposes.
When it comes to adding more guns to a ship I have a couple of house rules:
Rule 1 the double weapon template it add one of the following and adjust the Purchase DC by the listed amount: Improved Rate of Fire: Semi auto PDC+2, Full auto PDC+3, +1 Attack PDC+2, Improve Critical threat range 1 step PDC+3, add 3 dice to the weapon's Damage PDC+3. For balance sake, while double weapons can be fire-linked or placed in batteries, they must be placed into batteries or fire linked groups of the same type (Meaning you can't take a full auto double Rail cannon and place it in with a +3 dice Rail Cannon.) also the bonus for fire linking is based on the base weapon's damage. the improved critical threat and +1 Attack bonus stack with the bonuses for being in a battery but not with each other (Two +1 Double Needle Drivers in a battery would have a total bonus of +2 not +3 for example, and a pair of improved Crit Dual Neutron guns fire linked together would still only be Crit 19-20). This template only applies to cannon type weapons
Star ship Weapon Batteries: I track how many slots they take up based on ship size: Medium-Weight; 1 slot for the first 2 weapons in the battery +1 for every additional weapon.
Heavy: 1 slot for the first 3 weapons in the battery +1 for each additional weapon.
Super-Heavy; 1 slot for first 4 weapons, 2 slots for a five weapon battery.
The Pulse Rifle: change damage type to Energy, +10feet to the Range Increment, add a 3 round burst setting (I'm pretty sure that burst part I got from Aussie Gamer)
Cybernetics: Cybernetics with specified positions on the recipient's body (Head, Arm, torso, ect.) do not count against their limit for cybernetic components, only cybernetics that has a listing of none for location counts, cybernetics with a specific location do however count against the max number of cybernetics a given body part can hold.
One handing/ Dual wielding large weapons: one handing incurs a penalty based on the dice used for the weapon 2d4 (-1), 2d6 (-2), 2d8 (-3), 2d10 (-4), 2d12 is of course impossible. Treat as a one hand weapon for TWF purposes with the dice based penalty stacking.
Small creatures with Medium weapons
first off large weapons: Small creatures can't dual wield not even the 2d4 ones.
Medium Weapons: 2d4 weapons impose a -2 penalty, 2d6 a-3 penalty and 2d8 a -4 penalty, 2d10 weapons with 1 or 2 round magazines -4, 2d10 weapons with 3 or more round magazines cannot be dual wielded, as with the medium creature wielding large weapons for TWF purposes count as two one hand weapons one handing penalties stack.
Here are a couple that I have adapted for my campaigns based on comments I have seen on other post
Small Creatures take no size related penalties for wielding large Firearms that deal 2d4 or less damage, also applies to Simple large ranged weapons that deal 1d8 or less.
Large Creatures treat Large automatic weapons that deal 2d8 as machine pistols 2d10 large automatics add an additional -1 penalty for TWF and one handed firing.
Double tap: +1/2 the damage dice(Rounded down)of the weapon in question, can be used with Mecha and star ship weapons.
Burst Fire:+the damage dice of the weapon in question, again can apply to Mecha and Space craft.
2and 3 round burst settings: -4attack with out burst fire -2 with burst fire.
Undead Mas Saves: All undead have a modified Mas system. This score is equal to their Wisdom score +1 per four Hit dice, if the undead takes damage that meats or exceeds this score they must make a DC15 (or what ever your own rules dictate) Will save or instantly perish (This rule does not apply to incorporeal Undead). This rule is meant to represent a trapped souls, willingness to cling to any form of existence.
Future
Star ship cores: This rule is based on the alternate star ship power core rules listed in future. Non standard power cores provide a number of misc. extra equipment slots, equal to half their Purchase DC modifier (The Listed modifiers are +0 [standard core no bonus], +4 [2 bonus slots] or +8 [4 bonus slots]).
FTL drives, and Afterburners: First Afterburners(future tech) do not count against a ship's engines can only have one. FTL/Time/Dimension Drives also do not count against a ship's engine total: Huge or Smaller Ultra light: None, Gargantuan or Colossal Ultra light/Light: 1, Medium Weight/Heavy: up to 2, Super heavy: up to 3.
Mecha combat: The RAW allows for use of one Mecha weapon at a time (I think TWF is allowed). With this rule a mecha pilot can fire each active weapon on his or her Mech. This is like an animal with bite and claw attacks (First attack primary, all others secondary -5 attack). A weapon must be fired within 4 rounds of activation or you must spend another action to activate it again (Activation is a Free Action unless the weapon states otherwise).
Teleportation systems and Star ships
These systems are detailed on page 103 of d20F.
Ship Size/Number of Transport systems
Gargantuan or smaller Ultra light: 1 most often incorporated into the cockpit.
Colossal Ultra light: 2, Light: 3, Medium Weight: 4, Heavy: 5, Super Heavy: 6
Transport Booths and ships comm. systems: Because a ship has two (or three) communications systems a ship can purchase Transport booths for the base purchase DC, however a ship that does this can never run more booths at any one time than they have comm. systems, regardless of how many booths have been purchased, and can not use comm. systems engaged in the transfer of personnel to communicate with other ships or people. On the other hand transmitters purchased with the booths are dedicated and can not be used for communications purposes.
When it comes to adding more guns to a ship I have a couple of house rules:
Rule 1 the double weapon template it add one of the following and adjust the Purchase DC by the listed amount: Improved Rate of Fire: Semi auto PDC+2, Full auto PDC+3, +1 Attack PDC+2, Improve Critical threat range 1 step PDC+3, add 3 dice to the weapon's Damage PDC+3. For balance sake, while double weapons can be fire-linked or placed in batteries, they must be placed into batteries or fire linked groups of the same type (Meaning you can't take a full auto double Rail cannon and place it in with a +3 dice Rail Cannon.) also the bonus for fire linking is based on the base weapon's damage. the improved critical threat and +1 Attack bonus stack with the bonuses for being in a battery but not with each other (Two +1 Double Needle Drivers in a battery would have a total bonus of +2 not +3 for example, and a pair of improved Crit Dual Neutron guns fire linked together would still only be Crit 19-20). This template only applies to cannon type weapons
Star ship Weapon Batteries: I track how many slots they take up based on ship size: Medium-Weight; 1 slot for the first 2 weapons in the battery +1 for every additional weapon.
Heavy: 1 slot for the first 3 weapons in the battery +1 for each additional weapon.
Super-Heavy; 1 slot for first 4 weapons, 2 slots for a five weapon battery.
The Pulse Rifle: change damage type to Energy, +10feet to the Range Increment, add a 3 round burst setting (I'm pretty sure that burst part I got from Aussie Gamer)
Cybernetics: Cybernetics with specified positions on the recipient's body (Head, Arm, torso, ect.) do not count against their limit for cybernetic components, only cybernetics that has a listing of none for location counts, cybernetics with a specific location do however count against the max number of cybernetics a given body part can hold.