These rules are a work in progress so hopefully expect a second part with more stuff.
Edit: Thanks to Xiw on #tinypewtermen (Irc.synirc.net) for some mistakes I made and some inspiration and opinions that got me to tweak and improve my initial version!
Gamma World House Rules Document
Healing
Surges: Once per 24 hours
including at least 6 hours of rest outside of combat players may heal
all HP damage. In combat once per day PCs may heal ¼ th (rounded
up) HP damage as a Standard or Move action. At level 4 and 8 PCs
gain 1 extra in Combat ¼ HP surge.
Other
Effects: Negative effects that
are normally “Save Ends” now stay on the target but may be
avoided as normal using a Combat surge or automatically removed via
the Full option.
(Note
special abilities or items can allow for extra saves or surges as
well.)
Combat Stuffs:
Weapon
Reloads:
Weapons that have ammo now have a “Reload” action. Reloading a
weapon is either a Move or Attack action. This does mean you can
shoot your guns as much as you want now.
(Optional:
weapons with ammo have a condition. Every extra time it is fired
roll a D10. If the roll equals or beats the condition points of the
weapon it degrades by 1 point. Repair is then needed.)
Weapon
Range:
Weapons now have a range. At Short the weapon's hit modifier is
added to your roll. At Medium it is not. At Long the roll is now
-5.
Aimed
Shots:
Aimed Shots are an extra -5 to hit but if successful are counted as
a critical hit (max damage) or if something with a weak point or
multiple locations (like a Romero styled zombie say..) that is hit
and rolled for damage as appropriate.
Critical
Hits:
A normally rolled Critical Hit also counts as an Aimed Shot as the
firer's choice.
Weapon Special
Abilities/Upgrades:
Indirect
Fire:
Indirect Fire shots are 15 AC if target/target square is visible, 25
if not visible. When the hit is a miss, for every point missed the
shot 1 square in a random direction, ½ if going back towards the
firer. (Round up) Scatter roll is 1d10 with 1 back towards firer,
numbers go clockwise with 10 being a “dud” shot. When a Hit is
rolled the shot hits the target square/target but it scatters d4-1 if
indirect. (Again, a 10 rolled for direction is a dud even if you
scatter 0 range on an Indirect spot.)
Cone
Attack:
Cone Attacks ignore cover bonuses for Hit rolls. Range is distance
weapon fires. Shot is reduced 1 die in damage per square after the
second. No Long/Med/Short ranges.
Multifire
:
May not be used at Long Range. Requires weapon to be held 2 handed.
Uses multiple rounds of ammo. (Roll 1d4 shots used) If main target
is hit, any adjacent targets take half damage regardless of AC.
Target's cover AC is reduced by 1 step. (Partial is cancelled, Full
becomes Partial.)
Multifire
weapons may be fired on “Single” shot mode but lose all multifire
bonuses and penalties. (So you no longer waste multiple shots or
have to fire 2 handed unless the weapon itself requires it. And you
know, you get Long Range!) As
long as you have 3 rounds in the weapon you can still go Multifire
and if you roll a 4 for shots just count it as having been 3.
Antitank
(#):
Antitank weapons ignore DR equal to the (#) value.
Heavy:
Heavy
weapons may only be fired if the firer has not moved at all including
Shifting. If the firer does move it may be fired at half normal
range values and it is -5 to hit.
Melta:
Melta weapons are ½ normal weapon type range with Antitank +5 and ½
normal ammunition, rounded up. Stacks with Antitank.
Laser:
Laser weapons are +2/4/8 range, +1 To Hit, ½ ammo capacity rounded
down.
Flamer:
Cone Attack doing Fire damage. No To Hit rolls required but targets
evade on a 11+ roll with their Dex bonus added to the roll. Targets
hit take 5 Ongoing Fire, Save Ends. No Cone Damage Dice reduction.
All targets in a straight line take the hit, adjacent squares to the
line take half damage with no Ongoing Fire.
Red
Dot Sight: +1
To Hit rolls, target may either use AC or Reflex, whichever is
higher.
Sniper
Scope:
If firer doesn't move, weapon gets +2 to hit and +4/8/16 to range.
2
Handed:
Requires 2 hands to fire, otherwise -5 to hit.
Blast
(#):
Hits target square full on, surrounding squares take ½ damage. (#)
is size of the blast.
Armory:
Pistols:
Light:
Range: 5/10/20 Damage: 2d4 Ammo/Clip: 9 To Hit Bonus: +3
Medium:
Range: 7/14/28 Damage: 2d6 Ammo/Clip: 7 To Hit Bonus: +2
Heavy:
Range: 8/16/32 Damage: 3d4+1 Ammo/Clip: 6 To Hit Bonus: +1
Carbines:
(ALL 2 HANDED)
Light:
Range: 9/18/36 Damage: 2d6 Ammo/Clip: 24 To Hit Bonus: +3
Medium:
Range: 11/22/44 Damage: 2d8 Ammo/Clip: 20 To Hit Bonus: +2
Heavy:
Range: 13/26/52 Damage: 3d6+1 Ammo/Clip: 16 To Hit Bonus: +1
Rifles:
(ALL 2 HANDED)
Light:
Range: 15/30/60 Damage: 2d8 Ammo/Clip: 8 To Hit Bonus: +3
Medium:
Range: 20/40/80 Damage: 2d10 Ammo/Clip: 6 To Hit Bonus: +2
Heavy:
Range: 23/46/92 Damage: 3d8+1 Ammo/Clip: 4 To Hit Bonus: +1
Machine
Guns:
(ALL 2 HANDED, HEAVY, MULTIFIRE)
Light:
Range: 25/50/100 Damage: 2d10 Ammo/Clip: 20 To Hit Bonus: +3;
Antitank 2;
Medium:
Range: 30/60/120 Damage: 2d12 Ammo/Clip: 16 To Hit Bonus: +2;
Antitank 3;
Heavy:
Range: 32/64/128 Damage: 3d12+1 Ammo/Clip: 12 To Hit Bonus: +1;
Antitank 4;
Shotguns:
Sawed
Off:
Damage: 4d6 Ammo/Clip: 2 To Hit Bonus: +1; Cone 5
Hunting:
Damage: 5d6 Ammo/Clip: 2 To Hit Bonus: +2; Cone 7; 2 Handed
Combat:
Damage: 6d6 Ammo/Clip: 8 To Hit Bonus: +3; Cone 9; 2 Handed
Slug
Ammo:
Shotguns may be fitted with “Slug” rounds that turn the Cone
range to Medium, with Double that Long, and NO Short range. Slug
rounds fire like normal guns and ignore Cone rules. Slug shots are
also -2d damage dice. (So a Combat Shotgun with Slug would have
-/9/18 for range, and do 4d6 damage/
Incendiary
Ammo:
As Slug but damage dice is HALVED from the normal Shotgun damage,
and the shot is Fire damage, adjacent targets take half damage. 3
Fire Ongoing, Save Ends.
Flamers:
Light:
Damage: 3d6 Ammo/Clip: 10; Flamer Cone 6; 2 Handed
Heavy:
Damage: 3d8 Ammo/Clip 6; Flamer Cone 10; 2 Handed
Heavy
Weapons:
(ALL 2 HANDED, HEAVY)
Grenade
Launcher:
Range: 10/20/40 Damage: 2d6 Ammo/Clip: 6 To Hit Bonus: +1;
Indirect Fire; Blast 2
(ADD
SPECIAL GRENADE TYPES)
Bazooka:
Range: 18/36/72 Damage: 2d10 Ammo/Clip: 1 To Hit Bonus: +2;
Antitank 5
Box
Launcher:
Range: 20/40/80 Damage: 2d12+2 Ammo/Clip: 4 To Hit Bonus: +1;
Antitank 10;
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