Some Optional Rules
Posted: Wed May 17, 2017 10:32 am
For fun but not profit.
I am sure variations of these have been seen before...but enjoy.
Advanced Missile System Targeting
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At the G.M.'s discretion, missile launching systems may be equipped with a targeting system. One melee attack action is required to target up to two enemies (up to a total of four targets). The attacker may choose the number of missiles to fire at each target. One further melee action is required to launch the missiles.
The attacker may make a single roll to strike for the entire volley against all targets. If greater granularity is desired then roll to strike for each target. Either way each defender is allowed a dodge for the missile(s) attacking them.
The attacker must have a robot or piloting combat skill to use the targeting ability. One extra enemy may be targeted per melee action at level six (up to a total of six targets). No bonuses to strike are applied beyond any held by the weapons targeting computer system itself, and does not include optical devices bonus. While no attack bonus is applied, not having certain optics or radar may prevent the system from being able to target at all, depending on environmental conditions.
Advanced Weapon System Targeting
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This weapon system capability allows the pilot to use the targeting system of their vehicle to automatically attack one combatant. The pilot must spend 1 melee action activating the targeting and firing sequence. With the next round the automated firing sequence begins.
Once targeting is complete the vehicle or weapons system will automatically fire twice per round (not turn). The interval is once at the end of the 2nd turn and at the end of the last turn, including the round the firing sequence was initiated. This automatic attack does not utilize any further attack actions of the pilot, but the weapon selected may no longer be used separately by the pilot.
The roll to strike is D20 plus any weapon systems targeting bonuses, but no piloting or other optics bonuses apply. Penalties to strike from movement may also apply.
While no attack bonus is applied, not having certain optics or radar may prevent the system from being able to target at all, depending on environmental conditions.
The weapon used must be mounted on some type of powered rotating gimbal to allow the computer to rotate the weapon and keep it on target. The target must be kept in line of sight of the weapon to fire.
Explosive Reactive Armour
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Explosive Reactive Armour (E.R.A.) are external add-ons that can be attached to the exterior of a vehicle or robot to provide extra protection against damaging weapon attacks.
When a robot, power armour or vehicle is equipped with Explosive Reactive Armour (E.R.A), upon being damaged by a physical mega damage attack the defender may make a 'Roll with Impact' reaction (adding in the E.R.A. bonus) vs the attackers strike roll. A success means the E.R.A. sensors detected the imminent impact to the armor body, detonating the E.R.A. This small explosion consumes much of the potential damage.
The E.R.A. system must be specified as being active by the pilot, When activated, this is an automatic defense, which will always take effect (the Player Character cannot decide to invoke it or not per incoming attack). It is effective against projectiles and energy weapons or other physical attacks including melee attacks. It is not effective against area effects such as fire, energy fields, missile burst damage, etc. that do not have a point of impact. While effective in defeating an attack, it will not have an effect on any nearby M.D.C. opponents, although S.D.C. combatants at the G.M.'s discretion may be injured or destroyed in the blast.
If the E.R.A takes effect in combat, the modules on the affected area are now gone. Reduce the level of effective E.R.A on the vehicle by one.
Ex...Carlos's Glitter Boy has Level 2 E.R.A. and is successfully hit by a S.A.M.A.S rail gun in combat (16 strike roll). Carlos has the E.R.A. system activated, so he chooses not to dodge but let the E.R.A. take the hit (although if he had dodged and failed, the E.R.A. would still get to defend). He rolls a 12 plus the E.R.A bonus of +5 totalling 17 thus beating the opponent's strike roll. The E.R.A. explodes against the incoming rounds, reducing the damage taken by 75% (Level 2 E.R.A. damage reduction amount). This does not use any melee actions because it is an automatic effect. The effective level of the E.R.A. is reduced by one however, so it is now considered Level 1 E.R.A. If the E.R.A. should take another hit, then the E.R.A. would be reduced to Level 0 and no longer be a functioning system giving no protection to Carlo's Glitter Boy.
ERALevel Roll Bonus DamageReduction Cost*
Level 1 E.R.A. +5 50% 5% of Vehicle Price
Level 2 E.R.A. +5 75% 10% of Vehicle Price
Level 3 E.R.A. +5 100% 15% of Vehicle Price
* Purchase price is 75,000 credits + the vehicle % listed above.
* ERA charge replacement is 3% of vehicle price per E.R.A level.
Spell Storing Skill
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A character with the ability to learn and cast spells may learn the ability to keep a spell prepared in the back of their mind, ready to cast at any time without the normal time associated. The character must spend up to 10 minutes in concentration to slowly gather the magical energies into their being. After this the character can feel the spell in the back of their mind, ready to release but for the concentration required to hold it in check. The character may still cast other spells as normal, but because of the concentration required to maintain the spell, only a spell of up to one level higher than the currently stored spell may be cast adhoc. Also, when the spell is released, it consumes 1.5x the normal PPE cost of the spell. If there is not sufficient PPE at the time of spell release then the spell fails.
Because the character is storing some magical energy in them, they are more susceptible to being identified (ex by psi-stalkers, dog-boys). If the character should become unconscious or fail a horror factor check, the spell will automatically be released (in a random direction if applicable).
Note: This rule applies to characters where magic is a 'learned' or taught ability. It does not apply to creatures that have magic or spell like special abilities inherent to their make-up. Because of the power of this ability, it is suggested the magic using character be required to spend several skill points to obtain this ability (~ 4 skill points).
Simplified Blast Damage Avoidance
=================================
Missile dodge works as per standard rules, however, to determine if blast damage was still incurred, determine the difference of the dodge roll over the opponents attack roll. If the difference is five or greater the blast damage is avoided. Otherwise normal blast damage is still incurred. This rule is simply a small tweak to save a die a roll during combat
I am sure variations of these have been seen before...but enjoy.
Advanced Missile System Targeting
=================================
At the G.M.'s discretion, missile launching systems may be equipped with a targeting system. One melee attack action is required to target up to two enemies (up to a total of four targets). The attacker may choose the number of missiles to fire at each target. One further melee action is required to launch the missiles.
The attacker may make a single roll to strike for the entire volley against all targets. If greater granularity is desired then roll to strike for each target. Either way each defender is allowed a dodge for the missile(s) attacking them.
The attacker must have a robot or piloting combat skill to use the targeting ability. One extra enemy may be targeted per melee action at level six (up to a total of six targets). No bonuses to strike are applied beyond any held by the weapons targeting computer system itself, and does not include optical devices bonus. While no attack bonus is applied, not having certain optics or radar may prevent the system from being able to target at all, depending on environmental conditions.
Advanced Weapon System Targeting
=================================
This weapon system capability allows the pilot to use the targeting system of their vehicle to automatically attack one combatant. The pilot must spend 1 melee action activating the targeting and firing sequence. With the next round the automated firing sequence begins.
Once targeting is complete the vehicle or weapons system will automatically fire twice per round (not turn). The interval is once at the end of the 2nd turn and at the end of the last turn, including the round the firing sequence was initiated. This automatic attack does not utilize any further attack actions of the pilot, but the weapon selected may no longer be used separately by the pilot.
The roll to strike is D20 plus any weapon systems targeting bonuses, but no piloting or other optics bonuses apply. Penalties to strike from movement may also apply.
While no attack bonus is applied, not having certain optics or radar may prevent the system from being able to target at all, depending on environmental conditions.
The weapon used must be mounted on some type of powered rotating gimbal to allow the computer to rotate the weapon and keep it on target. The target must be kept in line of sight of the weapon to fire.
Explosive Reactive Armour
=================================
Explosive Reactive Armour (E.R.A.) are external add-ons that can be attached to the exterior of a vehicle or robot to provide extra protection against damaging weapon attacks.
When a robot, power armour or vehicle is equipped with Explosive Reactive Armour (E.R.A), upon being damaged by a physical mega damage attack the defender may make a 'Roll with Impact' reaction (adding in the E.R.A. bonus) vs the attackers strike roll. A success means the E.R.A. sensors detected the imminent impact to the armor body, detonating the E.R.A. This small explosion consumes much of the potential damage.
The E.R.A. system must be specified as being active by the pilot, When activated, this is an automatic defense, which will always take effect (the Player Character cannot decide to invoke it or not per incoming attack). It is effective against projectiles and energy weapons or other physical attacks including melee attacks. It is not effective against area effects such as fire, energy fields, missile burst damage, etc. that do not have a point of impact. While effective in defeating an attack, it will not have an effect on any nearby M.D.C. opponents, although S.D.C. combatants at the G.M.'s discretion may be injured or destroyed in the blast.
If the E.R.A takes effect in combat, the modules on the affected area are now gone. Reduce the level of effective E.R.A on the vehicle by one.
Ex...Carlos's Glitter Boy has Level 2 E.R.A. and is successfully hit by a S.A.M.A.S rail gun in combat (16 strike roll). Carlos has the E.R.A. system activated, so he chooses not to dodge but let the E.R.A. take the hit (although if he had dodged and failed, the E.R.A. would still get to defend). He rolls a 12 plus the E.R.A bonus of +5 totalling 17 thus beating the opponent's strike roll. The E.R.A. explodes against the incoming rounds, reducing the damage taken by 75% (Level 2 E.R.A. damage reduction amount). This does not use any melee actions because it is an automatic effect. The effective level of the E.R.A. is reduced by one however, so it is now considered Level 1 E.R.A. If the E.R.A. should take another hit, then the E.R.A. would be reduced to Level 0 and no longer be a functioning system giving no protection to Carlo's Glitter Boy.
ERALevel Roll Bonus DamageReduction Cost*
Level 1 E.R.A. +5 50% 5% of Vehicle Price
Level 2 E.R.A. +5 75% 10% of Vehicle Price
Level 3 E.R.A. +5 100% 15% of Vehicle Price
* Purchase price is 75,000 credits + the vehicle % listed above.
* ERA charge replacement is 3% of vehicle price per E.R.A level.
Spell Storing Skill
=================================
A character with the ability to learn and cast spells may learn the ability to keep a spell prepared in the back of their mind, ready to cast at any time without the normal time associated. The character must spend up to 10 minutes in concentration to slowly gather the magical energies into their being. After this the character can feel the spell in the back of their mind, ready to release but for the concentration required to hold it in check. The character may still cast other spells as normal, but because of the concentration required to maintain the spell, only a spell of up to one level higher than the currently stored spell may be cast adhoc. Also, when the spell is released, it consumes 1.5x the normal PPE cost of the spell. If there is not sufficient PPE at the time of spell release then the spell fails.
Because the character is storing some magical energy in them, they are more susceptible to being identified (ex by psi-stalkers, dog-boys). If the character should become unconscious or fail a horror factor check, the spell will automatically be released (in a random direction if applicable).
Note: This rule applies to characters where magic is a 'learned' or taught ability. It does not apply to creatures that have magic or spell like special abilities inherent to their make-up. Because of the power of this ability, it is suggested the magic using character be required to spend several skill points to obtain this ability (~ 4 skill points).
Simplified Blast Damage Avoidance
=================================
Missile dodge works as per standard rules, however, to determine if blast damage was still incurred, determine the difference of the dodge roll over the opponents attack roll. If the difference is five or greater the blast damage is avoided. Otherwise normal blast damage is still incurred. This rule is simply a small tweak to save a die a roll during combat