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Thread: Collected house rules

  1. #1

    Collected house rules

    Variants

    phaser setting of 1-6 are instant
    setting 7 requires a one round recharge
    setting 8 requires a 10 round recharge
    (this simulates that people where not always getting vaporized and to keep things more canon)

    Hidden initiative. If initiative for non starship combat is rolled every round then the Narrator rolls and dictates the order without the players knowing.

    Wound penalties (-1,-3,-6,-9,) also affect initiative.

    Courage dice can be apply to critical hit tables but not percentile rolls (see spacemaster rules at bottom)

    Follow-Through Damage. When rolling a natural 6 for any damage dice, roll again d6 -1and apply as extra damage. Should another 6 be rolled continue process. ie. ensign palmer hits with a fist for 1d6 +1(Str). He rolls a 6 so he can roll again with follow through damage and rolls a 4 so he scores an extra 3 points of damage (4 - 1 = 3) for a total of 6+3+1(str)=10 points to his opponent. This system allows a more realistic approach of a single hit downing an opponent rather than several shots the way the game system is now...a good variant

    I personnally like LibraII post for regarding the following
    Dazed = -1 Tests
    injured = Character loses all actions for this round, -3 Tests
    Wounded = character falls to ground, loses actions for this round and is at -5 tests
    Incapacitated = (here i felt the results should be) Stamina TN20 test, If successful the all tests are at -7. If failed, the character needs medical attention
    Near death = (here I felt the following should have applied) TN 25 test. if successful then character is at - 9 Tests. If failed the character has all remaining unchecked boxes as minutes to survive or else he dies.
    (sorry IKI just felt that made a better formula but then again this thread is just suggestions to improve the game)

    The Psionic Trait is not meant to be Upgraded. Once you get the Psi Attribute, you have to advance it as any other attribute. But on the plus side, Psi is considered to be a favored attribute for the purposes of advancement.

    See D&D players handbook for attacks of opportunity
    Attack Of Opportunity apply to range weapons.



    Emergency power can be used once. It can only be used again once the ship is completely repaired. It restores one box to any system. Please note it cannot effect warp core breach or Life Support Table A once it is reached.

    For gravity loss roll randomly to see how many decks then apply modifiers (Info from ESO supplament)

    If warp drive is offline make another check with same modifiers to see if impulse is still online. (Not sure if the ESO addresses this)


    For table 7.8 STARSHIP COMBAT TESTS p114 change the following to simulate more cannon by making shield strength a percentage just like in the show:

    1-5 above TN Reduce shield strength by 1d6 +4 = 5-10%
    6-10 above TN Reduce shield strength by 1d6 +14 = 15-20%
    11+ above TN Reduce shield strength by 1d6 +24 = 25-30%
    Next treat table 7.9 (NG) as a percentage 100% - 0%.


    FumbleRules
    Having a double six roll give you a bonus of an additional die is fine but it should also work the other way.

    if a player rolls a double 1 (which is a one in 36 chance - same for a double 6 btw) that they have automatically fumbled whatever they're trying to do.

    If they do fumble then they roll a D6 again and compare against the following Fumble table.

    1-2 Minor Failure
    3-4 Significant Failure
    5-6 Catastrophic Failure

    The effects are as listed on the skill results table already in the rules.

    Double ones do not effect reaction tests or attribute tests, only skill tests. A double one is a double one in this case (including initiative). Mind you we don't use the double six rule on reactions either.

    If nothing it'll stop Helmsman who has 12 in System Ops (Helm), Agi +3 and numerous other bonuses applied from his Professional Abilities rolling a minimum 19 (before bonuses) on all Helm Manoeuvers.

    NPC Officer Advancements by Rank

    Okay, here's what I've come up with for my game tro try to reflect the idea that you don't have to have a boatload of advancements to get promoted. Mind you I've just used this for the NPCs in my game, and not the PCS (most of my PCs are conversions from Icon), and that's the way Iwill continue to use it. PCs should be a special case and should have more or less than the normal advancements as necessary for the character concept. Some NPCs (including, but not limited to, those ranked Captain and above) would be in the same boat.
    Ensign: 0-5 (1d6-1), average 3
    Lieutenant JG: 1-6 (1d6), average 4
    Lieutenant: 2-7 (1d6+1), average 5
    Lt. Commander: 3-8 (1d6+2), average 6
    Commander: 4-9 (1d6+3), average 7
    Captain: 5-10 (1d6+4), average 8
    Rear Admiral (Lower Half): 6-11 (1d6+5), average 9
    Rear Admiral (Upper Half): 7-12 (1d6+6), average 10
    Vice Admiral: 8-13 (1d6+7), average 11
    Admiral: 9-14 (1d6+8), average 12
    Fleet Admiral: 10-15 (1d6+9), average 13
    (this rule was by Don i think)

    Missiing Combat Moves

    (should make for a cool game if using automatic weapons)
    Burst Attack: You may only take the burst action when firing certain weapons This action allows you to fire a short burst of ammunition in a controlled manner, increasing your chances to hit and damage a single target. When taking a burst action, you choose the degree of control you want - narrow (-3 to your attack roll and +2 to your damage roll) or wide (+1 to your attack roll). A burst uses up 3 shots.

    Cover Fire (Full Action): When you take this action, you lay down cover fire with a firearm, protecting your teammates from enemy attacks. Choose a single ally within your line of sight who receives a +4 dodge bonus to his Defense for 1 round against enemies who are also within your line of sight. (You have to be able to shoot at them to force them to keep their heads down, or this action won’t work.) You cannot lay down cover fire for an ally who is involved in a melee. Each person beyond the first who lays down cover fire for thesame individual offers only an additional +1 dodge bonus, and then only against foes within their line of sight. Laying down cover fire uses up 5 shots. Some Weapons used are ASSULT RIFE, MACHINE GUN, etc No Phasers or Disrupters unless otherwise noted.

    Strafe Attack (Full Action): The strafe action may only be taken when you are using certain weapons (see p. When you take this action, you fire a long burst of ammo in an attempt to hit several opponents within your line of sight, all at once. After selecting up to three 5-ft. squares, none of which may be in front of the others, make a single attack roll with a -2 penalty for each square beyond the first (applying all normal modifiers as well). Compare this attack roll with the Defense of each target in the target squares separately, hitting or missing each as usual. If one or more hits are scored, make a single damage roll and apply it to each target who was hit. A strafe attack may not be used to target the same square more than once, nor can it be used to alternately target two adjacentsquares. A strafe attack uses up 2 shots per targeted square. Some Weapons used are ASSULT RIFE, MACHINE GUN, etc No Phasers or Disrupters unless otherwise noted.


    Suppressive Fire (Full Action): When you take this action, you use a firearm to pin down an opponent with suppressive fire, forcing him to seek cover and making it difficult for him to fire back. To do this, choose a single opponent in your line of sight who receives a -4 penalty to his attack rolls and skill checks for 1 round while he remains in your line of sight. In addition, the opponent must either leave your line of sight or take at least one-quarter cover by the start of your next action (provided he has had at least one action in the meantime) or you get a free standard attack against him. You cannot lay down suppressive fire on an opponent who is involved in a melee. Each person who coordinates suppressive fire on a single target beyond the first imposes an additional -1 penalty to the target’s attack and skill rolls, and then only so long as the target remains in both attackers’ lines of sight.All suppressing receive a free attack if the target fails to take cover. Laying down suppressive fire uses up 5 shots.Some Weapons used are ASSULT RIFE, MACHINE GUN, etc No Phasers or Disrupters unless otherwise noted.

    Blast Damage: Some weapons affect every character and object within an area. These are called blast weapons, and they inflict blast damage. Blast damage has a base radius of effect, called a blast increment. Everyone and everything within this blast increment takes the full blast damage rolled, which is reduced by half (rounding down) for each blast increment out from the center of the blast. Blast damage below 1 point has no effect. When you suffer blast damage, you may make a Quickness save (TN 10 +1 per die of damage) in order to dive for cover, halving the damage you suffer from the explosion (rounding down). see SOM

    Console hit: Treat all console hits as a critical hit for injury. See Criticals (I use Shrapenal Tables from the second book) and consoles in NG guide

    Grenade-Like Weapons: Weapons that are hurled or propelled (like knives, grenades, and rockets) may deviate from the target when attacks with them are unsuccessful. These weapons are referred to grenade-like weapons. When an attack with a grenade-like weapon misses, the weapon or ammunition deviates from its intended target. Roll 1d3 and add +1 to the total for every range increment the weapon traveled to see how many squares away from the intended square the weapon lands. To determine which direction the weapon deviates, roll 1d8 and consult the grenade-like weapon deviation .

    Starships Flaws and Edges
    Edges
    Luxurious Accommodation (Admirals wish they had it so good. Crew receives -5 to the TN for any diplomacy/social skills and crew quarters can accommodate for most alien enviroments.)

    Advanced Sick Bay (Sickbay is considered to be the most advanced in their fleet. Considered well equipped for purposes of treatment)

    Who needs shore leave (This ship has everything to entertain the crew. Half the recover time for courage points)

    Daystrom Institute (Starships comes equipped with the latest scientific instrumentation and advanced laboratories that race has to offer. Considered well equipped for purposes of scientific research)

    Deep Space Mission (Fitted for long term space travel; Double the amount of the primary energy source and supplies. Increase *mission duration by x2)


    Flaws
    Ships were equipped with limited secondary systems to make room for primary ships systems that were best suited for the starship design.

    Spartan Quarters (Starship can not accommodate passengers more than ¼ of the crew capacity and environmental systems can not be adapted to Alien environments)

    Limited Sick bay (If wounded personnel equal to 10% of the crew complement. Consider treatment as inadequately equipped)

    No Recreation (Starships are not equipped with recreational systems. Double the time to refresh courage points)

    Where’s the Science Station (Considered Inadequately equipped when performing science related rolls)

    Close to home (Starship was designed for short *mission durations. Divide mission duration time by 1//2 and round up)
    *Mission Duration: Ships come equipped with enough food and supplies for the full crew and enough energy needs in years equal to one half the ships size rounded up.
    (These are great rules, hats off to the person who created them)

    As for the critical hits tables, everyone has there own taste in how they should be done. I myself have designed 3-4 different tables as well as collected many types from various games. the one that suites the flavor of star trek for me are the tables from spacemaster(a rolemaster rpg spinoff). Just use the critical to hit tables not the weapon tables.
    You may find these charts in blaster Law or 10 million ways to die(a critical hit book that will include projectiles and basic melee weapons) I currently use this book and it gives lots of colorful language discription in describing the hit for those Narrators that could never truly describe the hit in cinematic flavor.

    To take a peek at what some of the tables look like check it out
    www.ironcrown.com/errata.htm
    Then go to spacemaster critical hits charts corrected.
    treat all hits as actual bonus damage, etc.
    treat a superior success of
    5&6 = Table A
    7&8 = Table B
    9&10 = Table C
    Extrordinadry success of
    11&12 = Table D
    13+ = Table E


    Use blaster tables for phasers and plasma tables for disruptors
    Comments or new house rules welcome
    Last edited by vecna35; 05-18-2004 at 01:52 PM.

  2. #2
    Join Date
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    Very nice set of house rules, though I am sure that those combat manouvers come from Stargate ?

    We also have a house rule about double 1's - there are some situations when you do get ludicrous bonuses to succeed, so having the ability to fail makes it more fun for the GM

    As a house rule I've allowed people to come back from the dead. The reason being (and this isn't adequatelly covered in the manuals) is that it is Startrek! There are all sorts of super sciences out there that can revive people - including Sickbay ! - Obviously this is situation specific - you can only revive someone from physical damage (such as edged weapons or perhaps poison that you find a cure for just too late!) and of course the TN would be in the 25-30 range accordingly! Disintergration can't of course be recovered from!

    In situations of dire emergency I've allowed players to pool together any remaining courage points - for example a roll to save someone's life (as in the above ) or to save their vessel from being destroyed on an almost impossible flight manuver! it also serves as a nice way to soak up any spare courage points if they have too many of them

    The way I handle vapurisation in the game is simple. Phasers (in starfleet this is - in a non starfleet campaign it might prove harder!) come built in with a subspace transponder. Unless unlocked by the chief of security they are always kept on stun - and cannot be taken higher than maximum stun without the neccessary authorisation. That authorisation can be granted in advance (if for example the security chief is sending them into a potentially dangerous situation) but bottom line it stops people being bone headed and just vapourising anyone they feel (especially if any of the players are having a grudge match LOL) - as a GM Fiat - vapurisation is ALWAYS automatically detected by the ships sensors (such as in undiscovered country) without a skill roll. So you're in hot water if you do it without permission!

    We also have a house rule about shields.

    basically each shield is given a 'stepping' rating. going from an 8-10 for a personal forcefield generator to a 16 for a level 10 security forcefield.

    What this means is that when a phaser hits (or any other sort of weapon) their damage is reduced by one step. For Physical weapons this results in a -1 penalty per step - and for energy weapons it's -1 on their setting. So for example hitting a forcefield with a step 8 rating on setting 10 would result in only a medium stun to anyone on the other side (not counting any other cover they have etc) - Only something like an isomagnetic disintergrator (with level 18 damage) could penetrate a level 10 security focefield (with level 16 stepping)

    This is how we handle Borg shields for ex borg - they can sacrifice 2 wounds (representing bio-energy that they use) for 1 step - meaning yes they can avoid 16 damage - but it'll wound them 32 points ! they can only recover those wounds once they've turned off the shields!
    Ta Muchly

  3. #3
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    Re: Collected house rules

    Originally posted by vecna35
    Variants

    Follow-Through Damage. When rolling a natural 6 for any damage dice, roll again d6 -1and apply as extra damage. Should another 6 be rolled continue process. ie. ensign palmer hits with a fist for 1d6 +1(Str). He rolls a 6 so he can roll again with follow through damage and rolls a 4 so he scores an extra 3 points of damage (4 - 1 = 3) for a total of 6+3+1(str)=10 points to his opponent. This system allows a more realistic approach of a single hit downing an opponent rather than several shots the way the game system is now...a good variant

    I like this rule a lot since I'm a fan of Earthdawn. But I don't see the need for the "-1". I rather just roll a extra d6 and apply the result as it is.

    Also I would rule that energy weapons would be an exception for this rule, for balance and since they are "clean" and precise weapons (and already have a lot of dice of damage )

    Great post, vecna!

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