More Creation Rules

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

More Creation Rules

Postby Bennanteno » Fri Jul 11, 2008 5:22 pm

Here are some ideas for optional creation rules I thought I'd share.

Armor Peircing Explosive shells
These shells are fired from guns, treat them as explosives with a cost double their size. The shells are treated as regular shots from the gun they are fired from, but when the shell fails to penetrate a surface, it explodes as an explosive.
For Example, say a size 3 shell is fired at an armored car. The use roll of 4 succeeds and the armored car's armor of 2d10 is rolled against the gun's 3d6 damage. The gun's totals 11, this exceeds the 9 rolled for the armored car. The shots leftover 2 damage is not enough to penetrate the other side of the car, so it explodes, 3d10 damage to the car's crew members. Basically, the shell works the same as any shot under the overkill rules, but when it finally fails to overcome the armor, it explodes.

Reactive Armor
Reactive armor is purchased just like armor plates, but adds d10 instead of d6 to the creation's armor roll. However, when reactive armor does this, it cannot be reused as it has detonated.
For most of you who don't know, reactive armor is explosives placed on tanks that detonate incoming explosives before they hit the tank's surface, reducing penetration capabilities.

Obviously these rules are somewhat biased towards vehicles, but I can't think of anything for living creations, though I suppose things such as reactive armor on dinosaurs are possible.
User avatar
Bennanteno
Officer
 
Posts: 144
Joined: Wed Apr 09, 2008 1:05 am
Location: Washington

Postby IVhorseman » Fri Jul 11, 2008 9:15 pm

For some vehicles, I've dabbled in:

Assault Armor

The vehicle now has an armor level one size higher defending against all attacks that hit directly head-on in the front. however, all attacks made against the rear armor are one armor level LOWER than the rest of the vehicle.

this works well for large tanks. 3d10 armor is formidable, but 4d10 armor from the front is suicide to charge! however, the rear armor is just weak enough for a single rocket-soldier to whittle away at.
User avatar
IVhorseman
If she don't want the brick, she won't get the dick
 
Posts: 6306
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss

Postby Bennanteno » Fri Jul 11, 2008 10:36 pm

Would that cost any extra CP? Also, what would happen to the vehicle's top and underside armor?
User avatar
Bennanteno
Officer
 
Posts: 144
Joined: Wed Apr 09, 2008 1:05 am
Location: Washington

Postby Theblackdog » Sat Jul 12, 2008 7:44 am

Since the vehicle's rear armor is reduced while the front armor is strengthened, it wouldn't cost any CP. It all balances out.
Just one random act of violence can brighten your day. Especially if it involves explosives.
User avatar
Theblackdog
Clown-Face Bologna
 
Posts: 2323
Joined: Mon Mar 17, 2008 3:30 pm

Postby Rody » Sat Jul 12, 2008 9:05 am

maybe 1cp for the extra effort involved, if you want to.
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
User avatar
Rody
My Little Pony
 
Posts: 1950
Joined: Wed Jan 16, 2008 9:48 am
Location: Below sea-level

Postby Tesla Coyle » Sat Jul 12, 2008 9:32 am

How about instead of just balancing out having something that added to the front? Like a "shield" for special creations.
TROLOLO
Tesla Coyle
Champion
 
Posts: 37
Joined: Fri Jul 04, 2008 5:33 pm
Location: Long Island, NY

Postby IVhorseman » Sat Jul 12, 2008 12:51 pm

Honestly, i don't even use CP. It probably WOULD cost a few extra CP though. probably a CP cost equal to the vehicle's size.
User avatar
IVhorseman
If she don't want the brick, she won't get the dick
 
Posts: 6306
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss


Return to Bonus Material

Who is online

Users browsing this forum: Google [Bot] and 1 guest

cron