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Personally, I dislike the "poor Quality" rules for certain types of weapon in DHcr. To me, they either seem to much of a penalty for eveing caring to pick-up such a weapon or are so neglectable one wondes why common quality is supposed to be bought anyway.
This short article features alternative rules (traits) for Weapons of "poor" quality and covers Power Weapons, Chain Weapons and Las Weapons.
In addition, some ideas for peskering your players while buying weapons are given as well.
Enjoy!
New Options for Weapons of non-common craftsmanship
Power Weapons [Energy-Field Trait] (Melee)
Weak Field (Poor Quality)
The penetration of the weapon is two points lower and the chance to destroy an attackers weapon while parrying it is reduce by -15%
Unstable Field (Poor Quality)
The weapon functions as normal, but on an attack or parry role of 96 or higher the field shortens out and the weapon turns to a standard melee weapon of its given type. Coaxing the machine-spirit into restoring the function is a hard (-20) test for Tech-Use or Technomant and requires a proper set of tools (a multi-tool will do) and 20+3d10 minutes of time.
Battle Heat (Poor Quality)
After the field is activated, the weapon grow hot to the point where it becomes painful to wield it. After 5+1d5 turns of combat, the heat has build up to the point where the pc needs to pass a test for Toughness(+30) at the end of the turn or the pc will drop the weapon. The end of the next turn, the test will be Toughness(+20) and the difficulty will increase further any following round. Wearing specially isolated gloves/gauntlets will give a +30 bonus on the test and will allow a re-role once for each test.
Chain Weapons (Melee)
Noise & Smoke (Poor Quality)
The weapon is extremely noisy and burns up the oil used to cool and grease its mechanical parts into noxious smoke. The wielder of this weapon counts as deafened as soon as the weapon is activated and needs to path as Toughness(+20) test after the first (TB) rounds of combat or will gain a point of fatigue from inhaling the smoke. The test is repeated each (TB) rounds of combat until failed. The wielder will not gain more then one point of fatigue from this. The weapons needs to be oiled regularly or will fail the wielder sooner or later.
Unhandy (Poor Quality)
The weapon is +2,5kg heavier then normal. If it was balanced, it looses this trait it gains the unbalanced trait. If it was not balanced, it will gain the unwieldy trait. Weapons with the unwieldy trait cannot use this option. In addition to everything above, the weapon will gain the “Inaccurate” trait.
Temperamental (Poor Quality)
The machine-spirit is displeased easily and while deny to function if not treated with the outmost care and respect. And even then, it might betray its wielder. As the weapon is readied, the use has to role a d5. If the number is large then number of combats it was used in after its last ritual cleansing and tending the chain-blade will remain silent. After a full action, the pc can try again. Test WS or Tech-Use or Trade(Technomant); on a success the machine-spirit is pleased and will take up function again. If sacred machine oil (see DHcr; p. 149) was used in the last tending ritual, the d5 can always be re-rolled once till and the tests to appease the spirit are +20. This bonus is lost after the first combat where the weapons malfunction and was restored to function again.
Laser Weapons (Ballistic)
Wasting
Treat the clip capacity of the weapon as being 2 shots shorter. In addition, the wielder will notice after each fight that the weapon has consumed 1d5-2 more shots then he had actually fired. Ignore any irrational results! (no “negative empty”; a shot fired some seconds ago will not be ret-conned).
Raising slowly
The machine-spirit takes it time to rise from its slumber. The weapon needs an additional half action be readied while the energy flows through the parts and the machine prepares itself to deal death. Afterwards, the weapon functions as normal. If a pc tries to “keep” the weapon readied, role d100 each hour like you would role for a jam. If a jam occurs, the weapon first sparks and then explodes in a sudden blast. The pc gains damage like he would have been hit by one shot of the weapon in a random location.
Weak
If a damage role shows “0”, it is not treated as a “10” but as a “zero”. The machine-spirit failed to unleash its real force!
"But how shall I have known....?" (Rules Option)
Players are used to buy their gear straight from a list presented in a rulebook. They are used to exactly know what they are up to when they signing a deal. In short, they are used to have a level of knowledge that their actual pc sometimes can only dream about.
The next time the intend to buy a weapon somewhere during the game, only present them with a small list including the weapons name (or what you turned it into!) and type, a general note (i.e: "capable of half and/or full automatic" or "heavy calibre") and perhaps some of the banter the seller will glad to spourt forth. Only give them "the hard facts" if they passed an easy(+30) test for Common Lore (Tech) or an ordinary(+10) test for Weapon Skill (assuming that they know the tools of their trade) or if they have achieved mastery "+10" skill level in Common Lore (Tech).
Or, allow them to buy the weapon from list and THEN make them role. If they failed (or failed by three levels) give the weapon one of the traits of the list. Unlesse, they bought from a very reliable source (and paid about +10% extra). Blessed are the cells inclunding a Tech-Priest!
Personally, I dislike the "poor Quality" rules for certain types of weapon in DHcr. To me, they either seem to much of a penalty for eveing caring to pick-up such a weapon or are so neglectable one wondes why common quality is supposed to be bought anyway.
This short article features alternative rules (traits) for Weapons of "poor" quality and covers Power Weapons, Chain Weapons and Las Weapons.
In addition, some ideas for peskering your players while buying weapons are given as well.
Enjoy!
New Options for Weapons of non-common craftsmanship
Power Weapons [Energy-Field Trait] (Melee)
Weak Field (Poor Quality)
The penetration of the weapon is two points lower and the chance to destroy an attackers weapon while parrying it is reduce by -15%
Unstable Field (Poor Quality)
The weapon functions as normal, but on an attack or parry role of 96 or higher the field shortens out and the weapon turns to a standard melee weapon of its given type. Coaxing the machine-spirit into restoring the function is a hard (-20) test for Tech-Use or Technomant and requires a proper set of tools (a multi-tool will do) and 20+3d10 minutes of time.
Battle Heat (Poor Quality)
After the field is activated, the weapon grow hot to the point where it becomes painful to wield it. After 5+1d5 turns of combat, the heat has build up to the point where the pc needs to pass a test for Toughness(+30) at the end of the turn or the pc will drop the weapon. The end of the next turn, the test will be Toughness(+20) and the difficulty will increase further any following round. Wearing specially isolated gloves/gauntlets will give a +30 bonus on the test and will allow a re-role once for each test.
Chain Weapons (Melee)
Noise & Smoke (Poor Quality)
The weapon is extremely noisy and burns up the oil used to cool and grease its mechanical parts into noxious smoke. The wielder of this weapon counts as deafened as soon as the weapon is activated and needs to path as Toughness(+20) test after the first (TB) rounds of combat or will gain a point of fatigue from inhaling the smoke. The test is repeated each (TB) rounds of combat until failed. The wielder will not gain more then one point of fatigue from this. The weapons needs to be oiled regularly or will fail the wielder sooner or later.
Unhandy (Poor Quality)
The weapon is +2,5kg heavier then normal. If it was balanced, it looses this trait it gains the unbalanced trait. If it was not balanced, it will gain the unwieldy trait. Weapons with the unwieldy trait cannot use this option. In addition to everything above, the weapon will gain the “Inaccurate” trait.
Temperamental (Poor Quality)
The machine-spirit is displeased easily and while deny to function if not treated with the outmost care and respect. And even then, it might betray its wielder. As the weapon is readied, the use has to role a d5. If the number is large then number of combats it was used in after its last ritual cleansing and tending the chain-blade will remain silent. After a full action, the pc can try again. Test WS or Tech-Use or Trade(Technomant); on a success the machine-spirit is pleased and will take up function again. If sacred machine oil (see DHcr; p. 149) was used in the last tending ritual, the d5 can always be re-rolled once till and the tests to appease the spirit are +20. This bonus is lost after the first combat where the weapons malfunction and was restored to function again.
Laser Weapons (Ballistic)
Wasting
Treat the clip capacity of the weapon as being 2 shots shorter. In addition, the wielder will notice after each fight that the weapon has consumed 1d5-2 more shots then he had actually fired. Ignore any irrational results! (no “negative empty”; a shot fired some seconds ago will not be ret-conned).
Raising slowly
The machine-spirit takes it time to rise from its slumber. The weapon needs an additional half action be readied while the energy flows through the parts and the machine prepares itself to deal death. Afterwards, the weapon functions as normal. If a pc tries to “keep” the weapon readied, role d100 each hour like you would role for a jam. If a jam occurs, the weapon first sparks and then explodes in a sudden blast. The pc gains damage like he would have been hit by one shot of the weapon in a random location.
Weak
If a damage role shows “0”, it is not treated as a “10” but as a “zero”. The machine-spirit failed to unleash its real force!
"But how shall I have known....?" (Rules Option)
Players are used to buy their gear straight from a list presented in a rulebook. They are used to exactly know what they are up to when they signing a deal. In short, they are used to have a level of knowledge that their actual pc sometimes can only dream about.
The next time the intend to buy a weapon somewhere during the game, only present them with a small list including the weapons name (or what you turned it into!) and type, a general note (i.e: "capable of half and/or full automatic" or "heavy calibre") and perhaps some of the banter the seller will glad to spourt forth. Only give them "the hard facts" if they passed an easy(+30) test for Common Lore (Tech) or an ordinary(+10) test for Weapon Skill (assuming that they know the tools of their trade) or if they have achieved mastery "+10" skill level in Common Lore (Tech).
Or, allow them to buy the weapon from list and THEN make them role. If they failed (or failed by three levels) give the weapon one of the traits of the list. Unlesse, they bought from a very reliable source (and paid about +10% extra). Blessed are the cells inclunding a Tech-Priest!
Sidst rettet af Rune Fre 3 Aug 2012 - 16:53, rettet 1 gang