Hi guys, I know that most of you don't like (or don't care about) house rules but I'm posting mine here for (constructive, I hope) criticism and feedback. Hope you like it.
The first house rule is about miniguns. In the current rules, miniguns are all-or-nothing weapons, you either imposes a -14 on target dodge tests, effectively negating it altogether or you deals +14 damage, an horrendous overkill. So we are using a mix of both: when firing narrow bursts, miniguns deals +10 damage AND imposes a -4 to the target's defense pool; when firing wide bursts, its deals +4 damage AND imposes a -10 to the target's defense pool. Also, when used in suppressive fire, the threshold for the target is equal to the number of hits from the attacker x 1.5 (round down).
The second house rule is the addition of a characteristic for weapons: size. In our game-table there was too much characters running and shooting sniper rifles like they were pistols and some players questioned the utility of submachine guns, as assault rifles seemed simply better.
So now each weapon has a size:
- pistols: 1
- submachine guns: 2
- assault rifles, shotguns, bows and crossbows: 3
- machine guns, sport and sniper rifles: 4
- assault cannons and rocket launchers: 5
Now, the value of "size" is used in place of the following modifiers:
- Attacker running
- Attacker behind cover
This is to emphasize the role of pistols and submachine guns in close combat and to give at least a modicum of reason for characters to not using the heaviest weapon that they can get their hands on.
The third house rule is about aiming and scopes. Again, there seems to be a flood of scopes in the game-boards. The ability to simply ignore range-modifiers with a simple attachment is too good to pass by. The rules that we are using is as follows:
To use a scope, the character must take a number of "take aim" actions equals to the number of range bands that he wishes to "ignore". So, a sniper using an scoped rifle to hit a target at 900 meters (extreme range), so he has 3 options:
- he can take aim for one simple action and shot as if the target was at long range (-3);
- he can take aim for two simple actions and shot as if the target was at medium range (-1) or
- he can take aim for the full three simple actions and shot as if the target was at short range (0).
Also, since the scope generally substitutes the iron sights, fast target acquisition is harder: the character gets a -2 penalty on his attacks unless he uses a take aim action specifically for this.
Finally, characters suffering from the "firing behind cover" penalty can use a "take aim" action specifically to negate this penalty.
Well, that's it. They may seen a little complicated but it is because of my broken english. Sorry, this is not my native language.