Scorched Earth

House Rules

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RANGED WEAPONSDifficulty Modifiers To Hit (The ranges for each weapon are given in it’s description)
  1. Point Blank Range: Very Easy,      DM= 5
  2. Short Range: Easy,                     DM= 10
  3. Medium Range: Moderate,            DM= 15
  4. Long Range: Difficult,                  DM= 20
  5. For shots beyond Long Range add 5 to the DM for every 10m.

Selective Fire Weapons- Some weapons have the ability to fire in bursts or fully automatic. At various ranges this can increase or decrease the chances of hitting a target. These rules cover personal firearms only, and not squad automatic weapons or machineguns. The later is assumed to always be fired on full-auto and benefit already from larger range incriments and an improved Supressive Fire ability.

Weapons with a Burst setting fire the number of rounds specified in it’s stats. Fully automatic weapons (ex. the Tommygun) will be assumed to fire 5 rounds per burst, and 15 rounds per long-burst.

  1. Point Blank:      +2D to hit, +3D long-burst
  2. Short Range:    +1D to hit, +2D long-burst
  3. Medium Range: +2 to hit, -1D long-burst
  4. Long Range:     +0D to hit, -2D long-burst

For each successful hit, roll 1D6/2 to determine how many rounds actually strike the target. Roll damage for each round separately. (Or should each round add +1 or +2 to a base damage roll?)

Suppressive Fire- Suppressive fire is fired at an area instead of a person. To determine if a suppressive fire zone is on target roll against the normal range Difficulty Modifier, (Short range DM =10, Medium range Dm =15, etc.). Anyone caught in a suppressive fire zone must decide whether to stand and take it, make a Combat Dodge, or make a Full Dodge. Characters who do not dodge are automatically hit by one round (roll damage as normal).

To suppress and area a character must fire a minimum of 5 rounds from a semi-automatic weapon, or one burst. Pistols, rifles, and assault rifles (chemical slug or energy weapons) can suppress an area 2m sq. Support weapons such as S.A.W.s and machine guns can suppress an area 4m sq. Character’s caught in a suppressed area, regardless of weather they are hit or not, receive a -1D penalty to all skill rolls.

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MAKING SKILLS MORE PLAYER FRIENDLY- My one complaint with WEG’s D6 Star Wars rules was that some of the skills, and what attributes governed them, made no sense. I’ll add to this list of changes as they come to me.

Brawling- all fighting rolls will be covered by the Brawling skill, regardless of the fighting style being used. Brawling Parry will no longer be a separate skill. It can be assumed that if you learn how to throw a punch you have also learned how to block one. Brawling will fall under the Dexterity attribute.

Smallarms- All hand-held firearms, from flintlocks up to energy rifles, and including hand-fired automatic weapons mounted on vehicles that are fired by line of sight, (meaning not remotely controlled or targeted via camera), shall use the Smallarms skill (DEX). Rifle-mounted grenade launchers as well as hand-throw grenades will also use this skill. (that last bit is not realistic, but for game mechanics I think it works.)

Support Weapons- this skill covers weapons such as mortars, RPGs, recoil-less rifles, belt-fed grenade launchers, 20mm cannons, etc.

Weapon Systems- Any weapon integrated into a vehicle, robot, or suit of power armor uses the Weapon Systems (MECH) skill to fire those weapons. If a weapon includes “Fire Control” in it’s stats, then it can be assumed that it uses the Weapon Systems skill.

Piloting Skills- For cinematic reasons it will be assumed that skills such as Pilot: Aircraft includes all fixed wing aircraft. Likewise, Pilot: Ground covers all vehicles from compact cars, to dump trucks, to military vehicles. (This may or may not cover tanks. Not sure yet.)

Streetwise- The Streetwise skill will now fall under the Perception Attribute (PER).

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