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Those blasted gremlins have survived into the Wasted West like cockroaches. Here's some of their handiwork. Denver Here is a further elaboration on Headbanger chips from the author, Teller. Rules Update Deadlands: The Weird West and Deadlands: Hell on Earth use pretty much the same game system. In order to standardize things and make travel between the settings easier, we've decided to change "pretty much" into "exactly." That means the Wasted West now uses the new rules that appeared in the latest edition of Deadlands: The Weird West. Before anyone gets their knickers in a bunch, it should be said that this changeover won't cause many hassles. The new rules streamline gameplay and don't make any radical changes. That's why they're being published in a supplement instead of being released in some sort of new edition (which we have NO plans for). That said, here are the changes: Trait Checks: Coordinations have always bugged us, so we got rid of them. Sort of. They're now called "Trait levels," which in itself isn't a big change, but it changes the mindset of those who are frustrated that Traits are often better than skills, particularly when making the old style default rolls (see the change to those below). Default Skill Rolls: Default Aptitude rolls work differently. Instead of using your Trait with a -8 penalty, you now roll one die of your Trait with a -4 penalty. This change was made for those who looked at their ld12 search skills and wondered why they wouldn't want to always roll their 4d12 Cognition instead - even with the -8 unskilled penalty - because their chances of going bust on the roll are much lower. Edges & Hindrances: The way in which a few Edges and Hindrances work has changed as follows: Gift o' Gab: This Edge allows your hero to pick up spoken languages very quickly. Given a few minutes of conversation in a new language, your brainer can speak it as if he has an effective skill of 1. This doesn't give your waster any skill in writing the language. Luck o' the Irish: Brainers with this Edge now simply get to draw an extra Fate Chip at the beginning of each session. (ed note. This edge also now costs 5 points) Night Terrors: This Hindrance was a pain in the keister to keep up with. The new night terrors works lake this. Make an Onerous (7) Spirit roll at the beginning of each session or lose your lowest Fate Chip. If you do lose a chip, however, your character receives a vision from the Hunting Grounds as before. Movement: A hero's Pace no longer has to be broken up evenly between his Action Cards. He can move some, all, or none of it on any particular card, but he is still limited to a maximum movement each round equal to twice his Pace. A hero is considered to be running on any action in which he moves over his base Pace and he suffers the -4 running penalty. Weapon Speeds: This is the big one. We eliminated weapon speeds for small arms and melee weapons. Speed 2 weapons were simply too much of a pain to keep track of and players generally forgot to apply the -2 hip shootin' penalty anyway, so we decided to get rid of them. This means that a loaded weapon can now fire up to its ROF on each action. The ROF for typical weapons is listed in the ROF Table. Weapons with an ROF of 2 can doubletap. These are two shots in rapid succession at the same target. As described in The Wasted West, a successful roll to hit with a doubletap means a single round hit. If your brainer gets a raise, the second bullet also hits. This change in weapon speed does not affect arcane powers with a Speed greater than 1 in any way. A nuke still takes 2 actions to cast. Note also that some large and/or complicated weapons may still take longer than one action to fire. Where this is the case, it is noted in the weapon's description. Most large weapons like tank cannons and howitzers have an ROF of 1 (it doesn't take long to yank a howitzer's lanyard), but it does take a number of actions to reload.
Junker Powers: What about the junker powers used to build weapons? How are they affected by this? That's an easy one. Ranged weapons built with powers like gunsmith, Flash Gordon, and rocketman are built as normal. Those with a Speed of 2 or higher fall into the "large and/or complicated" category and take more than a single action to operate. Weapons with a Speed of 1 and ROF of 1 or better operate under the new improved rules Weapons made with the weaponsmith power all have an effective Speed of 1 for combat purposes, regardless of size. However, when adding increased speed enhancements to the weapon, use the Speed listed in the Weapon Frame Table. This means that larger weapons require more slots in speed enhancement to gain the Speed 0 DB bonus. Fate Chips: The use of Fate Chips remains mostly unchanged, but there are a few differences: Fate Chips can be spent on the Strength portion of a damage roll in hand-to-hand combat (because that's a Trait roll). They still cannot be spent on other types of damage rolls. Legend Chips can now be used to reroll any die roll - including table results for things like Overloads and Brainburn. Massive Damage: The updated massive damage rules that appeared in Iron Oasis had the desired effect: They made explosions much more deadly - perhaps a little too deadly. Since we feel that the new rules are more realistic (no more Wile E. Coyote type explosions), rather than change them again, we thought we'd tone down the damage caused by some of the explosives in the game and bring them in line with the new rules. The new damages are listed below in the Explosive Damage table. If a weapon or miracle doesn't appear on this table, its damage remains unchanged.
The Hell on Earth Rulebook P.58: The "Police Hellfire" SMG should simply read "Police" SMG. The "Hellfire" entry was left-over from a Hellstromme Industries weapon that appears in Wasted West(TM). P.58: The footnote for the Grenade and Rocket Launcher should be 5, not 4. P.74: The syker archetype’s Strain and Pace are reversed. P.74: Fortitude costs 1, not 2 (the syker’s chapter is correct). p.91 is right. You can draw a bead and get the bonus on your first burst only. P.121: Atomic Blast: The last sentence should read: If the miracle succeeds and hits the target, it inflicts 1d10 damage plus 1d10 damage for every raise over the miracle’s TN (not the TN to hit the target). Example: The TN of the miracle is 5, the TN to hit your target is 7. You roll a 15. That’s 2 raises on the miracle causing 3d10 damage. That’s also a raise over the TN to hit, so you can adjust the hit location by +/-1 (just like with a firearm). P. 196 In the Mysterious Pasts section it talks about a "Arcane Background" the character gets at "level 1." This needs to read, he gets "blastin' at level 1" and one syker power. P. 210, under the Black Hat description, a large knife is listed with a damage of STR+1d4. Damage should be STR+1d6. The Radiation Screen Shootin’ Thangs: A) The "Police Hellfire" SMG should simply read "Police" SMG. The "Hellfire" entry was left-over from a Hellstromme Industries weapon that appears in Wasted West(TM). B) The
footnote for the Grenade and Rocket Launcher should be 5, not 4.
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