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HoER House Rules - Powered Armor, Scrounging, and Guns

 
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Kilgore
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Joined: 03 Jul 2012
Posts: 19

PostPosted: Tue Jul 03, 2012 4:46 pm    Post subject: HoER House Rules - Powered Armor, Scrounging, and Guns Reply with quote

I've been pouring over and pondering the HoER book for the past few days, and while I like 99.5% of the material, there are a few things I think I'm going to tweak. I thought I could share them here and see what ya'll think, and maybe hear about any changes you are considering.

Guns -

I don't like the XM-21. It seems very odd to me that, during a war fought over scarce ghost rock, one of the major combatants would switch its whole army to a rifle that consumes more than a pound of the stuff for every 1,000 shots fired. To that end, I'm considering the XM-21 a standard 5.56mm cartridge rifle with the stats listed in the gear section. The special rules in the gear write-up refer to the Long Range Patrol Variant (XM-21LRPV), which has the same stats except that its availability is S.

I also don't like that the NA Commando fires 5.56. A sub-machine gun is, by definition, a fully automatic weapon that fires a pistol cartridge. So, in my game, the NA commando fires 9mm rounds. I like that this, along with the change above, brings the NA and SA into symmetry, with both sides using one cartridge for their pistols and SMG's and another for their Rifles and SAW's. It also makes the NA Commando more plausibly compatible with a suppressor.

Scrounging Table -

I don't like that a posse is more likely to draw a fusion-powered military vehicle than they are 9mm rounds. So I'm changing the diamonds section of the table thusly:
Ace of Diamonds, Vehicle roll a d12: 1-2=SUV; 3-4=Van; 5-6=Sports Car; 7-8=HMMWV; 9=Big Rig; 10=Big Rig with Trailer; 11=APC; 12=Tank or Air Defense Vehicle
King of Diamonds, Medical Supplies, roll 1d6: 1-2=MedKit; 3-4=Can Of SynSkin (1d20 charges remaining); 5=MedChip Reader; 6=MedBoard
Queen of Diamonds, Radio, roll 1d6: 1-3 Walkie-Talkie (0.5 mile range); 4-5 CB or Police Radio (8 mile range); 6 HAM Radio or Military Field Radio (128 mile range)

Also, 6 of Clubs will yield conventional 10mm ammo rather than caseless, and I want to change the 10 of Clubs for something else because there aren't any weapons chambered in 7.62 in the game right now, but I haven't decided how yet. Maybe make it a 50/50 chance of yielding either 5.56 or .50 rifle.

Powered Armor:

I'm betting this will show up in the companion, but I can't wait, so here's what I've been thinking. I liked the original rules from the Wasted West, where steel knights used huge ghost-rock battery packs to power their suits, and the new rules seem to have gotten rid of the distinction between ghost rock and conventional batteries as power sources, so we can get back to that.

Suits:
Long Range Reconnaissance Patrol (LRRP) - Use Scout Suit from SWD, except reduce armor to 8 and change the stealth paint to active camo, +4 to all stealth rolls. 7 Fuel Cells.
NA X-Suit - Use Battle Suit from SWD, but reduce armor to 10. 7 Fuel Cells.
CSA Wolverine Armor - Use Heavy Suit from SWD. A Wolverine user armed with a Ripper can power its internal gyros with his suit. 14 Fuel Cells.

Power Consumption - suits are powered by banks of ghost rock fuel cells, which are the same as Large Ghost Rock Batteries. A full charge allows a LRRP suit to operate for 2 weeks, an X-Suit or Wolverine can operate for 7 days.

During normal operation the suits are in "power saver" mode, pulling only enough juice to allow the operator to move, see, and run the radio, and not providing any bonuses other than armor. In combat the suit automatically ramps up to full power, allowing the user to take advantage of strength and other bonuses it provides. This dramatically increases battery drain. A user can also elect to pull extra juice at other times (e.g. when an X-Suit user wants to jump across a gap between buildings). For every ten rounds of combat or rolls in which a user makes with the benefit of a suit's bonuses (strength, stealth, etc) or portion thereof, the suit uses one day of battery life.

Fuel cells have to be recharged sequentially at the rate listed in the HoE book (i.e. 3 hours a cell). Alternatively, hooking up to a fusion plant will recharge a suit in 10 hours. An action swaps an empty cell for a full one.

Putting on a suit takes 6+2d6 rounds, and requires the help of an assistant.

I've tried to keep them useful without making them overpowered, and keep the paperwork to a minimum.

What do you think?


Last edited by Kilgore on Tue Jul 03, 2012 9:57 pm; edited 2 times in total
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jpk
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Joined: 03 Apr 2007
Posts: 2242
Location: Tazewell, East Tennessee, USA

PostPosted: Tue Jul 03, 2012 8:16 pm    Post subject: Re: HoER House Rules - Powered Armor, Scrounging, and Guns Reply with quote

Kilgore wrote:
What do you think?

I think you should download the most updated version of the PDF. It went out today and was mentioned in the Tuesday Update. At least one of your issues has been directly addressed.
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Joel Kinstle
Pinnacle Entertainment, www.peginc.com
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Kilgore
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Joined: 03 Jul 2012
Posts: 19

PostPosted: Tue Jul 03, 2012 9:35 pm    Post subject: Re: HoER House Rules - Powered Armor, Scrounging, and Guns Reply with quote

jpk wrote:
Kilgore wrote:
What do you think?

I think you should download the most updated version of the PDF. It went out today and was mentioned in the Tuesday Update. At least one of your issues has been directly addressed.


Thanks, will do.
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