Electric_Monkey
2008-01-15, 05:44 PM
A collection of 40k weapons rules for use with Skrittiblak's system, or any other attempt to recreate 40k using d20 rules. Comments are welcome.
Variant Rules:
Cover:
Cover functions as described in the d20 modern srd. However, the forty-first millennium contains plenty of weapons powerful enough that it is a real possibility for a shot to blow clean through whatever cover a character has. If an attack would have hit a character if not for cover, make a damage roll against the cover. If the damage done to the cover is at least a quarter of its hitpoints, then any damage beyond this threshold is also taken by the character. Sample materials are given below:
Material Hardness Hp per inch
Wood or equivalent (fences, improvised barricades etc.) 5 10
Masonry (stone, rockcrete, most civilian construction 8 12
Industrial metal (often plasteel – used in pipes and other metallic constructions where armour isn’t a major concern) 10 30
Duracrete – military fortifications 15 20
Armaplas – armour for large fighting vehicles, sometimes used to reinforce critical sections of a fortification 20 50
(Note to self – cross reference with weapon abilities. Antipersonnel weapons should do minimal damage to masonry or tougher materials, whereas antitank weapons should only be stopped by about a foot of duracrete –)
Blast:
Some weapons, such as grenades or rockets have a blast effect. A blast damages everything within its radius, regardless of whether or not it was the original target. If a blast weapon misses, the centre of the blast is displaced 5xd10 feet from its original target in a randomly determined direction. If this places the blast out of the firer’s line of sight, then GM discretion applies.
A character who is affected by a blast weapon may attempt to make a reflex save at dc 15 for half damage. Whether he succeeds or not, he dives prone and must take a move-equivalent action to stand back up. If the character forfeits the reflex save, he must make a fortitude save at dc 15 to avoid being knocked over.
If a character has half cover or better, he suffers half damage on a failed reflex save, and no damage on a successful save, and does not count as being prone. Cover less than half cover still allows a bonus to reflex saves. Note that some blast weapons do damage by ground vibrations (like earthshaker shells) or by superheating the air (like plasma bursts). These mitigate the benefits of cover, as described in the special rules for each weapon.
Flame:
Flamethrowers create a cone-shaped gout of flame that affects all objects and characters in its area of effect. A character may take a reflex save for half damage with the DC determined by the shooter’s attack roll. A character succeeding in a reflex save dives out of the path of the flame, moving the shortest distance to the edge of the area of effect and lying prone. A character or object that takes damage from a flame thrower catches on fire. At the start of each round, roll a d20 for any burning character. If the roll exceeds the extinguish DC, the flames go out, otherwise the character continues to burn and must take another damage roll. A burning character, or one adjacent to him can attempt to beat out the flames for a +2 bonus to the roll for each character helping.
Autofire:
Some weapons are capable of semi-automatic or fully automatic fire. In Semi-automatic mode, a weapon fires a number of shots up to the Semi-auto number, with each successive shot being at a –2 penalty to hit – the first shot has no penalty, the second –2, the third –4 and so on.
A weapon capable of fully automatic fire has a “Full auto number” indicating the number of ten round bursts that can be fired in a typical round. Firing a fully automatic weapon is a full round action, and can fit one of the three following modes:
Spray:
The character designates a number of areas no greater than the full auto number of the weapon. Each area consists of three contiguous squares. The areas may overlap each other, but designating an area that is not contiguous with another counts as retargeting (see below). For each area, the player makes an attack roll. Any character within the affected area must make a reflex save against a dc equal to the result of the attack roll or suffer a hit. If the character is covered by two or more areas, he must make a reflex save against each dc, and risks being hit by each shot.
A designated area consumes ten rounds.
Suppressive fire:
Suppressive fire works like spray, only each area is only two squares and consumes 15 rounds. In the character’s turn the attack is resolved like spray. In addition, a character who is present in an affected square during his own turn must make an additional reflex save. A character who passes through multiple squares affected by suppressive fire must make a reflex save for each one. Characters who have cover need not make a reflex save unless they take an action that requires them to break cover, such as attacking a character on the shooter’s side.
Burst:
A character with a fully automatic weapon may fire a long burst, consisting of 10 rounds, or two short bursts, consisting of four rounds each, for each point in the weapon’s full auto number. For each burst, the attacker makes an attack roll and scores a hit for every two points by which he beats the target’s AC, up to a maximum of the number of rounds expended in that burst. If a burst attack scores a critical hit, all rounds hit, and critical damage is scored on one hit for every two points by which the confirmation roll exceeds the target’s AC.
Retargeting Automatic/Semi-automatic fire.
Weapons which are capable of making more than one attack per round may be targeted on one or multiple opponents or areas. Targetting a different opponent or a non-contiguous area is retargeting. A character who retargets changes to his additional attack bonus. A character cannot target more enemies or areas than he has attacks. If a character has to turn more than ninety degrees to aim at the next opponent or area, then the act of turning counts as an attack, and the character is reduced to his third attack bonus and may make one attack fewer than his weapon normally allows in that round.
Variant Rules:
Cover:
Cover functions as described in the d20 modern srd. However, the forty-first millennium contains plenty of weapons powerful enough that it is a real possibility for a shot to blow clean through whatever cover a character has. If an attack would have hit a character if not for cover, make a damage roll against the cover. If the damage done to the cover is at least a quarter of its hitpoints, then any damage beyond this threshold is also taken by the character. Sample materials are given below:
Material Hardness Hp per inch
Wood or equivalent (fences, improvised barricades etc.) 5 10
Masonry (stone, rockcrete, most civilian construction 8 12
Industrial metal (often plasteel – used in pipes and other metallic constructions where armour isn’t a major concern) 10 30
Duracrete – military fortifications 15 20
Armaplas – armour for large fighting vehicles, sometimes used to reinforce critical sections of a fortification 20 50
(Note to self – cross reference with weapon abilities. Antipersonnel weapons should do minimal damage to masonry or tougher materials, whereas antitank weapons should only be stopped by about a foot of duracrete –)
Blast:
Some weapons, such as grenades or rockets have a blast effect. A blast damages everything within its radius, regardless of whether or not it was the original target. If a blast weapon misses, the centre of the blast is displaced 5xd10 feet from its original target in a randomly determined direction. If this places the blast out of the firer’s line of sight, then GM discretion applies.
A character who is affected by a blast weapon may attempt to make a reflex save at dc 15 for half damage. Whether he succeeds or not, he dives prone and must take a move-equivalent action to stand back up. If the character forfeits the reflex save, he must make a fortitude save at dc 15 to avoid being knocked over.
If a character has half cover or better, he suffers half damage on a failed reflex save, and no damage on a successful save, and does not count as being prone. Cover less than half cover still allows a bonus to reflex saves. Note that some blast weapons do damage by ground vibrations (like earthshaker shells) or by superheating the air (like plasma bursts). These mitigate the benefits of cover, as described in the special rules for each weapon.
Flame:
Flamethrowers create a cone-shaped gout of flame that affects all objects and characters in its area of effect. A character may take a reflex save for half damage with the DC determined by the shooter’s attack roll. A character succeeding in a reflex save dives out of the path of the flame, moving the shortest distance to the edge of the area of effect and lying prone. A character or object that takes damage from a flame thrower catches on fire. At the start of each round, roll a d20 for any burning character. If the roll exceeds the extinguish DC, the flames go out, otherwise the character continues to burn and must take another damage roll. A burning character, or one adjacent to him can attempt to beat out the flames for a +2 bonus to the roll for each character helping.
Autofire:
Some weapons are capable of semi-automatic or fully automatic fire. In Semi-automatic mode, a weapon fires a number of shots up to the Semi-auto number, with each successive shot being at a –2 penalty to hit – the first shot has no penalty, the second –2, the third –4 and so on.
A weapon capable of fully automatic fire has a “Full auto number” indicating the number of ten round bursts that can be fired in a typical round. Firing a fully automatic weapon is a full round action, and can fit one of the three following modes:
Spray:
The character designates a number of areas no greater than the full auto number of the weapon. Each area consists of three contiguous squares. The areas may overlap each other, but designating an area that is not contiguous with another counts as retargeting (see below). For each area, the player makes an attack roll. Any character within the affected area must make a reflex save against a dc equal to the result of the attack roll or suffer a hit. If the character is covered by two or more areas, he must make a reflex save against each dc, and risks being hit by each shot.
A designated area consumes ten rounds.
Suppressive fire:
Suppressive fire works like spray, only each area is only two squares and consumes 15 rounds. In the character’s turn the attack is resolved like spray. In addition, a character who is present in an affected square during his own turn must make an additional reflex save. A character who passes through multiple squares affected by suppressive fire must make a reflex save for each one. Characters who have cover need not make a reflex save unless they take an action that requires them to break cover, such as attacking a character on the shooter’s side.
Burst:
A character with a fully automatic weapon may fire a long burst, consisting of 10 rounds, or two short bursts, consisting of four rounds each, for each point in the weapon’s full auto number. For each burst, the attacker makes an attack roll and scores a hit for every two points by which he beats the target’s AC, up to a maximum of the number of rounds expended in that burst. If a burst attack scores a critical hit, all rounds hit, and critical damage is scored on one hit for every two points by which the confirmation roll exceeds the target’s AC.
Retargeting Automatic/Semi-automatic fire.
Weapons which are capable of making more than one attack per round may be targeted on one or multiple opponents or areas. Targetting a different opponent or a non-contiguous area is retargeting. A character who retargets changes to his additional attack bonus. A character cannot target more enemies or areas than he has attacks. If a character has to turn more than ninety degrees to aim at the next opponent or area, then the act of turning counts as an attack, and the character is reduced to his third attack bonus and may make one attack fewer than his weapon normally allows in that round.