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Thread: Warglory [3.6 Conversion, PEACH]
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2010-07-26, 11:58 PM (ISO 8601)
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- Jul 2008
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Warglory [3.6 Conversion, PEACH]
Here's the Actual Rules Tab
Here's my 3.6 Thread
The reasoning:
Initially I was going to use 3.5, but the rules for warglory differ enough that it warrants incorporating into the more 'mundane focused' 3.6.
Note that 3.6 is quite similar to 3.5 and playing it is pretty much playing the same game, but with an assortment of house rules that can change up things like combat quite a bit.
Things Scrapped from 3.6
SpoilerAgility Rules
Warglory
Preface
Spoiler
This is intended to include both the 'marines' and 'walkers' settings and rules.
Anything not covered here has not been converted over. Use normal 3.X rules for what would normally occur in their place.
Stats General
Spoiler
Grit is replaced by Fortitude saving throw, Will saving throw and Constitution score. It has no semblance on attack modifiers without an appropriate feat.
Reflex is replaced by Reflex saving throw, Dexterity score and initiative modifier. Replace the usual bonuses provided by reflex for feats.
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Skill points can be purchased at a cost of 500xp at ECL 1 through 5, + or - 50xp for an Intelligence penalty or bonus respectively (minimum 100xp cost).
NOTE: Once I review the 'xp to level up' table I will adjust the XP cost for skills and Int modifier accordingly.
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You can go beyond the maximum ranks allowable for your ECL with skill points purchased with XP, however they always count as cross-class (stacks in the case that the skill is already cross class; in which case, 4 XP invested skill points equals 1 rank for such a skill). If you continue to put skill points into going beyond the maximum rank allowed for a certain skill at one level, then the value of those skill points towards that skill is halved for every rank.
Ie. Jim is ECL 1 and has 4 ranks in swim. He spends 1000XP on 2 skill points, which he further spends in swim. He now has 5 ranks in swim. At ECL 2, his maximum allowable ranks in swim are now 6 instead of the normal 5 (if he spent no XP invested skill points on swim, the maximum rank would be 5 and not 6 at ECL 2). He then decides to invest 2 more XP invested skill points into swim at ECL 2, giving him 7 ranks in swim. He then spends a further 2 XP invested skill points in swim at ECL 2, giving him 7.5 ranks in swim. He must spend another 2 XP invested skill points in swim in order to get 8 ranks in swim at ECL 2, and then 8 XP invested skill points to get 9 ranks in swim at ECL 2, and so on.
If he spent those 8 XP invested skill points on another skill he already had 5 ranks in, then he'd yield up to 2.5 additional ranks in such a skill, or 6.5 ranks in a skill that he previously had no ranks in (if it wasn't cross-class).
Turn Sequence
SpoilerTurns represent 6 seconds of combat. There is no initiative roll.
Originally Posted by Warglory original rules
NOTE: I'm unsure whether or not simultaneous turns requires lots of GM fiat or if there's an actual method to the madness. Will talk with the maker later.
Originally Posted by Warglory original rules
2. Ambush rules are the same as for 3.5 - listen checks to oppose ambush. Note that you can also bluff to pretend that you did not notice someone following you or sneaking up on you (this is opposed by sense motive).
When you do this, you can get as much as +10 on your initiative check at the moment that the enemy makes their attack, denying their attack - this is a 'reactive' initiative check (uses wisdom modifier).
Doing so requires a readied action from you - if you beat the enemy's initiative by 10 or more, then you earn a surprise round, effectively stealing it from the enemy. After the surprise round, initiative is re-rolled again to determine actual combat turn order.
If you do not beat the enemy's initiative by 10 or more but beat it regardless, then this is what determines turn order for the combat encounter.
If you fail to bluff an enemy into thinking that you didn't notice them, then the enemy will notice the bluff and may react accordingly - note that as soon as you notice the enemy, they are always denied their surprise round against you unless they do something else to counter act this (ie. through a feat, class feature, etc.).
3. A person moving silently can act more cautiously - however everything they do takes twice as long as normal when moving silently. When you successfully bluff them into thinking that you unaware of them and react against their surprise attack roll - you only receive a +5 to initiative rather than +10, since the enemy is thinking two things at once.
Originally Posted by Warglory original rules
Failing the dexterity check means that you waste a move action next turn, however; alternatively, you can opt to allow the enemy to make a free melee attack against you (this is not an attack of opportunity) instead of expending a move action, however this means that you do not get to make your snap shot at all. Failure by 5 or more means the enemy is able to make a snap shot against you, assuming they are holding a ranged weapon at the time.
2. You can make additional snap shots, but take a -8 penalty to the dexterity check to oppose the opponent's dexterity for each shot.
3. 'Light snappy weapons', AKA light sized firearms grant a +5 on dexterity checks to make a snap shot versus enemies. If you charge an opponent with the intention to use your ranged weapon as a melee weapon (bayonet fixed double weapons count for this) and perform a snap shot prior to a melee attack with the weapon, you receive a +1 on dexterity checks to snap shot the target of your melee attack unless they have already made a snap shot against you.
4. A person with the quick draw feat can never snap shot with a weapon they aren't holding. You can snap shot with magical, technological and psionic devices, but this requires a use: X device check (in addition to the dexterity check) with a -5 penalty. If you already know how to use the device without the skill, then you must still make the skill check, but without the -5 penalty.
Originally Posted by Warglory original rules
Originally Posted by Warglory original rules
Shooting
Spoiler
Nat 10s are always kills, gun permitting. Not necesarily instant.
Nat 1s never hit. Sometimes it's a jam (1 turn to clear) or worse.
You may shoot at up to 2 targets per turn. Spend all shots between them.
Roll D10 + Accuracy for each shot
Automatics also add Recoil for each burst (max bonus of +3, min to fire of -3)
2. You may shoot up to two targets per turn, +1 per BAB. Ie. An 11th level fighter with many shot can make six regular attacks per round. Thus, he may target up to thirteen targets per round. Note that a 'target' can also include an area if the weapon affects areas rather than individual creatures.
3. Recoil applies to any particularly heavy weapon as well as automatics. Maximum penalty to attack provided by recoil is -3; attacking with any recoil penalty beyond that requires a fortitude save (DC 8 - recoil penalty) or you drop the weapon. Failure of the save by 5 or more means you take a -4 penalty to all other attacks involving use of any hands you used to fire the recoiling weapon due to sprained/broken limbs. This can be eliminated with a heal check, either immediately (higher DC) or with a regular check and 8 hours rest. Electing to immediately drop the weapon avoids this penalty regardless.
If the recoil penalty is -10 or more, you must make a reflex save if you elect to drop the weapon immediately or still take the penalty on a fortitude save. The save DC is equal to the recoil penalty.
Maximum bonus for reduced recoil is +3 (counts against negating recoil penalty, and nothing else).
Originally Posted by Warglory original rules
2. Aiming can only be performed against single targets. If you perform actions besides shooting or aiming between the periods that you aim and shoot at a single target, then the benefits of the aim are wasted.
This is unless you take 'careful actions' with aid of a 'stabilizer' such as a bi-pod stand for your weapon (can be set against cover while kneeling, or while standing with improved cover or while prone on any surface).
Careful actions consume twice as much time as normal. Even when performing careful actions, conditions such as the target moving, reloading your weapon (unless particularly stable; ie. a harness or secure tripod), re-aiming or having your weapon knocked out of alignment can eliminate the benefits of the previous aiming.
2 Swift actions = 1 move action
2 move actions = 1 full round action
2 full round actions = 1 round and part of a second round, with a move action left over
Etc.
3. You can only aim against targets at least one range increment outside of your weapon's listed range. Aiming against targets within this range offers only half the usual bonus. Aiming at targets within point blank range (1/3 of the weapon's listed range) offers no bonus whatsoever. Targets outside of this increment count as making a volley. If you have a device that assists in aiming such as iron sights or a scope, you can aim beyond the first two increments.
4. To aim, make a spot check - substituting intelligence or wisdom as the ability score modifier for the skill check (whatever is highest). This is usually the DC to spot the target in the first place. For every move action spent aiming, add half your BAB (rounding down) to your attack roll against the target as an intuition bonus. This is the bonus acquired via aiming. When aiming you can attack targets at greater then 10 range increments away (with a -2 penalty per range increment, as standard). The absolute maximum range increment while aiming is -20, as normal.
Creatures with less then +1 BAB only receive a +1 intuition bonus for aiming.
5. Base weapon damage is damage unmodified by ability scores, feats, class features, etc.; however weapons modified via technology, magic and/or psionics or otherwise for greater damage count as having greater base weapon damage.
Originally Posted by Warglory original rules
When you reload as a free action with a manual cyclic, the weapon counts as semi-automatic with a -1 penalty to attacks until you reload again.
2. Semi-automatics can squeeze off +1 shots per attack action at the cost of a -2 penalty to all attacks made with the weapon on the turn. This penalty applies unless your additional attack is made against the same target as any one previous attack.
3. Automatics have two modes of firing. Basic spread - Make an attack roll against an area of effect that forces a reflex save from those within the area - the DC is 3/4 of the attack roll (rounding down). You can hose with an automatic as a full action - meaning that you can make twice as many attacks but with double the recoil penalty (-2 minimum). However each affected area in the hosing must be adjacent or within another affected area. Automatics always list a recoil value and the number of bullets that they expend per attack - greater RPM and higher caliber + lower armor penetration with un-modified ammo (lower velocity) usually result in the most damage.
Automatic weapons have a static +2 circumstance bonus to cover fire checks +1 based on their RPM per 300RPM above 600RPM (hence a 1800 RPM, metal stormin' monster would have a +6 base circumstance total on cover fire checks).
You can also execute a 'squeeze off' - that is, make an attack roll with an automatic weapon in only one space. Recoil penalty is doubled (-2 minimum), but damage is also doubled. A -2 circumstance penalty applies to the attack per 5ft. space beyond the 10ft.x5ft. space that the automatic must target in a basic spread (hence -4 penalty for 10ft.x10ft. squares; or -2 penalty for 10ft. + 5ft. spaces and -8 penalty for 10ft.x15ft. rectangles). You cannot cover fire with a squeeze off.
Snap shots with automatic weapons can be only either squeeze offs or bursts (see below).
4. With a sleight of hand check - DC 15 or -5 DC with a very light trigger - DC increases for weapons with particularly high firing rates but some weapons are also easier since they have to 'warm up' (ie. a chain gun must begin spinning) - you can expend one bullet against a single creature. This deals half damage and is a regular attack roll. Failing the sleight of hand check means that the attack expends the regular amount of bullets and is at a -4 penalty against the targeted creature - targeted creature can also make a reflex save to avoid as if it were a regular attack with the weapon, but without the area effecting properties.
With the 'burst fire' feat, you can deal additional damage on top of standard un-halved damage without the sleight of hand check and with only a -2 penalty to attacks against the creature. Weapons with particularly high RPM that usually require a higher sleight of hand DC will deal even more damage on a burst fire but at the cost of more bullets.
Originally Posted by Warglory original rules
2. For manual cyclic guns: Take a -2 penalty on reload checks if any or all your hands are occupied by anything other than the gun you are reloading. Big guns requiring more than one hand to shoot and take a -4 penalty on reload checks under these circumstances. The quick draw feat eliminates this penalty.
With other guns, reloading requires double the amount of time under the above circumstances, but again such is eliminated by the quick draw feat.
3. With the 'Two Weapon Fighting' or 'Multi-weapon Fighting' feats, you can aim at the same target without any penalty with two guns or multiple guns respectively. You cannot aim at separate targets without a -4 penalty on all attacks.
Originally Posted by Warglory original rules
2. Cool down can be doubled if you open up the weapon and do not fire with it. Modifications to a weapon, such as mini heat sinks, typically add to the cool down value or lower the heat value. Cool down can never lower a weapon below 0% heat.
3. A weapon that reaches 100% heat takes a -8 penalty when determining jams; subtract from the attack roll - if 1 or less, then jam occurs. At 150%, the weapon takes a -2 penalty on attack rolls, -16 when determining jams - can be negated to -8, with a Use Technological Device check as swift action (DC 20) - and takes 1d6 fire damage each round that it remains above 100% heat + 1d6 each round it continues to remain above 150% heat. At 200% heat the weapon ceases functioning and requires repairs to operate once more.
4. Jams typically occur on guns that aren't listed as 'reliable' in the properties listing of their stat block. This occurs on any attack roll of 1.
A jammed weapon cannot function and requires a full action to return to normal. A severely jammed weapon requires a use: technological devise check - UTD can also swiften regular jamming or even prevent it.
If attack modifiers would reduce the roll of 1 to an effective of roll of -5 or less, then the jam takes 1d6 turns to unjam. Use Technological Device (DC 20) can negate this to an ordinary jam. Weapons listed as 'unreliable' will jam and require 1d6 turns to unjam on an effective roll of 1 on a natural 1. A weapon that is unreliable will break without chance for repair - unless you make a craft check to repair the item at half cost to craft item ordinarily - on an effective roll of -15 on a natural 1, but regular weapons will only require simple repairs (usually techcraft or related craft check). Reliable weapons jam on an effective attack roll of -10 or more on a natural 1 and no more.
Grenades
Spoiler
Originally Posted by Warglory original rules
Melee
Spoiler
Most firearms can be used in melee, but at a -2 equipment penalty. Soldiers typically have some training in using them in melee but they aren't really adapted for melee. Like any weapon, a firearm can be sundered, disarmed, etc - but it will usually break before being destroyed completely - hence it is given less hp and hardness as standard; but can be repaired very swiftly with an appropriate craft: mechanical or craft: firearms check - techcraft also sometimes helps.
Other weapons include:
- Brass Knuckles (as gauntlets)
- Bayonet (just a dagger or short sword, but can be set on a firearm - firearm becomes double weapon. Bayonet can be set against a charge to deal double damage on a readied action against a charging opponent (note that since snap shots are free actions, they can be made in between a readied action and its trigger) or even be set to do double damage on a successful charge that flanks, or on an attack made against a flatfooted opponent - an attack against a flatfooted opponent requires movement in a 10ft. line and can never be done on a surprise round (unless the character can move silently at full speed).
- Combat knives are like daggers but often deal Piercing and Slashing damage instead of just Piercing. Some are counter balanced for throwing, allowing them to deal both damage types while throwing as well.
- Trench knives are daggers that do 1d6 Piercing damage instead of 1d4. They can be concealed like regular daggers, but are hardly ever counter balanced to be thrown.
Armor
Spoiler
Originally Posted by Warglory original rules
2. Firearms with penetration values always ignore half an armor's armor AC bonus (rounding down - minimum +0), unless it is 'bullet proof' - listed in the special qualities of the armor. Bullet proofing armor is usually about double the cost of the mundane, un-modified armor + costs for special materials (but not enhancements via magic, psionics or technology additions besides special material), added onto the existing cost.
3. Armor bonus to AC, as it stands, is the tendency for armor to cause an attack to veer off - hence why a failed attack roll due to a hefty armor bonus deals no damage whatsoever.
Vehicles don't generally receive any AC bonus besides that resulting from pure speed (speed bonus always applies to both touch and flat footed AC); instead, usually having a lot more hardness and special resistance against penetration.
Piercing damage that makes it through a vehicle's hardness affects whoever is on the other side (hence the attack roll applies against their AC) while doing only quarter damage to the vehicle's actual structure hp. Slashing weapons do not affect anybody inside, instead only damaging the vehicle - unless they manage to destroy the vehicle. Bludgeoning weapons count as 'vehicle collision' and invoke a reflex DC equal to damage dealt to vehicle's structure if they get through the vehicle's hardness - failure means they suffer half the bludgeoning damage that made it through the vehicle's hardness (minimum 1; round down).
Magic
Spoiler
War Rites
Spoiler
Originally Posted by Warglory original rules
Note that any powers acquired through war rites can be used at-will once per turn as free actions. Illusory war rite magic will automatically fail when performed during daytime.
War rites powers can be forsaken as a full action. Only one war rite power may be acquired at any time - if you already have a war rite power, then you cannot acquire a new one.
Originally Posted by Warglory original rules
Mind Augmenting
1 = Charmed; Auto succeed on one saving throw (once per day)
2 = Rat; Auto succeed on one dexterity, initiative or reflex saving throw (once per combat encounter)
3 = Fury; inflict +2*Strength+BAB damage (minimum +2) in melee, lasts 3 turns (once per combat encounter).
4 = Clarity; Reroll spot & shooting for 1 turn (once per combat encounter)
- fae & dvergr only (re-roll otherwise) -
5 = Ire; reroll all melee & reflex once at-will, lasts up to 3 turns per combat encounter.
6 = Confound; Auto pass any bluff, sleight of hand, diplomacy, gather information, intimidate, or disguise check once per combat encounter or creature; re-roll hide and move silently at night, once per applied check after noting success or failure.
- Illusory -
1 = Void; Spend 1 turn to acquire 'greater invisibility' as the spell; can only take 1 move action per turn and lasts 1d6+4 rounds.
2 = Harrow; Use Intimidate checks with a +2 intuition bonus. You may receive one re-roll of this check after noting success or failure. Success means that opponent suffers a -8 morale penalty to all saves, AC, attack rolls and combative skill checks. This is a swift action and affects only one creature per use. Note that two uses = a move action, three uses = standard, etc.
3 = Mimic; resemble someone you observed for 3 rounds, via 3 successful bluff or spell craft checks (use highest modifier; DC is equivalent to disguise DC to resemble them in a simple manner), 5 round duration. Free action after observation.
4 = Wyrd; Use knowledge (religion) as an additional attack modifier for 10 rounds, spread out at your option (you must declare each round that you will apply this modifier). After 10 rounds, the power fades from you completely.
- Greater Illusion -
5 = Displace; Instantly move up to 30ft. as an free action. Become invisible as the 'invisibility' spell. Create one mirror image of you as the spell 'mirror image' (but with only one duplicate), 30ft. away from your new location. Lasts for 1 round, after which you are once again visible and the mirror image fades. Creatures that have observed you doing this ignore invisibility and mirror image granted by additional uses of the ability for 1d4 hours afterwards.
6 = Lie; Warp perceptions of 1d3 creatures within 100ft. with bluff or spellcraft roll (whatever is highest) opposed by sense motive. Duplicates the affects of the spells 'mirage arcana', 'seeming' and 'persistent image' up to any number - but only the 1d3 rolled creatures are affected.
^
v
- Mysticism -
1 = Quicken; Heal at a rate of 5 hp per minute.
2 = Wyrd; Use knowledge (religion) as an additional attack modifier for 10 rounds, spread out at your option (you must declare each round that you will apply this modifier). After 10 rounds, the power fades from you completely.
3 = Slide; Become incorporeal. Able to float through walls. Fly at speed equal to spellcraft or knowledge (religion) check -10, (good), minimum 15ft. base speed.
4 = Command; Command all beasts and spirits (read: animals, magical beasts, fae, and immaterial undead) within d2 (1 = 330ft., 2 = 665ft.) with a knowledge (religion) or knowledge (nature) (whatever is highest) check instead of diplomacy. Diplomacy must modify their attitude to friendly, after which you can issue one command at a length equivalent to the 'missive' psionic power.
- Greater Mysticism -
5 = Regrowth; Acquire regeneration 5. You cast regeneration at-will with a touch attack. Alternatively, you can cast hold person with a touch attack against people you don't like. Instead of using regular save DC, you and the target must make opposed knowledge (religion) checks.
6 = Precognition; for 5 rounds, you may Auto succeed on all skill checks while using your knowledge (religion) modifier as an intuition modifier to AC. This is once per day.
Sorcery
Spoiler
Coming Soon.
Esoteric Arts
Spoiler
Coming Soon.
Last edited by imp_fireball; 2010-09-17 at 06:07 PM.