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<blockquote data-quote="Hinthas" data-source="post: 2211194" data-attributes="member: 23111"><p>And a little more...</p><p></p><p>ATTRIBUTES IN SUPPORT OF ROMAN INTERNATIONAL</p><p>1. TOYS. I’ve speculated about various research projects that “might have been” managed by the CIA. Its for this reason that I feel its important to include assorted rules on chemicals, serums, and drug interactions. </p><p></p><p>2. TOOLS. Not all the time do “good guys” get govt assignments? Oftentimes it’s the guy that can make coldhearted decisions and not blink twice about ethics or morality. More to support this as well. </p><p></p><p>3. TWISTS. Anything that doesn’t fit the other two categories.</p><p>------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------</p><p>And the insanity starts… NOW!</p><p></p><p>1. TOYS</p><p>Neuroprogramming </p><p>Chem Feat </p><p>Plug and Play no longer only applies to computers. </p><p>Prerequisite: Intelligence 13+, Psion Level 0 </p><p>Benefit: At the beginning of each mission you may choose one skill; you gain 4 ranks in this skill for the duration of the mission. If the chosen skill is a cross-class skill for you only gain 2 ranks.</p><p>This may not always be of the characters choosing ala Manchurian Candidate.</p><p></p><p>Assault Rifle Basics </p><p>Ranged Combat Feat </p><p>Point at enemy. Pull trigger. Hold down trigger to empty clip. </p><p>Prerequisites: Base attack bonus +2, Weapon Proficiency (rifle). </p><p>Benefit: First, when wielding an assault rifle you gain the Lay Down Fire feat. Further, you may add or remove accessories from an assault rifle in half the time (rounded down), or as free action if the time to add or remove an accessory is already one half action--however, you are limited to adding two or removing two or adding one and removing one accessory from your assault rifle each round. Also, you may make untrained Knowledge (firearms) checks to clean assault rifles. Finally, for the purposes of computing your encumbrance, any assault rifle you carry weighs only half its listed weight (rounded down). </p><p>Special: Gun cleaning rules are on Modern Arms Guide, Chapter 9--Other Gear 14. </p><p></p><p>Assault Rifle Mastery </p><p>Ranged Combat Feat </p><p>Point at enemy. Pull trigger. Actually hit something. </p><p>Prerequisites: Assault Rifle Basics, base attack bonus +9. </p><p>Benefit: When wielding an assault rifle you gain the Controlled Burst feat. Further, you may perform the strafe attack or auto fire attack attack actions as half actions. Also, the time it takes you to make make Craft (gunsmithing) or Knowledge (firearms) gun cleaning checks on assault rifles is halved. Finally, the cost of the first assault rifle you requisition during a serial is halved. </p><p>Normal: The auto fire attack and strafe attack attack actions are one-round actions. </p><p>Special: Gun cleaning rules are on Modern Arms Guide, Chapter 9--Other Gear 14. </p><p></p><p>Assault Rifle Supremacy </p><p>Ranged Combat Feat </p><p>Point at enemy. Pull trigger. Down they go. </p><p>Prerequisites: Assault Rifle Mastery, base attack bonus +12. </p><p>Benefit: When wielding an assault rifle you gain the Bulls eye feat, which may be used when firing a burst (but not a strafe attack or auto fire attack). Further, any assault rifle you wield gains the takedown quality. Also, you no longer need spend an action die to activate a critical success on Craft (gunsmithing) or Knowledge (firearms) checks when cleaning an assault rifle nor do you need a gun cleaning kit to make Craft (gunsmithing) or Knowledge (firearms) checks to clean assault rifles. Finally, once per session for every four agent levels you possess, you may take an extra action before or after your normal actions on your initiative count; this extra action may only be used for the burst attack, auto fire attack, cover fire, strafe attack, or suppressive fire attack actions; these actions may only be taken while wielding an assault rifle. </p><p>Normal: Agents cannot use Craft (gunsmithing) or Knowledge (firearms) checks to clean guns without a gun cleaning kit. </p><p>Special: Gun cleaning rules are on Modern Arms Guide, Chapter 9--Other Gear 14. </p><p></p><p>With a gun cleaning kit and the Craft (Gunsmithing) or Knowledge (Firearms) skill at 1 rank or higher, an agent may attempt the following action. Check (6 hours): With a successful skill check using one of the two skills mentioned above (DC 25), the agent completely cleans a single firearm. The next time an error is rolled while firing this weapon, the GC (or agents, if the weapon’s in the hands of an NPC) cannot activate the critical miss. After this single exception, errors may be activated normally. The weapon may be cleaned again to renew this benefit, but the effects of multiple cleanings do not stack. Critical Success: The GC (or agents) may not activate the next two errors rolled with the weapon. Critical Failure: The gun has been improperly cleaned or reassembled incorrectly. The weapon’s error range is increased by 1 until it is successfully cleaned.</p><p></p><p>Shotgun Basics </p><p></p><p>Prerequisites: Base attack bonus +1 or higher. </p><p></p><p>Benefits: You’re considered to be proficient with all shotguns, even if you don't possess the Weapon Group Proficiency (Rifle) feat. Using shot or flechette ammunition to perform the Cover Fire or Suppressive Fire action uses up only 2 shots. You gain the Rapid Shot feat when using any shotgun. Your strength is considered +4 for recoil when using a shotgun. </p><p></p><p>Ok, somewhat powerful feat, for a few reasons. First, I followed the guidelines of the Revolver Basics feat because IMO the two weapons have similar problems in the Spycraft system. They simply don’t compete with their more modern counterparts; automatic weapons. Revolver Basics guidelines are proficiency and two virtual feats. The Suppressive/Cover fire I don’t count for much because, per the cinematic Shot rules, two shots cover 4 squares anyway, the equivalent of almost 5 rounds. The Rapid Shot feat is the first virtual feat, and the bonus to Recoil rounds it out nicely. One feat and 2 decent bennies. We now have cinematic/HKAT shotgun usage: the whole room gets torn to ---- and everyone dives for cover. The unlucky/stupid SOB that doesn’t duck gets shot, twice. </p><p></p><p>Shotgun Mastery </p><p></p><p>Prerequisites: Base attack bonus +6 or higher, Shotgun Basics </p><p></p><p>Benefits: You may take the Strafe action with any shotgun. When using shot or flechette ammunition your Strafe attacks take up 1 shot per target, and you may target a number of squares equal to the remaining ammunition in your weapon. In addition, when performing a Strafe attack with shot or flechette ammo assess penalties as if the number of squares targeted is reduced by 1 (to a minimum of 2 squares). The agent gains the Lay Down Fire feat when wielding a shotgun. </p><p></p><p>The gist of this feat is simply applying logic to the shot mechanics used in different attack types; the ability to target two adjacent squares with one shot. The rest of the feat does two things: lets you Strafe with a shotgun, and grants the Lay Down Fire feat. Again, follows the guidelines of the Revolver Mastery feat: 1 virtual feat and one unusual ability. Pretty simple really, and synergizes nicely with Shotgun Basics, almost like they go together. More HKAT goodness: clear a room full of mooks fast. </p><p></p><p>Both feats are modeled after HKAT using one of the most obviously cinematic rules in the SEH, the shot rules. Things you DON’T see in HKAT are Quick Load, Marksman through Sniper, Speed Trigger, Bulls eye, in fact pretty much the rest of the Ranged Combat feat tree. You see a lot of Diving Shot, but I think that’s the genre in general, not Shotguns specifically.</p><p></p><p>Firearms </p><p>*Rifles and Shotguns* </p><p>d20 Effect </p><p>1-3 Weapon jams due to miss feed. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) </p><p>4-5 Weapon jams due to extractor malfunction. Brass/shell casing is caught in firing chamber. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) </p><p>6 Weapon fires wide left. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. 5% chance of ricochet. </p><p>7 Weapon fires short. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. 5% chance of ricochet. </p><p>8 Weapon fires overhead. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. 5% chance of ricochet. </p><p>9-10 Dud. The round does not fire. Loose one round to perform clearing sequence. Attackers receive an AoO. </p><p>11-12 You lose your balance. Your AC is at -2 until your next turn. You also draw an AoO from any opponent that threatens your area. </p><p>13-14 Miss fire and brass/shell casing is jammed between the bolt receiver group and the firing chamber. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) </p><p>15-16 Sight-picture and breath-control are off. Take one round to re-evaluate attacker or suffer -2 to attack rolls. Attackers receive an AoO. </p><p>17 You strain your shoulder from the recoil. Make Reflex check (DC 15) or drop the weapon. Take 1d6 subdual damage. You can't use that arm to fire the weapon until you have received proper care. Receive -4 penalty unless have the feat ambidexterity. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. Given handiness will decide which direct round is spent (Ambidextrous GM’s choice). </p><p>18 Double feed with two rounds jammed in the chamber. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) </p><p>19 Fire wide. Given handiness will decide which direct round is spent (Ambidextrous GM’s choice), and anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. Additionally, hot brass/shell casing is ejected into clothing. Take 1d4 points of burn damage for 2 rounds. Make a Concentration check (DC 15) each round or lose turn to remove hot casing (takes 2 rounds). 5% chance of ricochet. </p><p>20 Cook-off. Weapon is useless (bring to armorer for repair [revolvers can have cylinder replaced]). Loose one round to change to alternate weapon.</p></blockquote><p></p>
[QUOTE="Hinthas, post: 2211194, member: 23111"] And a little more... ATTRIBUTES IN SUPPORT OF ROMAN INTERNATIONAL 1. TOYS. I’ve speculated about various research projects that “might have been” managed by the CIA. Its for this reason that I feel its important to include assorted rules on chemicals, serums, and drug interactions. 2. TOOLS. Not all the time do “good guys” get govt assignments? Oftentimes it’s the guy that can make coldhearted decisions and not blink twice about ethics or morality. More to support this as well. 3. TWISTS. Anything that doesn’t fit the other two categories. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ And the insanity starts… NOW! 1. TOYS Neuroprogramming Chem Feat Plug and Play no longer only applies to computers. Prerequisite: Intelligence 13+, Psion Level 0 Benefit: At the beginning of each mission you may choose one skill; you gain 4 ranks in this skill for the duration of the mission. If the chosen skill is a cross-class skill for you only gain 2 ranks. This may not always be of the characters choosing ala Manchurian Candidate. Assault Rifle Basics Ranged Combat Feat Point at enemy. Pull trigger. Hold down trigger to empty clip. Prerequisites: Base attack bonus +2, Weapon Proficiency (rifle). Benefit: First, when wielding an assault rifle you gain the Lay Down Fire feat. Further, you may add or remove accessories from an assault rifle in half the time (rounded down), or as free action if the time to add or remove an accessory is already one half action--however, you are limited to adding two or removing two or adding one and removing one accessory from your assault rifle each round. Also, you may make untrained Knowledge (firearms) checks to clean assault rifles. Finally, for the purposes of computing your encumbrance, any assault rifle you carry weighs only half its listed weight (rounded down). Special: Gun cleaning rules are on Modern Arms Guide, Chapter 9--Other Gear 14. Assault Rifle Mastery Ranged Combat Feat Point at enemy. Pull trigger. Actually hit something. Prerequisites: Assault Rifle Basics, base attack bonus +9. Benefit: When wielding an assault rifle you gain the Controlled Burst feat. Further, you may perform the strafe attack or auto fire attack attack actions as half actions. Also, the time it takes you to make make Craft (gunsmithing) or Knowledge (firearms) gun cleaning checks on assault rifles is halved. Finally, the cost of the first assault rifle you requisition during a serial is halved. Normal: The auto fire attack and strafe attack attack actions are one-round actions. Special: Gun cleaning rules are on Modern Arms Guide, Chapter 9--Other Gear 14. Assault Rifle Supremacy Ranged Combat Feat Point at enemy. Pull trigger. Down they go. Prerequisites: Assault Rifle Mastery, base attack bonus +12. Benefit: When wielding an assault rifle you gain the Bulls eye feat, which may be used when firing a burst (but not a strafe attack or auto fire attack). Further, any assault rifle you wield gains the takedown quality. Also, you no longer need spend an action die to activate a critical success on Craft (gunsmithing) or Knowledge (firearms) checks when cleaning an assault rifle nor do you need a gun cleaning kit to make Craft (gunsmithing) or Knowledge (firearms) checks to clean assault rifles. Finally, once per session for every four agent levels you possess, you may take an extra action before or after your normal actions on your initiative count; this extra action may only be used for the burst attack, auto fire attack, cover fire, strafe attack, or suppressive fire attack actions; these actions may only be taken while wielding an assault rifle. Normal: Agents cannot use Craft (gunsmithing) or Knowledge (firearms) checks to clean guns without a gun cleaning kit. Special: Gun cleaning rules are on Modern Arms Guide, Chapter 9--Other Gear 14. With a gun cleaning kit and the Craft (Gunsmithing) or Knowledge (Firearms) skill at 1 rank or higher, an agent may attempt the following action. Check (6 hours): With a successful skill check using one of the two skills mentioned above (DC 25), the agent completely cleans a single firearm. The next time an error is rolled while firing this weapon, the GC (or agents, if the weapon’s in the hands of an NPC) cannot activate the critical miss. After this single exception, errors may be activated normally. The weapon may be cleaned again to renew this benefit, but the effects of multiple cleanings do not stack. Critical Success: The GC (or agents) may not activate the next two errors rolled with the weapon. Critical Failure: The gun has been improperly cleaned or reassembled incorrectly. The weapon’s error range is increased by 1 until it is successfully cleaned. Shotgun Basics Prerequisites: Base attack bonus +1 or higher. Benefits: You’re considered to be proficient with all shotguns, even if you don't possess the Weapon Group Proficiency (Rifle) feat. Using shot or flechette ammunition to perform the Cover Fire or Suppressive Fire action uses up only 2 shots. You gain the Rapid Shot feat when using any shotgun. Your strength is considered +4 for recoil when using a shotgun. Ok, somewhat powerful feat, for a few reasons. First, I followed the guidelines of the Revolver Basics feat because IMO the two weapons have similar problems in the Spycraft system. They simply don’t compete with their more modern counterparts; automatic weapons. Revolver Basics guidelines are proficiency and two virtual feats. The Suppressive/Cover fire I don’t count for much because, per the cinematic Shot rules, two shots cover 4 squares anyway, the equivalent of almost 5 rounds. The Rapid Shot feat is the first virtual feat, and the bonus to Recoil rounds it out nicely. One feat and 2 decent bennies. We now have cinematic/HKAT shotgun usage: the whole room gets torn to ---- and everyone dives for cover. The unlucky/stupid SOB that doesn’t duck gets shot, twice. Shotgun Mastery Prerequisites: Base attack bonus +6 or higher, Shotgun Basics Benefits: You may take the Strafe action with any shotgun. When using shot or flechette ammunition your Strafe attacks take up 1 shot per target, and you may target a number of squares equal to the remaining ammunition in your weapon. In addition, when performing a Strafe attack with shot or flechette ammo assess penalties as if the number of squares targeted is reduced by 1 (to a minimum of 2 squares). The agent gains the Lay Down Fire feat when wielding a shotgun. The gist of this feat is simply applying logic to the shot mechanics used in different attack types; the ability to target two adjacent squares with one shot. The rest of the feat does two things: lets you Strafe with a shotgun, and grants the Lay Down Fire feat. Again, follows the guidelines of the Revolver Mastery feat: 1 virtual feat and one unusual ability. Pretty simple really, and synergizes nicely with Shotgun Basics, almost like they go together. More HKAT goodness: clear a room full of mooks fast. Both feats are modeled after HKAT using one of the most obviously cinematic rules in the SEH, the shot rules. Things you DON’T see in HKAT are Quick Load, Marksman through Sniper, Speed Trigger, Bulls eye, in fact pretty much the rest of the Ranged Combat feat tree. You see a lot of Diving Shot, but I think that’s the genre in general, not Shotguns specifically. Firearms *Rifles and Shotguns* d20 Effect 1-3 Weapon jams due to miss feed. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) 4-5 Weapon jams due to extractor malfunction. Brass/shell casing is caught in firing chamber. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) 6 Weapon fires wide left. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. 5% chance of ricochet. 7 Weapon fires short. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. 5% chance of ricochet. 8 Weapon fires overhead. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. 5% chance of ricochet. 9-10 Dud. The round does not fire. Loose one round to perform clearing sequence. Attackers receive an AoO. 11-12 You lose your balance. Your AC is at -2 until your next turn. You also draw an AoO from any opponent that threatens your area. 13-14 Miss fire and brass/shell casing is jammed between the bolt receiver group and the firing chamber. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) 15-16 Sight-picture and breath-control are off. Take one round to re-evaluate attacker or suffer -2 to attack rolls. Attackers receive an AoO. 17 You strain your shoulder from the recoil. Make Reflex check (DC 15) or drop the weapon. Take 1d6 subdual damage. You can't use that arm to fire the weapon until you have received proper care. Receive -4 penalty unless have the feat ambidexterity. Anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. Given handiness will decide which direct round is spent (Ambidextrous GM’s choice). 18 Double feed with two rounds jammed in the chamber. Attackers receive an AoO. Loose one round to change to alternate weapon. If decide to attempt to clear, takes 1d4 rounds to accomplish. (Weapon specialists [weapon focus + personal firearms proficiency] takes 1/d4-2) 19 Fire wide. Given handiness will decide which direct round is spent (Ambidextrous GM’s choice), and anyone in the target spot must make a Reflex save (DC 15) to avoid taking damage. Additionally, hot brass/shell casing is ejected into clothing. Take 1d4 points of burn damage for 2 rounds. Make a Concentration check (DC 15) each round or lose turn to remove hot casing (takes 2 rounds). 5% chance of ricochet. 20 Cook-off. Weapon is useless (bring to armorer for repair [revolvers can have cylinder replaced]). Loose one round to change to alternate weapon. [/QUOTE]
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