This is a listing of all custom rules I am using for running a Mutant Chronicles 3rd edition campaign prior to the emergence of the Dark Symmetry, and using non-abstract ranges for table-top play.
Types of house rules:
Concrete ranges for table-top use. (Vetted by a US Marine considering a cross of realism and table-top balance).
No Dark Symmetry Pool (The Symmetry just isn't powerful enough yet to have much of an immediate impact).
No Chronicle Points (Balancing effect for lack of a Dark Symmetry Pool).
Spending banked momentum to succeed.
'Let rip' attack action rules adjustment for reloads (I use this in all eras).
Specific weapon expert systems.
Combat using table-top ranges:
The ranges in Mutant Chronicles 3rd edition are: Reach, Close, Medium, Long, and Extreme. Each weapon defines the values for every category except Reach, which is standard for all weapons. Special circumstances are defined below.
Reach is defined as anything within 1” of your model’s base. All close combat weapons (melee/unarmed/ranged with Close Quarters quality) can attack models in this range at no penalty.
RANGES: (Could cleanly format for post)
Weapon Type, Preferred, Reach, Close, Medium, Long, Extreme
Handguns, C, 0-1”, 1-8”, 8-16”, 16-24”, 24-36”
SMGs, C, 0-1”, 1-12”, 12-24”, 24-36”, 36-42”
Assault Rifles, M, 0-1”, 1-8”, 8-24”, 24-48”, 48-60”
Sniper Rifles, L, 0-1”, 1-8”, 8-16”, 16-36”, 36-60”
LMGs, M/C, 0-1”, 1-8”, 8-24”, 24-60”, 60-84”
HMGs, L/M, 0-1”, 1-12”, 12-36”, 36-72”, 72-108”
Shotguns, C/M, 0-1”, 1-8”, 8-16”, 16-24”, 24-36”
Flamers, C, 0-1”, 1-4”, 4-8”, 8-12”, 12-16”
Grenades, C, 0-1”, 1-STRx0.5”, STRx0.5-STR”, STR-STRx2”, STRx2-STRx3”
Grenade Launchers, M, 0-1”, 1-12”, 12-24”, 24-36”, 36-48”
Rocket Launchers, L, 0-1”, 1-12”, 12-18”, 18-48”, 48-120”
Autocannons, M, 0-1”, 1-8”, 8-36”, 36-60”, 60-108”
Weapons attacking at a range outside of their optimum range suffer a 1 step difficulty penalty for every category above or below optimum. A 1 step difficulty penalty requires 1 additional success to be rolled in order to succeed.
Example 1: An assault rifle’s optimum range is Medium, if the target is within 1” (Reach), there is a two step difficulty penalty. 1 for Close range, and 1 for Reach. Barring any other penalties, this attack would require 3 successes to hit the target.
Example 2: A handgun’s optimum range is Close, if the target is 34” away (Extreme for a handgun), there is a three step difficulty penalty. 1 for Medium range, 1 for Long range, and 1 for Extreme range. Barring any other penalties, this attack would require 4 successes to hit the target.
Scopes require a restricted action to adjust. When adjusting a scope, the magnification value must be determined in 0.5x increments up to the scope’s maximum. The magnification value cannot go below 1x magnification. Multiply the weapon’s range category values by the scope’s magnification to determine the new range values. This does also extend the distance considered to be in Reach, but negates the Close Quarters quality.
Example: A sniper rifle normally has ranges of: 0-1”, 1-8”, 8-16”, 16-36”, and 36-42”. If fitted with a scope set to 2x magnification, the ranges become: 0-2”, 2-16”, 16-32”, 32-72”, and 72-84”. This increases the distance of the optimum range (Long) for the weapon from 16-36” to 32-72”, but also makes targets that would normally only been a 1 step penalty at Medium range become a 2 step penalty since they are now at Close range.
Movement Actions:
There are three types of movement actions in Mutant Chronicles; the Free Action - Adjust Stance, the Restricted Action – Move, and the Standard Action – Sprint. Since all MC3 movement rules were written using the abstract zone model which is not fitting for the table top simulation, the following maximum distances will be used for each action. Adjust Stance – 6”, Move - 12”, Sprint – 12”+AGI.
Response Actions:
Since the Dark Symmetry Pool mechanic is not being used, Response Actions do not cost a Dark Symmetry Die to use. Instead, a single Response Action may be performed if you have not, or will not, use a restricted action on your turn. This does not preclude the ability to move anywhere within medium range, but it does require that you use the Sprint Standard Action in order to do so if you wish to perform a Response Action.
Banked Momentum Spending:
You may spend the group’s banked momentum on any roll that generates at least 1 success. The skill does not have to succeed before you can add successes by using the banked momentum.
Ammo and Reloads:
Ammo is supposed to be abstracted by the Reloads mechanic, however, I believe that a single Reload is too heavy when considering encumbrance. Any time you perform a 'let rip' attack action, your weapon gains the Out of Ammo quality. For each damage die that produces a DSI (6), you lose 1 Reload up to the number of Reloads risked by taking the 'let rip' attack action.
Turn Order:
Instead of being able to add DSD to the Dark Symmetry Pool when the players cannot decide their turn order in a timely fashion, the GM will be allowed to activate an NPC out of normal order.
Chronicle Points:
Chronicle Points do not exist. Any ability or action that requires a Chronicle Point will need a ruling on how it can be used.
Insight and Willpower:
The Insight advanced skill and the Willpower basic skill indicate they are useful in situations dealing with the supernatural. There is NO supernatural in this campaign. Instead, these skills will represent gut instincts (Insight) and only mental resiliency (Willpower).
Weapon Expert Systems:
Friend/Foe Recognition – Corporate or police issued weaponry comes standard with friend/foe recognition. This expert system instantaneously identifies friendlies based on a database of information maintained by the issuing organization. This system disallows the user to fire upon any target identified as friendly. If combined with a target assistant expert system, this system will add an additional +1 momentum when attacking a foe who is using a friendly as a shield.
Targeting Assistant – A Basic Targeting assistant provides +1D20 on the skill roll to use it. A Complex Targeting assistant provides +2D20 on the skill roll to use it. An Intuitive Targeting Assistant provides +3D20 on the skill roll to use it. A Targeting Assistant may also act on its own to fire using its bonus dice as its skill roll following the normal target numbers based on grade (10,11,12)
Weapon Lock – This expert system disables the weapon except for certain users based on the grade. A Basic Weapon Lock requires a breath test to prevent intoxicated use. A Complex Weapon Lock requires either a fingerprint or retinal scan and only works for the programmed user(s). An Intuitive Weapon Lock identifies its wielder’s bio-rhythm and only works for the programmed user.
Auto Clear – This expert system can attempt to clear a jam as a free action, or provides its D20(s) to the user during a restricted action. A Basic Auto Clear rolls 1D20 with a target number of 10. A Complex Auto Clear rolls 2D20 with a target number of 11. An Intuitive Auto Clear rolls 3D20 with a target number of 12.
Smart Scope – This expert system automatically adjusts the weapon’s magnification based on the target in the cross-hairs. A Basic Smart Scope automatically adjusts between 0 and 2x magnification. A Complex Smart Scope automatically adjusts between 0 and 4x magnification. An Intuitive Smart Scope automatically adjusts between 0 and 8x magnification. When a Smart Scope is combined with a Targeting Assistant, the Smart Scope adds an additional momentum per grade of the scope to successful attacks which must be used for Bonus Damage, Called Shot, Penetration, or Re-Roll Damage momentum spends only.
[Last edited May 18, 2016 03:18:56]