House Rule: Tactics and Theatre Warfare Skills
Based on the quality of the roll while in the field, an appropriately equipped commander may also be able to discern what enemy objectives and what counter methods might be used to blunt those, granting combat bonuses. A good example would be to say that a commander who uses their Tactics skill in a small engagement to keep his units coordinated and informed via his radio, would reduce series stress combat penalties from -40% to -30% based on the success of their own Military Tactics roll.
House Rule: Aid Another
Any Ally may attempt to aid another fellow ally during an action. Each player who attempts to aid another in a skill check grants them a +5% on that skills check for that turn only. You must have the same skill, or a relevant skill (Such as Bio-Maintenance to help a Robot Engineer) in order to aid them. Some characters may attempt to "Spot" for another character during combat. To do so they must have the relevant related MECT/W.P.'s - and grant a +1 to Strike for 1 attack using that relevant weapon, a L.o.S. to the same target, and use up 1 melee action on their turn. You may only use an action to spot for another on your turn, and against no more then 1 target.
On Marcus's turn he uses 4 of his 5 actions attacking his enemy, and uses his 5th action to Aid Carrie in her next attack round by "Spotting" for her Ion Cannon against the enemy who's engaged with him. On Carries turn she fires her Ion Cannon at the same target 3 times. Her first attack at that target is granted a +1.
House Rule: Speed:
To make life simple there are 4 Speeds. To figure your mecha's relative speed during either of the 4 modes, take your mecha's top speed and divide it by 3. Changing speed uses 1 action per speed level changed from your current (Going from Stationary to Full speed would take 3 actions - this represents the time lag it takes for engines to change power)
-Stationary/Hover: Mecha is motionless; +1 to Strike
-Cruising Speed: Mecha is moving its average speed; No Bonus
-Flank Speed: Mecha is Moving at a high rate of speed; +1 to dodge, -1 to Strike
-Full Speed: Mecha is moving at an incredible rate of speed; +2 to dodge, -2 to strike
House Rule: Missile Volley “Cluster” Attacks
During a characters turn to attack, they may choose to line up a number of targets before firing multiple volleys of missiles. They may lock up to 4 targets per attack/action used before firing their missiles. The character then selects how many missiles to fire and rolls 1 strike roll for every 4 targets (Using their missiles standard bonuses) – if the strike roll fails to hit (IE the target rolls a higher Dodge or the player rolls a 4) the then the missile lock fails and the missiles are wasted – otherwise: the missiles will then be divided evenly per target (The character may spend an action to make a Weapon Systems or Computer Use check per volley to override and choose how many missiles will target each of the various 4 units per cluster volley). If more then 4 missiles target a unit, then the normal 4 missile volley rules still applies. However, the defenders against such a massive amount of missiles receive a +1 to strike bonus when attempting to shoot down missiles from such an attack, and a +1 to dodge (If applicable). The Attacking unit also receives a -2 to Dodge/Roll with Punch for their remainder of their turn to account for the staggering effect launching so many missiles has. Launching this many missiles still counts as only 1 action/attack per Cluster Volley regardless of situation. The character may lock up 2 clusters maximum at level 1, and gains the ability to lock up 1 additional cluster at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19.
Example: A 3rd Level EF Veritech Pilot can only launch 2 Missile Volley Cluster attacks (Designating up to 8 targets at the cost of 2 actions). He rolls to strike – and 1 hits, 1 misses their respected designated targets. He has fired 12 missiles in the first volley and 8 missiles in the second. The first 12 missiles all hit their targets and inflict their damage; the remaining 8 missiles are wasted without obvious effect.
- When smart missiles are used, and they fail to hit, they may use their remaining actions to reacquire the target they where launched against. They receive only half their
bonus to strike however for their first attempt (To account for the sudden confusion at being blind fired), and their full bonus if they have any additional actions there after.
- Smart Missile Attacks
- Missiles that initially miss have a chance to boomerang back to hit their intended target.
- Short Range Missiles have one attack.
- Medium Range Missiles have two attacks.
- Long Range Missiles have three attacks.
The attacks are the number of chances a missile may attempt to connect with its target. This is a measure of the fuel capacity of the missile itself. However certain restrictions apply.
- Available attacks are subtracted based on the initial range of the target was when the missile was fired. (Medium and Long range missiles only)
- -1 Attack if fired at half maximum range.
- -2 Attack if fired at maximum range (usually BVR in regards Long range missiles.)
If the missile was fired at point blank or short range the full range of attacks apply.
- Missiles have their own inherent guidance.
- Short Range missiles have an inherent +8
- Medium Range Missiles have an inherent +6
- Long Range Missiles have an inherent + 4
Dodges are handled normally. The Pilot may employ Chaff/Flare within their dodge attempts. (I do not consider the deployment of chaff/flare to take an attack, the button to trigger it is on the HOTAS and all pilots know where the ‘oh shit’ button is.
- Chaff/Flare decoys:
Each decoy will allow the PC to dodge one additional missile above the max number they can dodge as well as add +2 to the dodge roll. Unless stated otherwise a mecha/craft has 40 Decoy Loads.
*Missiles with a blast radius multiply the radius of effect by the number of missiles in the volley. Example – Short Range (Light) High explosive missiles have a blast 10 foot blast radius. If 6 missiles of the same type hit a target in volley, the blast radius is multiplied by 6, making it 60 feet from the point of impact. This also applies to missiles with “Effect” damage such as Plasma or Radioactivity (Especially from Nuclear weapons).
House Rule: Superior Equipment and Modifications
Some Equipment may have been custom built or refined by highly skilled technicians (or players) above its average operating standards. Likewise equipment may be fine tuned for just the preferences of a specific user. In either case the rules are similar:
- A superior made item grants either a +10% or +2 Bonus to a relevant skill rolls or checks it can be used for (Example: A Superior made electric guitar gives a +10% bonus to a roll to someone with the Play Musical Instrument skill when they make a check for using it, when it is in their possession).
- A Custom made item grants a +5% or +1 bonus to ONLY the user it was customized for. Anyone else attempting to use this item is actually at a -5% bonus for lacking familiarity in its modifications. (Example: CVR-3(F) Armor customized for Suki would grant her a 5%/+1 bonus to wherever its applicable, but not to Renna, if she tried to use it.)
- Super and Custom items can be combined, but their bonus never exceeds +15% or +2.
- Items with multiple options may have upgrades or modifications to all of them, but if multiple items grant bonuses to same skills, then only 1 item bonus may be used at any time from that unit. Their bonuses do not stack unless special action is taken to do so. If that is the case, then stacking bonuses may be taken to a total limit (Amongst all benefiting items) of 30% or +3. (Example A superior targeting computer +2, a modified HUD +1, A superior EP-13 +2 will still only grant a +3 modification bonus maximum). These bonuses are considered separate from any other inherent bonuses (Such as a weapon that already grants a +2 to strike with it). You MUST may it clear how item bonuses chain from system to system.
- Repair and modification times for such equipment triple, as does its cost to repair. Items damaged from a critical hit result (Due to loss of over 75% of a mecha’s MDC for example) are considered permanently destroyed, and must be rebuilt from scratch. A Failure of 3 times to design or install an item means the item is botched, and you must start over again from scratch. Recycling/Salvage rolls may be made to recoup up to 50% of the materials used in the previous failed attempt for reuse in a new attempt. Jury-Rig rolls may be made to tinker a botched item into working, but are at a -30% penalty, and the item is considered “unreliable”, receiving only half its bonuses.
Adjustment Rule: Alpha LWS-12 Nose Lasers
- New Damage: 4d4 for a single blast, 4d8x2 when fired as a twin pair. The Alpha may also make a strafing attack at Medium to Large or immobile ground targets or large targets (Like cruisers) for 6d4+10 damage at a -2 to strike penalty.
Adjustment Rule: Alpha EU-13 80mm Pulse Beam Rifle
- New Damage: Will also include a “full round” attack doing 2d4x10 Damage, is a 10 round burst, and counts as 2 Melee attack/actions when used.
House Rule: Action (Or Hook) Points
All characters start with 1 Action point per level, and may be awarded more later for extraordinary or exemplary actions (Good example would be someone single handedly taking down a Tou Redier Scout ship by themselves, or perhaps performing a concert in the middle of battle with such skill and precision that it actual turns the tide of battle in your favor.) Action points may be spent in a number of ways
- To give you a +10 to Initiative
- To give you a +10 to Strike/Dodge/Parry/Roll with Impact
- To allow you to dodge a missile volley of 4 or more without need for a roll
- To give you 3 additional melee attacks in a round
- To give you an automatic 1% success roll on a skill performed
- To give you an automatic save or Perception check
- To give you 1 automatic dodge for the next 3 turns