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Homebrew rules supplement for magic, guns and weapon upgrade

Postby Lionoversuskingkong � Fri Oct 21, 2016 7:20 pm


So just bought the pdf of open combat and love the streamlined approach to the way
it is written and how everything works.
Howeverthe current ruleset doesnt quite do what I would like to do with my current
skirmashup, and this is not a bad thing.
A little history about me, I used to play a now out of print fantasy skirmish game
developed by the specialist game team of a very big company about fighting in ruins
after a meteor strike it also recently had a pc game out. (Can you tell what it is
yet?)
After getting back into the miniture boardgame scene I replayed the game using
proxy models.
What i realised is i wanted something more up to date and found open combat. In
order to blend the 2 games together I have read the rule book a few time may need a
few more but I have come up with some rules picked from board games and this game
in order to utilise open combat and have that same feeling from the old game.
SO without further adieu here is what i have done as phase one and it would be
really nice to have some feedback about improvements or if something wouldnt work,
im a polite guy and wont take offence. Thanks alot
Please note Ive been out an about all day so this has been written on my phone and
may have some key terms mixed up.

Weaponsmith, Magic & other skill


21 October 2016
09:27

The weaponsmith will charge the cost of each item plus d3 for services rendered.
Options available
Bayonet- bayonets can be attached to ranged weapons such as bows and crossbows
allowing them to be used as a sword or dagger for pistols(costs 1) or spear (cost 2
for additional strengthening of the weapon)
Jagged edge- A bladed weapon can be upgraded with a jagged edge (cpst 1) to inflict
bleeding damage to the target resulting from a minor or strong hit. Each hit adds
an additional atk 3 hit at the end of thenext initiative phase. For each hit place
a token next to the model in question to know how many rolls to make note bleed can
only make minor hits so treat all strong hits as minor.
Weighted hilt- Any melee weapon can have a weighted hilt for cost of 1. A weighted
hilt allows for minor hits to force back an enemy and strong hits will stun a
target
Extra Spikey Bits- Extra Spikey bits will reduce the targets def by one on minor
and strong hits for all attacks until the target next activation.
Poison- Poison only applies for 1 game for the cost of 1. Only 1 type can be
applied per weapon.
Poison Types: Lethargy- Target loses 1 speed on minor hits and 3speed on strong
hits
Pain-Target takes a Str 4 attack each turn minor hits take 1 fortitude strong hits
lose 2 fortitude.
Fear-Minor hits target loses 1 mind Strong hits traget loses 2 Mind
Weakening- Minor hits target loses 1 Strength Strong hits Target loses 1 strength
and 1 defence.
Optional campaign rules: Poison effects may continue into the next game. At the end
of the game any poisoned models take a str 2 attack on a minor hit they are
recovering but slightly affected and must carry the strong hit effect of the poison
for the game concurrent games do not affect the model. Strong hits means that the
model is in a serious condition and mist miss the next game to recover after which
they must take a str 2 hit again to see if the conditions are improved. A miss or
impasse means the model has fully recovered and no effects are carried over.
Antidotes may be purchased from a merchant at the cost of d3+1 reputation.

Magic
A spell caster must purchase the spellsonger ability to cast spells.
Carrying more then 2 spells require a spell book to be purchased.
In order to dispel magic a caster must purchase the antispell. Antispell allows a
caster to spend mind in order to reduce the dice available for a target to cast a
spell. The mind spent are converted to dice and the dispeller must roll above the
enemys roll in order to cancel the spell.

Casting a spell
Spells have a range and str value a wizard uses 1 mind to cast a spell.
The effect of a spell requires more concentration over a longer range and as a
result cost more mind:
Range 0-6 spells cost 1 mind
Range 7-12 spells cost 2 mind
Range 12-18 spells cost 3 mind

Multiple targets can be targeted by certain spells but for each additional target
the cost is increased by 1.

Missile spells are treated like normal ranged attacks

Blast type spells will effect every model within a front arc in an equilateral
triangle and cost 50% (rounding up) more mind. Ie A wizard casts fire blast at a
range of 6inches draw a 6"line drectly ahead of the target all models 3" either
side of where the line ends are affected from the points where the range ends draw
a line back to the model. All models other then the caster in this area are
affected by the spell. This spell cost the wizard 2mind.

Chain spells- A chain spell may jump to another model within half the range of the
original target on a strong or minor hit. The strength of the spell halved for each
consecutive jump.
Ie a wizard casts atk 6 chain lightning on a model 12" away, he rolls a strong and
minor hit, the strong hit jumps to a model 6" away and the mo or hits another 4"
away both models are struckk by an atk 3 hit the model 6" away is struck by a minor
hit but the model 4" away seems unaffected(what luck) . The spell then jumps from
the 6" away model another 3" to another at strength 2 etc. Note feedback or
initiative loss will not occurafter the spell jumps this result will just mean the
spell ahs no effect.

Feedback if a wizard rolls a moss they lose initiative as normal however they must
also take a hit based on the strength of the spell.

Spell type buff. Buff spells increase a models stats or heal a model for each point
increased over 1 it will cost the wizard 1 mind per point. Buffs grant 1 dice. To
buff a model the wizard may increase the dice by using more mind to a maximum of 3.
A result of 1 on these dice mean there has bee. A feedback and the wizard loses the
a point of stats that he was trying to increase a 6 means that that spell has been
aided by the magical beings of old and doubles the effect of the spell in the case
of multiple dice all effects are counted.
Ie a wizard wants to heal a compatriot within 6" he uses 3 mind to cast the spell
and rolls 3 dice the results are 1 4 6
the compatriot is healed 3 for but the wizard loses 1 wound from the feedback and
loses initiative.
The next turn he try's again but rolls 2 dice and gets a 1 1 6 an enemy wizard
attempts to dispel the 6 with 1 mind and successfully cancels it but the two 1s
still affect the wizard and the wizard loses 2 for.

Mind recovery a wizard with the spellsonger ability may use an action to channel in
order to replenish d3 mind each turn. This action cannot be dispelled.

Merchants may sell magic crystals for d6+1 reputation per crystal after a game
round. These can be used instead of mind to increase spell range or buff effects,
to cast a spell it still costs 1 mind.

Sample spells

Magic bolt- missile type str 3


Fire bolt- missile strength 4
Lighting g bolt- missile strength 2 stuns on strong hits

Fire blast- blast strength 5


Mana Blast- blast strength 3 stuns on strong hits
Poison Mist- All enemies in range suffer a strength 3 hit each turn until they are
not wounded place a fog marker in the area for 1 turn all enemies entering area
will also be affected

Inferno-strength 6 chain attack


Chain lightning-strength 4 chain attack
Mana tendrils- strength 3 chain attack -2 speed even if unwounded

Staff-may be purchased to increase the range of a spell by 1". Channeling and then
casting spells on the same turn will double the strength of the spell

Magic totem- may be purchased to add 1 dice to the spell for casting. A failure
will result in doubling the feedback effect of the spell.

Familiar- Can only be summoned before a game, once summoned it is part of the
wizard until death and doesn't count towards points or break point.
To summon a familiar a wizard rolls 3 dice any doubles means the familiar is
successful. A double 1 means that the wizard has had his brain fried and judged not
worthy, permanently half the wizards mind.
As long as the familiar is alive the wizard gains an extra mind to improve the
range of spells or increase the strength of all spells/buffs. Buffs will now count
as double and increase stats by 2 or spells will have an increased strength by 1.
A familiar dies if the wizard is KO'd in battle, if the wizard chooses to unsummon
the familiar or if the wizard chooses to sacrifice it to cancel the loss of 1 fort
in battle

Talisman- Ignore the first feedback effect in a game

Scrolls-scrolls may be purchased as a one use spell they cannot be improved and any
spellsinger can use them.

Token of a magic school- magic school tokens allow for 2extra atk on spells but the
wizard can only use spells of the same type ie mana, lightning, fire or your choice
furthermore allows for 1 dispel for free of a spell from your school of magic so
long as the opponent does not have a similar school

Other ideas: Ice magic weak spells that do speed damage, debuff spells such as
decay armour/weapon
Skills
PARRY- A character in a melee battle may attempt to parry a successful attack using
their str vs enemies str instead of str vs def a 1-means a terrible fail and the
character is opened up to a follow up attack 2-3 is a fail 4-5 is a success and no
fort is lost 6 is a wonderful parry and the enemy is forced back

Tinkerer- this grants a character the ability to upgrade specific weapons for the
party if parts are available chosen when the skill is purchased, or Tinkerer Bladed
weapons, Tinkerer Blunt Weapons Tinkerer Fletching, Tinkerer blackpowder. A
tinkerer may only focus on one weapon type at a time. Weapons can only be tinkerer
with if parts are available which can be found in the battlefield or bought for 2
reputation.
After a battle tinkerer weapons must be checked for repairs roll a dice 1-weapon is
destroyed try harder next time 2-weapon is damaged and costs 2 rep to repair 3-4
weapon is slightly damaged and cost 1 to repair 5- weapon is fine for another
battle 6weapon is mastercrafted, superior work! The weapon never need repairing
again mark the tinkerers character sheet with a tally. 5 tallies means the tinkerer
is upgraded to a weaponsmith.

Black Powder Weapons


To use black power weapons a character must buy the gunsmith ability.
Pistols- range 6" atk 4 can be purchased as a brace (buy 2 pistols)
Hunting rifle- range 18" atk 6 takes 1 action to reload
Repeater- A crank operated weapon range 12" atk 4 character cannot move before
shooting fires three shots roll each seperatly takes 2 actions to reload

On a terrible.miss the character must roll.another dice, on a 1 the gun explodes


and is permantently destroyed 2-5 is just a fizz and click and mist be reloaded 6
is a miraculous shot double the atk of the weapon for this turn but lose initiative
from the awe.

Other weapons
Crossbow pistol- Smaller crossbows can be fired every turn range 8" atk 3 can be
bought as a brace

Whip- can attack enemies within 2" like spears in melee, minor and strong hits do
not take fort but always force an enemy back

Armour
Light armour grants 1 def and 1 fort
Heavy armour grants 1 def 1 fort ignore all knockbacks but lose 1 speed
Helmet allows the user to ignore the first stun in a game

Upgrades-extra padding- grants 1 extra defence.

SEARCH
Buildings and caves may have hidden treasures in them. A character may use an
action in ruins in hope of finding these goodies.
Entering a searchable area is risky.
Roll a 2 dice in a search and take each value independently:
1 it's a trap take a d6 atk hit on a 6 character is instantly knocked down but
takes no wounds
2- d3 shiny bits useful parts for upgrading weapons
3- musty old potion gain a free potion of your choice at the end if the game
4-d3 weapons, crystal shards or a magic scroll of players choice, chosen at the end
of the game, if multiple weapons are found the player may choose to have an
upgraded weapon worth equal points (eg 3 weapons found can become a weighted sword
with a jagged edge)
5 A treasure chest 2d6 rep worth of weapons, magic gear or currency to spend on
whatever you want or saved to improve your rating
6 Mystical weapon of supreme awesomeness a weapon with 2 magical properties the
player just name the weapon in order to claim it. If sold it's worth triple normal
value.

Fallen enemies on the battlefield can be looted for one action point however if you
lose the game all looted equipment is lost

Special ability
SCROUNGER-Scrounger have eagle eyes picking apart ruins easily and able to disarm
traps and keep the parts for weapon upgrades. When searching announce the use of a
scroungers ability he/she ignores any traps on a 4+ and gains d3 shiny bits

Magic weapons:
Magic weapons are weapons imbued with the power leftover within crystals from
battles passed.
At the start of a game player may decide to use magical crystals as objectives or
additional battlefield opportunities.

Spellsingers or merchants(for a price of d6+1 rep) can upgrade weapons with magical
abilities so long as the party have enough crystals to provide the power to upgrade
the weapons. Note once imbued weapons cannot take on any other properties from
tinkering etc but if they had them before the magic crystals required are doubled.
Magic weapon ideas
Weapon of quick strike re roll the first miss in combat
Weapon of swift slaying the first wound in combat counts as double
Weapon of ignorance Reduces all mind down to 1 for a turn strong attacks reduce it
to 0
Weapon of Fire results of an impasse and force back count as an additional atk 3
round strong and minor hits force models back in addition to an extra atk 3 strike
Weapon of Ice reduced enemy speed by 2 strong attacks freeze an enemy for 1 turn
Berzerker Weapon- every wound dealt increases the atk of the weapon by one
Weapon of sacrifice each wound received increase the weapon atk by 1
Weapon of protection- grants the user additional 3defence after an impasse
Dancing weapon- unleash the weapon to fight for itself at the users strength for
the cost of 1 mind per turn. If control is lost the weapon falls to the ground
allowing it to be collected later by the first person to come across it.
Weapon of psychology: The bearer gains a psychological ability of their choice
replace the psychology with the name of the skill. Once chosen it is permanent but
may only target the model they are attacking.
Weapon of shadows: Attacks from The rear are x4 atk
Weapon of monster slaying: Monsters defence is halved
Crushing weapon: Rolls of 6 using this weapon allows for an additional dice to be
rolled
Weapon if leadership: Increases leader re rolls by d3.
Fearsome weapon: Strong hits force a model to disengage from combat
Weapon of fog: Apply fog rules to the bearer of this weapon and all models within
1" of the model

Weapon materials
These wepons cannot be bought and must be upgraded using the treasure chest results
through a merchant or weaponsmith materials are found in treasure chests 1material
is worth 3 treasure.
Obsidian weapons-grant the bearer +1 def +1atk requires 2 materials
Elven weapons- grant the bearer free attack in an impasse and +1 atk when attacking
from behind.
Requires 3msterials
Dwarven weapons grant the user +2 def and a follow up with a free attack if the
enemy is forced back requires 4materials

Optional rule Ammunition


Ammo is heavy for each game a ranged weapon user must have a quiver or ammo pouch
equipped. This carries 10shots for the game when empty they cannot use a ranged
weapon unless a search grants them a treasure chest or shiny bits( use 1 point to
replenish your ammo midgame) . Quivers must be refilled each game at the cost of 1.
Purchasing any ranged weapon always comes with a full quiver or ammo pouch
Skill deep pockets- models with this skill may carry double the ammunition in
quivers

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