Ghostbusting supplement

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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samuelzz10
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Ghostbusting supplement

Post by samuelzz10 » Tue Nov 27, 2012 12:35 am

Hey guys it's me, beloved forum member samuelzz10! (not) I just made this a few hours ago, so it could use some improvement. Enjoy

First off, ghost buster stats:
GHOST BUSTER
Armor: 1d6+3 (attacked by living creatures) 3d6 (fighting ghosts)
Skill: 1d8
Move: 6"
Abilities:
Contractually obliged to not kill living creatures:
A ghost buster can only attack the dead.
Eyes of the dead:
Even though they wear special goggles, they are the only ones that can see ghosts.
Mekanik:
IS NOT THE SAME AS NORMAL MEKANIK! can only repair damaged equipment

Now, scenario and weaponry:
The scenario ties in with about any battle, but here are teh rules. Whenever a 5th unit is killed, their ghost appears on the field. use what you want to represent one. A ghost can posses the living, and in that case the ghostbuster has to kill him, unless he is a hero or higher. in that case, he is just stunned for 2 turns after being cured. A ghost can also provoke animals and haunt machinery. feel free to make several preset ghost stats that do specific things. A team cannot win a game until all ghosts are killed. If even one is standing, you lose. Ghostbusters are limited to 4 per team. If all busters die, you lose.

Weapons:
Proton pack: not really a weapon, but without one a ghostbuster cannot kill ghosts. If it is destroyed, and it isn't repaired within 3 turns, a 20" radius 4d10 explosion occurs.
Proton cannon: a weapon used to kill ghosts. It is 2d6, and it can kill ghosts, vampires, zombies, and mummies. (also skeletons) If 2 ghostbusters cross the beams, a 4d10 20" radius explosion occurs. It can kill the living, but then he has to banhammer himself because he disobeyed his contract.
Goggles: what allows ghostbusters to see ghosts. They are the only ones that can use them, but even then if they are broken they have to roll over 4 on a 1d6 to see a ghost, in sight, not 360 degrees.
Slime cannon: same weapon as Proton cannon, but it takes a turn to change ammunition. it can slow vehicles.
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Unlimited Overkill
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Re: Ghostbusting supplement

Post by Unlimited Overkill » Tue Nov 27, 2012 1:12 pm

This looks confusing... :?

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DeltaV
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Re: Ghostbusting supplement

Post by DeltaV » Tue Nov 27, 2012 1:24 pm

samuelzz10 wrote: Contractually obliged to not kill living creatures
What the fuck. What kind of insane employer would do that.
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Re: Ghostbusting supplement

Post by Falk » Tue Nov 27, 2012 1:27 pm

DeltaV wrote:
samuelzz10 wrote: Contractually obliged to not kill living creatures
What the fuck. What kind of insane employer would do that.
:mystery:
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Re: Ghostbusting supplement

Post by samuelzz10 » Tue Nov 27, 2012 5:49 pm

Falk wrote:
DeltaV wrote:
samuelzz10 wrote: Contractually obliged to not kill living creatures
What the fuck. What kind of insane employer would do that.
:mystery:
I feel like if he could kill anybody, he would no longer be special unit, but one with a cool gun instead. Anybody can hold a cool gun, but a special ability makes it better. Besides, he still is killing, but just killing the killed instead.
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