Sigfig's Houserules, abilities, and weapons.
Posted: Sat Nov 21, 2015 4:26 pm
Skills and Abilities
Sidekick:
When no allied heroic units are active, the Sidekick may perform Heroic Feats just as a hero can, with all other stats remaining the same. A sidekick cannot receive redshirts.
Cost: 1
Note: A sidekick can only be utilized if your team begins the battle with a Hero.
Commando
The Commando unit can try any of the d8 skills, but with only a d6 roll instead. A Tek can't Assist a Commando.
Cost: 1
Note: Official-ish rule?
Modular Construct
Unit loses a limb for each point of damage above its armor roll, and loses a head if there are no limbs left. Lost limbs can be reattached with no lasting penalty. Lost heads cannot.
Cost: (# of limbs) - 1
Spider Gymnastiks:
A unit with Spider Gymnastics may move or leap its movement in any direction, as long as it ends it's turn in a stable position. The unit will always land on it's feet.
Cost: 2
CC Weapons Master:
Units with CC Weapons Master have their melee dice increased by 1 size, and may use 2 angry inches.
Cost: 1
Marksman Training:
Marksman units using scoped weapons can increase their skill die to a maximum of 1d12, and their Long-Ranged Weapons have a range of 15" and deal damage d8s.
Cost: +2
Phalanx
If a Phalanx unit is in a squad with at least 2 other Phalanx units, all equipped with Heavy Shields, then they have formed a Shield Wall. Phalanx units in the squad are automatically shielded from all attacks from the other side of the wall.
Cost: 1
Immortal:
Immortal units have 2 hitpoints.
Cost:1
Note: Intended to be limited to the Immortal Empire.
Stunt Driving
May make one crazy Stunt Driving maneuver per turn, rolling a d8 against the number of inches the maneuver should deviate from normal movement.
If the roll fails, the remaining inches are given to the Enemy to use as Thrust against the vehicle at the point where the maneuver fails.
On a Critical Failure, +1d6" are added to the Enemy's Thrust.
A pilot can spend an action to increase another pilot's stunt driving die size by 1.
Cost: 1
Note: Re-write of stunt driving rules, with additional pilot bits added in.
Gunnery
Increases Skill for the operation of any mounted weapon or device to 1d8. May spend his action to give Gunnery Support to another minifig, increasing his skill die size by 1. For every turn both the weapon and its target stayed stationary, an additional bonus of +1 is added. The number of minifigs in the firing team is limited to the Size of the weapon.
Cost: 1
Note: Re-write of official rules for brevity and change in how additional gunners work.
Important:
When about to take damage, may inspire one nearby friendly unit (within 1d6") to RedShirt, taking the damage on the Important unit's behalf.
Cost: 1
Note: Designed for Political units. Cannot be stacked with Heroic Ego or Sidekick.
Leadership:
When a unit with Leadership is in a squad, all other units in the squad have their skill die size is boosted by 1, to a"' maximum of the Leader's skill die size.
Cost:2
Note: For Officers
Commander/Axis Mind:
A Commander unit can give any squad, vehicle, or unit within line of sight a one-turn Benny. When the unit is stationed at a Command Banner, the Benny may be given to anything within the Chain of Command.
Cost: 3
Note: For Generals
Tools and Weapons
Command Banner:
Any object can be designated as a Command Banner. Commanders can distribute Bennies to anything within [Size * 6]" of the Command Banner that they are stationed at. Multiple Command Banners can be linked together to form a Chain of Command, increasing effective Benny distribution range.
Cost: 1 per inch.
Jetpack
Units wearing a Jetpack now have flying movement with unlimited maneuvering.
Cost: 5
Scoped Rifle:
A turn of aiming with a scoped rifle increases a unit's skill roll by one dice size. Units With Marksman Training can stack aiming over multiple turns.
Cost: 1
Thruster Pack:
A unit with a Thruster Pack gains extra movement in the direction of it's thrust vector. Unless the unit also has flying propulsion it must end each turn in contact with a surface.
Cost: 1 per 2" Thrust.
Note: Literally the thrust rules for infantry.
Heat Seekers:
As long as the unit with Heat Seekers is active, rockets fired by the unit follow their target at their range in inches per turn. If the target uses Stunt Driving in an attempt to shake the rockets, each rocket must roll higher on a 1d4 than the number of stunt inches to maintain the lock.
Cost: 2
Body Armor
Body Armor grants +2 to Armor against all incoming attacks (but not for internal Damage). It reduces the minifig's Move by -1", and prevents swimming of any kind.
Cost: 1
Note: Re-write of official rules for brevity.
Heavy Armor
A minifig wearing Heavy Armor is even better protected, but has an even harder time moving around. A minifig in Heavy Armor is Shielded against all incoming attacks, but he is forced to move at Half Speed.
Cost: 2
Note: " "
Faction Specific:
Inspired by an old Warhead post, I have expanded upon Faction Abilities: Each faction gets 2 bonuses that fit their cliche--One that can only be used once per battle, and another that can always be used, but only under specific circumstances.
Britannian League (Credit to warhead for these):
Present, Volley Fire!
Infantry in formation may attack twice if they remain still for the turn,
Daring Deeds
Once per battle, re-roll when it really matters.
United Systems Alliance:
Superior Firepower
If a critical success is made during a skill roll for vehicle's weapon, The player may forgo overskill dice in exchange for firing the weapon again. Once per turn per vehicle.
Shock and Awe
Once per game, a vehicle may fire every weapon at a single target, regardless of power limits or operator action.
Immortal Empire:
Immortal
Immortal units gain an additional hitpoint.
Lockstep Legion
Once per battle, units in formation gain a skill, movement, or armor modifier of +[Number of units in formation].
Time-Traveling Super-Jews:
Timelock
If a unit is about to receive fatal damage, they may roll their skill die. On a roll of 4 or above, they are Timelocked for one turn. They cannot move or take any action, but cannot be harmed. On a critical failure they explode. Can be used once per unit per Battle.
Chronomancer
Once per Battle, re-roll when it really matters.
Imperial Magikistrate:
Professional Charmer
Magical units can bless or curse other units on a single SN die critical success.
Burst of Power
Once per battle, any magical artifacts in use by Magikistrate forces have their Sn die size increased by 1 for the turn.
Sidekick:
When no allied heroic units are active, the Sidekick may perform Heroic Feats just as a hero can, with all other stats remaining the same. A sidekick cannot receive redshirts.
Cost: 1
Note: A sidekick can only be utilized if your team begins the battle with a Hero.
Commando
The Commando unit can try any of the d8 skills, but with only a d6 roll instead. A Tek can't Assist a Commando.
Cost: 1
Note: Official-ish rule?
Modular Construct
Unit loses a limb for each point of damage above its armor roll, and loses a head if there are no limbs left. Lost limbs can be reattached with no lasting penalty. Lost heads cannot.
Cost: (# of limbs) - 1
Spider Gymnastiks:
A unit with Spider Gymnastics may move or leap its movement in any direction, as long as it ends it's turn in a stable position. The unit will always land on it's feet.
Cost: 2
CC Weapons Master:
Units with CC Weapons Master have their melee dice increased by 1 size, and may use 2 angry inches.
Cost: 1
Marksman Training:
Marksman units using scoped weapons can increase their skill die to a maximum of 1d12, and their Long-Ranged Weapons have a range of 15" and deal damage d8s.
Cost: +2
Phalanx
If a Phalanx unit is in a squad with at least 2 other Phalanx units, all equipped with Heavy Shields, then they have formed a Shield Wall. Phalanx units in the squad are automatically shielded from all attacks from the other side of the wall.
Cost: 1
Immortal:
Immortal units have 2 hitpoints.
Cost:1
Note: Intended to be limited to the Immortal Empire.
Stunt Driving
May make one crazy Stunt Driving maneuver per turn, rolling a d8 against the number of inches the maneuver should deviate from normal movement.
If the roll fails, the remaining inches are given to the Enemy to use as Thrust against the vehicle at the point where the maneuver fails.
On a Critical Failure, +1d6" are added to the Enemy's Thrust.
A pilot can spend an action to increase another pilot's stunt driving die size by 1.
Cost: 1
Note: Re-write of stunt driving rules, with additional pilot bits added in.
Gunnery
Increases Skill for the operation of any mounted weapon or device to 1d8. May spend his action to give Gunnery Support to another minifig, increasing his skill die size by 1. For every turn both the weapon and its target stayed stationary, an additional bonus of +1 is added. The number of minifigs in the firing team is limited to the Size of the weapon.
Cost: 1
Note: Re-write of official rules for brevity and change in how additional gunners work.
Important:
When about to take damage, may inspire one nearby friendly unit (within 1d6") to RedShirt, taking the damage on the Important unit's behalf.
Cost: 1
Note: Designed for Political units. Cannot be stacked with Heroic Ego or Sidekick.
Leadership:
When a unit with Leadership is in a squad, all other units in the squad have their skill die size is boosted by 1, to a"' maximum of the Leader's skill die size.
Cost:2
Note: For Officers
Commander/Axis Mind:
A Commander unit can give any squad, vehicle, or unit within line of sight a one-turn Benny. When the unit is stationed at a Command Banner, the Benny may be given to anything within the Chain of Command.
Cost: 3
Note: For Generals
Tools and Weapons
Command Banner:
Any object can be designated as a Command Banner. Commanders can distribute Bennies to anything within [Size * 6]" of the Command Banner that they are stationed at. Multiple Command Banners can be linked together to form a Chain of Command, increasing effective Benny distribution range.
Cost: 1 per inch.
Jetpack
Units wearing a Jetpack now have flying movement with unlimited maneuvering.
Cost: 5
Scoped Rifle:
A turn of aiming with a scoped rifle increases a unit's skill roll by one dice size. Units With Marksman Training can stack aiming over multiple turns.
Cost: 1
Thruster Pack:
A unit with a Thruster Pack gains extra movement in the direction of it's thrust vector. Unless the unit also has flying propulsion it must end each turn in contact with a surface.
Cost: 1 per 2" Thrust.
Note: Literally the thrust rules for infantry.
Heat Seekers:
As long as the unit with Heat Seekers is active, rockets fired by the unit follow their target at their range in inches per turn. If the target uses Stunt Driving in an attempt to shake the rockets, each rocket must roll higher on a 1d4 than the number of stunt inches to maintain the lock.
Cost: 2
Body Armor
Body Armor grants +2 to Armor against all incoming attacks (but not for internal Damage). It reduces the minifig's Move by -1", and prevents swimming of any kind.
Cost: 1
Note: Re-write of official rules for brevity.
Heavy Armor
A minifig wearing Heavy Armor is even better protected, but has an even harder time moving around. A minifig in Heavy Armor is Shielded against all incoming attacks, but he is forced to move at Half Speed.
Cost: 2
Note: " "
Faction Specific:
Inspired by an old Warhead post, I have expanded upon Faction Abilities: Each faction gets 2 bonuses that fit their cliche--One that can only be used once per battle, and another that can always be used, but only under specific circumstances.
Britannian League (Credit to warhead for these):
Present, Volley Fire!
Infantry in formation may attack twice if they remain still for the turn,
Daring Deeds
Once per battle, re-roll when it really matters.
United Systems Alliance:
Superior Firepower
If a critical success is made during a skill roll for vehicle's weapon, The player may forgo overskill dice in exchange for firing the weapon again. Once per turn per vehicle.
Shock and Awe
Once per game, a vehicle may fire every weapon at a single target, regardless of power limits or operator action.
Immortal Empire:
Immortal
Immortal units gain an additional hitpoint.
Lockstep Legion
Once per battle, units in formation gain a skill, movement, or armor modifier of +[Number of units in formation].
Time-Traveling Super-Jews:
Timelock
If a unit is about to receive fatal damage, they may roll their skill die. On a roll of 4 or above, they are Timelocked for one turn. They cannot move or take any action, but cannot be harmed. On a critical failure they explode. Can be used once per unit per Battle.
Chronomancer
Once per Battle, re-roll when it really matters.
Imperial Magikistrate:
Professional Charmer
Magical units can bless or curse other units on a single SN die critical success.
Burst of Power
Once per battle, any magical artifacts in use by Magikistrate forces have their Sn die size increased by 1 for the turn.