Close Quarters

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

Moderators: Rev. Sylvanus, warman45

Post Reply
User avatar
Posts: 216
Joined: Tue Jun 14, 2011 4:30 pm
Location: Conquering some random country

Close Quarters

Post by IX_Legion » Sat Jul 02, 2011 9:08 pm

Rules for fighting in confined spaces (tunnels, narrow hallways, spaceship corridors, etc.)

No melee weapons except hand weapons and spears/pikes may be used (and spears only in a straight advance--can't turn corners and attack).

All ranged weapons rifle size or larger have a -1 to hit mod when turning corners (extra time to bring weapon up and fire).

Carbine: use 3, range 8", dmag 1d6+1
Does not incur the penalty for going around corners like a rifle.

CP cost: probably 4, since it's between a rifle and a pistol.
This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

Posts: 41
Joined: Wed Feb 09, 2011 7:42 am

Post by Abaddon127 » Wed Sep 28, 2011 3:51 pm

I like it.

User avatar
Posts: 144
Joined: Mon Jun 27, 2011 5:25 pm
Location: Massachusets

Post by Ex_Bajir » Sat Oct 15, 2011 10:35 pm

What about bullpup rifles,which are typically shorter than the average rifle or carbine?
The Ex-Bajir, the last Commander of the Legio Mortis.

Post Reply