Sunday, August 14, 2005

House Rules (Spycraft 2.0)

(All house rules subject to change if they don't balance as expected)
1. Request Checks (p. 214) - Players do not need to spend action dice to make a request check in the field, as long as they have a Reserve gear pick ready. In addition, the DC of a Request check is 10 + (5 x the item's Caliber), giving a range of 15-30 (instead of 10-40). All other rules regarding Request Checks remain the same, including the delivery time and the need to have communications to make one. Any special ability or feat that gives the character a request check without spending an action die instead becomes an automatic success on the Request check roll.

2. Grenades (p. 261-262, p. 284 chart) - Grenades are considerably more dangerous than the standard rules indicate. Instead of the damage listed, the following is the damage for grenades in my Spycraft campaign: Fragmentation Grenade 15+2d10 explosive (17-35 instead of 4-40), Thermite Grenade 10+2d10 fire (12-30 instead of 3-30), White Phosphorous Grenade 6+2d6 fire (8-18 instead of 3-18). All other hurled weapons remain the same. In addition, the DC to hit a square instead of a target is 15 (detailed on p. 328 and nowhere else), the rules on blast attacks are on p. 343-344 and rules on explosive damage, including the Reflex roll to avoid or lessen it, are on p. 336.

3. Autofire (p. 354) - Autofire grants a +1 bonus to attack per volley fired, rather than a -1 per volley. The maximum number of shots that can be put into the target is equal to the attacker's Base Attack Bonus, or the number of volleys fired, whichever is lower.

4. Strafe (p. 360-361) - Each target opponent gains a cumulative +1 bonus to Defense, instead of the cumulative +2 to Defense listed in the text. In addition, the Defense bonus caps at 20 - (Attacker's Base Attack Bonus). This also changes the Autofire Supremacy feat (p. 180), which changes to "each target opponent gets a flat +2 bonus to Defense instead of one that increases with each shot."

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