Mothership Homebrew
Instant Panic Effects
Whenever you fail a Panic check choose an immediate reaction. You always get to choose which reaction occurs when you Panic, and it can be different each time.
- FIGHT: You must fight for 1d5 rounds or until the source of your Panic is killed or flees.
- FLIGHT: You flee the immediate source of your fear at full speed for 1d5 rounds or until you feel you have reached safety.
- FREEZE: You freeze in place unable to act for 1d5 rounds or until the source of your Panic is no longer present.
Someone can try to snap you out of this reaction with a relevant action, which triggers a Fear save, escaping the reaction on a success.
NPC Stress and Panic
To track Stress for an NPC make four checkboxes. Whenever an NPC would gain Stress (from a failed roll, or just from an encounter) mark a box. Each box counts as five Stress, so if they need to make a Panic check they will be rolling against 5/10/15/20. If they Panic, choose one of the instant effects above, then reset their Stress boxes (or lower it by one, or whatever).
This can act as a kind of Morale check for NPCs.
Burst fire and emptying the magazine
You may use an extra shot to gain advantage on your combat roll (same damage). You may use all your shots to automatically hit (same damage).
If you already have advantage on your Combat roll due to good positioning, etc, gain advantage on the damage roll instead.
If you have military training, firearms, or a similar Skill and make extra shots, you also gain bonus damage equal to the number of damage dice of the weapon (e.g. 3d10 DMG weapon = +3 bonus DMG).
Learning from Failure
If you fail a check while using a skill, put a mark by that skill (including skills you have no training in). The next time you would use that skill for any reason, gain an additional +5 bonus, then erase the mark.
Chases
PCs decide an action to take on a chase round as usual, it is also assumed they are running to chase or flee unless otherwise noted. PCs can chase or flee for a number of rounds equal to 1 + 1 for every 10 points in their Body save. This amount may be modified by certain drugs or cybermods according to the Warden. After this, they are temporarily exhausted, and make checks and saves with disadvantage until they rest for at least 10 minutes. If the chase goes 10 rounds or more without resolution, PCs must make a Body save each round or collapse, unable to go on until they rest. This might also apply to NPCs (rolling Instinct), if they are human or similar.
If a PC critically fails a roll during a chase they have suffered an accident, taking 1d10 damage in addition to any other effects of a critical failure. If they critically succeed, They get a second wind, gaining another round they can run without suffering a penalty.
Ammo
Ammo costs 5% of the cost of the weapon per Shot (magazine/bullet).
Encumbrance
Player characters have 5 slots for gear plus slots equal to their Strength/10 (rounded up). Bulky or two-handed items take an additional slot. Heavy items take an additional slot as well (so a Heavy, two-handed item takes three). Small (palm sized) or consumable items stack 5/slot. Negligibly small items don’t count. Worn items don’t take up slots, within reason (so a vaccsuit with magboots and a bodycam won’t count towards this).
More Gear
Weapons
Weapon | Cost | Range | Damage | Shots | Wound | Special |
---|---|---|---|---|---|---|
Grenade Launcher | 1.5kcr | Long | As Grenade | 6 | As Grenade | Uses grenade rounds. Ammo cost as Grenade per round. Under-slung variant has 1 shot and can be attached to a rifle. |
Guided Missile Weapon | 50kcr | Extreme | 4d10 (AA) DMG | 1 | Fire/Explosive[+] | Missiles have [+] on combat rolls against vehicles and [-] against human targets. Ammo cost x100. |
Long Range Sonic Device | 1kcr | Long | N/A | 4 | N/A | All targets in cone in front of weapon must Body save or become disoriented for a round. Critical failure means permanent hearing loss. |
Minigun | 10kcr | Long | 5d10 DMG | 10 | Gunshot[+] or Gore | Heavy. Must be mounted to a vehicle or stationary point to use effectively. Ammo cost x100. |
Particle Rifle | 2kcr | Extreme | 2d10 DMG | 5 | Fire/Explosives | Ignores AP rating of 7 or lower. Reduce target’s Stats and Saves by 1 on a hit. |
Rocket-Powered Grenade Launcher | 5kc | Long | 4d10 DMG | 1 | Fire/Explosives[+] | On hit, damages all Adjacent to enemy. Ammo cost x10. |
Grenades
Grenade | Cost | Range | Damage | Wound | Special |
---|---|---|---|---|---|
EMP | 400cr | Close | N/A | N/A | All electronics in Adjacent range of target are disabled. Androids must Body save [-] or be stunned and take 1d10 DMG. |
Flash-bang | 200cr | Close | 1d5[-] | Fire/Explosives[-] | On a hit enemy and all Adjacent must Body save or be stunned for a round. |
Foam | 200cr | Close | 1 DMG | Blunt force | On a hit enemy and all Adjacent must Body save or become stuck. Strength check at [-] to escape. |
Incendiary | 400cr | Close | 1d10 DMG | Fire/Explosives[+] | On a hit damages all Adjacent to enemy. +1d5 Burning (as Bleeding) |
Smart | 1,000cr | Long | 3d10 DMG | Fire/Explosives | Skitters on ground and seeks human targets. Grants [+] on combat roll. On a hit damages all Adjacent to enemy. |
Smoke | 200cr | Close | 1 | Fire[-] | Obscures an area in Close range. Can be seen in open terrain at extreme range. |
Tear Gas | 200cr | Close | 1d5[-] | Fire[-] | On a hit enemy and all Adjacent must Body save or suffer [-] on Stat checks for 1d10 rounds. |
Throwable mine | 600cr | Close | 3d10 DMG | Fire/Explosives | Delayed activation explosive. After thrown, detects motion in Adjacent range, then detonates. |
Ammo
Ammo | Cost | Description |
---|---|---|
Armor Piercing | 200cr | Treat as anti-armor for targets with 7 AP or lower. |
Breaching | 50cr | Deals double damage to infrastructure then disintegrates. |
Less Lethal | 50cr | Deals 1d5 DMG no matter the weapon. Target must Body save or be stunned for a round. |
Smart | 500cr | Ammo adjusts course in flight. Grants +10 to Combat checks. |
Tracking | 100cr | Deals minimum damage. Designed to stick on a target and emit a tracking signal. |
Equipment
Item | Cost | Description |
---|---|---|
One Time Suit | 20cr | A disposable jumpsuit made of flimsy, biodegradable plastic. Starts to fall apart after a day or two, does not hold up to strenuous activity. |
Personal Defense Drone | 20kcr | A small drone that hovers in the vicinity of the user providing autonomous defensive capabilities. Can make a separate attack once per round, dealing 1d10 DMG (Gunshot) on a hit. Combat rating: 33. Requires recharge and reloading after combat. |
Surgi-pack Kit | 50cr | A sealed and sterile plastic tray holding scalpels, scissors, clamps, and suturing materials. |