System House Rules Summary

The following house rule ideas range from drastic fixes to simple tweaks and personal preferences.

Albedo Platinum Catalyst

  1. Scrap all the push and risk stuff
  2. Consider an Ironclaw style approach to skills above rating 5.
  3. Consider adapting across to the very compatible system of Ironclaw

Black Crusade and Deathwatch

  1. Is it just me thinking Space Marine Power Armor is drastically weak in Black Crusade, Deathwatch, Only War and Rogue Trader? The AP 8 and 10 for the chest is fine for power armor for mere humans, but space marine armor should be AP 10 all over, at least, by my reckoning.

Only War

  1. Consider making the Flak Armor bonus vs blast weapons “double” rather than 5, since for most items it is only an improvement of 1 or 2 points, and some Best Flak Armor already is protection value 5. Flak Armor is supposed to be notably better against blast attacks, and since blast attacks are often very potent, plus 1 or 2 really doesn’t cut it.
  2. Consider raising the points for Regiment Construction. Possibly this should be a campaign by campaign decision. But 15 rather than 12 points seems wise. Conversely if the GM chooses the commander (a NPC after all) which is 1 or 2 points the PCs shouldn’t need to pay. 12 points and the GM provides the commander seems close. Though I would hazard a guess that generally the GM should pick the regiment type as well, to suit the campaign. Possibly this is an item for “this will need to be carefully readjusted for every individual campaign”.
  3. No stupid Imperial Guard “Scout Walkers”.

Rogue Trader

  1. Consider making the Flak Armor bonus vs blast weapons “double” rather than 5, since for most items it is only an improvement of 1 or 2 points, and some Best Flak Armor already is protection value 5. Flak Armor is supposed to be notably better against blast attacks, and since blast attacks are often very potent, plus 1 or 2 really doesn’t cut it.
  2. Some sort of allowance for PCs to provide more benefit to the ship; possibly by duplicating the effect of a component, or by giving the PCs some additional free space and power but only for class thematic components. Definitely a WIP.

Mechwarrior 2

  1. The armor simplification (and buffing) rules I elaborate at length upon in the Mechwarrior 2 page.
  2. Some sort of background free skill packaged, possibly based on homeworld and mackground (as seen in Mechwarrior 3 and Mechwarrior 4). For instance if being from a urban world gives 1 point in driving, computer use, and administration…the skills everyone on such a world would use constantly.

Mechwarrior 4

…oh heck, there are so many.

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