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1Forge
2016-07-21, 03:53 PM
I've been working on this for a while with a couple other threads and with my local players here's the main rule set. Formatting might have some issues so sorry I'll fix it eventually.
Weapons:
(For martial weapons use the regular 5e table)


Kinetic Weapons Damage Range (yds) Other

Pistol (Revolver) 2d8 Piercing 50/120 reload (6 shots)
Pistol (Automatic) 2d6 Piercing 30/100 reload (15 shots)
Shotgun 2d8 Piercing 30/90 reload (5 shots)
Rifle (Bolt-Action) 2d10 Piercing 100/240 reload (5 shots)
Carbine (Semi-Auto) 2d8 Piercing 25/240 Burst Fire, reload
Railgun (small) 4d10Bludgeoning 80/240 reload (1 shot) 2-hands
RPG 5d6 Peircing 300/400


Energy Weapons Damage Range (yds) Other

Ion Pistol 1d6 Lightning 10/30 non-lethal
Ion Blunderbuss 1d8 Lightning 20/40 non-lethal
Laser Pistol 3d4 Radiant 60/150 (half damage past optimal range)
Laser Rifle 3d8 Radiant 100/300 (half damage past optimal range)
Anti-matter Pistol 6d6 Necrotic 60/140
Anti-matter Rifle 6d8 Necrotic 120/360


Vehicle Weapons Damage Range (yds)

Compact Railgun 8d10Bludgeoning 300/600 reload (1 shot) Massive
Compact Laser 8d8 radient 400/700 (half damage past optimal range)
Mounted Laser 10d8 radient 550/850 (half damage past optimal range)
Mounted Railgun 10d10 bludgeoning 500/800
Heavy Laser 15d8 radient 1.5 miles
Heavy Railgun 15d10 bludgeoning 1 mile
Missile Launcher 10d12 peircing 500/800

Weapon modifications:
Scope: A scope effectively doubles the maximum range of any weapon that can use a scope.(The weapon will suffer disadvantage at ranges below 15ft)
Heat vents: Heat vents allow thermal weapons to prevent damage from overheating.
Extended barrel: An extended barrel allows the user to increase their effective range by half of their origional. (The weapon will suffer disadvantage at ranges below 15ft)
Bi-pod: Bipods give advantage to attack roles while the user is aiming at a target within their optimal range. (user must be prone,and must use a bonus action to set up & aim)
Targeting computer: Targeting computers can be installed into individual weapons on a vehicle allowing them to automatically target and fire at targets independently of the pilot.

Sci-fi Armours:
Light Armour AC Durability
Improvised armour 11 3
Industrial Kevlar 11 5
Fiber mesh 12 6
----
Medium Armour
Combat vest 13 7
Armoured Plates 14 9
Body Armour 15 9
----
Heavy Armour
Habitation suit 14 7
Reinforced Habitation suit 15 8
Powered Armours (see below)

Improvised armour: Improvised armour is the simpelist and cheapist form of armour, often made of regular clothing with salvaged materials attached for protection.
Industrial Kevlar: Kevlar is a very old form of anti-ballistic protection, phased out of the military long ago, it still serves some use in industry and manufacturing though so one can aquire it without much difficulty.
Fiber mesh: This composite weave of different material fibers, quickly replaced kevlar as soft body armour due to it's greater durability,and inexpensive production. Earths old space initiative further adopted this material to be integrated into vacume sealed jumpsuits for short exposure in space enviroments.
Combat vest: Combat vests are vests specifically made for law enforcement officers. Most commonly made of the same fiber composites as vacuum sealed suits, combat vests use many more layers than normal, sealed with a military substance to provide extra protection.
Armoured plates: These plates are also often usedby law enforcement, due to effectiveness and ease of production. These plates are made of a composite that is placed onto a special vest designed to hold them.
Body armour: This form of armour was origionally dismissed by the military due to the limitations of weight most sufficiantly strong materials posed, consisting of a fully articulated suit of metal lacking any assisting technology these armours rely on the relatively light materials and the fitness of the user. Difficult to come by body armour is primarily used by the military.
Habitation suits were designed after the origional space suits of earths history, including many of the advancements humanity had made sience then these suits have sustained a human life for five days at the greatest without refreshment.





Home varient rules:
Close combat: Upon entering close combat (similar to a grapple) you make an attack role vs their reflex roll if you suceede the check you are considered in close combat and have advantage on all attack roles with knives, sickles,and light clubs. When in close combat two handed weapons (and all ranged) cannot be used (exept as one handed improvised weapons) all other weapons (unless your DM rules otherwise) have disadvantage to hit. Close combat can only be initiated with an adjacent target. This takes your movement action, and can be escaped via grapple, a shove, or a retreat of 5 ft.

Hacking/Security
Hacking
Any digital device with wireless capabilities can be hacked, and ones that don't may also be under the right circumstances. To hack one makes a skill check using their computers skill (based off int) if another person is making an active attempt to counter a hacker this may become an opposed skill check, but in most cases it is against the devices base challenge level. After succeeding the hacker may again make a skill check to make it more difficult to detect the breach of security, that skill check then becomes the DC that a device's diagnostic or another user must overcome to detect the hackers influence.
Viruses
Viruses can be created by a hacker, this usually takes at least a long rest but exemptions can be made depending on the nature of the virus, and the security of the targeted device. For each task the virus is presented with the creator must spend a long rest and make a computers skill check, the skill checks value subtracting the proficency modifier becomes the viruses DC that the target must beat to nullify or detect the virus (depending on the nature of the virus).
Security
Cyber security comes in many forms but almost any device has a firewall. Firewalls set a base DC that a hacker or malicious software must exeed to effect the device. Once the firewall had failed though a device may run a diagnostic to detect and possibly destroy any invasive software.
Level 1 diagnostic: The quickest of the diagnostics a level 1 scan takes one round to complete and will detect any unwanted activity that does not exeed a DC of 10, any malicious software that does not exeed a DC of 5 is contained. A level 1 diagnostic will not destroy the threat but rather inform the user. Most devices can initiate these diagnostics automatically.
Level 2 diagnostic: This diagnostic takes at least a short rest to complete. A user can continue to use their device while this diagnostic runs with little side effect (the device is considered laggy). This diagnostic will detect anything that does not exeed a DC of 15. This diagnostic will contain in ny unwanted program failing to exeed a DC of 10 and destroys any malicious programs that do not exeed a DC of 5.
Level 3 diagnostic: This diagnostic requires a long rest to complete detecting any program that does not exeed a DC of 20 containing anything below DC:15 and destroying unwanted programs below a DC of 10. This diagnostic does not allow the user to operate their device at all for the duration.
This is still incomplete but I figured it'd post it for review, and so my payers could access it more easily. (this part of the rules lacks the classes and races my setting utilizes.)

Calen
2016-07-23, 07:41 PM
Bi-pod: Bipods give advantage to attack roles while the user is aiming at a target within their optimal range.

Unless you mean for there to be a setup for the bipod this is a pretty big bonus at no real cost.

Maybe: To use a bipod requires an action to set up. While in a 90 degree cone that you designate when you set up the weapon you have advantage on all attack rolls within optimal range. Attacks at long range do not suffer disadvantage.

1Forge
2016-07-24, 04:08 PM
Unless you mean for there to be a setup for the bipod this is a pretty big bonus at no real cost.

Maybe: To use a bipod requires an action to set up. While in a 90 degree cone that you designate when you set up the weapon you have advantage on all attack rolls within optimal range. Attacks at long range do not suffer disadvantage.

Yes to clarify users would also have to be prone to use it. But the cone and setup time might also be good additions, do you think that a movement action would be appropriate?

Calen
2016-07-24, 05:54 PM
Yes to clarify users would also have to be prone to use it. But the cone and setup time might also be good additions, do you think that a movement action would be appropriate?

Generally 5e doesn't have a cost associated with a move action. You can move on your turn but everything costs an action or a bonus action. If you are also going to require prone. (And therefore the cost of getting up later) then I think that a bonus action could be appropriate.

Also have you considered adding suppressors?

1Forge
2016-07-24, 08:25 PM
Generally 5e doesn't have a cost associated with a move action. You can move on your turn but everything costs an action or a bonus action. If you are also going to require prone. (And therefore the cost of getting up later) then I think that a bonus action could be appropriate.

Also have you considered adding suppressors?

Yes I am but first I'm figuring out what rules to use for them. A lot of people think suppressors are silencers so I need to figure out how loud guns are in game terms first. Any suggestions on the matter?