Firebase Alpha's
Waste World
House Rules
by
The Waste World Mailing List

Revised Marital Arts
If you enjoy martial arts battles, check these out. Felix playtested these revisions with his own group, in an effort to make the fights flow more smoothly.

Languages of Avernus
Did you ever wonder what languages are spoken in the Wastes and the Metrozones? If so, here's Len Tracey's take on the subject.

Special Powers
There are more mutant and alien abilities among the inhabitants of the Wastes than are presented in the Waste World rulebook. Here's a sampling of what else you (or your enemies) may have going for them.

Psionic Powers
Psychers are a strange and terrifying breed, wielding powers barely dreamed of by true men. Here you'll find a catalog of some of the more unusual powers at their disposal.

Drugs
Everybody's favorite source of illegal hobbies and fundraising. Here's a sampling of some new rules for making them much more dangerous.

Explosives Damage
As they currently stand in the Waste World rulebook, grenades and rocket launchers aren't worth the credits you have to spend to purchase them. So here's my fix. As direct fire weapons, rocket launchers do 8M damage. Accuracy counts.

Grenades work a little differently. HEX grenades do 4d6+2 damage. Plasma grenades do 4d6 damage, and ignore all armor except force fields and powered armor. They also get more destructive in confined areas. If the grenade goes off in an area smaller than it's blast radius, the grenade ains +1M for each meter the area is smaller than the blast radius. (That is, a grenade with a 3 meter blast radius does +1M in a 2 meter room and +2M in a 1 meter room.)

What's that, you say? Grenades don't have damage multipliers? Sure they do. All grenades have a 1M, on top of doing dice of damage. After all, 1(4d6) is the same thing as saying 4d6.

Armor Degredation
When you get in a firefight, your armor is going to get damaged. There are two ways to simulate this: the easy way and the complex way. In either case, the AR of armor needs to be kept track of for each location it protects. This keeps it protectig you a little longer.

Here's the simple method. If you get hit with a megasuccess (that is, your opponent rolls a natural 20 on his hit roll), your armor loses 1 AR in a random location.

The complex method operates in this manner. Each time you take a hit, determine location and then roll 1d20 plus the armor's AR minus the damage that penetrated the armor. On a successful roll, the armor is undamaged (and the damage you take is due to transmitted shock). If the roll fails, the armor loses 1 AR (and the damage is due to actual armor penetration). If the roll is fumbled, the armor loses 2 AR.


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