I've been working on a bit of an expansion for Eclipse Phase combat to make it more interesting and bring it into lines with some of the other systems out there, adding more diversity to the available weapons and giving them a bit of tweak and polish.
Right now there's only a couple of things complete, and I won't have much time to add more. That said, the idea is to give a basic preview of the sorts of things that I want to do.
First, add more variety to weapons by introducing qualities, but also codifying some simple modifications to weapons (similar to how Brand Name Weapons work in the core rulebook, but simply having static values). This will augmented with a couple new types of ammunition, which allow old-school weapons to get in on the qualities game.
Second, add a couple new weapon types, like shotguns, radiation-based directed energy weapons, and bows/crossbows. These are integrated with the qualities, to make them more simple (for instance, I enjoy disasteroid's shotguns, but I find them a little too complex for most of my group to actually learn to use them).
Third, make combat more fun for high-end characters (and give them additional ways to shine), by adding in maneuvers. For the most part, this will focus on unarmed and melee combat, to give them some love, but there are additional things that I would like to do with it (such as the Combat Maneuvers for kinetic weapons already included in this .pdf).
Finally, include more rules for how some fringe things work; I plan to redo explosives making them more Shadowrun-esque and giving them more variety and defined features. Radiation will see more mechanically defined effects.There will probably also be some armor things, though I feel like EP has decent armor already.
I might also add in some things that I just want to include that aren't combat focused but that come up in my campaigns and might be interesting.
Users of AUGC will find that they have greater options in terms of weapons, including exotic weapon skill weapons, and that highly trained characters will enjoy a massive boost in lethality. There will be a distinction between combatants and non-combatants.
There will also be more of a focus on including some Pre-Fall weapons, including appropriate rules for early 21st-century and late 20th-century weapons (anything you might see on a scum barge).
Feel free to make requests for things that you'd like to see added, tweaked, or changed.
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An Ultimate's Guide to Combat
Tue, 2015-04-07 22:02
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An Ultimate's Guide to Combat
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