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An Ultimate's Guide to Combat

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SquireNed SquireNed's picture
An Ultimate's Guide to Combat
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.
AttachmentSize
PDF icon AUGC first release. Contains shotguns, archery, weapon qualities, and some basic maneuvers. Embedded .odt!105.25 KB
PDF icon Second release. Has some updates. Green text refers to future additions, blue text will be removed. Tables at end.134.35 KB
PDF icon Third version. Adds radiation, EMP weapon stats, and a couple other things. Hotfixed twice.145.44 KB
PDF icon More weapon stats, power sledge, fire. Slight tweaks and improvements.164.2 KB
PDF icon Fire is expanded, new weapons, ammunition variety, first fluff.219.55 KB
PDF icon AUGC6, with more fluff, slightly more balanced high-end weapons, new morph, glow glands, ugly fixed TOC.256.21 KB
PDF icon Missile launchers, grenade launchers, self-launching seekers, flares.272.38 KB
PDF icon Added defab rounds and the designated marksman rifle. Fixed DMR error. More guide.300.43 KB
PDF icon More fluff, radiation weapons and seeker rounds, maghook, radiation shielding for armor, something I forgot.383.21 KB
PDF icon Includes HEP weapons, new improvised/covert firearms, and fluff. Probaly other things that I forgot.444.36 KB
PDF icon New beam weapons, sleeve gun, synthmorph radiation effects, and arrow types since 10.486.25 KB
PDF icon General improvements, added in APEX Nanosuit and CBRNN Suit, Grenade Launcher tweaks. Caliber Adaptation still needs work.513.07 KB
PDF icon Bombs away! They're not pretty, but they're in. I still need to whip up some pre-made bombs.576.69 KB
PDF icon AUGC 11 Preview; explosives aren't entirely completed, but there are a number of pre-made bombs and new rajput weapons.581.18 KB
PDF icon AUGC 11; 3 new morphs, 1 new exotic weapon, a handful of fixes, intro fiction, a new augmentation, and more.670.83 KB
PDF icon AUGC 11a includes some fixes and tweaks, as well as alternate spray weapons rules.643.91 KB
thebluespectre thebluespectre's picture
Great so far!
I know a guy whose PC uses a longbow, so this is a great PDF to have. I think he's going to like the Smartbow…
"Still and transfixed, the el/ ectric sheep are dreaming of your face..." -Talk Shows on Mute
SquireNed SquireNed's picture
thebluespectre wrote:I know a
thebluespectre wrote:
I know a guy whose PC uses a longbow, so this is a great PDF to have. I think he's going to like the Smartbow…
Tell me what he thinks of it. I'm a little worried about where it falls on power; I plan to buff it up by putting in special arrows (essentially, it will be able to use any custom ammunition more or less wholesale, plus include features that a bullet is too small to take advantage of). EDIT: I'm adding in some bioware/cyberware. One is a "whiplash tendril" bioware, which is useful because it allows for ranged touch attacks (I have an NPC non-exsurgent async who needs to be utterly terrifying with his Psychic Stab power), and it plays into some of the new melee combat overhaul that I still haven't actually started on. The other is a "Mjölnir System", which is essentially a one-shot very fast jetpack (not inspired by something Adam Jensen does in the new Deus Ex game's trailer, nope not at all, move along). I also wrote up some weapon manufacturer designs, though I think I'll scrap those in favor of focusing on allowing more flexibility in weapons.
Panoptic Panoptic's picture
Some neat ideas. I like the
Some neat ideas. I like the shotgun rules.
On 'IC Talk': Seyit Karga, Ultimate [url=http://eclipsephase.com/comment/46317#comment-46317]Character Profile[/url]
SquireNed SquireNed's picture
Shotguns
I will probably be buffing the shotguns and bows (though we'll see; I'm gonna mess around with bows a little more in my games). I'm adding in cone attacks to allow for dragon's breath shotgun rounds (aka nanite-b-gone), and some energy weapons. I've also added EMP weapons, and I have write-ups on my phone for a "power sledge" (actually more inspired by Red Faction: Guerilla than the Fallout-esque name implies), and a maghook. EDIT: Semi-new version is up. All the tables have been pushed to the end (formatting was getting crazy), and there are new things. I kept in a short thing about weapons manufacturers that I messed around with, though I think I'm going to remove it because I couldn't get it to work like I wanted it to. Cone attacks are not yet fleshed out, but I'll have a "hotpatch" up in the next hour and a half to get some more stuff in. EDIT 2: Patched version up. Also, Eclipse Phase doesn't seem to have any explicit rules for taking cover, at least as far as I can find.
Trappedinwikipedia Trappedinwikipedia's picture
The cover rules for EP are on
The cover rules for EP are on page 203 of the core rules, under "shooting through" and the tables nearby. Some feedback, mostly the stuff I don't really like. Reliable is a bog down rule, I don't really like the idea of rolling 10D10 drop 5 lowest multiple times per round (with upgraded speed, which is common). I think changing it to a static modifier such as +4 or +5 damage would help with that, or changing it to be a single extra die of damage. Combining both would work I think, say make the basic shotgun statline 2d10+6 or 2d10+8 with a single extra die rolled (and the lowest dropped). The same thing goes for unreliable, that time adds up and doesn't add much to the game imo. Blasts and cones already have rules, so unless you intend to replace them I'm unsure why you added some. That said, they do work differently, so perhaps you did intend to replace them. IMO the profile of a frag micro missile is probably a pretty good approximation for a frag round coming from a shotgun. Bows seem a little too expensive, as they're pretty much purely mechanical things I think they could easily be no more expensive than moderate. The Whiplash tendril seems to be missing a price. Combat drills seem to have very easy to get requirements, and appear to completely invalidate the normal rules in many situations. I think they're a bit too crunchy for the EP system myself. I think they're kind of neat, but they don't seem to mesh very well with the rest of the system. Maybe the melee ones will mesh better, as there are fewer things which already exist for them? I'm a little skeptical of EMP weapons, but that's probably more semantic than anything else, a write up of what they actually emit might be helpful, as they seem the be pretty similar to microwave agonizers right now. I do like a lot of it, so anything I don't mention here is probably something I like.
SquireNed SquireNed's picture
Ah, I didn't necessarily mean
Ah, I didn't necessarily mean that there were no cover rules, rather that there are no rules for moving into/out of cover. I try to use extant cover rules as much as possible. Hopefully people won't be rolling 10d10 reliable; the purpose of reliable is to mimic the tearing quality in Dark Heresy, which I've seen used a lot. It's not a strict drop lowest system; it's linked between the two—at the table, I roll two dice at a time to simulate the effects, then pick the better one. It takes a while, but not so much so to be crippling. Unreliable is something I'm actually thinking about dropping, mostly because I can't think of any time when it'd realistically be applied. Frag rounds in shotguns are designed with the idea that they're 12-gauge shells (I sort of pretend that the shotguns are 20-gauge/12-gauge, but that's not exactly accurate), which gives them ~18mm diameter, while I treat microgrenades/missiles as 25mm and grenades/missiles as 40mm diameter rounds respectively. This isn't necessarily true to canon, but it's why the frag rounds in my shotgun do a little less damage than the respective microgrenade. The blast and cone weapon qualities are intended to simulate different things than the original rules do. I probably should rename them; it'd be easy to switch blast over to "area" or some-such, but it's hard to think of another word for cone. Cone weapons in AUGC tend to be focused on saturation (flamethrowers, EMP blasts), rather than making specific numbers of attacks. They, once again, are Dark Heresy inspired. Whiplash tendril and bows now have more appropriate prices; no bow costs more than Moderate, and I added some fluff text about dipping arrows in toxins (frog bite, anyone?). The party async got downed with some BTX-squared last session, and I intend to let him relive that trauma soon (hopefully vicariously, but you never know). Remember that combat drills require not just the rating, but a number of invested skill points equal to that amount. I've increased them all by 5, because for the most part they were still too low, but I'm also contemplating making them require CP/Rez, though that's added bookkeeping. EMP weapons are intended for nanoswarms more than anything; they start doing 2d10+2 with the pistol, 2d10+6 Reliable for the rifle, and go on up to 3d10+8 Cone 40/10 with the saturator. I'll also be including rules for hardening antennae against EMP, which will be useful for people who still want to have long range radio after close encounters with EMP weapons. A more descriptive writeup is dependent on me getting around to it, but I added some more details after consulting one of my players, a physicist who was very willing to provide advice in exchange for his neo-avian not being referred to as "skeet". I've put a new version up with better prices, slightly revised bow stats (they might be getting a little too much AP), and more, including terrifying rules for radiation poisoning. EDIT: Oh yeah, another reason why reliable is in there is because it prevents the weapon from doing absurd over-damage; shotguns firing flechettes won't ever out-damage a bullet-firing weapon that gets good rolls, but they probably will do more damage than it on average. EDIT 2: I also need to rewrite most of this stuff; the (mostly still waiting to be added) intra-diegetic parts are going to be written by an Ultimate (capitalization?) mercenary (and commentators who have their hands on it, a la Shadowrun), and the extra-digetic parts are going to be written to a higher standard than my sleep-deprived 18-credit hour mind allows, which means that we'll have to wait for my school to let out for significant editing. Akin to other Eclipse Phase books, I'll have a lengthy discussion section, and then separate the crunch into its own section at the end.
Trappedinwikipedia Trappedinwikipedia's picture
The only time that 10d10
The only time that 10d10 would happen (I think) is with an assault shotgun firing full auto, but a suitably tweaked PC could do that 3 times per action turn, which would slow. I like the rewrite of it, the flexibility to switch over to a simpler system in comparatively rare cases is good. I think my concerns have generally been pretty well answered. Maybe something like "torrent" or "saturation" could be a good name for the rule currently named cone? I'm kind of conflicted about the drills, because they make sense, and the entry prices feel about right, but they're a pretty big change to the combat system. I'd probably have to actually get a combat-heavy session or two in with them to really decide. They may not be a problem at all, and they might be a good addition. I really like the radiation rules, the only thing I might do would be adding rules for medichines allowing faster recovery (or making those rules explicit), as they're kind of involved already in the description. All it probably needs is a quick blurb about the halved healing times granted by medichines apply to radiation poisoning (unless you want them not to work on it) The EMP weapons seem pretty good, and sound pretty similar to the microwave agonizer, it might be interesting (but maybe a bit over the top) to give them similar pain-causing rules.
SquireNed SquireNed's picture
Trappedinwikipedia wrote:The
Trappedinwikipedia wrote:
The only time that 10d10 would happen (I think) is with an assault shotgun firing full auto, but a suitably tweaked PC could do that 3 times per action turn, which would slow. I like the rewrite of it, the flexibility to switch over to a simpler system in comparatively rare cases is good. I think my concerns have generally been pretty well answered. Maybe something like "torrent" or "saturation" could be a good name for the rule currently named cone? I'm kind of conflicted about the drills, because they make sense, and the entry prices feel about right, but they're a pretty big change to the combat system. I'd probably have to actually get a combat-heavy session or two in with them to really decide. They may not be a problem at all, and they might be a good addition. I really like the radiation rules, the only thing I might do would be adding rules for medichines allowing faster recovery (or making those rules explicit), as they're kind of involved already in the description. All it probably needs is a quick blurb about the halved healing times granted by medichines apply to radiation poisoning (unless you want them not to work on it) The EMP weapons seem pretty good, and sound pretty similar to the microwave agonizer, it might be interesting (but maybe a bit over the top) to give them similar pain-causing rules.
Oh, right. I forgot to do the doubling math (I thought you were talking about actually rolling 20 dice, after the reliable effect is added to ten dice to begin with, because night-time me is not into math). The simpler system should allow for more speed, though it undoes some of what reliability is meant to do (smaller range of possibility, but greater chance of getting good results). Saturation has been adopted instead of cone. Technically, there's nothing to say that it isn't just a rectangle emitting from a character, but in practicality I don't think there's a huge chance for it to make huge differences. Drills are still untested; none of my players had access to the book last session, and I didn't put in any NPC's who were sufficiently skilled with kinetic weapons and had a reason to whip them out. They will likely be tested soon. Expressly forbade medichines from aiding recovery; radiation exposure has a negative impact on nanites. Radiation poisoning is scary, and the levels of radiation that we're talking about are pretty severe (for reference, I doubled the actual doses required for ARS, and excluded the lowest level of ARS from the chart entirely). EMP weapons can now moonlight as microwave agonizers (they actually function similarly, except for at much higher power for significantly shorter pulses). The difference is that unlike microwave agonizers they do not have a roast setting. EDIT: Oh yeah, I've added new stuff. Fire, rules for threshold attacks (for future additions to EMP and firefighting), dragon's breath shotgun rounds, added in rules for variable weapon qualities, stuff like that. Also added the power sledge and the Unwieldy quality (for use with some more dakka that I've got planned). EDIT 2: Firefighting, more threshold attack rules (still not done with the EMP overhaul), the first "fluff" bits with a military strategy guide, new kinetic weapons, hypervelocity/subsonic ammunition, alternate caliber, and more all appear in the fancy fifth release. I need to add in range tables. There are now 21/24 (railguns, amirite?) new weapons in AUGC, and I still haven't put in the maghook (which is a tool, not a weapon). EDIT 3: Still trying to work on radiation for synthmorphs, if anyone has ideas. EDIT TO THE EDIT: Actually, it sounds like modern electronics handle 5-100 gray by default. Hardened electronics start at 1k gray or more, which is the point at which biomorphs will basically be toasted and done, even with radiation resistance. The fluff clearly states that synthmorphs are affected by radiation, so it'll likely be something to do with cyberbrain dysfunction. Unfortunately, most of the things I write will not really be realistic for optical electronics, which don't have the same issues as silicon-based systems, but they'll be based around mechanical balance. EDIT 4: No radiation for synthmorphs, but I fixed the TOC up a little, rebalanced some of the new guns, polished grammar and content throughout, added more content to the introductory military primer, and added the Rabbit, a hardy biomorph made for recon and scouting in almost any terrestrial environment. I also added in range tables for the weapons, and an appendix containing "why I put things in", plus a couple of minor additions throughout.
Trappedinwikipedia Trappedinwikipedia's picture
I'm liking the stuff added in
I'm liking the stuff added in this release, I'm working something pretty similar, so this saves me work on certain parts of it as I can just tell players to use this for reference. The Heavy machine gun has a typo in its table, where it only lists SA as a fire rate. I become a bigger fan of this add-on with every release, good job with it.
SquireNed SquireNed's picture
Fixed that. What parts are
Fixed that. What parts are you using in particular, if you don't mind saying, so that I can know what to focus on? EDIT: I've actually posted a new version with full-sized missile launchers and grenade launchers, as well as flare ammunition and self-launching mini/micromissiles. Talk about smart ammunition.
UnitOmega UnitOmega's picture
I will say that I am also
I will say that I am also aggressively cherry-picking from these materials (especially the heavier weapons and some of the exotics) to roll into my personal cheat-sheet materials which me and my players use. It involves a lot of concepts that I find interesting or useful, except I didn't have to think of it myself, and I have somebody else to blame if it's not balanced! (I'm joking about that last part, obviously. This material is pretty good, and I openly admit to stealing some of it. The more complex elements probably aren't for me and my group [Seriously, I get enough lists and tables of weapon qualities and tags in my XCOM Homebrew], but it's still good work. I am aggressively following this work)
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
SquireNed SquireNed's picture
Updated
So I decided to add the Designated Marksman Rifle to the arsenal; a hybrid of the sniper rifle and automatic rifle, it has better portability than the sniper and has burst fire, but lacks the same kick. I also added weapon mods to add semiautomatic fire to weapons that lack it, as well as the converse (automatic or burst fire to weapons that lack it). This reflects everything we know about modern firearms manufacture and trends in weapon stabilization—the main thing that keeps snipers balanced is their need for two hands and miniscule ammunition amount. These are also somewhat pricey as far as firearm mods go, simply because they're pretty hefty rebuilds of the fire control groups on weapons, and for balancing purposes. I also figured I'd make some fancy new ammunition. Defab rounds consist of fast-acting nanites and chemical compounds (they burn out after only seconds) that attack most armoring materials by weakening them. They do little damage (projectiles fired from a traditional firearm do some damage, but seekers do no damage other than reducing armor), but can weaken any targets for *at least* the duration of the battle. Good against armored vehicles. They also affect bioweave or robotic armor implants, which means I should add ways to repair those.
Kojak Kojak's picture
I love this stuff and will
I love this stuff and will definitely be using it in my campaigns. Just FYI, on the weapon stats table at the end, the AP is wrong for the rail DMR (you have it as -3 instead of -13).
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
SquireNed SquireNed's picture
I assume that the PDF issues
I assume that the PDF issues that were in your original post were resolved? I did actually bump the PDF export settings panel, but I don't think I did things; that doesn't mean I didn't. New version is up. Includes fixes and some content that I was really hoping to wait to push until the next thing (aka tomorrow), but you're worth it.
Kojak Kojak's picture
The issue I was having was
The issue I was having was that I'm a baked idiot and I forgot I already had the PDF open and thus couldn't save the updated copy over it.
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
thebluespectre thebluespectre's picture
left out on purpose
I assume that you didn't want to design hard stats for the radiation weapons, for the same reason the core book does not stat out the exact damage rating for an antimatter detonation other than "Chunky Salsa". My base assumption is that every direct hit with one would push the radiation poisoning one category higher.
"Still and transfixed, the el/ ectric sheep are dreaming of your face..." -Talk Shows on Mute
SquireNed SquireNed's picture
Kojak wrote:The issue I was
Kojak wrote:
The issue I was having was that I'm a baked idiot and I forgot I already had the PDF open and thus couldn't save the updated copy over it.
I do that pretty much all the time; I have a tendency to make the first draft of the PDF, check it out in a PDF reader, then try to save the second draft on top of it.
thebluespectre wrote:
I assume that you didn't want to design hard stats for the radiation weapons, for the same reason the core book does not stat out the exact damage rating for an antimatter detonation other than "Chunky Salsa". My base assumption is that every direct hit with one would push the radiation poisoning one category higher.
Not necessarily. Radiation weapons aren't statted out yet because I'm lazy and don't want to do the exact calculations. Most radiation weapons run from 1-4 grays per hit (which is pretty bad for a biomorph, but likely negligible for synthmorphs), with rifles and seekers hitting for around ten grays, and then full missiles and the like hitting for 30ish. It's not quite chunky salsa, but you can see it from here. EDIT: Radiation weapons up. They're probably too lethal. EDIT 2: Back down, I forgot to fluff them or give them ranges. EDIT 3: Back up.
UnitOmega UnitOmega's picture
So something that's been
So something that's been bugging me is the Smartgun systems. Apart from having to basically pay twice for the mod, it's that the AI is listed as having a relevant skill value of 45 or 60 depending on what you buy, which contradicts the normal hard limit of 40 in active skills for an AI (And if that's calculating unique equipment bonuses, the AI having like, 35 or something is weird). If you want to break it into two purchases for balance reasons, I'd say have the computer adaptation be one "Smartgun Kit", then price the Smartgun AI as a separate item. Give is a COO 20 (and maybe REF 20 for higher INIT) and maybe a couple of ranged weapon skills at 40, an Interest: Weapon Specs at 80 (which might count for complementary skill bonuses) and maybe throw in a smidge of Perception and Interfacing. And also make an explicit note that the AI can benefit from stuff like aiming and the Smartlink. This means you have an AI which doesn't contradict any of the core rules but still has an effectively higher, and like seemingly most other things in Eclipse Phase, the cost is split between a piece of physical tech and the software needed to utilize that tech.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
SquireNed SquireNed's picture
UnitOmega wrote:So something
UnitOmega wrote:
So something that's been bugging me is the Smartgun systems. Apart from having to basically pay twice for the mod, it's that the AI is listed as having a relevant skill value of 45 or 60 depending on what you buy, which contradicts the normal hard limit of 40 in active skills for an AI (And if that's calculating unique equipment bonuses, the AI having like, 35 or something is weird). If you want to break it into two purchases for balance reasons, I'd say have the computer adaptation be one "Smartgun Kit", then price the Smartgun AI as a separate item. Give is a COO 20 (and maybe REF 20 for higher INIT) and maybe a couple of ranged weapon skills at 40, an Interest: Weapon Specs at 80 (which might count for complementary skill bonuses) and maybe throw in a smidge of Perception and Interfacing. And also make an explicit note that the AI can benefit from stuff like aiming and the Smartlink. This means you have an AI which doesn't contradict any of the core rules but still has an effectively higher, and like seemingly most other things in Eclipse Phase, the cost is split between a piece of physical tech and the software needed to utilize that tech.
Yeah, I should go back and beef up the smartguns and make them less vague. I was kinda lazy when I wrote them in; they weren't the defining feature for that version of AUGC (AUGC 4, can you believe it?), so they didn't get a whole ton of love. I plan to go back over the weekend and do some major polish efforts. AUGC 10 is up, with more fluff, gear, and the like. I'm also probably on some watch lists for some Google/Wikipedia searches, though much of my information comes from milsim strategy guides or Luttwak and Koehl's 1991 The Dictionary of Modern War, which is somewhat obsolete at this point. EDIT: If anyone would mind going through and doing edits, that would be wonderful. I try to do a weekly-ish read through and do annotations of any errors I catch, but one-man editing is not the surest thing in the world. EDIT 2: 10a is up, which has synthmorph radiation, minor fixes, and a handful of new weapons. It's only got a small subset of 11's planned arrows and explosives overhaul features, but it's a start.
jKaiser jKaiser's picture
I haven't had much time to
I haven't had much time to actually test any of your stuff here, but I can say you've inspired me to roll up my first ever Ultimate character, and the initial RP session to get a feel for her ended up being the most fun I've had with a character concept in quite a while. Probably an odd duck out for an Ultimate, but still, definitely glad this sparked the idea.
SquireNed SquireNed's picture
jKaiser wrote:I haven't had
jKaiser wrote:
I haven't had much time to actually test any of your stuff here, but I can say you've inspired me to roll up my first ever Ultimate character, and the initial RP session to get a feel for her ended up being the most fun I've had with a character concept in quite a while. Probably an odd duck out for an Ultimate, but still, definitely glad this sparked the idea.
I haven't ever played in an Eclipse Phase game (always a GM, never a player), so I try my best to jump between the broadest possible interpretation spectrum of the Ultimates. Harm from AUGC actually wound up being a minor character in one of my campaigns, who encountered the players in the TQZ while testing an experimental morph. She's of the Iconic philosophy, which encourages people to join the Ultimates and embark on a journey of self-improvement, but she's rather personally unpleasant. One of my players plays an Ultimate who works as a hired hand and prizefighter on a scum barge. He hasn't brought in a whole ton of the character. I haven't had time to ask him about it, but I think it might have something to do with how my group doesn't do "ugly philosophies" in gaming very well. My Dark Heresy character catches a ton of flak for adhering to Imperial dogma, and I think he's hesitant to play the character as he envisions Ultimates playing out because of the rest of the group. Prokopy Webster-Clay was original for AUGC, though I've actually got a headcanon of him as a rabid overhumanist. If his apologia sounds a little mechanical, that's because it is entirely artificial.
jKaiser jKaiser's picture
Yeah, admittedly, she's a bit
Yeah, admittedly, she's a bit unconventional for an ultimate, being a self professed people person. Former autonomist, I think, haven't hashed out the details, but frankly she's turning out to so far be a commentary on how I see these stoic warrior ascetics in fiction, especially the ubermenschlisch sort. An iconic in the sense that she believes firmly in the Ultimate ideals of improvement and superiority, but is both keenly aware of the PR problems they tend to attract and refuses to give up the human trait of enjoyment and, well, fun. Admittedly...I'm building off a lot of my own experiences from missionary work. Quite a few parallels. Fewer explosions, though.
SquireNed SquireNed's picture
jKaiser wrote:Yeah,
jKaiser wrote:
Yeah, admittedly, she's a bit unconventional for an ultimate, being a self professed people person. Former autonomist, I think, haven't hashed out the details, but frankly she's turning out to so far be a commentary on how I see these stoic warrior ascetics in fiction, especially the ubermenschlisch sort. An iconic in the sense that she believes firmly in the Ultimate ideals of improvement and superiority, but is both keenly aware of the PR problems they tend to attract and refuses to give up the human trait of enjoyment and, well, fun. Admittedly...I'm building off a lot of my own experiences from missionary work. Quite a few parallels. Fewer explosions, though.
Fewer explosions in which? (I kid, of course) I think that people overlook Ultimates' ability to function in society beyond just murdering things. The Ultimates are nowhere near as bad as some real life figures who still managed to function in society just fine. I look at some of the softer Ultimates as often finding themselves in the same situation as the guy in the intro to War and Peace who outs himself as supporting Napoleon at a party of Russians who absolutely hate him (he [Napoleon] is called the anti-Christ at one point during the conversation), but manages to sort of convince everyone that he's not actually that bad a guy and the topic of conversation moves on. Ultimates don't abandon their social skills, they aren't walking CLUE Files contributions. They're still as multifaceted as they were before joining the movement.
jKaiser jKaiser's picture
Which is the nuance I like
Which is the nuance I like exploring. If anything, combat doctrine and the hard sciences behind that (weapon engineering, materials sciences, etc.) is probably what the Ultimates are most unified in. The books mention museums and such, and set it up as almost a quasi-Greek society of warrior-philosophers, which says to me that the same vicious competition I run into in the art world would be just as present. I'm actually reminded of some communes I've seen, where art was judged too individualistic to be practiced, and if you swap that for "decadent," I could see some hallway debates getting quite heated. That would be fun to explore. EDIT: And, upon re-reading the blurbs in Rimward, I'm reminded of what I've seen of SWAT teams. Lots of friendy banter and competition, sometimes even quite heated, but once on ops/in presence of outsiders, laser discipline and focus. But back to your lovely collection of things that make other things into smaller things.
SquireNed SquireNed's picture
I find the Ultimates to be
I find the Ultimates to be over-hated. I don't actually like the Ultimates that much personally (many of my religious beliefs run contrary to the practices they follow in my perception of them as essentially a modern-day Plato's Republic), but they're pretty darn interesting. Also, I've updated the 10a PDF and replaced it with the 10b PDF, which includes arrow types (possibly a little OP, but bear with me), including microgrenade carrying arrows, for all the explosive fun you could ever need. 11's just waiting on rules for big booms and the addition of a new morph, the Phoenix, which is built around a new robotic enhancement. EDIT: Oh yeah, 10b includes first-draft grapple rules. RETRIEVE THE TOMES!
thebluespectre thebluespectre's picture
Page 28
"I know of at least scum barge" Never a good idea to let your Muse write for you while you dictate.
"Still and transfixed, the el/ ectric sheep are dreaming of your face..." -Talk Shows on Mute
SquireNed SquireNed's picture
thebluespectre wrote:"I know
thebluespectre wrote:
"I know of at least scum barge" Never a good idea to let your Muse write for you while you dictate.
Actually, it's never a good idea to say "oops, screwed up this sentence, I'll just erase the last part" late at night. I'm hoping to get an edit pass in today (since I'll be stranded somewhere with only my tablet and a wi-fi connection), which I had planned to do over the weekend, but my plans never work out.
UnitOmega UnitOmega's picture
Reactive arrows doesn't have
Reactive arrows doesn't have a price, but otherwise the arrows stuff is very good. Now we just need some kind of hawkeye-esque smart quiver so an archer can pick the right arrow without having to spend a few minutes fiddling round. Language on Microgrenade is a little weird, though. EP uses "Minigrenade" for actual grenades, I think, and micromissiles are the smallest seeker size.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
SquireNed SquireNed's picture
UnitOmega wrote:Reactive
UnitOmega wrote:
Reactive arrows doesn't have a price, but otherwise the arrows stuff is very good. Now we just need some kind of hawkeye-esque smart quiver so an archer can pick the right arrow without having to spend a few minutes fiddling round. Language on Microgrenade is a little weird, though. EP uses "Minigrenade" for actual grenades, I think, and micromissiles are the smallest seeker size.
EP is actually inconsistent, calling them both mini and microgrenades. It introduces them as "standard or microgrenades", and from then on switches over to minigrenades. I use microgrenade because it instills parallels between the microgrenade and micromissile, which have the same damage and blast effects. That said, they do say minigrenades more, so I'm switching over to that terminology. EDIT: Oh yeah, reactive arrows now have a moderate price.
TheGrue TheGrue's picture
Extended and shortened barrel
Extended and shortened barrel mods make reference to "the penalty for fighting at point blank range". Firing a ranged weapon at point blank is in fact a +10 bonus, not a penalty. These weapon mods thus have the opposite effect as written, unless you meant to include a change to the Point-Blank modifier given in the core rulebook. :p Anyway I like. The shotgun rules are an excellent middle ground between my shotguns, which are simple but a little too good, and disasteroid's, which are better balanced but extremely crunchy.
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
UnitOmega UnitOmega's picture
I think Ned meant the firing
I think Ned meant the firing into Melee combat rule, which I think its like a -20 or -30 if someone is trying to punch you when you shoot them.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
SquireNed SquireNed's picture
You're both right. I derped
You're both right. I derped big time and conflated the two rules. Short barrel should do a +5 to the bonus for close-quarters, while long barrel removes the bonus entirely. The penalties for fighting back against attackers are adjusted appropriately as well (+5 to offset the penalty or -10 to exacerbate it).
TheGrue TheGrue's picture
Makes sense :P
Makes sense :P Say, how does the fully-automatic laser rifle interact with the rule for continuous-fire beam weapons?
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
UnitOmega UnitOmega's picture
Concentrated fire only works
Concentrated fire only works for SA by RAW. That'd probably be a different mechanism from the FA, which probably involves rapid cycling capacitors or some shit.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
TheGrue TheGrue's picture
Hardly "capable of doing more
Hardly "capable of doing more damage than the pulser" though. The difference between a concentrated pulser shot and a full-auto rifle burst is a mere 4 DV. Is that 4 DV really worth losing the stun setting, halving the ammo capacity, and going from one- to two-handed at five times the average credit cost? EDIT: Just noticed, the Mozambique drill makes reference to the Unreliable weapon quality, but Unreliable isn't defined or referenced anywhere else in the document.
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
TheGrue wrote:Hardly "capable
TheGrue wrote:
Hardly "capable of doing more damage than the pulser" though. The difference between a concentrated pulser shot and a full-auto rifle burst is a mere 4 DV. Is that 4 DV really worth losing the stun setting, halving the ammo capacity, and going from one- to two-handed at five times the average credit cost? EDIT: Just noticed, the Mozambique drill makes reference to the Unreliable weapon quality, but Unreliable isn't defined or referenced anywhere else in the document.
The laser rifle should be possible of doing 5d10+4 or 2d10+4(x2), whereas the laser pulser does 2d10 or 2d10(x2). This is a pretty significant damage hike compared to the original (8 in the concentrated fire mode, 13 in Full Auto versus the concentrated fire mode) and makes the weapon much more effective against light armor). The range goes from 40 to 54 maximum damage, and the EV goes from 11 to 15 for a single shot, 22 to 31 for a concentrated shot, and adds an EV 29 full auto shot. (Full auto is actually less effective than a concentrated shot, but you could get more accuracy than is possible with sweeping fire or do multiple attacks per the full auto rules). EDIT (because I post too early and don't remember to include everything): The Unreliable quality was removed a while back because there weren't any weapons that logically could use it. There shouldn't be any more references to it in the next release.
TheGrue TheGrue's picture
SquireNed wrote:The laser
SquireNed wrote:
The laser rifle should be possible of doing 5d10+4 or 2d10+4(x2), whereas the laser pulser does 2d10 or 2d10(x2). This is a pretty significant damage hike compared to the original (8 in the concentrated fire mode, 13 in Full Auto versus the concentrated fire mode) and makes the weapon much more effective against light armor). The range goes from 40 to 54 maximum damage, and the EV goes from 11 to 15 for a single shot, 22 to 31 for a concentrated shot, and adds an EV 29 full auto shot. (Full auto is actually less effective than a concentrated shot, but you could get more accuracy than is possible with sweeping fire or do multiple attacks per the full auto rules).
You have it written that laser rifles on FA add +2d10 rather than +3d10. ;) Anyway if that's the intended behavior, I guess I can buy that multi-target capability and flexibility helps offset the rifles significant drawbacks as compared to the pulser.
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
TheGrue wrote:SquireNed wrote
TheGrue wrote:
SquireNed wrote:
The laser rifle should be possible of doing 5d10+4 or 2d10+4(x2), whereas the laser pulser does 2d10 or 2d10(x2). This is a pretty significant damage hike compared to the original (8 in the concentrated fire mode, 13 in Full Auto versus the concentrated fire mode) and makes the weapon much more effective against light armor). The range goes from 40 to 54 maximum damage, and the EV goes from 11 to 15 for a single shot, 22 to 31 for a concentrated shot, and adds an EV 29 full auto shot. (Full auto is actually less effective than a concentrated shot, but you could get more accuracy than is possible with sweeping fire or do multiple attacks per the full auto rules).
You have it written that laser rifles on FA add +2d10 rather than +3d10. ;) Anyway if that's the intended behavior, I guess I can buy that multi-target capability and flexibility helps offset the rifles significant drawbacks as compared to the pulser.
Oh gosh, I left that in? It's out now. I'd intended to give it a bigger damage buff, but decided against it because I wanted to keep the laser rifle in the context of other beam weapons.
TheGrue TheGrue's picture
Crowd-sourced proofreading,
Crowd-sourced proofreading, yay! :D Love that you've codified mechanics for radiation sickness, a rather glaring omission from the core rules for quite some time. How do Bananas Furiosas interact with your radiation mechanics, numerically? The Radiation Tolerance biomod works well enough out of the box; its benefit as written allows a morph to "survive radiation exposure thirty times as effectively"; take your numbers and multiply them by thirty then? The Radiation Shielding robotic upgrade and Coronal Adaptation trait both describe granting radiation tolerance at a more narrative level, ie "immune for most practical purposes". Should those last two grant blanket immunity to radiation weapons, or apply some kind of numerical "radiation armor"?
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
TheGrue wrote:Crowd-sourced
TheGrue wrote:
Crowd-sourced proofreading, yay! :D Love that you've codified mechanics for radiation sickness, a rather glaring omission from the core rules for quite some time. How do Bananas Furiosas interact with your radiation mechanics, numerically? The Radiation Tolerance biomod works well enough out of the box; its benefit as written allows a morph to "survive radiation exposure thirty times as effectively"; take your numbers and multiply them by thirty then? The Radiation Shielding robotic upgrade and Coronal Adaptation trait both describe granting radiation tolerance at a more narrative level, ie "immune for most practical purposes". Should those last two grant blanket immunity to radiation weapons, or apply some kind of numerical "radiation armor"?
I should codify the rules for Banana Furiosas; it drops you down one level exactly, but only once per exposure. Radiation toleration is exactly the 30x, and the radiation shielding robotic upgrade and coronal adaptation both make one essentially immune to radiation weapons (the doses are getting so astronomically huge that you'd be likely to see things just drop dead from the physical damage of being burnt away before the ARS rules begin to apply).
thebluespectre thebluespectre's picture
Bananas Furiosas?
The real question is, will Bananas Furiosas help you make angry faces at a knife-swinging maniac in an elevator shaft?
"Still and transfixed, the el/ ectric sheep are dreaming of your face..." -Talk Shows on Mute
TheGrue TheGrue's picture
Underbarrel Shotgun is listed
Underbarrel Shotgun is listed as a SA weapon, but its ammo capacity is given as 1. >_>'
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
TheGrue wrote:Underbarrel
TheGrue wrote:
Underbarrel Shotgun is listed as a SA weapon, but its ammo capacity is given as 1. >_>'
Technically correct. A small-caliber expanded magazine UBS can hold two rounds, and fires in a semiautomatic manner. Typically, underbarrel shotguns function in a pump-action or bolt-action system (since that allows the use of fancy rounds that don't cycle most automatic actions), but in EP rules for those don't exist. However, EP firearm technology is much more advanced, and so the underbarrel shotgun has more of a large flashlight form factor and a semiautomatic system compatible with low-pressure rounds.
TheGrue TheGrue's picture
SquireNed wrote:TheGrue wrote
SquireNed wrote:
TheGrue wrote:
Underbarrel Shotgun is listed as a SA weapon, but its ammo capacity is given as 1. >_>'
Technically correct. A small-caliber expanded magazine UBS can hold two rounds, and fires in a semiautomatic manner. Typically, underbarrel shotguns function in a pump-action or bolt-action system (since that allows the use of fancy rounds that don't cycle most automatic actions), but in EP rules for those don't exist. However, EP firearm technology is much more advanced, and so the underbarrel shotgun has more of a large flashlight form factor and a semiautomatic system compatible with low-pressure rounds.
Oh of course. I wonder if it's worth adding a note to that effect in the appendix? I know it's mentioned in the entry for alternate calibres, but a reader might not necessarily make the connection there; in my case, I was thrown off by my assumption that an ammo capacity of 1 multiplied by 1.5 is still 1 because you can't have half a bullet, and didn't think to combine the effects of Expanded Mags and Small Calibre as a single multiplier. :D One other question for now - I'm sorry to keep bombarding you with nitpicks, I'm just noticing these as I go through the process of statting out some NPCs using the gear - do the Grenade Launcher and Grenade MG fire micro- or full-size grenades?
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
Full Grenades
Yeah, I need to go back and edit that section. I was re-reading some of the stuff today and I found that I really didn't put in much detail there. Grenade launchers fire full grenades. They could conceivably fire minigrenades too, but it'd be a waste. You might achieve marginally better range. Hmm.
TheGrue TheGrue's picture
And presumably be able to fit
And presumably be able to fit more in a magazine, which is also one of the reasons why someone might load a Seeker Rifle with micro- rather than minimissiles.
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
TheGrue wrote:And presumably
TheGrue wrote:
And presumably be able to fit more in a magazine, which is also one of the reasons why someone might load a Seeker Rifle with micro- rather than minimissiles.
I picture the GL as being drum fed, but conceivably you might have mag-fed variants. The real issue comes with 40mm thick magazines. That means that each GL round is ~1.5 inches across. A six-round mag would be well over a foot long (there's a compressed spring mechanism at the bottom that probably requires 10% of the magazine's total length, if not more, plus the feeding end of the magazine), and three inches thick (if we use similar expansion relative to the .45 ACP round). You can lower the length of a magazine by staggering the cylinder ("double stack"), but that makes it even more bulky; for a twelve round magazine you'd be looking at a little longer length and probably about double the width (actually more like a little less than double, since rounds are cylindrical and don't really eat up exactly double the space in a double-stack magazine). If we assume 40x46 grenades, you've also got well over an inch and a half in length, meaning that you're walking around with a ~12"x4"x3" magazine just for six rounds of grenade. At that point you're better off going for a moon-clip fed variant with a drum, since you're looking at backpack-style storage to carry around magazines. Also, most grenade launchers are likely not going to be loaded with uniform ammunition; people carry just one or two of certain grenades, and only GMG's, which are typically belt fed by necessity, fire normal grenades. Compatibility with microgrenades means that you have to downsize the whole grenade launcher. You can use a discarding sabot style system to fire an undersized projectile, in theory, but you wind up using a full-sized round for a smaller projectile, which is only practical for flares, cameras, or other things where the presence is more important than size (or larger size may have explicitly negative effects), and not projectiles you're shooting at an enemy. Basically, unlike the seeker rifle, which I assume is just a platform for soft-launch self-propelled rounds, grenade launchers provide a conventional firearm design, so firing smaller things out of the barrel requires some sort of adaptation. That said, I should make a mod for converting a grenade launcher into a microgrenade launcher, with appropriate changes.
TheGrue TheGrue's picture
That being the case, perhaps
That being the case, perhaps just allow the use of microgrenades with the Smaller Calibre modification?
Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal.
SquireNed SquireNed's picture
I added a Launcher-unique
I added a Launcher-unique grenade launcher modification for that, and pushed it in AUGC 10c, which is now available. In the morning I'll do some fixes to caliber adaptation and smartguns (maybe, finally), and push AUGC 10d. Once I finish the CBRNN warfare fluff section and add in smartmines and new explosive rules, AUGC 11 will be available. Unrelatedly, I am now the proud owner of a (digital) copy of the US Army Warrior Skills Level 1 Booklet, which has about 100 pages of medical stuff that I'm too squeamish for and several hundred pages of other stuff which probably isn't applicable to Eclipse Phase but parts of which will go into AUGC anyway, increasing my full list of readings for prepping AUGC to Wikipedia, Dyslexci's TTP (2nd and 3rd Edition), The Dictionary of Modern War (from the 90's), and a the US Army Warrior Skills booklet. Technically, I've also gone over the US Improvised Warfare handbook, but I'm not going to reproduce much anything from that (the pipe rifle is the only thing from that that comes into AUGC) because you don't need to know exactly how it's done, just generally how it's done. I should make a complete list of my inspirations some time, so that people can have a reading list for AUGC stuff. EDIT: I've done some caliber adaptation and smartgun fixes (they're not final, because both of those have both fluff and crunch things that haven't both been fixed), as well as added the conspicuously missing grenadier fireteam element. I realized that the Designated Marksman is really lonely, so I need to figure out whether or not to move him into squad support, a fireteam, or add more individual squad members. EDIT 2: Working on some final touches to the fluff before bringing in the crunchy stuff. What are some things that people would like to see in the demolitions/explosives rules?
Kojak Kojak's picture
SquireNed wrote:What are some
SquireNed wrote:
What are some things that people would like to see in the demolitions/explosives rules?
I'd love to see something like a claymore but with an EP-esque twist on it; something like that would be great for snipers or characters who use indirect-fired seekers as a defensive weapon.
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop

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