General house rules for D&D 5E Modern/Futures. These rules override and replace any given system rule. Any rules in House Rules 5E Fantasy also apply.
Engineering Kits can transform the power from batteries to internal capacitors (charges); the following conversion is required.
|Battery Cell B||2||0.5 lb.||2||10||10 Minutes|
|Battery Cell M||10||0.5 lb.||2||25||25 Minutes|
|Battery Cell H||100||0.5 lb.||2||100||1 Hour|
If proficient with a vehicle, you know how to drive or pilot said vehicle. There are a few types of vehicle proficiencies. If possessing one, you know how to control all vehicles of that type. So if you ride one bike, you can ride them all. Although not entirely accurate given the broad range of technology seen across the world, this is a compromise to prevent clutter.
Instances of 'Ground, Aircraft or Watercraft ALL' need to be narrowed down to subtypes (pick one of the appropriate type).
Instances of 'Ground & Aircraft ALL' need to be narrowed down to subtypes (pick two total of the appropriate types).
- Vehicles Aircraft Light
- Vehicles Aircraft Heavy
- Vehicles Aircraft Super Heavy
- Vehicles Ground Light
- Vehicles Ground Heavy
- Vehicles Ground Super Heavy
- Vehicles Watercraft Light
- Vehicles Watercraft Heavy
- Vehicles Watercraft Super Heavy
- Vehicles Exo-Armor
Routine tasks such as ordinary driving don't require a check. You only make a check when experiencing unusual circumstances (such as stormy weather or a slippery surface), performing a stunt, driving at high speeds, or if trying to operate a vehicle while being attacked or attacking.
If you fail a Dexterity check with a vehicle, you must suffer the consequences. This can include a second change to recover, a slide, or a crash. Some stunts are easy, and they neither require a skill check nor have consequences.
If you are crashing, you often lose control of your vehicle and cannot perform any checks involving your vehicle until the crash is resolved. In most crashes, you continue your remaining movement in the direction you were previously pointed. In others (like catastrophic jumps), you immediately stop your movement.
You make a ranged attack, if you hit resolve the attack as normal. If you miss the target and the range is within short range, roll 1d8 for scatter. If you miss the target and the range is not within short range, roll 1d12 for scatter. When using any weapon with an area of effect, you establish a Dexterity saving throw DC that affected creatures must beat. The DC for the Dexterity saving throw equals 8 + your Dexterity modifier + your proficiency bonus (if proficient in the weapon you are using).
All grenades and explosives 2 lbs. or less can be thrown by Medium-sized targets to a range of 20/60. You cannot effectively throw explosives larger than 5 lbs. A GM can alter these values if the thrower has a higher strength or is larger.
The character makes a DC 10 thrown weapon attack. If the character succeeds, apply the blast template as normal. If the character fails and the range is within short range, roll 1d12 for scatter. If the character fails and the range is not within short range, roll 1d20 for scatter.
For direct fire methods use a 1d12 for On Target rather than the normal 1d4. If the character fails and the range is within short range, roll 1d20 for scatter. If the character fails and the range is not within short range, roll 1d28 for scatter.
Indirect Fire Weapons
Just like thrown weapons, indirect fire weapons suffer from scatter. Consult the table below for scatter variance.
|Weapon/Size||In Range||Out of Range|
Explosive (EXP) Property
Explosives have an area of effect at the point of impact of 5 feet or more. Additionally, if an explosive's area of effect is impeded by indestructible terrain (like in a dungeon corridor), the explosion carries over to unaffected areas. For every 5 feet impeded by indestructible terrain, the area of effect shifts over to occupy the same area. If both sides of an explosion are occupied by indestructible terrain (like a narrow corridor), the blast carries up and down the corridor. This rule doesn't go into effect if the explosion can damage the obstructing terrain. The number listed next the "Exp" entry indicates the size of the radius in feet. Unless otherwise stated, explosive attacks inflict bludgeoning damage, and also deal extra damage to creatures vulnerable to fire as if they dealt that damage type.
Grenades & Rockets
|Concussion||2d6||Bludgeoning||10 ft.||½ lb.||10||1||No||Detonator|
|EMP||None||None||15 ft.||½ lb.||100||3||No||Detonator|
|Flashbang||Special||Special||10 ft.||½ lb.||25||1||No||Detonator|
|Fragmentation||3d6||Piercing/Slashing||15 ft.||½ lb.||25||1||No||Detonator|
|HEAT||2d8||Piercing||5 ft.||½ lb.||45||1||No||Detonator|
|Nerve Toxin||2d8||Poison||5/10/15 ft.||½ lb.||250||4||No||Detonator|
|Plasma||2d8||Fire||10 ft.||½ lb.||1,000||5||No||Detonator|
|Riot||None||Poison||10/20/30 ft.||½ lb.||50||1||No||Detonator|
|Smoke-Signal||None||None||5/10/15 ft.||½ lb.||5||0||No||Detonator|
|Smoke-Screening||None||None||20/30/40 ft.||½ lb.||10||0||No||Detonator|
|White Phosphorus||1d8||Fire||15/20/25 ft.||½ lb.||150||1||No||Detonator|
|Auto Fuel||1d6||Fire||5 ft.||1g./8lb.||5||0||Yes||Ignition|
|Composition||1d10||Bludgeoning||5 ft.||1 lb.||50||2||No||Detonator, Stacked-Exp|
|Exposed gunpowder||1d6||Bludgeoning||5 ft.||1 lb.||5||0||Yes(*)||Ignition, Stacked-Exp|
|Fertilizer / ANFO||1d6||Bludgeoning||5 ft.||1 lb.||5||0||No||Explosive, Stacked-Exp|
|Jet Fuel||1d8||Fire||5 ft.||1g./8lb.||5||0||Yes(*)||Explosive, Stacked-Exp|
|TNT||1d8||Physical||5 ft.||1 lb.||20||0||Yes(*)||Explosive, Stacked-Exp|
Heavy & Super Heavy Rounds
|One-handed Grenade Launcher||300||Special||50/200||8 lb.||Grenade, loading, undermount|
|Grenade Light Weapon||300||Special||50/200||10 lb.||Feed (6 shots), grenade, two-handed, undermount|
|Rocket launcher||250||2d6 bludgeoning||200/800||20 lb.||AP, direct (2d6+6), exp (5 ft.), heavy, loading, TL1, two-handed, undermount|
|Rocket launcher Mk2||1,000||2d6 bludgeoning||250/1,000||20 lb.||AP, direct (2d6+6), exp (15 ft.), guided, heavy, loading, two-handed, TL3|
|Mortar 60mm||500||—||50/200||50 lb.||Heavy Round, heavy, loading, man portable|
|Mortar 80mm||700||—||50/200||75 lb.||Heavy Round, heavy, loading, man portable|
|Ground Heavy Gun 100mm||10,000||—||400/1,600||185 lb.||AP, direct (2d10+10), exp, Heavy Round, heavy, loading, TL2|
|Ground Heavy Gun 155mm||15,000||—||400/1,600||225 lb.||AP, direct (2d12+12), exp, Heavy Round, heavy, loading, TL2|
Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly further out. Shotguns do +3 damage if fired at targets within 20 feet. At long range, they inflict half damage. If you roll a critical hit, the target is knocked prone.
Buckshot: attack sprays a 10-foot-cube area within 1/2 normal range of the weapon with numerous pellets of ammunition. Outside this range the weapon is ineffective.
Shotgun Sweeper: Sawed-off shotgun using buckshot rounds. These weapons have very short range. A shotgun sweeper attack sprays a 15-foot-cone area. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage. The DC of the attack is either 15 or is equal to 8 + your Dexterity modifier + your proficiency bonus if proficient of the shooter.
|Ammunition Type||Qty||Damage Application||Cost|