House Rules

5E Modern/Futures

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.

Batteries

Engineering Kits can transform the power from batteries to internal capacitors (charges); the following conversion is required.

Item Cost WT. TL Charges Conversion
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

Skills

Vehicle Proficiency

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.

Explosives

Attacking with

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).

Range

Scatter Diagram

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.

Direct Fire

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
Grenade Launcher 1d12 1d20
Rocket Launcher 1d12 1d20
60mm 1d20 1d28
80mm 1d20 1d28
100mm 1d28 1d36
155mm 1d28 1d36


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.

Explosives Table

Grenades & Rockets

Weapon Damage Type EXP WT. Cost TL Symp Detonator
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

Explosives

Weapon Damage Type EXP WT. Cost TL Symp 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

Weapon Damage Type EXP WT. Cost TL Symp Detonator
60mm 2d6 Fire 25 ft. 7lb. 5 0 Yes Ignition
80mm 2d8 Fire 30 ft. 10lb. 5 0 Yes Ignition
100mm 2d10 Fire 35 ft. 15lb. 5 0 Yes Ignition
155mm 2d12 Fire 45 ft. 20lb. 5 0 Yes Ignition

Weapons

Weapon Cost Damage Range WT. Properties
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

Weapons

Shotgun

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
Shotgun slug 10 Any 2
Shotgun buckshot 15 Any 3