Our gaming group has been playing BattleLords for a few years and have come up with some of our own rules and tweaked some old ones to enhance gameplay. Let me know if they help.

COMBAT: Autofire Weapons (Any gun that fires more than 1 round a second) Make a standard roll vs the target plus or minus the usual modifiers for size, movement, lighting, ect. A success means the first shot hit its target. Now instead of rolling to see how many more shots hit, we came up with this new method of determining how many hit. This new method will ensure that characters with a higher skill level in the weapon fired will hit with more shots on average than someone with a low skill level. After a successful roll vs the target is made, add the recoil modifier for that weapon (-5 for lasers, -40 for arch-powder, -60 for omega, ect.) to the number rolled. If the number is still below what was needed to score a hit, then a second shot hit the target. Repeat the process until the number is above the needed roll to hit. Now count up the shots that are unaccounted for (the shots that did not hit directly with the roll). Add 1 to this number and roll that sided die -1 to determine how many more hit the target. A roll of 1 means that no more shots hit the target, a 2 means 1 more shot hit its target and so on. Example: Plaximzarious Phentari is firing a Thompson SMG (Rate of fire 4) at Ed the Erandani at range bracket 2 (55% to hit). Plax has a skill level 5 in Arch-powder (+20%). With no other modifiers he has a 75% chance to hit Ed. He rolls a 21. He hit with the first shot. Now we add the 40% penelty for automatic fire to the roll and get 61. He hit with the second bullet as well. Now we add the penelty again and it is over the needed roll of 75% so the third bullet did not directly hit the target. There are 2 shots unaccounted for so we add 1 to this number and roll a D3 (D6 divided by 2). A roll of 1 or 2 means no more shots hit. A 3 or 4 means 1 more hit. And a roll of 5 or 6 means that 2 of the bullets unaccounted for struck its target. This method has worked well for us and makes the determination of how many shots hit more than a random roll of the die.


MOVEMENT: During combat, any character can move 1 meter and attack with no penelties. If a character wishes to move faster, he may use the Crouched Run and move at half speed. A player may run at full speed but sacfices his attacks to do so. The only exception to this is if the character charges and attempts to Overbear the opponent. An Overbear is a Hand to Hand attack technique when the attacker uses his own body as a weapon and tackles the opponent. An overbear attempt can only be utilized when the attacker is moving at least half his sprint speed. The attacker makes an attack roll adding his skill level in HTH and modifying this by Strength skill bonus. The rules for Size class and Defensive bonus modifiers still applies. Once a successful hit is determined, calculate the difference between what was rolled and what was needed to roll for a success. This number will be added to the difficulty of the targets Agility roll. If hit the defender has an option to waste an attack to defend himself. If the defender has already attacked, he may waste his attack for the next second. If the defender resists, He must make a Agility roll modified by the difference of the attackers roll.. Modify the roll further by the size class difference between the two fighters. Minus 10% per size class difference if the attacker is larger and add 10% if the attacker is smaller. So a size class 2 individual would have trouble Overbearing a size class 6 individual. The target would get a 40% bonus to his roll. Example: Plaximzarious Phentari (size 6) is Overbearing Henry the Human (size 4). Plax base roll to succeed is 50%. His skill level in HTH is 3 (+12%). His strength bonus is another 20% for a total of 82% to hit. He rolls and gets a 57, a hit. He calculates the difference between 82 and 57=25%. The defender will get a penelty of 25% from his agility roll. Henry the Human decides to parry and waste an attack. His Agility is 80 minus the 25% penelty for the roll. Minus the size class difference between the two which is 20% more. To stay on his feet, Henry needs to roll a 35 or less.


GRENADES: We have come up this rule to make the amount of fragments that hit a target more realistic. We thought the size class of the target should dictate how many fragments hit him. A size class 8 character should be hit with more fragments than a size class 2 character because of the surface area of the targets. So we play that a size class 5 individual would be hit with the normal amount of fragments stated in the book. For each size class he is larger, add 1 fragment. For every size class he is smaller subtract 1 fragment. So a size class 7 individual would be hit with 10 fragments while a size class two individual would only be hit with 5 fragments. The reduction of fragments that hit a target because of distance still apply.



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