House Rules
Hello dear knights
I have been looking at making a supplement for Super Space Knights, which have lead me to finding aspects of the game that I felt lacked a little. So I have tried to come up with some house rules to see if it will help. This is so far just a draft, so feedback would be appreciated.
And speaking of house rules: do you use any at your own table? Or are there things you feel could be streamlined a little better?
Basic Changes
Enemy Harm
Instead of doing various levels of damage based on the weapons wielded, enemies now do 1 damage just like Space Knights. Having a bigger weapon simply allows the enemy to do more within the fiction, like being effective against walls, precision attacks, etc. Just like with Space Knights. More formidable foes may inflict one extra damage, but it should be reserved for very special cases and be representative of their skills and fictional power compared to a Space Knight.
Enemy Troops
Instead of Troops, enemies have their “health” represented by a clock with a number of segments showing how formidable they are, or how much of an advantage they have. Harm dealt to the foe fills a segment just as if it was health, but it can also be filled through other means: sabotage, inserting agents, psychic warfare. Anything really that would diminish their ability to be a threat.
If using a tag that would go beyond simply allowing the move to trigger, an extra segment may be filled. Like using explosives against a foe that has a tag that defines it as having scores of soldiers. But using a heavy weapon against an armored foe just allows for it within the fiction and doesn’t convey any further advantage.
Of course to use this, what the knights are doing must make sense within the fiction. Like sabotaging a foes food supplies won’t do much if they don’t need sustenance. Usually it will mean the move is not triggered, but the narrative still moves on so the SM uses one of their moves in such a case.
To allow this more flexible style of warfare, I have made some changes a basic move and introduced a new one.
Sins and the Space master
It is a small change, but besides affecting the number of companies a Order has, Sins don’t do a whole lot. They could do things within the fiction, but there isn’t much encouragement in the rules themselves to use Sins in such a manner. So I have added a move for the SM: “Show the drawbacks of a Sin”.
This may trigger a move to resist giving in or avoiding it. But either performing the action or ignoring the Sin, should bring risks. Like tainting the image of the company or Order, losing resources, missing an opportunity, etc.
Changed Moves
Act Under Fire (former Flexible Tactics)
This move have been renamed to Act Under Fire which was less confusing and fitted the nature of the move better. The name have instead been given to a new move to support the new harm mechanic and encourage more than just “shoot them until they die”.
New Moves
Flexible Tactics
When the company tries to gain an edge or advantage over a foe, roll:
- +War if using violence or force
- +Faith if using knowledge or skill
- +Logistics if using mobility or stealth
On hit, either be able to do something that wasn’t possible before or a foe suffers setbacks fitting the fiction (fill a clock segment). On a 7-9 the advantage will cost you (time, resources or opportunities).
Change Company
When you change to a new company, describe its approach or its role in the battle. Then roll depending on how the mission is going: -1 (dire, losing the fight), +0 (uncertain), +1 (has the advantage, winning). *On a 10+, the company has the upper hand or is in a favourable situation. *On a 7-9 things aren’t looking to good. Pick one below.
- Suffers casualties (-1 Troops)
- Are prevented from advancing any further
- Attracts dangerous attention
Files
Get Super Space Knights: Custom Playmaterials
Super Space Knights: Custom Playmaterials
Custom play materials for the game Super Space Knights by Gabriel Ciprés
Status | Released |
Category | Physical game |
Author | Nerosus |
Tags | No AI, PbtA, Sci-fi, tabletop-roleplaying-game, Tabletop role-playing game, warhammer-40k |
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