Rouge Elements

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This is current version of my wargame. it is desinged for very small games with only 1-3 models per side.

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Rouge Elements
champion combat in the far future

Rouge elements
It is 2000 years in the future; humans have spread out into the empty universe, to avoid any mass conflicts the Sol government has set up Rouge elements, a game where the champions fight across cities and planets in a one on one struggle not even death can release them .
Table of Contents
Rouge elements ................................ ................................ ................................ .....2 Intro. ................................ ................................ ................................ ......................... 2 The characters ................................ ................................ ................................ .......3 Activation ................................ ................................ ................................ ................4 Movement ................................ ................................ ................................ ...................... 4 Attacking ................................ ................................ ................................ .................4 Shooting ................................ ................................ ................................ ......................... 5 Close-Combat ................................ ................................ ................................ ...............5 Critical rolls ................................ ................................ ................................ ................... 6 Moral tests ................................ ................................ ................................ ..................... 6 Flee! ................................ ................................ ................................ ................................ 6 Get back to the fight champion! ................................ ................................ ................6 To hit modifiers ................................ ................................ ................................ .............6 Spotting Distance ................................ ................................ ................................ .........7 Damage................................ ................................ ................................ ........................... 7 Damage modifies ................................ ................................ ................................ ..........7 Magic................................ ................................ ................................ ............................... 8 Weapons ................................ ................................ ................................ .................8 Burning ................................ ................................ ................................ ........................... 9 Knock down ................................ ................................ ................................ ................... 9 Corrosion ................................ ................................ ................................ ....................... 9 Template weapons ................................ ................................ ................................ ..... 10 Area of effect ................................ ................................ ................................ ............... 10 AoE weapons affect large areas, the weapons AoE radius is shown on the weapons profile. If an attack is missed role a scatter dice and a D6 the weapon will hit at that many inches away in the scatter dies direction. ................................ ................................ ................................ ...............10 Because the explosive force is lost with range, every inch the AoE travels reduces the Str by 1. ................................ ................................ .............10 eavy ................................ ................................ ................................ ............................ 10 ow many points? ................................ ................................ .............................. 10 Character creation ................................ ................................ .............................. 10 Base characters ................................ ................................ ................................ .......... 10 Character upgrades ................................ ................................ ................................ ...11 Page 2 of 26

Special upgrades ................................ ................................ ................................ ........ 12 Character abilities and skills ................................ ................................ .................... 12 Character faults ................................ ................................ ................................ .......... 13

Armoury ................................ ................................ ................................ ................13 Weapons-close combat ................................ ................................ ............................. 13 Ranged weapons- pistol ................................ ................................ ........................... 14 Ranged weapons- rifles................................ ................................ ............................. 15 Ranged weapons- special ................................ ................................ ......................... 17 Ranged weapons- explosives ................................ ................................ .................. 17 Weapon upgrades ................................ ................................ ............................... 18 Standard upgrades ................................ ................................ ................................ ..... 18 Unusual upgrades ................................ ................................ ................................ ......18 Weapon Flaws ................................ ................................ ................................ ............. 19 Equipment ................................ ................................ ................................ .............19 Amour ................................ ................................ ................................ ........................... 19 Bionic limbs ................................ ................................ ................................ ................. 19 Magic lore ................................ ................................ ................................ .............19 Fire ................................ ................................ ................................ ................................ 20 Tech ................................ ................................ ................................ .............................. 20 Darkness ................................ ................................ ................................ ...................... 21 Light ................................ ................................ ................................ .............................. 21 Chance................................ ................................ ................................ .......................... 22 Sample characters ................................ ................................ .............................. 23 Scenarios ................................ ................................ ................................ ..................... 25

The characters
The 35mm models (mounted on a round base) used in the game are referred to as characters; they are the champions of different factions within the universe, technically immortal as whenever they die, there memories, experience and skills get put into another body and they return to duty. Every character gets a stat line, like the one shown bellow. Name- points cost RA 4 CA 6 M 4 AV 8 S 4 L 5 A 5 AP 5 W 15

RA= Ranged attack- for hitting ranged targets CA= Combat attack- for hitting target targets in close combat M= Movement- how far a character can move S= strength- used for working out damage in Close Combat AV= Avoidance- how well a character can avoid being hit

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L= leadership- the moral of the character, (tested by rolling a 2D6, it is passed if you get less then the Ld of the character) A= armour- how well protected the character is AP= Action points- points that allow extra actions W= wounds- the amount of damage that can be taken, once it reaches 0 the character dies. Some characters will have special rules shown below the main stat line. Also additional information is show bellow, such as skills and abilities. no characteristic can be above 15 or below -5 , excepts wounds, which have a limit of 35 and cannot be 0 or lower.

Activation
Each turn every character may activate. They move first and then a ttacks. Characters activate in leadership order.

Movement
Characters can move up to their movement characteristic in inches every turn. It can stop and turn as many times as you wish. Movement takes up 1-action points, regardless of how far was moved. Moving over difficult terrain counts as using up twice as much movement as usual, so moving 1 inch would be counted as using 2. Sprinting or running allows a character to move at twice its M plus 1D6, however it takes up 1 AP and the character cannot attack at range. Skills roll can be undertaken after a fall or jump to reduce the damage taken by 2D6. Skill rolls allow a character to move half their move but due to their unpredictable movement all attacks directed at them incur a -2 modifier to their to hit roll. A character has to jump when confronted by a gap more than 2´ wide. To jump roll a D6 and add the M of the character and take away the A of the character, this is how far the character will jump. Bear in mind that once you declare that a character will jump, he must jump. Falling more than 1 inch causes falling damaged. The character takes damage equal to it¶s a value plus 1D6 for every complete inch fallen. Any character that takes fall damage is also knocked down. When moving a Character cannot move within 1´ of a enemy character.

Attacking
This being a wargame, attacking is an integral part, and you can attack in two ways; shooting or close combat.

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Shooting
Shooting is when a character uses their ranged attack to harm targets. Roll 2D6 and add the RA of the character. If the total beats the AV of the target plus 2D6 then it is a hit. The RtF of the weapon limits shooting attacks. Characters can aim by spending 1 AP to increase the total of the dice by one. Alternatively, a character could spend the AP on increasing or decreasing the result of the random location by 1

Close-Combat
To attack in close combat, a character must move into close combat, they can only do this after movement and shooting. To see if you can move into close combat roll a D6 and add the characters M values. If the total is equal or more than the distance to the target you can move the character into base contact with the target. You can then make your close combat attacks, Roll 2D6 and add the CA of the character. If the total beats the AV of the target then it¶s a hit. A close combat attack uses the Ap value of the weapon to be used, a close combat weapon can be used as many times as the AP of its user allows. Having more than one of the same types of weapon allows them to be used at the same time, so a character armed with two hand weapons would get two attacks for 1 Ap If a character does not have a close combat weap on, just use their strength to work out the damaged caused. To move out of close combat the character must make a leadership test is it is passed then you can decide whether the character moves out of close combat. If however the test is failed, then roll a D6 and consult the table bellow. D6 score 1 2-5 6 Result
Where do you think your going ? ±The person attempting to run is knocked down, and if they stand up, they must run away. Not done yet! ± The character attacks in close combat, and doesn¶t run away Run away, Run Away! ± The character flees

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Critical rolls
Any natural roll of a double 6 on a 2D6 is called a critical success; where as a natural roll of double 1 is a critical failure. Often weapons have critical effects, but these only happen with the to hit rolls. If a critical is rolled for damage, roll another D6, if it was a critical success then add the result, if it was a critical fail, take it away. There are some universal critical fails; weapons that are affected will have the keyword under their critical fails effect.

Overheat! Roll a D6: D6 Result 1-2 Explodes! The character counts as shooting himself in the firing arm. Resolve damage and injuries in the normal way. The weapon is destroyed. 3-4 Critical overheat. The character drops the weapon and takes D6 damage in the arm. The weapon is too hot to be used up for D6 turns. 5-6 Overheat. The character drops the weapon. Grenade! Roll a D6: D6 Result 1-2 The grenade explodes in the characters hand. Resolve its effects centered on the character. 3-4 The character drops the grenade. It scatters D6 inches in a random direction from the character before exploding. 5-6 The grenade is a dud and does not explode

Moral tests
Sometime a character has to take a moral test to avoid fleeing or pan icking. To test for moral roll a 2D6 and if you get equal or lower than the characters L. If a character is killed or knocked down within 6´ of another character (that didn¶t do the damage), that character must take a moral test, likewise if knocked down after being standing up from a previous knock down. If either of these tests is failed the character will flee

Flee!
If a character flees it must move towards the nearest table edge at full speed, they will be able to fire and fight, but incur a minus three to their to hit rolls. If it leaves the table, it is considered dead.

Get back to the fight champion!
At the beginning of every turn a fleeing character may take a moral test, if passed they will pull themselves back together and return to the fight.

To hit modifiers
Below is a compendium of ways that a to hit roll can be modified Cover -1 for soft -2 for medium -3 for heavy -D6 shifting

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Target moved Target sprinted Target is knocked down Every action point spent on aiming Critical hit Template weapon Aiming for specific body part

-1 -2 +1 +1 + 1D6 +2 -1 For body -2 for arms and legs -3 for head, groin and vitals

Spotting Distance
At the beginning of each turn roll 2D6 and add the Ap value of your character. The result is the number of inches the character can see clearly in this turn. Special scenarios or war gear may add or take away from the total. A character has two 180-degree arcs a forward and rear arc. A character can only attack another character that is in its forward arc.

Damage
However the damage is done, it is worked out the same way. To damage the target role D6 and add to the Dam of the weapon, if this beats the Arm of the target then the target takes as much damage as its Arm was beaten by in a random location as worked out b y rolling a 2D6 and consulting the table. And applying the effects 2 3-4 5-8 9-10 11 12 Groin Legs Body Arms Vitals Head Knocked down -2 M 1x damage -1 action -2 AP , x4 wounds X2 Wounds point X3 wounds The legs and arms of a character can be crippled. To cripple the location must take the equivalent of a fifth of the character¶s total W, if crippled then the location becomes useless, place a marker next to the character to show this. Both locations can be crippled twice, and when each is crippled twice the character is dead (well, considered dead, with no arms or legs they can ¶t exactly do much). The effects of crippling are shown below. Location Arm Leg 1st cripple Unable to use 2 handed weapon or 2 weapons Movement halved 2nd cripple Unable to use weapon Unable to move

Damage modifies
Target Knocked down Target skill rolled Target arm is more than 0 +1 -2 - Targets A

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Cover

Target is burnt Target is corroded

-1 for soft -2 for medium -3 for heavy -D6 shifting +1 +2

Magic
The Magic in the rouge elements universe is not magic. It is the term given to powers used on other, and can be from any source, nanobots, sub dermal implants or other strange items. If a character is a magic user, it will have a magic level. Mag ic levels show how many spells a mage can bring into the game. To cast a spell role 2D6 and add the magic level of the character to, if the result is higher than the casting value of the spell then it has be cast successfully. It is possible to dispel the spell before its devastating effects can happen, dispels can be attempted by any mage. To dispel roll a 2D6 and add the mages magic level. If the result is higher than the score for casting the spell is dispelled. It costs 1 Ap to cast or dispel a spell, you can boost the number of dice rolled to cast or dispel a spell by one, spending 1 Ap to do so. There are three types of spell; Direct, missile, and augment.
Direct- the spells effect happens automatically after it¶s cast. It can hit any enemy within the casters front arc Missile- the spell has to roll to hit using the casters RA. Has a range and can only hit targets within the front arc Augment- the spell does no damage but effects characteristics of the target. All augment spells have a range of 12´ and can be cast on the mage

Some spells last for a certain number of turns, this is shown in brackets next to the spells casting value.

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Weapons
Weapons have the profile like the following: Seismic cannon- 5 points Range: 3 inch
Special: if hit the target is sent back D6´ and must take a leadership test to avoid being knocked down

Pow: 6 Critical success: extra D6 Dam and instant knock down

RoF: 1 Critical Fail: no fire, shooter is hit by attack as if it originated at target.

Range- how far a weapon can shoot. Pow- the strength of the weapons RoF- how many shots a ranged weapon gets per turn A character can only carry one two handed or two one handed weapons per weapon slot. All characters start with 1 weapon slot. Normally a character has two hands (wounded characters may have less, some bionics or mutants may have more). Generally, a character can carry something in each hand, which you should note on the characters profile. Some items listed later in the Armory require both hands to hold, or use to full effect, and this is noted in the description of the item. It normally takes one action to change what the character is holding or using. A character can swap which weapons are in which hand as part of a shooting action

Burning
If a character is hit and damaged by an attack that has Knockdown as a weapon effect, then it is knocked down - place a suitable marker next to it. The character will take D6, S-2D2 every turn until it is put out. To put out a burning model, you must spend 1 AP and then roll a dice, if the dice¶s total is equal or lower than the number of turns the character has been burning, then the fire is put out.

Knock down
If a character is hit and damaged by an attack that has Knockdown as a weapon effect, then it is knocked down- lay the model on the side or place a suitable marker next to it. The character cannot move or attack; it can only spend 1 Ap to stand up in its next activation.

Corrosion
If a character is hit or damaged by an attack that has corrosion as a weapon effect, then it is corroded- place a suitable marker next to it. The character loses 1 Arm for every turn it is corroded, and the corrosion lasts for D6 turns

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Template weapons
A template weapons use a spray template, which is a triangle that is 10´ long with a 1´ wide base. All weapons that use spray templates roll to hit as normal, but hits every target within its spray with a number of attacks equal to its RoF.

Area of effect
AoE weapons affect large areas, the weapons AoE radius is shown on the weapons profile. If an attack is missed role a scatter dice and a D6 the weapon will hit at that many inches away in the scatter dies direction. Because the explosive force is lost with range, every inch the AoE travels reduces the Str by 1.

Heavy
A weapon with the heavy keyword is too large or unwieldy to be used in the normal way. A character with a heavy weapon cannot run, nor skill roll . Also if the character had moved before firing then they incur a -2 penalty to hit.

How many points?
Rouge elements is a bit different to most war games as each player only has one character, but you still need to keep it somewhat fair. That does not mean that all games only have to be one on one, you could have a three way one on one on one, or a two Vs two. Every game you should agree a points limit with you opponent, a small game usually consists of 10 points of character and equipment. A game of this size will only use a 1¶ by 1¶ size board. Normal games are usually 25 points and use a 2¶ by 2¶ square board. Many scenarios will have a suggested limit. A game will need a lot of terrain, otherwise everyone would be dead by turn 2 and that is not fun.

Character creation
The main attraction, Character creation is you chance to create the champion of your dreams, simply select a base character and add anything you think it needs; weapons, armour, add-ons and other such things.

Base characters
Trooper- 1 points RA 3 CA 3 M 4 AV 4 S 3 L 6 A 0 AP 3 W 14

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Mage- 2 points RA CA M 2 2 4 Magic level 1 AV 3 S 2 L 8 A 0 AP 4 W 13

Super soldier- 6 points RA 5 CA 6 M 4 AV 6 S 5 L 9 A 0 AP 6 W 20

Sharp shooter- 3 points RA 5 CA 2 M 4 AV 3 S 3 L 7 A 0 AP 4 W 12

Tank- 3 points RA 0 CA 4 M 5 AV 3 S 4 L 5 A 1 AP 5 W 17

Monster- 7 points RA 2 CA 3 M 5 AV 2 S 7 L 8 A 2 AP 5 W 22

Drones- 9 points RA CA M AV S L A AP W 2 2 4 3 2 5 0 2 10 Instead of being a single model, Drones are actually three characters, that share weapons and equipment, but to swap weapons they must be within 6´ of each other

Character upgrades
Basic upgrades: +1 to RA -1 point +1 to CA -1 point +1 to M -2 point +1 to AV -2 point +1 to S -1 point +1 to L -1 point

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+1 to AP -3 point +1 to W -3 point

Special upgrades
+1 to magic level -2 points +1 to putting out rolls when on fire - 1 points -1 to number of turns corroded- 1 points +1 to weapon slots- 2 points +4 weapons slots (grenades only) - 2 points

Character abilities and skills
A character is able to purchase and use skills during the game; normally skills do not use Ap to be preformed but Abilities do.

Abilities: Evade- can skill roll during the enemies¶ activation if targeted for 1 Ap. - 2 points Charge- if this character assaults an enemy, it inflicts an S 2D6 hit for 1 Ap. 2 points Summon- Make a Leadership test and if successful place D3 drones armed with a single hand weapons within 3´ of the user. - 5 points Active stealth- for 1 Ap per turn roll a D6, any opponents ta rgeting you incurs a penalty to their to hit rolls equal to the result. - 3 points Force Field- every turn pay 2 Ap, the champion gains +5 A against attacks that originate from 1´ away from the champion - 5 points

Skills Armstrong- can hold two-handed weapons in one hand. - 1 point Parry- gains +D6 Av against close combat attacks. -2 points Regenerate- regains D6 wounds every turn. -4 points Hawkeye- gains +5 to SD rolls. -2 points Assassin- if attacking the targets rear arc, you gain and extra D6 S - 2 points

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Feast- roll a D6 for every wound caused in close combat, on the result of a 6 you regain a wound. - 3 points Blast master- if killed, place a D6´ strength D6 AoE of the position of the slain champion. - 4 points Intangible- opponents have a -3 modifier to hit and damage. ± 3 points Parry- The character uses his Av plus CA for working out if they are hit in close combat. ± 3 points Lucky- once per game, the character can add or subtract D6 from any dice roll. -5 points

Character faults
Flammable- a penalty to putting out rolls of -1. +1 point Bulky- a penalty of -1 to Av and M. +2 points Slow- a penalty of -3 to CA. +3 points Stupid- take a leadership test at the beginning of turn, if failed the character may not attack. +5 points

Armoury
Weapons-close combat
Hand weapon- 1 point Range: combat
Special: single handed

Pow: 1+ S of user Critical success: extra D6 Dam

AP=1 Critical Fail: -1 to Dam

Large Hand weapon- 3 points Range: 1´
Special: none

Pow: 2+ S of user Critical success: extra D6 Dam

AP=2 Critical Fail: 1 dam on user

Energy weapon- 4 points Range: combat
Special: - 2 to A of target single handed

Pow: 1+ S of user Critical success: extra D6 Dam

AP=3 Critical Fail: 2 dam on user

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Heavy Energy weapon- 6 points Range: combat
Special: - 3 to A of target, -1 to hit, +1 to damage, single handed

Pow: 2S of user Critical success: extra D6 Dam, extra ± D6 to A of target

AP=4 Critical Fail: 2 dam on user

Large Energy weapon- 5 points Range: combat
Special: - 2 to A of target

Pow: 3+ S of user AP= 4 Critical success: extra D6 Dam Critical Fail: 2 dam on user

Chain weapon- 4 points Range: combat
Special: - 2 to A of target

Pow: 1+ S of user Critical success: extra 2D6 Dam

AP= 3 Critical Fail: D6 dam on user

Ranged weapons- pistol
All pistols are single handed unless noted Stub pistol- 1 point Range: 14 inch
Special:

Pow: 5 Critical success: extra D3 Dam

RoF: 1 Critical Fail: no fire

SMG- 2 point Range: 12 inch
Special:

Pow: 5 Critical success: extra D3 Dam

RoF: 2 Critical Fail: no fire

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Revolver- 2 point Range: 12 inch
Special:

Pow: 6 Critical success: extra D6 Dam

RoF: 1 Critical Fail: no fire, must spend 1 Ap to fire again

Flame pistol- 3 point Range: 12 inch
Special: Burning

Pow: 5 Critical success: extra D3 Dam

RoF: 1 Critical Fail: no fire

Acid pistol- 3 point Range: 6 inch
Special: Corrosion

Pow: 5 Critical success: extra D3 Dam

RoF: 1 Critical Fail: no fire

Plasma pistol- 4 point Range: 12 inch
Special:

Pow: 6 Critical success: burning

RoF: 1 Critical Fail: Overheat!

Ranged weapons- rifles
rifles are two handed weapons Bolt-action Rifle- 3 points Range: 24 inch
Special: adds or subtracts 1 from the random hit chart

Pow: 7 Critical success: extra 2D6 Dam

RoF: 1 Critical Fail: no fire

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Auto rifle- 2 points Range: 12 inch
Special:

Pow: 6 Critical success: extra D6 Dam

RoF: 2 Critical Fail:

Shotgun- 2 points Range: 8 inch
Special: -1 to the targets Av

Pow: 7 Critical success: extra D6 Pow ,knockdown

RoF: 1 Critical Fail: no fire

Sniper rifle - 6 points Range: 48 inch Special: heavy Pow: 6 Critical success: one instant cripple if it hits arm or leg. RoF: 1 Critical Fail: no fire

Frag rifle - 6 points Range: template Special: -3 to targets armor, Heavy Pow: 6 Critical success: extra D6 Pow RoF: 1 Critical Fail: no fire

Energy rifle - 6 points Range: 24´ Pow: 6 RoF: 1 Critical Fail: No Fire

Special: -3 to Critical success: targets A, Overheat! -extra 3 to targets A, corrosion

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Ranged weapons- special
special weapons are two handed Flame thrower- 4 points Range: template
Special: burning

Pow: 7 Critical success: +1 to the putting out rolls

RoF: 1 Critical Fail: the user is hit with a Pow 8 flame attack

Seismic cannon- 5 points Range: 3 inch
Special: if hit the target is sent back D6´ and must take a leadership test to avoid being knocked down

Pow: 6 Critical success: extra D6 Pow and instant knock down

RoF: 1 Critical Fail: no fire, shooter is hit by attack as if it originated at target.

Acid cannon- 6 points Range: template Special: corrosion Pow: 5 Critical success: + 2D6 Pow RoF: 1 Critical Fail: no fire, 1 W to user

Minnigun - 6 points Range: 16´ Special: Heavy Pow: 5 Critical success: extra D6 shots RoF: D6 Critical Fail: no fire this turn or next

Ranged weapons- explosives
Grenade launcher-anti infantry - 4 points Range: 10´
Special: 4´ Area of effect (AoE)

Pow: 5 Critical success: 1´+ to AoE distance

RoF: 1 Critical Fail: no fire, the user is hit with a Pow 5 attack

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Grenade launcher-tank-buster - 4 points Range: 10´
Special: 2´ Area of effect (AoE)

Pow: 7 Critical success: 1´+ to AoE distance

RoF: 1 Critical Fail: no fire the user is hit with a Pow 7 attack

RPG - 3 points Range: 36´ Special: 2´ Area of effect (AoE), one shot Pow: 5 Critical success: 1´+ to AoE distance RoF: 1 Critical Fail: no fire

Grenade - 1 point Range: 6´ Special: 2´ Area of effect (AoE), one shot Pow: 3 Critical success: 1´+ to AoE distance RoF: 1 Critical Fail: Grenade

Weapon upgrades
Standard upgrades
+1´ range -1 point +1 Pow -1 point +1 RoF ±2 points +1 critical damage- 2 points

Unusual upgrades
Shoulder mounting, +1 weapon slot, which is always ready, however the weapon cannot be swapped ± 3 points Corrosion -2 points Burning -2 points +1´ AoE- 2 points

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Weapon Flaws
Heavy +2 points Remove Burning +2 points Remove Corrosion +2 points -1´ AoE +2 points -1´ range +1 point -1 Pow +1 point Swap template for 10´ range- 3 points Add Overheat! +3 points

Equipment
Amour
Light armour: +3 A, -2 Av - 2 point Medium armour: +6 A, -2 Av- 4 points Heavy armour: +9 A, -3 Av - 6 points Power armor: +10 A, - 2 Av - 8 points Power armor increases a characters Strength by a fifth (this has no effect on bionic arms)

Bionic limbs
Bionic arm- +2 S, +1 A, +2 W in arm- 2 points Bionic leg- +1 M, +2 A, +2 W in leg - 3 points Bionic Organs- +3 W, +1 S, +1 Ap- 3 points Bionic Eyes- +2 RA, +2 for spotting distance - 2 points Cybernetic brain- +2 L and +3 W - 3 points

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Magic lore
A mage can only use spells from a single lore.

Fire
Name Flame storm Effect A Pow 3, template with burning Type Missile Augment Casting value 5+ 9+ (3)

Coat of flame All close combat attacks made by the caster are burning. They also counts as being in shifting cover Flaming Fury Molten Hell Flaming meteor Target gains +1 M, +1 Ap and +1 CA Target is hit with an attack with Pow equaling their A Range 24´, Pow 8, 4´ AoE.

Augment Direct Missile

8+ (2) 10+ 12+

Tech
Name Static charge Override Overload Plasma Shield Blessing of tech Effect All targets within D6´ takes 2 Pow 5 hit Target loses any bonuses for bionics The targets weapons suffer from the Overheat! weapon critical effect Target Gains 2D6 A Target gains +5 to A, plus any characteristics effected by bionics are increased by 2 Type Direct Direct Augment Augment Augment Casting value 5+ 8+ (3) 9+ (D6) 10+ 11+

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Darkness
Name Black mark Seeping wounds Blood of the innocent Effect Target loses 1 Ap All attacks from the target have corrosion The target must pass a moral test or flee Type Casting value

Augment 5+ (D6) Augment 7+ Direct 8+

Screaming All targets within 8´ must take a L test or be knocked terror down The breath of hell An attack with the following profile
Range: template Special: Corrosion Pow: 8 Critical success: +1 to corrosion turn length RoF: 1 Critical Fail: No effect

Missile Missile

9+ 10+

Light
Name Barrier Banishment Light Speed Reflect Solar beam Effect Target gains D6 A 6´. The target is takes D6 W automatically Target gains D6 Av, M and Ca If target is attacked, roll a D6, on the result of a 1,2 or 3, the damage is done to the attacker
Range: 36´ Special: burning Pow: 13 Critical success: RoF: 1 Critical Fail: No effect

Type

Casting value

Augment 6+ (3) Missile 8+

Augment 9+ Augment 10+ (D3) Missile 12+

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Chance
Name Heads or tails Feeling lucky? Time will tell return Effect Type Casting value

Roll a D6. on a 1-3 Target gains D3 Ap, on a 4 -6 target Augment 6+ loses D3 Ap. 12´ , The target is takes D3 W automatically In D6 turns, the target will lose D6 Ap If target is attacked roll a D6, on a 1 -2 the target takes full damage, on a 3-4 the damage is shared between target and attacker, and on a 5 -6 the damage is taken by the attacker Roll a D6. On a 1-3 the target loses D6 Ap, A, and L. On a 4-6 the target gains D6 Ap, S, and W. Missile 8+

Augment 9+ Augment 10+

All or nothing

Augment 12+

Time
Name Ageing Time shift Teleport Glimpse of the future Rewind Effect -1 to targets S, CA, and RA 12´, The target can be moved D6 inches in any direction into clear terrain. Target can move up to 24´ in any direction. Roll a D6, on a 1 the mage is struck by the horrors of the future and suffers from the stupidity flaw for the rest of the game. On any other result the mage gains the evade ability. Every attack and spell that happed in the last ro und is discounted. This applies to both sides. Type Casting value

Augment 6+ Direct Direct 8+ 9+

Augment 10+

Augment 12+

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Sample characters
Sam Casso (Trooper)- 5 points RA CA M AV S 3 3 4 2 3 Light armour: +3 A, -2 Av Hand weapon Range: combat
Special: single handed

L 6

A 3

AP 3

W 14

Pow: 1+ S of user Critical success: extra D6 Dam

AP=1 Critical Fail: -1 to Dam

Stub pistol Range: 14 inch
Special:

Pow: 5 Critical success: extra D3 Dam

RoF: 1 Critical Fail: no fire

Sam here represents the most basic of builds, basic weapons, basic armor, no upgrading. Considering that a game is usually 15 points there is a lot of opportunity to modify him.

Master chief (Super soldier)- 26 points RA CA M AV S L A AP W 5 6 4 4 5 9 10 6 20 Power armor +10 A, - 2 Av Power armor increases a characters Strength by a fifth (this has no effect on bionic arms) Lucky- once per game, the character can add or subtract D6 from any dice roll. Force Field- every turn pay 2 Ap, the champion gains +5 A against attacks that originate from 1´ away from the champion Assault rifle (Auto rifle) Range: 12 inch
Special:

Pow: 6 Critical success: extra D6 Dam

RoF: 2 Critical Fail:

This just show that you don¶t have to completely make up a character, you can just µborrow¶ from games, stories, TV, whatever takes your fancy really.
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Nightmare (Monster) - 37 points RA CA M 2 3 5 Mage level: 2 AV 2 S 7 L 8 A 2 AP 5 W 22

Regenerate- regains D6 wounds every turn. Spells: The breath of hell, screaming terror 2x Large Hand weapon Range: 1´
Special: none

Pow: 2+ S of user Critical success: extra D6 Dam

AP=2 Critical Fail: 1 dam on user

Shoulder mounting 2x Heavy Energy weapon Range: combat
Special: - 3 to A of target, -1 to hit, +1 to damage, single handed

Pow: 2xS of user

AP=4

Critical success: extra D6 Dam, extra Critical Fail: 2 dam ± D6 to A of target on user

Of course, humans are not the only option for characters, as this rather powerful beasty proves. Feel free to experiment, while the setting is not as rich in alien life as other universes, it does have its fare share of extraterrestrials. Benedict (Mage) - 12 points RA CA M 2 2 4 Magic level 2 AV 3 S 2 L 8 A 0 AP 4 W 13

Summon- Make a Leadership test and if successful place D3 drones armed with a single hand weapons within 3´ of the user. Spells: Overload, Large Hand weapon, static charge Range: 1´
Special: none

Pow: 2+ S of user Critical success: extra D6 Dam

AP=2 Critical Fail: 1 dam on user

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Roark (Tank) - 11 points RA CA M AV S L A AP W 0 4 5 3 4 5 1 5 17 Charge- if this character assaults an enemy, it inflicts an S 2D6 hit for 1 Ap. Heavy Energy weapon Range: combat
Special: - 3 to A of target, -1 to hit, +1 to damage, single handed

Pow: 2S of user Critical success: extra D6 Dam, extra ± D6 to A of target

AP=4 Critical Fail: 2 dam on user

Carman Skiric (Trooper) - 15 points RA CA M AV S L A AP W 3 3 4 4 3 6 0 3 14 Parry- The character uses his Av plus CA for working out if they are hit in close combat. Evade- can skill roll during the enemies¶ activation if targeted for 1 Ap. Large Hand weapon Range: 2´
Special: Corrosion, Burning

Pow: 3+ S of user AP=2 Critical success: extra D6 Dam Critical Fail: 1 dam on user

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Scenarios
I have talked a lot about characters but this game requires more than that. Firstly, it requires an objective. Normally the objective is to kill the opposing character, but it gets more complicated than that, and that is what these scenarios are for. Scenario 1: Duel Characters: one per player Points: 15 Board size: 2 foot by 2 foot Objective: Kill all opposing characters, most kills wins. Set up: champions start at opposite corners Scenario 2: hold ground Characters: two per player Points: 20 Board size: 2 foot by 2 foot Objective: hold the objective in the center of the board. To hold the objective, you must be in base contact with it. Set up: champions start at opposite sides, one per corner. One terrain feature or marker must be designated as the objective and placed equal distance away from all the players.

Scenario 3: high stakes Characters: one per player Points: 45 Board size: 2 foot by 2 foot Objective: Kill all opposing characters, last one standing wins Set up: champions start at opposite corners

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