Lead Adventure Forum
Miniatures Adventure => Future Wars => Sci-Fi Small Skirmish Games => Topic started by: Manchu on January 02, 2017, 04:52:54 PM
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Some draft rules Andrea posted on Facebook:
OK here are the promised Shotgun rules, let me know what you think of the costs, two profiles for shotguns are at the end of the description
Slinged Weapon 1XP per sling
The weapon is fastened to the user's arm with a sling, retractable cord or strap. If the character drops the weapon, because he is disarmed or his arm is crippled or because he chooses to drop the weapon, the weapon becomes unready (it will need one action to be readied) but it does not fall to the ground.
Variable Ammo 1XP per ammo type
While most weapons can be fitted with slightly different types of ammunition, a weapon with this rule can use dramatically different ammo types. By default, the weapon comes loaded with one of the following ammo types, and may purchase more ammo type at a cost of 1XP per ammo type. The weapon is assumed to be fitted with variable selectors. Switching from one ammunition type to another takes one action and one free hand (the hand supporting the weapon is used to switch the selector). If the weapon goes out of ammo, it may continue to fire by switching to another ammo type.
Dragonbreath: Damage 4, Scorching, Maximum Range 10.
Antidrone: Damage 4, +1 to hit drones, ignores penalty for firing at Diminutive targets. Non-Penetrating against targets that are not Drones.
Leaf Cutter: Damage 4, target may not claim cover modifier from vegetation.
Buckshot: Damage 4, Non-Penetrating, +1 to hit if target is between 3 and 6 MU away.
Armour Shredder: Damage 4, Armour Piercing if target is up to 4 MU away.
Jolt: Damage 4, Maximum Range 10, +1 Damage against robots and drones.
Herbicide: Damage 3, Maximum Range 10, +2 Damage against Vegetable targets.
Flechette: Damage 4, if there is another target within 2 MU of the first target, shooter performs a secondary attack at -2, Damage 3 against that target. If more than one secondary target exists, determine randomly which one receives the secondary attack. Note that this includes friends and foes. If Flechette ammo is fired into a melee, the shooter chooses a primary target for his attack. The Flechette will perform a secondary attack against all models, friends or foes, in melee contact with the primary target.
Shotgun: Variable Ammo, Short Range, Two-Handed Cost: 6XP +1 per extra ammo type
Sawed Off Shotgun: Variable Ammo, Short Range, Maximum Range 8 Cost 6XP +1 x extra ammo
C for everything, M for the dragon breath and junglecutter seems appropriate
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And a civie grade disentangler:
Down with police brutality in the cosmos. Citizens, arm yourself with Omniacorp's high quality, perfectly legal disposable disentanglers. Let us know what you think of the product on our radiotel sphere.
Disposable Disentangler 1XP (C )
Using this one-shot item, you may perform a TN12 Tech roll to break free from being Entangled. You may also use this item to free an adjacent Entangled friend. You may purchase and carry as many as needed, at 1XP each.
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Ok guys, please test these two new weapon upgrades when you can and let me know how they work. Overpowered, too expensive, too limited?
New Weapon Upgrades
Hotshot +3XP ( C)
This enhancement may be applied only to ranged energy weapons. The weapon is rewired in a way that increases its Damage by 1 against any target within 6 MU. Against targets that are more than 6 MU away, the bonus does not apply. Any critical failure on the weapon's Shooting roll means the weapon is destroyed. The weapon is replaced as normal between games. Hotshotting may also be applied to Built-In weapons, but any critical failure also inflicts an attack with half the weapon's Damage, rounded down, on the body part where the weapon is installed. This attack ignores that body part's Armour score (just perform the Endure roll for the part affected).
Sniping Weapon +12XP (M, R)
This upgrade can be applied only to rifles (two-handed, non-Primitive ranged weapons). On an Aimed Shot or a Called Shot, the weapon ignores all range modifiers. The weapon, however, never gets a bonus for firing at point blank. This ability may not be used with Hail of Fire attacks.
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Another proposed rule from Andrea:
Acrobatic Sidestep 3XP
When a character with this ability is attacked in melee and the attacker fails by 5 or more, the character may move away up to 4 MU, not 2 MU as normal. A character carrying a Heavy load, or wearing a Exoskeleton ora suit heavy power armor may NOT use this Trait.
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More armor:
Superlight Combat Dress 10XP, Civilian
Armour 1 on legs and arms, Armour 2 on head and torso, Sealed
Gargantua Armor 48XP, Military
Gargantua is an early model of Heavy Power Armour. It has the same stats and rules of Heavy Power Armour, but is also Bulky.
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Acid Blood 4XP (N)
The character belongs to an alien race whose bodily fluids are aggressive acids. Every time the model takes a wound, any character in base-to-base contact with the alien must perform a TN15 agility roll (add levels in Agile, subtract -1 if character is carrying a Heavy load or is Big or Huge) or take a Damage 2 attack in a random location. If the unmodified Endure roll is a 5 or lower, the acid eats through the character's clothes or armor, and the character must spend one action to get rid of the armor/clothing in the affected body part or suffer an additional Damage 2 attack each time the initiative switches. Multiple sprays on the character have each their potential Damage roll.
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Voice Blaster
The Voice Blaster is a sonic weapon that amplifies a person's voice into a deadly blast of sonic force. It doesn't require hands to use (the apparatus is either part of a helmet or headset or mounted on the character's torso, or built in as a cybernetic or robot part). Like all sonic weapons, it doesn't work in a vacuum, it gets +2 versus Mineral characters, and only Sealed Armour protect against it.
Damage: 3
XP cost (built-in only) 14 Class: Military
Rules: Sonic, Energy, Short Range, Infinite Rounds
Can be considered a cybernetic enhancement as well and does not count against one's weapon limits
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New Tac Discipline for you to Test (good for merciless aliens, marines, robots)
We Shall Not Falter
No player may attempt to Take the Initiative from the squad with this Tactical Discipline when one of their characters goes OoA. Other attempts to Take the Initiative (when a squad reaches a major objective or uses a Reaction to Take the Initiative) may be performed as normal against a squad with this Tactical Discipline.
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Thanks for this. Is there an official QRS and Stat Sheet yet?
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I have not seen one posted to the Osprey site yet.
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Thanks for this. Is there an official QRS and Stat Sheet yet?
I have qickly assembled two QRSheets. While I don't feel confident in making them public (it's still Osprey material) I'll gladly share with fellow LAF users.
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Thanks a lot. I think we are gping to need a second edition of the ruleset soon...
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If there is one, let's hope it is in HC - all the flipping around is more than a paperback can take.
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New Psionic ability, please playtest and let me know if it works for you, thanks.
Energy Parry (8 XP)
The psionic must be wielding a ready psionically powered melee weapon or an energy melee weapon to use this trait. Whenever an attack from a ranged energy weapon or primitive ranged weapon hits the character, the character may attempt to deflect it with his weapon. The TN for this action is the modified total rolled by the opponent (so, if the shooter rolled a total of 17, the psionic needs to roll a 17 or better to deflect the attack). If the shooting roll was a critical success, the attack may not be deflected. On a critical failure, the psionic's weapon flies from his hands (allow the opponent to place it anywhere within 3”). Each successful Parry puts one Stress token on the psionic. Note that no action or reaction needs to be available to the character to use this ability.
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New Psionic ability, please test and let me know if this works... it has a counter listed below
Phasing 12 XP
The psionic may phase through solid objects. It takes two actions, and a successful TN12 Psi roll, to enter the phasing state. While phasing, the character can ignore all physical obstacles including enemies and move through them with a Walk action. If the character performs any movement faster than a Walk or use any other psionic ability, he loses the concentration required to remain phasing and becomes solid. A Phasing character is unaffected by all attacks except punches, kicks and martial arts attacks performed by other Phasing characters, and Phasing lasers. Psionic attacks that affect the mind hit him normally. The character's carried equipment phases with him, even if dropped, and becomes solid again if the character stops using the power. Phasing equipment does not work – all types of Armor will offer only 1 Point of armor against the melee attacks of other phasing characters, force fields will not work, and so on.
New weapon upgrade:
Phasing Laser +3XP (I)
Experimental technology developed by races with high incidence of evolved psionic powers, phasing lasers can hit normally Phasing targets, but are at -1 to Damage against normal (solid) targets. Switching between the Phasing and the Normal setting on a laser requires one action. This technology may be applied only to laser weapons, including X-Ray modified lasers.
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New Psionic Trait - please playtest and let me know if it breaks the game. Thanks!
Levitate Object 6 XP
The psionic can levitate an object that can be held in one hand, such as a one-handed weapon, a grenade, a tool or even a hypodermic needle to administer a drug. The object moves up to 4'' per action, using actions or reactions from the psionic, who must be within 12” of the object at all time. If at any moment the psionic and the object become more than 12” apart, the psionic loses control over the object and the object falls to the ground.
When using an object through this ability, the psionic may not use any levelled Trait with that object. For example, when firing a levitating gun, the character would not benefit from any levels in the Marksman Trait. If using a weapon through Levitate Object, the user still needs to have a LoS to the target and may not perform the Aim action. A levitating grenade will still require one action to be primed (the priming happens telekinetically). One advantage of using a weapon through levitation is that the user is not constrained to using weapons designed for his morphology and size.
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I'm throwing something at the wall here and hope it sticks...
Clinging N, 1XP per level, up to 3XP
Clinging is the ability to move up on walls and ceilings using Crawl, Walk, and Run actions. Sprinting is not possible. The trait comes in three levels to represent different grades of freedom while clinging, depending on the means used by the creature to stick to walls. Details on how the character does it are left to the player's common sense.
With the first level, all limbs are used to stick to the wall.
With the second level, the character can have one free limb while clinging, and use it to hold equipment or use a tool/weapon (but reloading is going to be impossible).
With the third level, the character can have two free limbs while clinging, but may still not use Long or Two-handed melee weapons.
While clinging, a character gains an elevation +1 bonus to attack in melee any non-clinging
If hit while Clinging, any result of a crippled limb or knocked Prone means the character falls.
Cling-suit ( C ) 1XP per level, up to 3XP
This is a piece of civilian equipment that gives the wearer the same abilities as the Clinging trait possesses by some aliens, for the same XP cost. It is used to let humanoids move on settlements, structures and spaceships created by alien races with the Clinging trait, and it is also handy to perform spaceship repairs in zero-gee environments. The user has no hands or feet free while clinging, but can freely move on walls and ceilings. For other rules, see the Clinging trait. As a Civilian grade equipment, this can be damaged by superficial damage. If this happens while the wearer is clinging, the wearer will fall. The cling suit can be worn together with any Civilian-grade armour but not with Force-fields of any kind – the molecular charge suppression used to cling interferes with the force field generators.
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Superlight Combat Dress 10XP, Civilian
Armour 1 on legs and arms, Armour 2 on head and torso, Sealed.
This can be combined with a kevlar jacket for +6XP. The combination gives Armour 4 to the torso, 2 on the head, and 1 on all other locations, and count as Sealed.
You could also combine Superlight Combat Dress (10XP), Kevlar jacket (6XP) and Refraction Field (10XP) for a total of 26XP. This combination would give you Armour 5 on the torso, 3 on the head, and 2 on limbs, and be Sealed. While actually more expensive than a suit of Power Armor (25XP), this combined set has the advantage of being Civilian-grade.
please let me know if my math is wrong or these combos are too good, I don't think they are.
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Redshirt rules. These may be utter crap because I didn't have any chance to try them on the table (as my kickstarter started today I am quite busy) but please try them with an open mind and let me know how they work for you. In the book, if these work, I plan to have a list of typical Redshirts so players who want to play by the book can fall back to the "official" profiles.
It's not written in the rules, but it is assumed that BOTH players agree to the use of Redshirts. They change the game considerably, but let you put more figures on the table if you want.
And remember, the shirts are red because blood won't show :-)
Redshirts (Optional Rule)
Redshirt are cheaper, cannon-fodder characters that may be added to a gang. They can represent a lot different things: immature aliens that defend their queen, juvenile delinquents that try to impress gang members, rookie cops, fanatic followers of a psionic cult, violent fans of a famous popstar, would-be adventurers who hope to learn the trade, untrained militias, servitor races of stronger aliens, common rioters joining a rebellion, and so on.
Redshirts are created with 8 to 29XP each, using equipment appropriate to their theme and role. Being a Redshirt is a -8XP trait. They do not gain XP in campaigns and should not be assigned equipment that they couldn't normally have.
Redshirts activate only when a character spends one action to perform the Order action. This lets TWO Redshirts perform one action each, without dicing for activation. A Redshirt may perform a single action and then he may not receive another Order until the Initiative has switched.
Redshirts have -4 on all rolls they perform: Shoot, Morale, Melee, everything is at -4 (they are normal persons, even though they may have training and equipment beyond the reach of average people).
There is very little book-keeping involved with Redshirts. Redshirts do not accumulate Stress. The character using an Order to move two Redshirts receives 1 Stress token as normal, but the Redshirts need not be marked. If you are afraid you might lose track of which Redshirt has been activated, turn them so they face their baseline.
When a Redshirt gains one Pin token, he becomes Pinned. A Pinned Redshirt may not perform any action other than Running or Sprinting towards cover, until a character spends one action to Rally him (one action per Redshirt to be rallied). A Pinned Redshirt that takes another Pinned effect does not suffer any additional effects.
When a Redshirt takes one wound, no matter in which part of the body, no matter the severity of the wound, the Redshirt goes OOA.
Redshirts do not roll Reactions. A character may use a successful reaction to perform an Order, thus activating up to two Redshirts that haven't performed their action already.
When a character goes OOA, Redshirts roll Morale (at -4, like all the rolls they make). Any Redshirt failing a Morale roll is Pinned, or Panicking if he rolls a critical failure.
When Redshirts go OOA, characters do NOT roll Morale. They are more or less expected not to last too much.
If all the characters in a game go OOA or move off the table, any Redshirts still on the table automatically panic or surrender, as appropriate to the scenario.
Designer's note: Redshirts are useful for players who agree to field larger forces. We recommend that the number of normal characters plus Redshirts does not exceed a total of 10 figures per side. Players may agree to have only a couple of characters and more Redshirts for a quicker game that requires less book-keeping and dice rolling than usual. Players may also use Redshirts only in special occasions, for example in a final scenario that represents the culmination of gang warfare, where the gangs recruit all the riff-raff they can to bring more guns to the final battle.