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Author Topic: New Kit and Traits, courtesy Andrea Sfiligoi  (Read 4342 times)

Offline Manchu

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New Kit and Traits, courtesy Andrea Sfiligoi
« on: January 02, 2017, 04:52:54 PM »
Some draft rules Andrea posted on Facebook:
Quote
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
Quote
C for everything, M for the dragon breath and junglecutter seems appropriate
« Last Edit: January 18, 2017, 12:49:50 AM by Manchu »

Offline Manchu

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Re: [Draft] Sling & Shotgun
« Reply #1 on: January 02, 2017, 09:05:44 PM »
And a civie grade disentangler:
Quote
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.

Offline Manchu

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Re: New Eqipment, courtesy Andrea Sfiligoi
« Reply #2 on: January 03, 2017, 02:43:38 AM »
Quote
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.

Offline Manchu

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Re: New Kit, courtesy Andrea Sfiligoi
« Reply #3 on: January 18, 2017, 12:06:51 AM »
Another proposed rule from Andrea:
Quote
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.
« Last Edit: January 18, 2017, 06:23:11 PM by Manchu »

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #4 on: January 18, 2017, 12:41:44 AM »
More armor:
Quote
Superlight Combat Dress 10XP, Civilian

Armour 1 on legs and arms, Armour 2 on head and torso, Sealed
Quote
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.
« Last Edit: January 18, 2017, 12:43:30 AM by Manchu »

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #5 on: January 18, 2017, 02:02:18 AM »
Quote
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.

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #6 on: January 18, 2017, 02:03:07 AM »
Quote
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

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #7 on: January 18, 2017, 02:03:57 AM »
Quote
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.

Offline Dentatus

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #8 on: January 18, 2017, 02:23:25 AM »
Thanks for this. Is there an official QRS and Stat Sheet yet?

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #9 on: January 18, 2017, 03:36:56 AM »
I have not seen one posted to the Osprey site yet.

Gabbi

  • Guest
Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #10 on: January 18, 2017, 11:31:55 AM »
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.

Online Juan

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #11 on: January 18, 2017, 08:01:23 PM »
Thanks a lot. I think we are gping to need a second edition of the ruleset soon...

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #12 on: January 18, 2017, 08:37:48 PM »
If there is one, let's hope it is in HC - all the flipping around is more than a paperback can take.

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #13 on: January 22, 2017, 05:08:10 AM »
Quote
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.

Offline Manchu

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Re: New Kit and Traits, courtesy Andrea Sfiligoi
« Reply #14 on: January 22, 2017, 05:09:37 AM »
Quote
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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