4.2.08

The Armory

So after playing Universe at War I couldn't help but think of the game I thought it would be when I picked it up. So now I'm sitting down and making something like that game for Tabletop.

The basis of the game is that your a mercenary outfit in the future, humanity has explored some space, and staked out 15 systems and colonization has already been through most of them in full force. Of course there are some petty quibbles out there, shots have been fired, time for you to go to work.

Right now I'm working on the infantry kits.
Infantry Chassis can hold up to 2/3 their weight.
Units are paid 1/10th their salary + $300 in various fees on hiring.
The Chassis:
Infantry - 200pds, $20,000/yr
2 hits - 100 starting morale
GeneMod: speed - 160pds, $60,000/yr - +20% run/-10% strength/-10% soldiering
2 hits - 100 starting morale
GeneMod: Heavy - 320pds, $60,000/yr - +20% strength/-20% run
3 hits - 100 starting morale
Robotic - 480pds (can hold 3/4), $160,00/yr - +10% marksmanship/+10% soldiering/+10%spotting/-20% stealth/+10% run/can be hacked.
4 hits - 200 starting morale
Exoskeleton - 500pds, $200,000/yr - +30% marksmanship/+30% spotting/-40% stealth
5 hits - 120 starting morale

I'll go into more details about the different infantry types when I actually get a stats system figured out.

As to the kits, here is what I have so far, I think I need some input on weights and prices, my mind is kind of too tired to figure those out right now.
Infantry Kit Modules:
Ammo

00 is a critical hit.

All weapons may have range extended by .5" while firing by adding 1 mp to the shot, or +5% to hit. Every three mp the critical range is increased by .01, ergo adding six mp would make it 00-02

Single shot - 1 mp, fires one bullet at the enemy, cannot be used more than twice in one turn.
Three round burst - 2 mp, fires three bullets at the enemy, everything within 1" of the target is included in the roll. Each bullet is rolled separately, checking against units in the front to back taking precedent, center first, then right, then left (from the perspective of the shooter). Until all bullets have hit, or until no more targets remain to check. (May hit friendlies.)
Full Auto - 2 mp to start, 1 mp to keep up. Three round burst, followed by two round bursts.

All ballistic weapons may have range extensions.

Pistol - 5 lbs, 40$ - belt/hand
Range 8" - regular ammo - single shot

SMG - 8 lbs, 90-120$ - shoulders/hand
See the Card.

Assault Rifle - 12-15 lbs, 100$ - shoulders/both hands
Range 18" - regular ammo - single shot/3 round burst

Sniper Rifle - 20-30 lbs, 600$ - shoulders/both hands
Range 32" - regular ammo - single shot

Machine Gun - 40-50 lbs, 300$ - both hands
Range 16" - high caliber ammo (unsupported at this time) - full auto

Beam - +25 heat per mp in shot/+20% chance to be spotted on a turn after firing/+10% chance to hit target till end of round, does not stack. +10% chance to be hit on next opponents turn/10" of movement before end of round will cancel.
Pulse - Tracers/+20 heat per mp in shot

Beam Rifle - 12-16 pds, 800$ - shoulders/both hands
Range 18" - Critical Heat 200, heatsink 50 - beam

Pulse Rifle - 12-16 pds, 800$ - shoulders/both hands
Range 18" - Critical Heat 180, heatsink 40 - pulse

Stun - Target is incapable of movement or attacks for their owner's next turn.

Taser - 4-6 lbs, 50$ - belt/hand
Range 4" - reusable - stun

Explosive - Ignores Infantry Armor

Failure in the 90th percentile will result in the explosive detonating 3" in front of the launching unit.

Rocket Propelled Grenade - 2" diameter - 4 hits/3" diameter - 2 hit/6" diameter - 1 hit - $60/ea
Guided Rocket - 3" diameter - 4 hits/5" diameter - 1 hit $300/ea /+10% chance to hit
Rocket Propelled High Explosive Grenade - 3" diameter - 4 hits/4" diameter - 2 hit/5" diameter - 1 hit $200/ea /-20% chance to hit

Shoulder Fired RPG - 20-30 lbs, 200$ - both hands
Range 16" - Rocket Propelled Grenades - Explosive

Shoulder Fired Rocket - 20-30 lbs, 300$ - both hands
Range 16" - Guided Rockets - Explosive

Clothe Uniform/Camo Uniform - 2-3 lbs, 40$ - chest, legs, feet
Camo costs $15 - +2% stealth

Bullet Proof Vest/Camo Bullet Proof Vest - 10-20 lbs, 120$ - chest
+1 armor
Camo costs $15 - +2% stealth

Reflective Bullet Proof Vest - 15-25 lbs, 200$ - chest
+1 armor/-50% damage from energy/+50% damage from ballistic

Body Armor/Camo Body Armor - 30-40 lbs, 220$ - chest, legs, shins, feet
+2 armor
Camo costs $15 - +2% stealth

Reactive Body Armor - 35-45 lbs, 280$ - chest, legs, shins, feet
+2 armor/is not ignored by explosives

Reflective Body Armor - 35-45 lbs, 270$ - chest, legs
+2 armor/-50% damage from energy/+50% damage from ballistic

Personal Shield Generator - 10-15 lbs, 400$ - back
+3 armor/-50% damage from ballistic/-25% damage from explosive/+50% damage from energy
May remain active for 8 turns before recharging for 2 turns.

Personal Stealth Field Generator - 2-3 lbs, 1000-3000$ - back
+80% stealth
May remain active for 3 turns before recharging for 1 turn.

Personal Teleporter - 20-25 lbs, 1200-2600$ - back
Teleport unit 12" in any direction without using up mp. Recharges for 3 turns, must charge before use.

Short Range Comms Headset - 2 lbs, 60$ - ears
+10 morale/+5% soldiering

Long Range Comms headgear - 6 lbs, 140$ - head
+10 morale/+5% soldiering/%50 morale damage from failed squadmate death checks

Short Range Comm Jammer, Blanket - 20 lbs, 400$ - shoulders
Nullify the effects of Short Range Comm gear within 8"

Short Range Comm Jammer, Targetted - 10 lbs, 500$ - wrist
Nullify the effects of Short Range Comm gear within 14" of forward firing arch

Long Range Comm Jammer, Blanket - 40 lbs, 450-560$ - back
Nullify the effects of Long Range Comm gear within 12"

Long Range Comm Jammer Targetted - 30 lbs, 400-480$ - back
Nullify the effects of Long Range Comm gear within 16" of forward firing arch

Comm Cracker - 20 lbs, 230$ - shoulders
Gain +10 morale every time enemy morale takes a hit/+30% chance to spot unit with Short Range Comm gear withing 8"/+30% chance to spot unit with Long Range Comm gear within 14"

Network Cracker - 15 lbs, 450$ - head
Make Electronics check against Robot's Electronics skill, if success robot is hacked and will join your team. If failure make Electronics check or loose Network Cracker for the rest of the battle.

Demolition Charges - 5-10 lbs, 100$ - capacity
Explosives on a 2 turn timer or remote detonator. Remote detonator works out to 12".
Damage is same as RP-HE-G.

Field Rations - 5-10 lbs, 10-20$ - capacity
Consume 1 lbs to increase morale by 10 when no spotted enemies within 40".

First Aid Kit - 5-10 lbs, 100-120$ - belt
Consume 1 lbs to heal 1/2 hit taking 2 mp.

Repair Kit - 40-50 lbs, 120-140$ - belt
Consume 10 lbs to heal 1 hit on Robot, Exoskeleton or vehicle taking 4 mp.

Multi-Tool - 1 lbs, 5$ - belt
Expend 6 mp, repair 1/4 point armor of any kind.

Knife - 1 lbs, 5-120$ (Quality greatly varies in knives.) - belt
Stab - range 1" - 1mp/1hit

Tent - 10 lbs, 30$ - back
Only used in campaigns. - Halves Moral Decay on long deployments.

Bed Roll - 15 lbs, 42$ - shoulders
Only used in campaigns. - Halves Moral Decay on long deployments.

Tent and bedroll are applied separately maxing at -75% moral decay.

skills
Electronics
Your ability to do anything from turning on a computer to hacking meta networks.

Explosives
How well you deal with things that go boom, if it's too low you may just want to not... yeah.

Marksmanship
The chances of you putting a bullet into an enemies squishy places.

Spotting
How well you can see and identify enemy forces.

Stealth
The measure of your skill in sneaking around unseen and unheard.

Mechanical
Got a wrench?

Medical
How well you can apply first aid in the field or an impromptu surgery at the field hospital.

Running
How long and fast you can run before becoming exhausted.

Soldiering
Cleaning guns, keeping up morale on long marches, and kissing your LT's ass.

Insight
How well you actually learn from getting beaten half to death by the drill instructor.

Driving
Your general skill behind the wheel.

Gunnery
How well you can aim something big, mean and bolted to the side of the tank.

Loading
How often you remember not to drop the thirty pounds of depleted uranium on your foot.

Recruit Starting Skills:
3x66
7x55
3x33

Officer Starting Skills:
3x85
6x66
3x55
1x33

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