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Campaign:NERV Siberia
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==House Rules== Facilitate Upgrades is constantly on, meaning all Upgrades cost 1/2 listed rulebook EXP cost. I would prefer not to put UPs and Surplus in the same room, lest people begin to ask logical questions about why Surplus cannot be used to buy a new rifle that doesn't suck. Institution of a standarized Upgrade buying scheme: There are Good and Bad upgrade progressions. If an Upgrade is Good, each costs 50 EXP (1/2 listed rulebook cost) and 3, 3, 3, 3, 2, 2 points are available at each rank. If an upgrade is Bad, each costs 100 EXP (1/2 listed rulebook cost) and 3, 3, 2, 2, 2, 2 points are available at each rank. Pointman now has Good Biological and Structural Upgrade Progression, to make it more defensive and tougher. They now have Bad weapon progression, as offense is not their primary job. AT Tactician now has Good Structural upgrade progression, to aid them in being support units, but retain Bad Weapon and Bio. Berserker remains Good Bio, Bad Weapon and Structure. RAAAAR NOMNOMNOMNOM Skirmisher remains Good Structural and Weapon, Bad Bio. New Weapon Tree Fluff: Masers are now Lasers. They remain the same, because this change mainly comes from my undying respect for the (flash) Light of the Empra, but the Annihilator becomes a Lascannon and two Tech III weapons are added. Lascannon: 2d10+3 E, Pen3, Laser, Reliable, Mounted (No Agi penalty, simply requires the support system for the power source) Range 100dm, S/-/- Heavy, Clip 5, Reload Full, 3 WUP, Tech II Laser. Repeating Cannon: d10+5 E, Pen4, Laser, Reliable, Range 150dm, Heavy, Clip 200, Reload 3 Full, S/3/10 3 WUP, Tech III Laser Lasgun MKII (Totally not a Hellgun): d10+3 E, Pen4, Laser, Reliable, Range 90dm, Basic, S/2/3, Clip 40, Reload Full, 3 WUP, Tech III Laser EVA Units no longer get an inherent bonus to WS and BS. New Conventional Rule: The OD may now replace up to 1/2 Fellowship Bonus worth of troopers with specialized units upon gaining Equip Loadout. This is in addition to the bonus unit. New Conventional Units (All of these are specials under the new rules): T-90LX Lastank: Same statline as a normal tank, but with a d10+2 Pen2 S/2/- Clip 20 80dm Range lascannon in place of the normal tank gun. A powerful new model of tank, the T-90LX uses advances in laser weapon technology to replace its tank cannon with a rapid fire, high-penetration lascannon. Devestating in conventional tank warfare, once the AT field is removed, its rapid fire and respectable damage can actually support the EVAs in battle. T-90RX Railtank: Same statline as a normal tank, but with a d10+3 Pen1 S/-/- Clip 10 110dm Range Railcannon in place of the normal tank gun. This cannon cannot fire the same turn as the tank moves. Another variant of the T-90, the T-90RX uses an advanced stabilization system and a miniaturized railcannon to provide a compromise between mobile tank squadrons and heavy artillery. While powerful and long-ranged, these new tanks are available in relatively small numbers, and the stabilization system prohibits mobile firing. MLRS Battery: Same statline as a normal tank, but with a d10+4 Pen0 S/-/- Clip 9 150dm Range Blast 3 missile launcher. The battery cannot fire in the same turn that it moves. An old standby of conventional warfare, these old missile launchers can still lay down a hell of a barrage. If it were not for AT fields, they would be quite capable of making the average Vrag think twice about assaulting S. I. Golovko, provided they were fielded in large numbers. They tend to cause collateral damage, however, and it is difficult to safely fire them into an engagement that has reached neutralization range. They are better used to harass the enemy and trick the Vragi into believing it is under threat from some other zone of the battle field, or for mopping up spawn. Bolter MLRS Battery: Same statline as a normal tank, but with a d10+5 Pen2 Tearing Range 100dm. On a missed shot, roll for scatter and place a Blast 5 template. The MLRS can only fire once before it needs to return to a supply dock to reload. Requires Bolt technology. Using advances in missile technology, the Bolter MLRS fires a battery of tank-sized bolter shells, capable of doing immense damage, on par with any E-Scale weapon, should they pierce the AT field. However, the powerful explosives will cause serious collateral damage if they don't detonate inside of a Vrag, and can cause serious friendly fire. An OD who orders a Bolter MLRS to fire into a melee is taking a serious risk, but the massive punch they provide can be worth rolling the dice, particularly with Markerlight support. Positron Tank: Uses the Statline of an MSS, save with a BS of 35, firing a d10+1 Pen2 Positron beam with a 75dm range and a magazine of 5. An inefficient weapon built from a converted MSS battery carrier. Positron weapons have simply proven too power-hungry to fit on a conventional tank chassis, prompting a brilliant, but limited engineering solution: Converting MSS Battery Carriers into 'Positron Tanks'. Unfortunately, they lack the guidance and targeting systems of modern tank units or artillery, and the power hungry cannons get only a limited number of shots before they burn out the MSS battery due to an inefficient and quickly hacked-together cannon-battery arrangement. More importantly, the MSS was never designed for combat, and lacks any armor or significant agility; if targeted by the enemy, they are easily and swiftly destroyed. -The DM
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