tag:blogger.com,1999:blog-39963196196164713142024-02-18T20:42:24.705-05:00Critical DeliriumMostly RPG stuff, but also whatever else strikes my fancy. Expect rants, stories, rules, and outrageous things. It might be funny, too. Warning on language in some posts.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.comBlogger78125tag:blogger.com,1999:blog-3996319619616471314.post-49296131096313490722016-08-05T00:42:00.002-04:002016-08-11T09:09:30.132-04:00Weird Wars 2: Falke PlatoonLong time no post, ya?<br />
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Anyway, a friend is running a Wehrmacht Heer (German Army) game on a PbP forum. As of now we only have 3 players, but expect a GM PC that serves to fill in some major skill gaps.<br />
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I should note that I expect that there will be no intentionally sensitive topics at play here. That is to say we won't be concentration camp guards or executioners for the Waffen SS. All of us are history nerds and we realize that the tale of the German soldier in World War II is a touchy thing. It is debated in the academic world of whether or not many of the common troops and citizens knew of the Holocaust. I'm not going to get into that here, but I am of the opinion that some did, sure -- but not all. This was a time before the Nuremberg Trials, and the mandate about unlawful orders. We, as in the group, are of the opinion that we are out to explore how soldiers experienced the war from the Axis side. Our three characters are very different and I expect it to be very interesting.<br />
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Firstly we should introduce the player characters and realize that this is just my perception of the PCs before we actually start playing.<br />
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We have our squad leader, Unterfeldwebel Gunnar Bahr. He has been in the army longest and is perhaps already disillusioned with the government's aggressive campaigns. A farm boy, he is big and strong and his primary concern is getting his squad home alive, them himself. At 24 he is the most experienced in life in and out of the military. He carries with himself a strong sense of honor and loyalty.</div>
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Then we have Oberschutze Hans Schneider, the machine gunner. He carries the squad's MG34. Relatively young and impressionable, he was a member of the early Hitler Youth program. He is a bit of a fanatic but doesn't really understand why the government targets the people that they do. In his younger age and with his experience in the State's "boy scouts" Hans seeks to serve his country like he was told he must, but could such fanaticism stand up to the cold reality?</div>
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We have Oberschutze Adalwolf Gartner, from Hanover and Colonge originally, a former Sanitiser (medic) that decided he would rather prevent injuries with a rifle that be reactionary with medical supplies. He saw too many of his friends die in the pre-war campaigns so he took up his rifle. He still scrounges plenty of medical supplies, just in case though.</div>
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Finally we have my character, Sebastian Brinkhuis. He is a third generation immigrant from the Netherlands, that is his great-grandfather came to Germany many years ago. He is neither truly rural or suburban, having grown up outside a smaller city but frequenting eastern and southeastern Germany on hunting trips throughout his life with his father and grandfather. Though, he and his family disagree with Hitler and the Reich's policies, they know better than speak out openly. Schutze Sebastian is among the most junior members of the squad and seeks to do his duty like his father, but he knows his training and squadmates with serve him well. He is known more by his rifle, whom he named Katarina, than he himself.</div>
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On the setting we will begin play before dawn on September 1st, 1939. We are with the 20th Infantry Division (motorized) taking part in the invasion of Poland. We are members of (as far as I can tell, fictional) Falke (Falcon) Platoon. We can expect to continue playing up through the end of the war. Can we survive nearly 6 years of war and the collapse of the German war machine?</div>
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Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-21793301612434474882015-08-25T15:08:00.002-04:002015-08-27T12:11:25.867-04:00Things I Want: XCOM 1944!So lately I have been thinking of alternate WWII thanks to a friend of mine, who is actually running the <i>Legends of the Oni-Kaji Jewels </i>setting. I helped him give another friend some XCOM conversions and I started watching Beaglerush's XCOM Longwar play through videos again on YouTube. And I wonder what it would be like to combine them.<br />
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Not Like the Bureau... better than that...<br />
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You would have five major spheres of influence for whichever country you'd be from, which would determine your starting gear. M1 Garand for the USA, Lee-Enfield No4 for the UK, the USSR would have the Mosin-Nagant 1930G, the Japanese would have the Arisaka Type 99, and the Germans would have the Karabiner 98k. That's just for starters, NCOs would get SMGs or a shotgun, Commandos might get an advanced rifle. And the Japanese NCOs or Officers can have a katana, or the high risk, high reward for a flamethrower for anyone else. Obviously, there could be supporting units, like a tank instead of a SHIV, or a radioman who can call in air support or indirect fire for the squad. Sounds over powered? Well without armor (initially?) and against plasma weapons, they'll need it.<br />
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So what about the story? Well, early 1944 seems like a good time, say during April 1944, there are several attacks across the world from extraterrestrials. Including is an attack on the capital city on each of the major countries, Stalin and Hitler are killed outright, Roosevelt escapes but dies in April, Churchill and Hirohito are injured but survive. They are forceful enough to halt WWII and all combatant parties establish a ceasefire to form XCOM at a meeting, directed by top-ranking Generals and Admirals from the main countries (Eisenhower, Patton, Montgomery, Rommel, Zhukov, Khruschev, Kuribayashi (Iwo Jima never happened), and various other commanders from the major combatant nations. In the face of extermination the nations put aside their conflict in favor of a common enemy. Technology was shared as well as resources and man power, though some prejudices remained.<br />
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So what classes would we see? None! Equipment slots? No, but weight is a factor.<br />
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Take what you want to take, but an automatic weapon does less damage to that Muton than a rifle. And edge restrictions, don't have rock and roll? Good luck with getting an automatic weapon? No marksman? No scoped rifle. Be lax with it but why would they give you a weapon they know you can't use? As for taking a tank, well... that's up to the GM and it will have the PC as the commander. The driver and gunner will be extras. Its a good thing, because I'm sure that M4 Sherman or PzKfw IV isn't going to stand up too long against alien plasma rifles, and you're only going to get the heavy stuff once you're proven your worth as a team to use it. So you wouldn't want to lose more than one PC to exploding it would you?Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-11553860734203819432015-07-14T03:23:00.000-04:002015-08-11T12:54:48.253-04:00Legend of the Oni-Kaji Jewels (Iron Dynasty Adaptation)<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;">The rules I'm going with and a
number of the names of people and locations (Konoyo, the Bright Empire,
and Oni-Kaji for example) are from Iron Dynasty and are their IP. I've
just re-adapted them because I couldn't come up with any better names.
Some others I came up with but it's not important at this time.</span></span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span id="docs-internal-guid-5fd71781-8b6f-25bd-2ea5-370493ae5921" style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Players will usually begin between the ages of 10-16, but do not automatically take the Young hindrance. </span><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Iron Dynasty</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> is the setting sourcebook, without their story, as previously stated. They begin with 500 units of currency (Bu in this setting). Some ideas are taken from history and culture while others are pop culture tropes (and a few anime ones here and there).</span></span></span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">The land of Konoyo is ruled by the Bright Empire. The land is host to great mountains, plains, swamplands, bays, and cities. Wilderness rules most of the lands between settlements and cities. Even some local lands are owned and ruled over by minor nobles, who may or may not aspire to domination of the Empire, or they may be content and benevolent landowners.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">The Bright Empire is ruled by the Emperor from the Shining Throne, made of pure gold and crafted by the Oni-kaji as a reward for a long forgotten and honorable deed. The current Emperor is Emperor Emei. A wise and benevolent man, even if a little detached from the common man. It is said that in his youth, he collected the </span><span style="background-color: transparent; font-style: italic; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;">Jewels of the Oni-kaji</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> and used his wishes to become a wiser man and to meet the perfect woman, hence he rules alongside the Empress Itomi, said to have been visited by the very deity the young Emperor wished to and was delivered to the palace courtyard at sunrise the very next morning. His third wish was never told to anyone.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">However, all is not well in Konoyo, as a baron from over the northern mountains, raises an army to march on the capitol. Their warlord, Rokku, leads this growing army of malcontents under a red banner. They are known as the Army of the Crimson Banner, and Rokku attempts to collect the Oni-kaji Jewels for his own foul plans.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Fortunately the Jewels may only be used once every ten years, and they must collect all five of the jewels, said to be made of the brightest gold and shaped into a medallion shape, with a brilliant gemstone in its center, a sapphire, ruby, diamond, emerald, and onyx, with the unreadable script of the gods one each face of the medallion. They are approximately 5 inches in diameter and cannot be destroyed by earthly means, and will glow at sunrise and sunset. Once collected, with the right invocation, the great craftsman Oni-Kaji will descend from the heavens and grant three wishes for the individual and then depart with the medallions to scatter them around Konoyo after a decade. Their existence is not widely known, however, mostly known to sorcerers and priests who would not readily share such information to just anyone.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">The story begins in the 2319th year of the Bright Empire, in a small mountain village in the southern mountains. The characters might be from the rural hamlet, with a population of under 100, with nothing to rule them but an elder, or may be passing through. However fate has brought them together, as on the first sunset in town they are visited by a tall man, unarmed and too well dressed to be from these parts, and he gives one of the players a strange golden medallion with a perfect sapphire in the center, smiles and walks away, vanishing the very instant nobody is looking at him. Anyone may make a knowledge roll (common knowledge is at -4) as to what it is, but it is obviously exquisitely made, unique, and very special object.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">From there, their path is up to them, though they may encounter different people along their journey.</span><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"> For example:</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Matoko, the Priestess, who guards over an ancient tree known to be a connection between the living and the spirit world. It allows anyone to speak with any spirit in the vicinity, good or evil or insane. While beneficial to those who can take such a strain on their mind and soul. for most it is very unwise and often lethal. Possessions are common. This leads many to view the tree as evil and try to kill it, Matoko fiercely defends the tree, as her predecessors before her. The village views her as kind and to an extent their protector, but know not to endanger the tree, which she has never interacted with personally. She can be a staunch enemy or ally if encountered.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Shiro, the wilderness samurai, is not what you would expect upon seeing him for the first time. He is short and obese, but anyone mistaking him as weak or slow would very quickly lose face in a fight. Shiro is a sword saint, though many label him a samurai just because he has a katana. His appetite is fierce and he is a master hunter and chef, and makes either a terrifying foe or a life-saving friend.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Sengaku the Bandit, is known to track down his quarry to other sources of wealth and rob them blind before finally robbing his quarry or letting their disgrace be their undoing. In truth, he sends his ill-gotten gains to his poor village, who has been ravaged by untimely drought and famine.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Misao is a traveling entertainer can be found in any of the rural cities, gathering both reputation and funds before moving to the bigger cities. She is friendly and mostly good hearted, and will ask for help in exchange for pay, after all, travel is dangerous in these times, especially for a lonesome young lady like herself. Her single fault is that she can sometimes be too quick to anger, a bad combination for a beautiful girl who angers when she is objectified. She means well, but she starts a lot of fights that the characters would have to deal with.</span></span></span></div>
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<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-size: small;"><span style="background-color: transparent; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;">Ayame and Ayumi, are sisters operating as traveling merchants, after their village was burned down while they were on a trip to a larger town to get supplies for their family. They are charismatic and helpful as far as merchants go, they’ll even throw in a ride on the back of their wagon if you buy something and are polite. At least for the day. Secretly they are the sole survivors of a ninja clan, when their village was attacked they fled and tried to turn over a more peaceful leaf. But there’s probably a reason they’ve never gotten robbed all the way out here…</span></span></span>Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-2175461539635296362015-07-10T00:48:00.000-04:002015-08-27T12:06:53.999-04:00Sci-fi Setting I'm Starting onThe players will be mercenaries, as I decided against pure bounty hunters, as they will mostly be doing things other than bounty hunting. I decided to give them a transport ship and $10,000 for party gear (in addition to their standard $500 for personal use). So they'd have anything they'd need, short of power armor and advanced heavy weapons. Its supposed have action between the levels of a spy movie and a war movie, with missions running the gambit.<br />
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So the setting? It's set in 2495 on Ganymede (Jupiter's largest moon) where their investor gives them some money for gear and has them do a mission, their reward will be their ship and money. The mission is to rob a corrupt official of his ill-gotten goods, which were stolen from their investor. Only problem is that the official is a member or the local Corporate Security [CSec] office that reinforces the government's Judicial Enforcement Force [JEF], i.e. the police's armed forces. CSec has heavier gear than the local JEF, and several suits of power armor with medium tier weapons. This is what leads a smaller force to reinforce the police, who have advance body armor and assault weapons, lack the power armor and heavy hitting gear. From there they will get their ship and if they leave anything they can can get it back with them (any salvaged gear). I'm trying to make it to where it's a snatch and go, as the suit(s) of power armor will have high caliber weapons if they're too slow. <br />
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[By the way, the Sci-fi Companion will be heavily used.]Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-88489605877286436912015-06-20T15:01:00.000-04:002015-08-27T12:11:16.761-04:00Brothers Isurus and TomasuUp next we have members newer to the game, not the newest. In the middle between the groups labeled "veterans" and "initiates" they fill roles between the two as more versatile in their mission roles, where the "veterans" deal with the brunt of the enemy and the "initiates" often are used to take ground and fill in gaps. Brother Isurus a Carcharodons Assault Marine and Brother Tomasu a Librarian from the White Scars.<br />
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<b>Agility</b> d10, <b>Smarts</b> d8, <b>Spirit</b> d10, <b>Strength</b> d10, <b>Vigor</b> d8<br />
<b>Pace:</b> 10; <b>Parry:</b> 9; <b>Toughness:</b> 18 (10); <b>Charisma:</b> -2<br />
<b>Hindrances:</b> Loyal, Overconfident, Vow (<i>"Serve the Emperor," "Serve the Chapter," "Serve the Deathwatch"</i>), Cautious, Outsider<br />
<b>Skills:</b>
Athletics d8, Drive d8, Fighting d10, Intimidate d10, Knowledge (Xenos) d8, Notice
d10 (+1), Pilot d6, Shooting d8, Stealth d8, Throw d8<b> </b><br />
<b>Edges:</b>
Ambidextrous, Berserk, Block, Counter Attack, Crushing Blow, Fleet Footed, Flesh Render, Improved Dodge, Improved frenzy, Hard to Kill, Rock and Roll!, Two-fisted, Quick, Quick Draw<br />
<b>Gear:</b> Power Armor <i>(+10 Toughness; All; +1 Notice)</i>, Chain-axe <i>(Str+1d10+5; AP5, Tearing)</i>, Bolt Pistol <i>(12/24/48; 2d10; ROF1; 14 shots; AP4; Tearing)</i>, Scrimshaw Talismans, Jump pack, Frag Grenades<i> (8/16/32; 2d10; MBT, Thrown)</i>, Krak Grenades <i>(8/16/32; 3d8; AP8, HW, Thrown)</i>, Mastercrafted Cybernetic<i> </i>Arm<i> (Right; +1 melee damage)</i>, Mastercrafted Bionic Heart <i>(Running die d8+2)</i><br />
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<b>Brother Tomasu</b><br />
<b>Agility</b> d8, <b>Smarts</b> d10, <b>Spirit</b> d10, <b>Strength</b> d12, <b>Vigor</b> d12<br />
<b>Pace:</b> 8; <b>Parry:</b> 8 (9); <b>Toughness:</b> 18 (10)<br />
<b>Hindrances:</b> Loyal, Overconfident, Vengeful (Minor), Vow (<i>"Serve the Emperor," "Serve the Chapter," "Serve the Deathwatch"</i>), Code of Honor<br />
<b>Skills:</b>
Athletics d8, Drive d8, Fighting d10, Intimidate d10, Knowledge
(Battle) d10, Knowledge (Demolitions) d8, Knowledge (Xenos) d8, Notice
d10 (+3), Psyker d10, Shooting d10, Stealth d8, Throw d10, Tracking d8<b> </b><br />
<b>Edges:</b>
Alertness, Ambidextrous, Arcane Background (Psyker), Command, Counter Attack, Improved Dodge, Improved Level-Headed, Improved Nerves of
Steel, Hard to Kill, Marksman, Rock and Roll!, Trademark Weapon (<i>"Genesis"</i>), Quick Draw<br />
<b>Gear:</b> Power Armor <i>(+10 Toughness; All; +1 Notice)</i>, <i>"Genesis"</i> (Force Sword) <i>(Str+1d10; AP5, Force)</i>, Bolt Pistol <i>(12/24/48; 2d10; ROF1; 14 shots; AP5; Tearing)</i>, Power Sword <i>(Str+d10; AP11, Parry +1, Powerfield)</i>, Wolf Pelt, Frag Grenades<i> (8/16/32; 2d10; MBT, Thrown)</i>, Krak Grenades <i>(8/16/32; 3d8; AP8, HW, Thrown)</i><br />
<b>Powers:</b> Augury, Deflection<i></i>, Smite<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-53363024408286064292015-06-20T14:55:00.000-04:002015-06-20T14:57:08.952-04:00Brutal Doom Update (for v20)On June 5th 2015, a new version of Brutal Doom was released (<a href="http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-version-20" target="_blank">Link to Brutal Doom v20's ModDB</a>) and I've played it a few times and I think there's some cool ways to update the gear and enemies.<br />
<br />
<a name='more'></a><br />
Weapons<br />
<br />
I'm adding both the old and new versions as separate models. There were a few changes. The Mancubus' flamethrower was removed from the list.<br />
<br />
UAC/AR-32 Assault Rifle:<br />
24/48/96; 2d8; ROF2; 30 shots; 6 lbs; AP2, Auto<br />
-Reloading is a half action<br />
-Has a rail for an weapon optic<br />
<br />
UAC/CG-214 Chaingun:<br />
20/40/80; 2d8; ROF4, 200 shots; 28 lbs; AP2<br />
-Reloading is a full action plus a half action<br />
<br />
UAC/GL-79 Grenade Launcher:<br />
18/36/72; 4d8; ROF1; 1 shot; 3 lbs; MBT<br />
-Reloading is a half action <br />
<br />
UAC/HG-9 Pistol:<br />
12/24/48; 2d6; ROF1; 12 shots; 2 lbs; AP1<br />
-Reloading is a half action<br />
<br />
UAC/PG-11 Plasma Gun:<br />
24/48/96; 3d6; ROF3; 50 shots; 15 lbs; AP4<br />
-Reloading is a full action<br />
-Alternate Firing Mode: Cone Template: 2d12; ROF1; takes 25 shots from charge pack; AP2<br />
<br />
UAC/PG-12 Plasma Gun:<br />
24/48/96; 3d6; ROF3; 50 shots; 15 lbs; AP4<br />
-Reloading is a full action <br />
-Alternate
Firing mode: 12/24/48; 1-3d8; ROF1; takes 14 shots from weapon with
each use and must charge up for 1 action; AP2, Shotgun<br />
<br />
UAC/RG-2 Railgun:<br />
30/60/120; 2d10+3; ROF1; 5 shots; 25 lbs; AP12, HW, Scope<br />
-Reloading is a full action <br />
<br />
UAC/RL-88 Rocket Launcher:<br />
25/50/100; 4d8; ROF1; 6 shots, 29 lbs; AP10 (direct hit only), HW, SBT<br />
-Reloading is two full actions <br />
<br />
UAC/CGS-12 Combat Shotgun (12g):<br />
12/24/48; 1-3d6; ROF1; 8 shots; 5 lbs; Shotgun, pump-action<br />
-Reloading is a half action for each 3 shells<br />
<br />
UAC/SSG-2 DB Sawn-off Shotgun (12g):<br />
6/12/24; 1-3d6; ROF1-2; 2 shots; Shotgun, break action; Min Str d8<br />
-Reloading is a half action <br />
<br />
<u><b>Melee:</b></u><br />
<br />
Chainsaw: Str+2d6; 8 lbs; AP1<br />
-Starting the chainsaw is a half action <br />
<br />
Knife:<br />
As per <i>Savage Worlds</i> core rules.<br />
<br />
<u><b>Special Weapons:</b></u><br />
<br />
UAC/BFG9000<br />
30/60/120; 5d10; ROF1; 6 shots; 55 lbs; AP20 (direct hit only), HW, LBT, Recharge<br />
-Reloading takes 3 full actions<br />
-Weapon requires a half action to charge before firing<br />
<br />
<u><b>Explosives:</b></u><br />
<br />
Demolition Charge, Small:<br />
3/6/12; 3d10; 4 lbs; AP8 (contact only), HW, MBT, Thrown<br />
-Arming the charge takes a half action<br />
<br />
Demolition Charge, Large:<br />
6d10, 40 lbs; AP30 (contact only), 3 LBT (in a triangle formation, plus the inside areas), HW<br />
-Charge requires 2 full actions to arm<br />
<br />
UAC/HGR-FRAG Fragmentation Grenade<br />
As per <i>Savage Worlds</i> core rules.<br />
<br />
UAC/HGR-PHOS Incendiary Grenade<br />
5/10/20; 3d8; 1 lbs; AP10 (contact only), MBT, Flame, Thrown<br />
<br />
As it is, nothing else really changes at the moment. At least for gear. Here is the link for the older post that includes specialties and other non-weapon gear. <a href="http://criticaldelirium.blogspot.com/2014/09/classic-fps-style-ultraviolence-brutal.html" target="_blank">http://criticaldelirium.blogspot.com/2014/09/classic-fps-style-ultraviolence-brutal.html</a>Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-74002224411319694602015-05-14T12:39:00.005-04:002015-05-14T12:39:58.124-04:00CIS Battle Droids and ForcesFor my Star Wars Clone Trooper campaign.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://img4.wikia.nocookie.net/__cb20080724224239/starwars/images/f/f3/Battledroids_BF.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://img4.wikia.nocookie.net/__cb20080724224239/starwars/images/f/f3/Battledroids_BF.jpg" height="400" width="337" /></a></div>
<br />
<a name='more'></a><br />
<b>B-1 Battle Droid</b><br />
Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6<br />
Pace 6; Parry 4; Toughness 8 (3)<br />
Skills: Fighting d4, Notice d6, Shooting d6, Throwing d4<br />
Traits: Construct, Low-light Vision<br />
Gear: E-5 Blaster Carbine (18/36/72; 2d8; ROF3; 50 shots; AP3, Auto), 1 Thermal Detonator (5/10/20; 3d8; AP4, MBT, Thrown), Droid Control Ship Uplink<br />
Variants:<br />
<ul>
<li>Anti-Armor: Shooting d8; Missile Launcher (30/60/120; 5d8; ROF1; 1 shot; AP15, HW, Snapfire)</li>
<li>Assassin: Notice d8, Shooting d8; Sniper Rifle (5/10/20; 3d8; AP4, MBT, Scope, Thrown) </li>
<li>Pilot: Piloting d6; SE-14 Blaster Pistol (12/24/48; 2d6; ROF1; 100 shots; AP2)</li>
</ul>
<b>B-2 Super Battle Droid</b><br />
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6<br />
Pace 6; Parry 4; Toughness 11 (6)<br />
Skills: Fighting d4, Notice d6, Shooting d6, Throwing d4<br />
Traits: Construct, Low-light Vision<br />
Gear: Wrist Blaster (18/36/72; 2d8; ROF3; 50 shots; AP3, Auto), Tri-Shot (8/16/24; 1-3d4; ROF1; 8 shots; Shotgun) and Wrist Rocket Launcher (30/60/120; 3d6; ROF1; 1 shot; AP6, HW, Snapfire)<br />
<br />
<b>Droideka ("Destroyer Droids")</b><br />
Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6<br />
Pace 6; Parry 2; Toughness 8 (3)<br />
Skills: Notice d8, Shooting d8, Throwing d4<br />
Traits: Construct, Low-light Vision, Transform (1 action)<br />
Edges: Rock and Roll!<br />
Gear: 2 Twin-linked Blaster Cannons (30/60/120; 2d8+1; ROF3; AP4, Linked +1),Droid Control Ship
Uplink, Shield Generator (Soaks 3 wounds, recharge 1 every 5 minutes of without damage)<br />
Ball form: -1 to hit, -3 when moving. 1 action to transform. Pace 12.<br />
Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-3890704039548216142015-05-11T19:51:00.001-04:002015-05-11T19:51:16.015-04:00Another Airsoft Gun UpdateSo it's a bit after I actually got these things for it. But here's a picture, then I'll explain.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdQRnU0QYHJvRvL1njiXoW_ubUIt4WP7tbSjvTZtSe6Y2unOkQzE77Qc6Dk9HmeHaQlcE6DbFncKoVxeJYdPK2sNxKHHDVFZQj01Vw3ovda7x58128xhz8skRBMK_JVtW5L4KfQ1zP6nb-/s1600/20150424_210512.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdQRnU0QYHJvRvL1njiXoW_ubUIt4WP7tbSjvTZtSe6Y2unOkQzE77Qc6Dk9HmeHaQlcE6DbFncKoVxeJYdPK2sNxKHHDVFZQj01Vw3ovda7x58128xhz8skRBMK_JVtW5L4KfQ1zP6nb-/s640/20150424_210512.jpg" width="640" /></a></div>
<br />
On the rails I have a Magpul RVG vertical foregrip in black. On the top rail I have a replica L3 Warrior Systems AN/PEQ-15. This one has a <i>very bright</i> green laser (possible an IR laser as well) and a wide weapon light, approximately 270 lumens, for room clearing. It's fairly bright as it is. If you're wondering what the shiny parts of the vertical grip is, its electrical tape to secure a tape switch for the laser/light for quick use. I also put it in a Seahorse SE1530 hard case for safe keeping.<br />
<br />
I have new red dot sight coming from Hong Kong, should be to me by July. I want to stick a new muzzle device on as well, maybe some flip up iron sights. I'm also planning on getting a couple Contour cameras, one rail mounted one helmet mountedAnonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-45930098441142906502015-05-10T13:53:00.000-04:002015-05-20T10:14:14.069-04:00Star Wars Clone Troopers Game I wanted to do a Clone Troopers game using Savage Worlds and the Weird Wars II sourcebook.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://hiblogger.net/img/articles_img/7/7/d/swi_clonegroup-82zqc.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://hiblogger.net/img/articles_img/7/7/d/swi_clonegroup-82zqc.jpg" height="400" width="241" /></a></div>
<a name='more'></a><b>Human Clone "Race"</b><br />
<ul>
<li>Free Novice edge as per human.</li>
<li>A d6 in any two skills.</li>
<li>The Orders (Grand Army of the Republic) hindrance. </li>
</ul>
<b>Standard Issue Weaponry</b><br />
<br />
DC-15A Blaster Rifle<br />
<ul>
<li>24/48/96; 2d8; ROF2; 50 shots; AP3, Auto</li>
<li>Comes standard with a Scope</li>
<li>May be issued with an under-barrel grappling hook attachment.</li>
</ul>
DC-15S Blaster Carbine<br />
<ul>
<li>18/36/72; 2d8; ROF3; 50 shots; AP3, Auto</li>
</ul>
DC-17 Hand Blaster<br />
<ul>
<li>12/24/48; 2d6; ROF1; 100 shots; AP2</li>
<li>Issued to NCOs, Officers, Vehicle Crews, and Commandos normally.</li>
</ul>
<b>Special Issue Weaponry</b><br />
<b> </b><br />
Blast Cannon <br />
<ul>
<li>12/24/48; 1-3d6; ROF1; 5 shots; AP1, Shotgun</li>
</ul>
DC-15x Sniper Rifle<br />
<ul>
<li>36/72/144; 2d10; ROF1; 6 shots; AP4</li>
<li>Weapon issued with a Scope</li>
</ul>
EMP Launcher<br />
<ul>
<li>18/36/72; 3d8; ROF1; 1 shot; EMP, MBT</li>
</ul>
Merr-Sonn Reciprocating Quad Blaster ("Cip-Quad")<br />
<ul>
<li>30/60/120; 3d8; ROF 2 or 4; Backpack ammo-supply; AP6; Linked, HW, Snapfire</li>
<li>Weapon issued with special ammunition backpack supply and a microrepulsor lift assisted harness.</li>
<li>ROF is either 4 with Linked+1, or ROF2 with Linked+3</li>
</ul>
PLX-1 Portable Missile Launcher<br />
<ul>
<li>30/60/120; ROF1; 1 shot; Snapfire</li>
<li>Can fire Anti-Tank Missiles (5d8; AP15, HW) or Fragmentation Missiles (3d6; LBT)</li>
<li>Weapon issued with a Scope, if one round is used to acquire a lock it may gain a +2 to hit versus an aircraft.</li>
<li>Weapon is breach loaded and requires 1 action to reload.</li>
</ul>
Z-6 Rotary Blaster Cannon<br />
<ul>
<li>24/48/96; 2d8+1; ROF4; 20 shots; AP4, Snapfire</li>
<li>Fully automatic only.</li>
<li>Weapon could be fitted to a backpack ammunition supply.</li>
</ul>
<b>Grenades:</b><br />
LXR-6 Concussion Grenades<br />
<ul>
<li>5/10/20; 4d8; AP10, HW, Thrown </li>
</ul>
V-1 Thermal Detonators<br />
<ul>
<li>5/10/20; 3d8; AP4, MBT, Thrown </li>
</ul>
V-6 Haywire Grenades("Droid Poppers")<br />
<ul>
<li>5/10/20; 3d6; EMP, MBT, Thrown</li>
</ul>
<b>Armor:</b><br />
<br />
Phase-I Battle Armor<br />
<ul>
<li>+5 toughness to all locations</li>
<li>Sealed undersuit allowing 10 minutes of vacuum resistance</li>
<li>Thermo-balanced suit giving a +2 bonus to resist environmental temperature hazards</li>
<li>Can be equipped with kamas, pauldrons, visors, rangefinders, subsurface maritime gear, jetpacks, and other gear</li>
<li>-2 to be spotted with visual-based Notice rolls</li>
</ul>
Phase-II Battle Armor <br />
<ul>
<li>+6 toughness to all locations</li>
<li>Sealed undersuit allowing 15 minutes of vacuum resistance</li>
<li>Thermo-balanced suit giving a +2 bonus to resist environmental temperature hazards</li>
<li>Can be equipped with kamas, pauldrons, visors, rangefinders, subsurface maritime gear, jetpacks, and other gear</li>
<li>-2 to be spotted with visual-based Notice rolls</li>
</ul>
Katarn-Class Commando Armor<br />
Advanced Recon Commando Armor <br />
<br />
<b>Miscellaneous Gear</b><br />
<br />
Backpack (standard issue)<br />
<ul>
<li>Used to carry extra gear. </li>
</ul>
Bacta Injector<br />
<ul>
<li> Allows a user to make Healing rolls without penalty for not having the proper tools, uses bacta from a backpack or a utility belt's medical kit. Each canister is used after each Healing roll and musy be replaced with a half action.</li>
</ul>
Bacta Backback<br />
<ul>
<li> Contains 15 canisters of bacta and an injector.</li>
</ul>
F-187 Fusioncutter<br />
<ul>
<li>Allows user to make Repair rolls without the -2 for not having proper tools. </li>
</ul>
Kama/Pauldrons<br />
<ul>
<li>Grants +1 armor to legs (kama) or arms (pauldron, 50% chance) versus a called shot. </li>
</ul>
JT-12 Jetpack<br />
<ul>
<li>Gives Pace 15 with Climb +1 and Flight for up to 10 rounds, before it must be refueled. </li>
</ul>
Light Visor<br />
<ul>
<li> Mounts over T-visor to allow a helmet mounted flashlight. Not compatible with Macrobinoculars.</li>
</ul>
Macrobinoculars<br />
<ul>
<li>Mounts to helmet to slide down over T-visor when needed. Provides low-light vision. Not compatible with Rangefinder or Light Visor.</li>
</ul>
Rangefinder<br />
<ul>
<li>Mounts to helmet to slide over one side of the T-visor to provide range of targets and low-light vision. Not compatible with Macrobinoculars.</li>
</ul>
Utility Belt (standard issue)<br />
<ul>
<li>spare ammunition</li>
<li>grappling hook and line</li>
<li>ration supplies</li>
<li>medical kit</li>
</ul>
<b>Edges(WIP)</b><br />
<br />
<b>ARC Commander Training</b><br />
<ul>
<li><b>Prerequisites:</b> Command, Rank (Officer)</li>
<li>Clone has shown promise and has gone through the ARC Trooper courses and the titled of ARC Commander has been bestowed upon them before being sent back to their unit. The clone now rolls for sleep deprivation after every 24 hours instead of the normal period. The clone also gains +2 Charisma with Grand Army of the Republic High Command personnel.</li>
</ul>
<br />
<b>Clone MOS:</b><br />
Select an MOS from the Weird Wars II book (things like Engineer, Infantry, Pilot, Scout, etc), this will determine what personal gear is available to be issued to the clone. Note these are the <i>standard issue</i> weapons, others can be requisitioned or otherwise acquired. All <i>infantry</i> Troopers gain access to both the DC-15 Blaster Rifle and the DC-15, the below list assumes they are non-infantry MOSs, for an Infantry Officer forexample, the DC-15A and DC-15S would be available to them.<br />
<br />
Infantry: DC-15A, DC-15S<br />
Sergeant: DC-15S, DC-17<br />
Officer: DC-17<br />
Scout: DC-17<br />
Sniper: DC-15x, DC-17<br />
Vehicle Crew: DC-17<br />
Navy Marine: DC-15S<br />
Engineer: Blast Cannon, DC-15S Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-24705311428803291422015-05-06T17:32:00.004-04:002015-05-20T10:15:04.578-04:00Halo Covenant RacesSo I have recently wanted to do a game based from the Covenant's point of view. Player races could of course be Elites, Brutes, Jackals, and Grunts (Hunters, Drones, and Engineers aren't well suited in cannon to be good races).<br />
<br />
Here I'm basically just taking a whack at it. They're all balanced out, as they are stand-out specimens of their races.<br />
<br />
<a name='more'></a><br />
<br />
Brutes:<br />
d8 dice in Strength, Size +2, Notice d6, +2 Notice with scent. They take the Hindrances Bloodthirsty and Fanatic.<br />
<br />
Brute characters will begin play with a Brute Combat Harness, either a Brute Plasma Rifle () or<br />
Spike Rifle, a combat blade, and they will receive 2 spike grenades.<br />
<br />
Elites:<br />
d6 in Agility and Spirit, d8 in Agility, Size +1, Low-light Vision. Takes the Code of Honor and Fanatic Hindrance.<br />
<br />
Elite Characters will begin play with an Elite Combat Harness, either a Covenant Carbine or Plasma rifle, a plasma pistol, and a plasma grenade.<br />
<br />
Grunts:<br />
+2 Charisma, +4 to resist cold environments, low-light vision, d6 Notice, Smarts takes 2 points to increase at creation, Pace 5. Take Yellow hindrances. Grunt players may choose 2 novice edges. Player also begins with 4 bennies.<br />
<br />
Grunts will begin play with a Grunt Combat harness, either a Plasma Pistol, Needler, and three plasma grenades.<br />
<br />
Jackal:<br />
d6 Agility, Natural weapons (claws and teeth Str+d6), +2 Notice with sight, 1 free novice edge, d6 Notice and Shooting. Takes the Bloodthirsty hindrance.<br />
<br />
A Jackal Character will begine play with a Jackal Combat Harness, and either a Covenant Carbine or Wrist-mounted Energy Shield and Plasma Pistol.<br />
<br />
The campaign will begin before Halo: Reach and likely the team will be made up by order of the ProphetsAnonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-732296046203011812015-03-21T17:44:00.002-04:002015-03-21T17:44:32.172-04:00KWA LM4C UpdateWhile sitting in a tech's room for 8 weeks (only negative thing) my LM4C GBBR went through a bit of a transformation. Its a little heavier and kicks like a .22 LR or so now. Everyone at the store where I had it worked on kept saying how much they loved it and how badass it was.<br />
<br />
It was kind of like having someone rave about your kid, I guess? (I don't have any kids, so what do I know?)<br />
<br />
<a name='more'></a><br /><br />
So here's the before:<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/TpyWsOs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/TpyWsOs.jpg" height="300" width="400" /></a></div>
<br />
And here's what I got back today:<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/j0IvXUK.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/j0IvXUK.jpg" height="300" width="400" /></a></div>
<br />
They had me shoot it before I left the place, one guy saying "you're about fall in love with this gun." I already really liked it so I knew he was right. I put roughly 30 rounds through it and it was accurate, loud, and had some <i>'umph'</i> behind it. It left my hand shaking a little. I walked out of there really really happy, even though some parts I left to be installed wouldn't fit. Still excited. Not as excited as they were however, as they recorded a video for their YouTube channel to be uploaded in the near future.<br />
<br />
It isn't finished either, I want to put some accessories on the rail and an amplifier on the muzzle. Make it really scary to be on the business end of it. Now its all tacticool and comfy.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-17773873412124202372015-02-19T18:44:00.000-05:002015-02-19T18:44:01.180-05:00SOF Game Update and Mission Generator Tables (Rough)I have decided to go with the Army (I had been strongly considering using the SEALs instead), and am very excited to get things written down. So I have altered the Weird Wars Tour of Darkness.<br />
<br />
<a name='more'></a><br /><br />
Step 1: Mission Type<br />
Roll d8<br />
1. Hearts and Minds<br />
2. Civil Relief Action<br />
3. Assault/Raid<br />
4-5. Rural Patrol <br />
6-7. Recon<br />
8. Ambush<br />
<br />
Sub-Step 1-1: Hearts and Minds Subtype:<br />
Roll d4<br />
1. Medical Relief<br />
2. Engineering Project<br />
3. Capture/Defense Action<br />
4. Recruitment/Recon Patrol<br />
<br />
Step 2: Support Table<br />
Roll d6<br />
1. No Support Available<br />
2-4: Guns and Mortars<br />
5-6: Aircraft<br />
<br />
Step 3: Asset Table<br />
Roll d6<br />
1. Dog Team<br />
2. Sniper Team<br />
3. Interpreter<br />
4. Armor (IFV or MBT)<br />
5. Extra Fire Support (Artillery, Mortars, or CAS)<br />
6. ISR Platform (Drone)<br />
<br />
Step 4: OPFOR<br />
Roll d10<br />
1. Terrorist Recon Team<br />
2. Terrorist Cell (Small)<br />
3. Terrorist Call (Med to Large; 2d6+6)<br />
4. Elite Terrorists <br />
5. Foreign Fighters (Fireteam)<br />
6. Foreign Fighters (Squad)<br />
7. Mercenaries<br />
8. Sniper(s)<br />
9. Double Agent(s) (Green-on-Blue)<br />
10. Suicide Bomber(s)<br />
<br />
Step 5: Complications:<br />
Roll d10<br />
1. Civilians<br />
2. Bad ROE<br />
3. Good Idea Fairy<br />
4. IED(s)<br />
5. Green-on-Blue or Blue-on-Blue<br />
6. Bad Comms<br />
7. Bad Intel<br />
8. None<br />
9. Weather<br />
10. Unforeseen Sniper/Suicide Bomber<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-78664953583427001042015-02-15T10:09:00.001-05:002015-02-15T10:09:30.982-05:00Spacehammer 40-Kay!So as I have said I am working on more Savage Space Marines stuff and I thought I would add this NPC to pique some interest!<br />
<br />
Custode (WC)<br />
Agility d10, Smarts d10, Spirit d12, Strength d10, Vigor d8<br />
Pace 9, Parry 9 (1); Toughness: 22 (14)<br />
Hindrances: Vow (M; Protect Emperor), Vow (M, Protect Imperial Palace)<br />
Skills: Athletics d10, Fighting d10, Guts d12, Intimidate d8, Notice d10, Shooting d10, Throwing d10<br />
Edges: Alertness, Counterattack, Fearless, First Strike, Fleet-footed, Improved Block, Improved Dodge, Improved Frenzy, Improved Level Headed, Improved Nerves of Steel, Tough as Nails, Trademark Weapon (Custodian Halberd), Sweep,<br />
Gear: Custodian Power Armor (+14 All; Strength goes up by 1 step; Mastercrafted), Custodian Halberd (<i>Blade</i>: Str+d10+1; AP3, Mastercrafted, Parry +1, Powerfield, Reach, Two-hands. <i>Boltgun</i>: 24/48/96; 2d10+1; ROF2; 20 shots; AP5, Auto, Mastercrafted), Bolt Pistol (12/24/48; 2d10+1; ROF1; 14 shots; AP5, Mastercrafted), Fragmentation Grenades (8/16/32; 2d10; MBT, Thrown), Anti-Armor Grenades (8/16/32; 3d8; AP8, HW, Thrown)<br />
<br />
So there you have it. A combat monster, but wouldn't fight as well as a squad of Space Marines at squad level.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-59158658005311723802015-02-13T21:52:00.000-05:002015-02-13T21:52:27.681-05:00Military Plot Point Campaign: Plot outline and Some Character CreationSo I alluded to this, and I have decided to build up the group from earlier in their careers. This is of course unlikely, but for the sake of story I'd work it in. Alternatively I could change Rangers to SEALs and move to DEVGRU later.<br />
<br />
1) Plot overview:<br />
<br />
Phase 1: Beginning, new in the Rangers. Their second deployments. Perhaps a training session during RASP (or the beginning of their deployment) for roleplay reasons.<br />
Phase 2: Deployed to Afghanistan, then maybe another in Iraq. A few sessions of each. Perhaps get them through to Veteran rank.<br />
Phase 3: Try out for CAG. Some training or roleplaying sessions.<br />
Phase 4+: Missions in CAG.<br />
<br />
2) Characters:<br />
As the game begins around 2005, the character would have seen combat in their first deployment (in either Afghanistan or Iraq). They will receive an advance for Basic Training and their first deployment. Will draw from the Dramatic Intermission table to see how their first deployments went before they met.<br />
<br />
At first most of them will be standard riflemen in a squad, one or two may be given special weapons (AT or an LMG), but for a while they can't become a Team Leader and the Rank (NCO) edge will just get them to Corporal, with some command but not much. They can be an officer however. As time progresses they'll move up and do their thing. Will use Sanity for particularly stressful or traumatic and perhaps get PTSD or suffer from Combat Stress.<br />
<br />
They'll work with Navy SEALs, Army SOF, and on occasion CAG and DEVGRU teams. The aim is to make them value their and the other characters. Want to live but deal with having to go into danger and risk that life. Will use the Gritty Damage rules, and try to scare them during fire fights or tense moments.<br />
<br />
The plot will eventually move to the current state of things and possible operations against OPFOR threats.<br />
<br />
I want to make a "road map" and mission generator for this as well.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-80085198432254871112015-02-09T18:39:00.000-05:002015-02-09T18:39:12.690-05:00Running Savage Doom (Sessions 1 and 2)So I ran it off of the Martian Incident (in fact, it takes place between DOOM 1 and 2), insted on a UAC Mining and Research Facility in the Asteroid Belt. I assumed the Marines weren't employed by he UAC (there was CSEC [Corporate Security] for that) but there to monitor and respond to the facility. The Marines' Company went in in three waves, the players' platoon in last and they were left to guard the hangar as a Company of Space marines [approximately 250 men] go in.<br />
<br />
Over the radio they hear contact and combat with UAC CSEC, which while rare has happened before. After a number of hours they hear the radio go silent and the sergeant goes in with the corporal, and a Private Garcia. Leaving Captain Dutch and Private Johnson to guard the dropships.<br />
<br />
They go in and find bodies, move in and in the next few rooms find around 120 of the Company line up on the wall, some in body bags, others stacked up by the wall. But silence. And a lot of CSEC bodies as well. Spirit rolls. None of them have seen heavy combat. Or mass casualties.<br />
<br />
In the third room they find their Platoon leader propped up in a corner with a pistol and a radio, but dead with a shotgun wound to the chest. The sergeant checks him and finding the radio was dead tosses it away. The Corporal (Chaingunner) sees the "Lt." stir and lift his pistol, he then fires and hits Garcia in the face (I rolled a 19), and three other shambling undead stand up. Still stiff and uneven their shots miss mostly in the gunfight but the pair of Marines overcome the dead. Spirit roll(s) throughout the encounter.<br />
<br />
They then check the side rooms, finding a CSEC Sergeant with shotgun waiting for them but put him down easily. They enter the tram station and clear it, with a dynamic firefight, and head to the next station. Spirit roll since now they have time to reflect on their dead friends and zombies. The Sergeant orders the dropship to go and get reinforcements with their dropship. They are moving from "Reception" to "Maintenance and Housing." on Level 1. They move into one of the housing halls and begin to clear rooms, they split to clear opposite rooms on the hallway. The Sergeant smelling brimstone and encountering "flaming teleportation" and an imp who takes a moment to shotgun to death. The Corporal finds a buff zombie and one wielding an assault rifle. The fight attracts a Spectre and the other enemies in he hallway as they search, leading to the Sergeant catching fire and the Corporal getting badly clawed. They find some medical supplies and ammunition (which thus far have been scarce). Moving into Maintenance Storage, the Sergent nearly gets killed in the Computer Room by a sergeant, only surviving because it had to reload its shotgun (I rolled on this) and left the Sergeant without effective armor. They heal up and the session ends.<br />
<br />
Easy thingsalmost kill them, hard things (demons and imps) die like chumps mostly.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-14035886199846772232015-01-15T20:16:00.000-05:002015-01-15T20:16:32.864-05:00Glorious Return... well sorta.So I got a new PC today and figured I should post something up. There have been updates, and here are some of the major ones:<br />
<br />
1) The Magic the Gathering conversion is on the back burned until it isn't.<br />
2) 40K stuff will show up from time to time to supplement what I'm working on for the .pdf (which will come back on dropbox)<br />
3) In the near future I may very well be looking for a play test group (or two) on a forum to test and tweak the Savage Space Marines rules. The groups will probably be set up for 4-6 person missions. (Savage Worlds sources will be required however). It will be a sign-up sort of deal and it will be first come first serve strictly. Must have a proper mindset of course as its a play test adventure.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-811798150672257542014-12-20T16:30:00.001-05:002014-12-20T16:32:05.828-05:00Savage Space Marines Work continues!Yes, you read that right.<br />
<br />
I'm working on getting all sorts of new things added, mostly gear, edges (Chapter Professional Edges like Sternguard or Ravenwing Veterans), and finishing up the vehicles. I've been at work for it but it may be some time before it gets uploaded (still no PC). A lot of it will be used with the Sci-fi Companion so awesome stuff is on the way.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-92089747197152558322014-11-30T12:34:00.000-05:002014-11-30T14:11:51.975-05:00Savage Magic the Gathering (WIP, Last Update: 30 Nov 2014)Its M:tG right?<br />
<br />
<a name='more'></a><br />
<br />
<b>Races:</b><br />
(Some taken/based from this <i>free</i> document: <a href="https://www.peginc.com/freebies/WizardsWarriors/Wizards_Warriors.pdf" target="_blank">https://www.peginc.com/freebies/WizardsWarriors/Wizards_Warriors.pdf</a>)<br />
<br />
The different planes are rife with different races that are playable.<br />
<br />
Dwarf:<br />
<ul>
<li>Vigor begins at d6</li>
<li>Exist only on Dominaria, Shadowmoor, and Ulgrotha planes.</li>
</ul>
Elf:<br />
<ul>
<li>Agility or Smarts begins at d6</li>
<li>Exist on all planes but Kamigawa, Mercadia, Theros, and Ulgrotha</li>
</ul>
Goblin:<br />
<ul>
<li>Brave Edge</li>
<li>Free Edge.</li>
<li><complete id="goog_2145136186">+</complete></li>
<li>Smarts takes 2 points to advance during character creation.</li>
<li>Small Hindrance.</li>
<li>Exist on every plane but Innistad, Theros, and Ulgrotha</li>
</ul>
Human:<br />
<ul>
<li>Free edge.</li>
<li>Exist on all planes but Lorwyn.</li>
</ul>
Orc:<br />
<ul>
<li>Strength begins at d6</li>
<li>Yellow Hindrance</li>
<li>Exist only in Ravnica plane.</li>
</ul>
(To add list: Ainok, Angel, Aven, Leonin, Minotaur, Nezumi, Rhox, Vaishino)<br />
<br />
<b>Alignment:</b><br />
<b><br /></b>
At character creation a player must take an affinity (i.e. Black, Blue, Green, Red, White, or colorless/Artifact) that provides some bonuses and penalties (aside from colorless which is neutral). This could play into bonuses or penalties in spell-casting, damage, or fighting depending on the target or location. It could be possible to have more than one alignment (with an edge perhaps?).<br />
<br />
<b>Magic:</b><br />
(Some) Stolen from: <a href="http://www.encounteraday.com/2010/06/02/steal-this-setting-savage-zendikar/" target="_blank">http://www.encounteraday.com/2010/06/02/steal-this-setting-savage-zendikar/</a><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://hydra-media.cursecdn.com/mtgsalvation.gamepedia.com/e/e1/Color_Wheel.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://hydra-media.cursecdn.com/mtgsalvation.gamepedia.com/e/e1/Color_Wheel.jpg" height="400" width="398" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">From the M:tG salvation Wiki</td></tr>
</tbody></table>
<br />
...<br />
<br />
<b>Powers:</b><br />
When a power is taken, the player chooses a trapping (i.e. color/element) for that power to align that spell (fire/red, nature/green, light/white, darkness/black, water/blue, etc etc etc) with. For example the Bolt power can be a fireball, necrotic energy, a ray of light or lightning, or a spike of ice, for example; or an armor power could be conjured elements. Colorless powers are simply force or energy based and have no extra effects.<br />
<br />
<b>New Edges:</b><br />
<br />
Affinity (Color):<br />
Prerequisites: Novice, Arcane Background (Channeling)<br />
Gain a +1 to their chosen color and a -1 to a chosen opposite color in regards to spell-casting.<br />
<br />
<b>Changed Edges:</b><br />
<br />
Champion<br />
<br />
Holy/Unholy Warrior<br />
<br />
<b>New Spells:</b><br />
<br />
Protection From Color<br />
<br />
<b>The Planes</b><br />
<br />
The game begins presuming the player characters are <i>not</i> planeswalkers and will be unable to leave the plane they begin in until later in the plot. Whichever plane they begin in is up to the GM and they type of game they group would want, be it Zendikar, Ravnica, Kamigawa, or maybe even Dominara.<br />
<br />
<b>Change Log</b><br />
<br />Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-81739379491379564742014-11-27T11:17:00.000-05:002014-12-20T16:35:13.970-05:00HALO Gear (as a request)A friend is doing a basic HALO game based around ODSTs set a couple years after the war's end in 2554.<br />
<br />
<b>Armor</b><br />
ODST Armor: +6 toughness, all. Sealed 15 minutes. +2 Vigor versus environmental conditions (i.e. heat/cold), built in communications, night vision, and HUD.<br />
UNSCMC Armor: +5 toughness, all (50% head), built in communications.<br />
<br />
<b>Weapons</b><br />
BR55HB SR: 24/48/96; 2d8; ROF1; 36 shots; AP3, 3RB, Low Power Scope<br />
<br />
M6C: 12/24/48; 2d8; ROF1; 12 shots; AP1<br />
M6C/SOCOM: 12/24/48; 2d8; ROF1; 12 shots; AP1, Illuminator, Laser sight, Low Power Scope, Suppressed<br />
<br />
M7: 12/24/48; 2d6; ROF4; 60 shots; AP1, Vertical Fore Grip<br />
M7S: 12/24/48; 2d6; ROF4; 48 shots; AP1, Illuminator, Laser Sight, Reflex Sight, Suppressed, Vertical Fore Grip<br />
<br />
M41 MAV/AW SSR: 50/100/200; 4d10; ROF1-2; 2 shots; Min Strength d6; AP20 (AP3 for blast), Heavy Weapon, Low Power Scope<br />
<br />
M45D: 15/30/60; 1-3d10; ROF1; 6 shots; Min Strength d8; Shotgun<br />
M45E: 12/24/48; 1-3d10; ROF1; 12 shots; Min Strength d8; Shotgun<br />
<br />
M247 MMG: 36/72/144; 2d8+1; ROF3; 200 shots; Min Strength d8; AP3, Auto, Bipod, Snapfire<br />
<br />
M319 IGL: 18/36/72; 3d6; ROF1; 1 shot; AP8 (contact only)<br />
<br />
M392 DMR: 36/72/144; 2d8+1; ROF1; 15 shots; AP3, Illuminator, Medium Power Scope<br />
<br />
M739 SAW: 24/48/96; 2d8+1; ROF4; 72 shots; Min Strength d6; AP3<br />
<br />
MA5C: 24/48/96; 2d8+1; ROF3; 32 shots; AP3, Illuminator<br />
MA5K: 20/40/80; 2d8+1; ROF2; 30 shots; AP3<br />
<br />
SRS99D-S2 AM: 60/120/240; 2d10+3; ROF1; 4 shots; Min Strength d6; AP8, Bipod, High Power Scope, Snapfire<br />
<br />
M9 HE-DP Fragmentation Grenade: 5/10/20; 3d8; AP9 (contact only), Thrown<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-60836177528709068952014-11-11T17:19:00.001-05:002014-11-11T17:19:34.943-05:00Surprise Hiatus Granted this one was a "oh, I'm gonna die now" from my PC, so I'm still working up to get another one again as my phone is too dumb to make good posts. I'm still here and I'm still gaming. I'll be back with more converted characters from my 40k play-by-post, and a game story from Halloween where I killed 2.1 million people in a space fleet after my commando was going to get framed by out CO.<br />
<br />
I've been reading a lot recently as well. Tom Clancy, Mark Owen, Marcus Luttrell, HALO, 40k novels, etc etc etc.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-43760792222063345682014-09-22T14:34:00.000-04:002014-09-22T14:34:13.298-04:00Creating a Plot Point Campaign Series I Would Love To PlaySo if you have been keeping up with the blog, especially early on, you know I enjoy military style games. Unfortunately I will likely never get to play one of these types of games, which is fine. I however will be creating a campaign for Savage Worlds that would be my most favorite game ever. Ever. I don't have a plot line drawn out yet, but I know the concept.<br />
<br />
I want to create an experience that will make the group of players manage life (as much as a civilian would know) as a Tier One operator. Not every mission would be "balls to the wall" gun fights, but many would be stealth oriented, tense chases in trucks in Afghanistan's desert or the streets of an Iraqi city. Narrate through training and planning. Include brief spaces of home life. Invest the players into their characters so when I throw them into situations where they are fighting for their lives they <i>want</i> their player to survive. I've seen my group get <i>very</i> involved and attached to their imaginary characters derived from just a sheet of paper, arbitrary numbers, and their imaginations.<br />
<br />
I want the campaign to be realistic, weight will be important, as will planning what they need and keeping track of it. Book keeping will be important, but not so much it will slow things down. Combat will be gritty and very dangerous, the amateurs they fight will be unpredictable; if they fight well trained gunmen, they will use tactics. Fanatics will be different as well. If they mess up and get in a gunfight with a band of Taliban way off in the mountains, they had better be ready for a fight. I'll be using the fate chip rules from Deadlands too.<br />
<br />
I'm going for maximum intensity, they kind of game that makes the player scared at each close call, sad if they're friend gets hurt or dies. I've played these games, they are the best ones around. The emotional pull is why I play roleplaying games anyway.<br />
<a name='more'></a><br />
<br />
So who would they play? I've decided on that. Due to the lack of information, and they being my "favorite" special forces unit (in much a way one would have a favorite sports team I suppose), would be the US Army's CAG (i.e.1st SFOD-D, Delta Force, ACE, Task Force Green, "The Unit" etc). The secrecy of the unit (not ever being officially mentioned) allows me some play with what they could bring to the fight. Hearing rumors I can tell you what kind of kit they wear, often the types of weapons they use and all that. But thats all rumor and hearsay, mostly.<br />
<br />
For missions that require it, most use either low profile or medium plate carriers (Crye Precision and Paraclete are popular brands I hear), battle belts, Crye Precision Gen 3 uniforms (in multicam), and a helmet (either a Crye Precision Airframe Helmet or MICH 2002), and high quality boots. The Glock 17 is reportedly replacing custom 1911's, and many carry HK416 rifles as they are more reliable than the M4A1, allegedly. It is also rumored that CAG operators bring 2 primary weapons with them in case one malfunctions or they have a different environment to fight in.<br />
<br />
Training for Delta is vague, it is allegedly about a year, and it stresses good shooting and speed. They seem to also be trained in driving offensively and defensively, improvised bomb creation, counter sniping, plane clearing, and a host of other thing you'd find on the wikipedia page.<br />
<br />
So character creation? Well I'll tell you that its reported that 75% of Delta comes from the Army Rangers with the others coming from Army Special Forces or the 82nd Airborne. Most are already NCOs, it may be a requirement actually, and have to be in their mid-20s (the average age is rumored to be the mid-30s for these soldiers). So the characters will start at <i>Legendary</i>, at least 100 XP. There will also be high minimum requirements on most Attributes and combat and stealth skills, and likely a couple edges as well to represent their training. <i>Werid Wars II</i> and <i>Weird Wars: Tour of Darkness</i> will be needed, as will be my free Savage Modern Gear .pdf. Setting Rules will be in play, definitely "Gritty Damage" and "Critical Failures" from the core book. <br />
<br />
As for the story it will likely start sometime in the last few years and progress to a fictional future as the series (hopefully) goes on. Until then..!Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-57049076184621109942014-09-18T21:55:00.001-04:002014-09-19T12:42:49.632-04:00Savage Brutal Doom: Experience from Playing It (Updated 9/19/2014)So I figured if I was going to make a good conversion, it would help if I got some hands on experience, yeah? I watched as much as I could but it doesn't compare to hands on. So what do I think?<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9eshUIxJOPcm8q1F_pbvM7siV-Yve7vmot9g2ksOXoeUqU26KJld0tY9ogjBYMcsziXxI8QFSFC1B4P9GHZjMVUmNB1hPFeKp6it-o6Kkao8eS-yipxOPooK512jZBhrz6iUJ8GSnzZqC/s1600/Screenshot_Doom_20140917_173849.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9eshUIxJOPcm8q1F_pbvM7siV-Yve7vmot9g2ksOXoeUqU26KJld0tY9ogjBYMcsziXxI8QFSFC1B4P9GHZjMVUmNB1hPFeKp6it-o6Kkao8eS-yipxOPooK512jZBhrz6iUJ8GSnzZqC/s1600/Screenshot_Doom_20140917_173849.png" height="240" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Knee Deep In the Dead</td></tr>
</tbody></table>
<br />
<a name='more'></a><br />
<br />
I also have been playing "Doom the Roguelike" so I got some ideas from that!<br />
<br />
So what did I learn?<br />
<br />
Well I need to figure out a way to make ablative armor, as it is an important element, resources are sparse between a group of marines taking bullets from possessed security and fireballs from demons!<br />
<br />
I need to figure out how to wrench up the intensity without slowing down combat. Sure I can tweak the size of fights but there are those moments where all of a sudden like twenty guys just came out of nowhere. Best I can think of is make them easy to kill, as in no rolls to resist death (on most soldiers, some end up being able to make a last stand of sorts).<br />
<br />
Brutal Finishers: ability to make a healing roll (at a penalty) for making a kill in melee in a particularly brutal way. Perhaps a roll to activate it or an ace on the attack and damage roll!<br />
<br />
New Edge Ideas:<br />
<ul>
<li>Mighty Boot: make a kick attack (unarmed) to knock an opponent a number of yards equal to the strength die on damage, minus half their strength on a successful strength roll (at -2).</li>
<li>Now We're Cookin' With Plasma: I have no idea but it was my favorite line from the Doom comic. Maybe a bonus with the plasmagun's cool down?</li>
<li>Rapid Reload: lowers reload time</li>
<li>Shottyman: treat pump action shotguns like semiautomatic and giving a second shop per turn </li>
</ul>
Renaming Core edges<br />
<ul>
<li>Giant Killer becomes "You're Huge..." </li>
<li>No Mercy becomes "Rip & Tear"</li>
</ul>
New Equipment Upgrade Modules<br />
<ul>
<li>Agility Mod Pack: (+1 to attack bonus for weapons; +1 pace for armor)</li>
<li>Bulk Mod Pack: (weapons with magazines +50% magazine size, half reload time for weapons with 1 shot (to free action at minimum), +1 melee damage, or +100% durability for armor)</li>
<li>Firestorm Weapon Pack (ROF increases by 2 if weapon's ROF is already above 1) </li>
<li>Nano Mod Pack:</li>
<li>Onyx Armor Pack: (armor becomes non-ablative)</li>
<li>Power Mod Pack: (ranged weapons add one damage die, melee weapons increase damage die size by one type armor, armor gains 2 points of protection)</li>
<li>Sniper Weapon Pack: (-2 to weapon range penalties)</li>
<li>Technical Mod Pack: (semiautomatic and melee weapons may make a second attack (not like double tap, but a second shooting die, akin to ROF2 weapons), armor reduces knock-back by 2 yards)</li>
</ul>
Plus more. I'll update as I brainstorm. Like weapon and damage tweaking.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6VXHGJHLxyAmm8G2S6lwHzTDNkvDGBYWJ-yJAqo-BMpio4zWvklW0tTlDgPoUDuTzeshZ5Ku_-fq7iDxpxc_NRwE4QPksrOpI9RBPL5wltmmnUrWX4Sv0kMcAilfNGaanQllnwYYUfrJP/s1600/Screenshot_Doom_20140918_193226.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6VXHGJHLxyAmm8G2S6lwHzTDNkvDGBYWJ-yJAqo-BMpio4zWvklW0tTlDgPoUDuTzeshZ5Ku_-fq7iDxpxc_NRwE4QPksrOpI9RBPL5wltmmnUrWX4Sv0kMcAilfNGaanQllnwYYUfrJP/s1600/Screenshot_Doom_20140918_193226.png" height="240" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The "Chaingun Cha-cha!" </td></tr>
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Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-65970451994860635272014-09-14T13:17:00.000-04:002014-09-14T13:18:17.177-04:00Converting Warhammer 40,000 6th Edition to Savage WorldsSo most people who visited here did so because of my Savage Space Marines which has been taken down due to a lack of a safe place to put it up again. So for now here are the conversion charts I used to make it. You will require copies of both systems' rules for this.<br />
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<u><b>40 Characteristics to SW Attribute/Skill Level</b></u><br />
This one should be fairly obvious, though the hardest part was levels 9 and 10. <br />
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1 ----- d4-2<br />
2 ----- d4<br />
3 ----- d6<br />
4 ----- d8<br />
5 ----- d10<br />
6 ----- d12<br />
7 ----- d12+1<br />
8 ----- d12+2<br />
9 ----- d12+2; Wild die d10<br />
10 ---- d12+3; Wild die d10<br />
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<u><b>40k Weapon Strength to SW Damage</b></u><br />
I had some trouble on this when I first, but went on average damages to get the damage rolls.<br />
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1 ----- 2d4 (avg 6)<br />
2 ----- 2d6 (avg 8)<br />
3 ----- 2d8 (avg 10)<br />
4 ----- 2d10 (avg 12)<br />
5 ----- 2d12 (avg 14)<br />
6 ----- 3d8 (avg 15)<br />
7 ----- 4d6 (avg 16)<br />
8 ----- 3d10 (avg 18)<br />
9 ----- 3d12 (avg 21)<br />
10 ---- 4d10 (avg 24)<br />
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<u><b>40k Weapon AP to SW AP</b></u><br />
I did the AP to have it defeat armor of the same level (i.e. AP6 will always defeat a 6+). <br />
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6 ----- 2<br />
5 ----- 5<br />
4 ----- 8<br />
3 ----- 11<br />
2 ----- 14<br />
1 ----- 17<br />
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<u><b>40k Armor Save to SW Armor Bonus</b></u><br />
This was set based of something in <i>Savage Worlds'</i> core book.<br />
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6+ ---- 1<br />
5+ ---- 4<br />
4+ ---- 7<br />
3+ --- 10<br />
2+ --- 13<br />
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<u><b>40k Invulnerable Saves to SW "Shield Dice"</b></u><br />
There were moments when I was converting and was wondering how to handle these, so to use this (and it is very a powerful but appropriate feel) for each attack that would <i>wound</i> the unit, you roll the shield die, on a roll of 4 the attack is negated. On a 1, the shield shuts down until it can be repaired (taking a while, not a field repair).<br />
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6+ ---- d4<br />
5+ ---- d6<br />
4+ --- d8<br />
3+ --- d10<br />
2+ --- d12<br />
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<u><b>40k Feel No Pain to Bonuses to SW Recover from Shaken</b></u><br />
This was also something that I had to bring to make a lot of the nastier things scary. It is also overpowered as usually the lower varieties are used, these stack with other bonuses and may only make the roll <i>once per round</i>, at the end of its action if it so chooses.<br />
<br />
6+ --- +1<br />
5+ --- +2<br />
4+ --- +3<br />
3+ --- +4<br />
2+ --- +5<br />
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<u><b>Psyker Masteries</b></u><br />
This is to set the Psyker skill in <i>Savage Worlds</i> for Psyker NPCs.<br />
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0 ----- d4-2<br />
1 ----- d4<br />
2 ----- d6<br />
3 ----- d8<br />
4 ----- d10<br />
5 ----- d12<br />
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With this you should be able to convert and play as really anything in the 40k universe as long as you have the rules to convert from. Its how I stated up those 45 pages!Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-58979942272270329022014-09-09T11:36:00.000-04:002014-09-09T11:36:02.399-04:00Of Mice And No Men (part 7)New Characters:<br />
Lewis Karlanderson, a chef mage. Arrogant but effective, essentially a fat creole guinea pig fathered by a Middleton cheese tycoon and working in White range. This cook would fit in better in Tree, but is an excellent cook anywhere.<br />
The Squirrel is a wiry con man, but is fairly decent archer. He is a descendant of Karo from the first session.<br />
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The characters make their trip into White Range during a mild winter (plus they were prepared for it) and make it to the gates of the large city. Inside they notice all the buildings are low to the ground and partially subterranean. Gabrielle and Tiki go into a bar to get information on their diplomatic mission. Gabrielle asks a random person about their king is is sucker punched by a rat exclaiming, "You don't talk about Princess Fist that way!" Which caught him off guard and he goes back outside and to the "castle" to see Princess First. He meets a guinea pig, a very fat guinea pig at that, named Lewis Karlanderson (who turns out to be the bastard son of Major Karlanderson from Middleton) who serves as the castle's chef as he waits. Princess Fist is only an affectionate name some of her subjects give her. She is really a Queen and her first name is Princess. Her family name is Stone-Fist, for her family's royal heirloom, a pair of giant magical stone gauntlets.<br />
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At the same time Tiki goes out and meets "The Squirrel" who admonishes him for his brother's assumptions, but offers to be a guide, for 50 bits, and take him to the city's greatest blacksmith. Soon they enter the secret ice cave of Throniir Cold-Fire, an elderly yet brawny mouse, with a slightly blue tinted coat, who offers a wide array of weapons, most interestingly magical ice weapons. He possesses the Ice Wind "forge" and sells his high quality and exotic weapons for a hefty price. Tiki wonders if he could learn to craft these sorts of weapons, but Throniir denies him the knowledge, citing it is a family secret that will not be passed by so easily, but if he were to do him a favor one day he might be more inclined to teach him.<br />
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Queen Princess Stone-Fist sees Gabrielle and when the message is delivered she becomes angry, but eventually telling Gabrielle that if Frostgar wants to settle things so peacefully her should come before her himself. She sends her chef along to make sure the message is delivered as she said it.<br />
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On their way towards the castle, they begin to think that the mouse they came with had disappeared. Suddenly as they were walking through an alley they are ambushed, both the Squirrel and Tiki being stabbed by Fettuccine, wielding a pair of daggers. They fight, the Squirrel eventually being incapacitated, and Tiki driving him off after being wounded himself. The guards show up to see a bloody Tiki or a bloodier Squirrel face down in the snow. He tries to explain, but his weapon is bloody as well, even citing the blood on the walls isn;t enough. Though as Gabrielle and Lewis walk around the corner, one of the guards strikes upon brilliance and derives a complex mathematical formula as to how Tiki could not have gotten the blood there as he pleaded. However, they still find it unlikely that Tiki is innocent all together. Lewis offers them a magical muffin (it expands in a gummy fashion when squished, usually a blast template power) after forcing down healing bread down the Squirrel's gullet. The muffins succeed in gumming up both guards' lungs and stomachs, killing them somewhat quickly. They strip them of their blue fur cloaks and cannine-fang tipped spears and roast them over the town fire, somehow not being noticed, and sell it as a delicacy he just created. The chef makes 800 bits. They then leave to make the trip back to Warren, another few months.<br />
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The group decides to stop back by Hwang's Tower, and Gabrielle gives the equation he copied down to the ancient keeper, who grants him access tot he fourth floor: history. He finds a few interesting things over Frostgar's family: the Aelius family, who were banished over a politcal upheaval from Warren hundred of years ago. They also discover the basics of math magic, but are unable to understand how to use it.<br />
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They meet Frostgar once again, it being late winter at this point, whom receives the message. He nods and agrees and sends a messenger to White Range to arrange things formally. He sends them on their way and they take their new associates to meet the Boss. Lewis insults the Boss' mother's apple pie and is almost beaten with Sammy G's magical shovel but is offered redemption if he can cook a meal on par with hers. He succeeds and is given the nickname "Gaston" as the squirrel quickly makes friends with the other gangsters.Anonymoushttp://www.blogger.com/profile/14669454392689742721noreply@blogger.com0tag:blogger.com,1999:blog-3996319619616471314.post-3499720155991427052014-09-06T15:33:00.001-04:002014-09-06T15:33:00.967-04:00BRUTAL DOOM Campaign Ideas (Updated: 9/6/2014)These are just an exercise on brainstorming how I'd start a campaign in the Doom setting, these will mostly be short game ideas and story premises for such a game. The characters would all be members of the UAAF (Union Aerospace Armed Forces), and some will go against or make new canon (what little there is, I mean).<br />
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<ol>
<li>The classic Doom story line (with a twist). Phobos Lab goes dark, they send a shite load of Marines to investigate it. Once there the players' unit leaves them to guard their fall back point, the hangar (since in the original the Doom guy wasn't able to pilot the dropship alone and now we have multiple marines). Then the rest goes as we all know it...</li>
<li>An alternate, more like what happens in Doom 3. The players are in the base when things become Hellish.</li>
<li>Putting down an insurgency. It says that the Doom guy was assigned to his post on Mars for assaulting an officer who ordered his unit to fire on civilians. This sort of behavior would certainly lead to a rebellious opposition to the UAC (Union Aerospace Coalition) government. So lets say we have a planet (named whatever) and the players are members of a team who are sent on these sorts of anti-insurgency missions. The players would be human fighting enemies for a session or two (to get them acquainted or leveled up some) before they move on a scientific compound where the weird shit starts or are assigned to Mars when they got a little too good at killing.</li>
<li>Insurgent scientific colony. An alternate to the above premise. The team is again marines and attack an insurgent scientific colony (or captured UAC science facility) where they progress through the guards to some stranger enemies when they discover Hellspawn.</li>
<li>Prisoners. The players were captured by an insurgent element when they attacked an isolated UAC Scientific laboratory. During their attack they overwhelmed the small force of marines but damaged the teleportation experiments. Things get worse when the UAC comes to reclaim the facility and sets the experiments into full chaos when in their attack the forces of Hell spew forth from the teleporters. As the last survivors the players must escape. They should have no starting gear.</li>
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