Tuesday, September 20, 2011

Rifts Psionics errata

Oh em eff gee. I have avoided this post for a long time.

Nega-Psychic: Automatically saves versus most psychic effects without needing to spend mana.

Psi-Tech (and variants): Passive telemechanics gives the base bonus from Telemechanics. Additionally, the Psi-Tech gains a 33% bonus to speed when taking any driving actions to accelerate (20mph for every 15).

Healer

Bio-regeneration: Restores 5d6 health per use. Can be used once per minute.

Exorcism: This works on all forms of possession. It does not work on symbiotes, but does work on MPO.

Healing Touch: Restores 2d6 health per use. Activation time is still 2 minutes. Can only be used once per injury.

Increased Healing: Healing speed is increased to 20 health per day. Healing effects on the character heal an extra D6 of health.

Induce Sleep: Involuntary sleep can be used as long as the person is not on any sort of brain-altering stimulant chemicals such as adrenaline or meth. Other chemicals that are light stimulants such as caffeine or nicotine provide bonuses to save up to +3 (in addition to the normal +5) making sleep induction for them hard.

Psychic Surgery: This adds +30% to an existing paramedic or medical doctor skill but does not grant the skills to perform any sort of complex surgeries. Using this power without the paramedic or medical doctor skills is not recommended.

Physical

Alter Aura: This ability interferes with any sort of supernatural sense, but cannot hide base mana or ISP from magic sense or a similar sense. It will cloud spell abilities such as detect magic, but not detect psionics (because a psychic power is in use).

Deaden Senses: This ability gives the bonus to everyone attempting the listed skills against the victim, not just the psychic. The bonus is increased to +20%.

Ectoplasmic Disguise: Maintenance of this ability does not impede skill performance, but it increases the time needed by 50%. Physical skills like backflips are basically impossible and combat is impossible. The disguise looks perfect though; it "holds up" under scrutiny, unless supernatural senses are present.

Impervious to Fire: All fire deals no damage.

Levitation: This cannot be used on living things, other than plants and the caster.

Summon Inner Strength: This power resists the effects of inhibiting debuffs. The debuffs are still present, but count down and don't take effect while SIS is active.
  • All psionic debuffs, including mind bleeder debuffs
  • All sleep effects if applied before the sleep occurs
  • Stun and daze type effects such as befuddle, swirling lights or northern lights
  • All sonic debuffs and similar "headache" debuffs (magical or otherwise)
  • Chilling type cold debuffs such as orb of cold or circle of cold
  • Sickness type debuffs such as stench of hades or many magical poisons
  • All sense-diminishing powers (not effective against 100% blinds or silences, nor environmental problems like smoke, loud noises, or leylines)
  • Agony and other pain-type debuffs are reduced by half
Super

TM Operation, Possession, Paralysis: The wielder of the device can make a saving throw to resist the effects of these powers. If it has multiple operators (such as a vehicle with comms/nav/gunner/pilot) the operator with the best saving throw is used. AIs use 15, 12, or 10 depending on sophistication with no other bonuses.

TM Possession: In order to cancel the possession, the psychic's body must be within active range of the power. Additionally, the possessed device cannot go more than 5000 feet + 1000 feet per level of the psychic's experience or the ability is cancelled. If the ability is cancelled remotely (via distance or the power expiring) the psychic takes 1d4 minutes to get to his real body.

Telemechanics: +1 APM and +1 on combat rolls while operating devices to which Telemechanics applies. If the relevant skill is known, Telemechanics provides a +20% bonus if the skill is above 60%, otherwise set to 80% as normal.

    Monday, September 19, 2011

    Spellforge Current Custom Orders

    New Camelot -- Merlin

    Advanced Infantry Weapon
    The AIW project is an ambitious project meant to replace the plasma lance with the evolving battlefield of the 2nd century PA Its improvements over the plasma lance include specialized shots that are less effective against human and DB friendlies in the event of friendly fire incidents, but similarly effective against supernatural creatures. It will incorporate an automatic fire function and be much lighter and easier to carry than a plasma lance. A detachable bayonet will provide similar, though not necessarily equivalent melee capabilities. Upon meeting all required standards for the AIW, a contract may be granted for a close combat weapon system to be fitted to the bayonet lug.
    • Compact and easily portable -- entire length under 30 inches (750mm)
    • Lightweight -- under 4kg (8.8lbs)
    • Damage capacity should be on the low-moderate side (greater than 2d6)
    • Weapon should deal extra damage to supernatural creatures
    • Fully automatic with a cyclic rate of 500rpm or more
    • Payload of at least 15 rounds per TW charge or 30 rounds per magazine
    • Reload cost of no more than 15 mana per 15 rounds
    • Range of at least 100m, ideally 200-300m
    • Modular upper and lower rails for scope, front grip, and bayonet
    • Weapon must be highly resistant to wear and moisture damage
    • Easy to break down, clean, and reassemble; should also be easy to perform maintenance on with minimal need for expensive replacement parts
    • With no scope, iron sights should include adjustable front and rear sights; rear sight should have elevation settings for up to 300m and +/- 30 MOA windage, minimum; front sight should be adjustable for +/- 25 MOA elevation. Both front sight elevation and rear sight windage should be spaced in 1 MOA increments.
    Designated Marksman/Sniper Weapon
    The DMSW has a different list of requirements, due to its focus on accuracy at long distances. It is an infantry support weapon, not a true "sniper rifle" and will typically be deployed in infantry companies.
    • Range exceeding 500m
    • Damage should be able to penetrate 30mm of steel (5d6 or greater)
    • Must be equipped with a folding bipod
    • Superior glass scope with 4-8x magnification (+1)
    • Free-floating barrel
    • Minimal moving parts; preferred manual action rather than any machine-triggered action
    • Weight under 7kg including bipod and scope
    • Payload of at least 3 shots
    • Mana cost of no more than 15 per 3 shots, or no less than a 5 round magazine
    • As the AIW: easy to maintain, repair, resistant to wear and moisture damage
    Banishment grenade
    Marketing of the banishment grenade has encouraged Merlin to request a dozen working prototypes for demonstration purposes. The prototypes should be hand-thrown.

    Tear gas grenades
    Likewise, Merlin wishes to test the effectiveness of tear gas grenades against supernatural enemies. He requests a dozen prototype units; upon initial positive results he may wish to procure more. These grenades should be hand-thrown.

    Body Armor
    The slow acquisition of body armor for the army has led Merlin to seek outside contractors. Mana is in short supply for regular army troops, who typically only have enough mana to reload their lance or rifle a few times. Thus, Merlin wishes to procure a low-cost, low-mana body armor that provides moderate protection.
    • Heavy version of body armor should be able to withstand direct hits from HEDP grenades (65 MDC+)
    • Light version of body armor should be more than adequate to resist sustained automatic weapons fire for short periods (45 MDC+)
    • All body armor should be fully environmental including heat, cold, toxin, biological and radiation.
    • Short-range encrypted radio with at least 1 mile range. Must be autonomous without need for a radio base station. Radio should be able to operate for up to 72 hours without needing recharging.
    • Armor should not be made out of metal if possible.
    • Heavy armor should weigh less than 9kg.
    • Light armor should weigh less than 6kg.
    • The only TW function desired is light protection; ideally enough to give a soldier some cover at minimal expense (20-30 MDC). Mana cost should be 5 or less.
    • Helmet must support a variety of modular helmets, including non-SF-constructed TW helmets.

    Saturday, September 17, 2011

    Modern RPG Combat (not Rifts related)

    I've been musing over this for a while. Most games do close combat (melee combat) pretty well, at least acceptably well. Most games don't really do ranged combat really well. In real world combat, a large portion of fights are slow -- combatants in close range often circle each other, looking for openings. At a distance, combatants hide behind cover before popping out, taking a shot, and returning to cover. This is especially true as characters become more skilled; they are less likely to leave openings and less likely to attack unless they have a very specific purpose -- either they can score a hit or they can pin the opponent, trap him, or disable his weapon. Aggression is valuable in combat, but only when it's controlled; blind rushing leads to getting gutted by a spear or gunned down by enemy fire out in the open. This is the theme I'm working with.

    Combat in this engine is dirty and brutal, or at least it's intended to be. Weapons are deadly and wounds are serious. In order to prevent frequent player character death, PCs are granted some form of "luck" which allows them to avoid bad situations -- they're given a certain number of these per adventure and allow them to cancel the effects of a normally terrible situation. For GMs wanting a more realistic game, PCs could be given very few or none of these. I'll cover character statistics in another post; I want this to focus mainly on combat phases and actions. I'll cover dice mechanics elsewhere too, but I'm intending to use a 3d10 + modifiers system (essentially a d20-like system with 3d10 instead of 1d20). I'll go more into reasons for that later.

    Generally this system assumes a few things that are not present in other combat systems:


    1: Imperfect Information. Whenever possible, hide the exact position of things on the battlefield. This can be done pretty easily with MapTool or something similar. You show only the terrain, and not what is on the battlefield. Players then have to use their character skills to identify distances to a particular target, and so on. This is to simulate fog of war; it makes no sense that all characters know exactly which guy was shot by their buddy, or which zone has erupted into melee and so on.


    2: Limited Communication. Players should only be allowed to communicate a small amount of information. In general, this means players should only be allowed to speak on their turns and only small phrases if they are taking other actions. Characters who want to convey lots of information should be forced to spend actual turns doing so; this is why in real life, there are radio operators and officers who are not in the main battle speaking with command units on the radio. If a character is in an emergency situation (eg. gets flanked, gets hit, needs assistance, there is a grenade nearby) it is totally reasonable for him or her to shout a very brief message such as "Help! Medic! Grenade!" and so on. Also, characters who are not within auditory range of other characters may be asked to leave the room temporarily so they do not know what is said. Because communication is so important in real life, it should be assumed that most player comms are over headset/walkie talkie or networked magic communication and that all players can hear what is being said, though.


    Initiative

    • Like any game, the first thing that needs to happen is the initiative roll. Like most games, characters or units (groups of characters typically used for mooks) act in initiative order.
    • The duration of a combat round is 10 seconds.
    • Initiative is determined by a roll-high method; highest numbers go first.
    • If one side of a battle is expecting combat and the other is not, the attackers gain a significant bonus to initiative (+2 to +5).
    • If one side of a battle is ambushing the other or otherwise takes the enemy by surprise, they gain a massive bonus to initiative (+5 or more).
    • Even with ambush bonuses to initiative, extremely combat-aware characters may still be able to go before their attackers; the bonus is a bonus, not a guarantee. Additionally, an extremely lucky character may just be prepared for battle as the attackers are ambushing or spot them just as they come out.

    Melee Combat
    • Characters who have engaged in melee immediately begin brawling after initiative is rolled. Melee combat is exclusive; a character cannot participate in both the melee and ranged combat phases.
    • Characters in melee have "melee actions," allowing them to take many (typically 3 or more) actions in a round. Skilled melee combatants generally have more melee actions than unskilled combatants.
    • Characters in melee are considered to be in constant movement for characters outside of melee, which affects ranged combat rolls.
      Characters in melee are "deadlocked" to whoever was attacking them during the last combat round. If there are multiple attackers, the character may choose which foe to focus on.
    • If a character is focused on one enemy, any other attackers gain a flanking bonus (+3 or more) against him. Some exceptionally skilled characters may be able to fight several attackers without granting any of them flanking.
    • On each character's turn, he may attack his chosen target or use his melee actions to maneuver or defend. Once his turn has occurred, he may still act in the future if he has melee actions remaining.
    • A character may spend melee actions to move a certain distance, according to his movement speed. In addition, each character can move up to 10 feet in a round without costing any movement. This can also be used to disengage from melee; however, a character attempting to disengage from melee must use at least one action for defense if he is not deadlocked.
    • A character who exposes his rear to an attacker while moving immediately gives his attacker a free "flanking attack."
    • Characters choosing to hold actions for defense gain a bonus based on their combat skill to dodge, block, or otherwise avoid a number of incoming melee attacks equal to the number of attacks held. It can also be held for the ranged combat phase to avoid close combat attacks (but not ranged weapons unless the attacker is at close range). Some characters may be able to gain dedicated defensive actions that are always available.
    • Characters who have not acted yet are considered to have all of their actions held for defense when they are attacked. Any unspent actions on defense can then be used on their turns.
    • Attackers roll against the active (held actions) or passive (no action) defenses of the enemy. Because characters in melee are always considered to be moving and on the defensive, the defender always gets some ability to avoid attacks. This may be waived if the enemy is grappled or otherwise unable to move or block.
    • If a melee attacker scores a hit against a passive defense (no held actions), he may continue to make follow-up attacks that automatically hit until he has expended all his attacks. He does not have to make these attacks.


    Ranged Combat (general combat?)
    • Characters in ranged combat act much slower than characters in melee combat. Instead of having a number of melee actions, characters in ranged combat may take up to 2 actions. Some actions take both combat actions.
    • A character may take an action to move up to half his base movement. This movement includes diving behind cover if desired. Slower amounts of movement may be performed in order to sneak through concealed areas.
    • A character may attack an enemy. If this is a close combat attack, this attack generally forces a deadlock and the character will be considered in melee in the next combat round. The attacker may choose not to enter melee (although the defender may attack in kind). A defender with a significant weapon range advantage (eg. polearm vs. knife) can force the attacker to stay out of melee if his defense is successful. Missile weapons don't count as a range advantage, but a rifle with a bayonet counts against an unarmed enemy or one with a knife. Multiple close combat attackers always force a deadlock.
    • Defense against close combat attacks in the ranged phase work like melee defenses, except one action spent defending counts as active defense against all attacks. Characters in melee defending against characters in the ranged combat phase attacking with close combat weapons do so with any held melee actions from the melee combat round.
    • Ranged attackers must aim before firing their weapons; otherwise, any fire executed is wild and generally inaccurate. This does not apply to ranged weapons (guns or crossbows) in melee combat. Aiming takes up one ranged combat action; the character is considered partially exposed while aiming if he is doing so from cover.
    • Wild shooting suffers a penalty based on the difficulty to hit the enemy. Partially exposed enemies aiming in are virtually impossible to hit; firing at enemies out in the open is still like shooting fish in a barrel. Enemies in melee are more difficult, but not impossible; however, wild shooting into melee has a very large chance of hitting other characters in the melee. Blind firing incurs additional penalties.
    • Thrown weapons do not have to be aimed, although aiming may grant bonuses. Drawing and throwing a weapon is a single action.
    • Reloading generally uses both actions. Some abilities may grant the ability to reload extremely quickly as a single or even free action once per round.
    • Non-wild aimed shooting does not include the ability to return to cover after firing.

    Clean-up
    • Characters take wounding damage.
      Buffs and debuffs count down if applicable.
    • Any other modifiers take place at this time.

    Tuesday, September 13, 2011

    Brit's character -- Fire Elemental Shaman

    Keezheekoni

    Attributes
    IQ -- 10
    ME -- 12
    MA -- 4
    PS -- 12
    PP -- 30 (+4 while using Totem Gift)
    PE -- 25
    PB -- 10
    SPD -- 30 (+50 while using Totem Gift)

    Derived Values

    HP -- 58 (+1d6 per level)
    SDC -- 60
    Mana -- 141 (+2d6 per level)
    ISP -- 0

    Actions per Melee: 7 (+1 with Totem Gift)
    Initiative bonus: +1
    Dodge bonus: +16 (+4 with Totem Gift)
    Parry bonus (normal): +14
    Parry bonus (knife): +17
    Parry bonus (polearm): +16
    Strike bonus (normal): +10 (+2 with Totem Gift)
    Strike bonus (knife): +12 (+2 with Totem Gift)
    Strike bonus (polearm): +12 (+2 with Totem Gift)
    Strike bonus (rifle, single shot):  +7 (+2 with Sniper)
    Strike bonus (rifle, burst firing): +5
    Strike bonus (rifle, aiming bonus): +5 (+1 with Totem Gift)
    Strike bonus (handgun, single shot): +4 (+2 with Sniper)

    Roll with punch bonus: +7
    Save vs. HF: +3
    Save vs. all magic: +2
    Save vs. possession: +4

    Special Actions and Abilities

    Sniper: When using a two-handed rifle or shotgun, the Shaman gets a bonus of +2 to strike on single shots if she does not move during her turn. If she is attacked by an enemy, she loses this bonus until the next melee round. She may also use this power with a handgun, but only if it is equipped with a shoulder stock.

    Quick Recharge: The Shaman can, once per turn, instantly reload any TW rifle or shotgun she is wielding as a free action.

    Grapple: The Shaman is an expert grappler. She may tackle, takedown, or throw her opponent and can turn a grapple into a pin or hold. She may also turn a pin or hold into a choke or joint lock. She gets her unarmed strike bonus (currently +10/+12) in addition to her PS modifier (currently +0) in any grappling contest. On a natural 18, 19, or 20, any unarmed hand attack or grapple may immediately pin the enemy. This must be declared before the dice are rolled and overwrites any critical hits or knockout attacks.

    Knockout: The Shaman can knock her opponent out with fists, kicks or blunt weapons if she scores a natural 20 to hit. This ability does not have to be declared on her strike roll.

    Ignite Fire: The Shaman can ignite a small fire by spending 2 mana and concentrating. If the fire is touching combustible material, the fire will spread as a normal fire would.

    Fire Resistance: The Shaman is immune to all heat and fire damage, including exposure to high temperature. This does not give the same resistance to her equipment, nor does it confer any other resistances, such as radiation or kinetic energy resistance (eg. conventional and nuclear explosives are still deadly).

    Heat Detection: The Shaman can detect infrared radiation from warm objects. This power does not work through solid objects, but it is always active unless the Shaman is asleep. This power does not grant the Shaman thermal vision, but rather a sixth "thermal" sense.
    • At great distances (1 mile or more) the Shaman can detect large fires due to the large amount of hot air and smoke elevating above the fire. The larger the fire, the greater the distance that can be detected.
    • Smaller fires (medium-sized campfire or bonfire) can still be detected within a 1 mile distance. The exact location is not known but a general direction can be established.
    • Running vehicles or large groups of people or animals can be detected at roughly 2000 feet. At this distance, the Shaman is only -5 to strike at these targets even if she is otherwise blinded.
    • Human-sized targets can be detected at 1000 feet or less. At this distance, the Shaman is -5 to strike them if she is blinded.
    • At 100 feet or less, the Shaman can detect infrared radiation as a second sight and suffers no blindness penalties, except in high ambient heat situations or when the target has no thermal signature.
    Sense Elementals: The Shaman can recognize any Elemental creature by sight, including Spirits of Light, Elemental Spirits, True Elementals or Elemental fragments. The Shaman can also sense the presence of an elemental creature within a 120 foot radius around her, although she cannot pinpoint a location without other forms of detection.

    Summon Elemental Spirits: The Shaman may summon a Lesser Elemental Spirit of Fire who will assist her. She has a 45% chance for a summoning to be successful. The spirit will assist her with her current task until it is completed. The success chance is increased by 10% at a leyline or 20% at a nexus point. She gains +5% to her summon chance for each level of experience.

    Vulnerability to Stone: The Shaman is vulnerable to stone weapons of any kind, both normal and magical. She takes double damage from them. If she is in an MDC form, SD stone weapons deal their base damage in MD.

    Skills
    Numbers in parentheses are the gains from each level-up.

    Languages
    Language: Native Tribal -- 128% (+5)
    Literacy: Native Tribal -- 128% (+5)
    Language: American -- 128% (+5)
    Literacy: American -- 60% (+5)
    Language: Spanish -- 90% (+5)
    Language: Elven/Dragonese -- 90% (+5)
    Language: Elemental -- 48% (+3)

    Class Skills
    Basic Math -- 95% (+5)
    Horsemanship: Exotic -- 70%/60% (+5) (note: -10% to ride normal animals)
    Dancing (professional) -- 70% (+5)
    Singing (professional) -- 75% (+5)
    Cooking (professional) -- 80% (+5)
    Preserve Food -- 65% (+5)
    Prowl -- 65% (+5)
    Wilderness Survival -- 80% (+5)
    Lore: Native Americans -- 65% (+5)
    Lore: Animals -- 70% (+5)
    Trap Construction -- 44% (+4)
    Tracking -- 60% (+5)
    Camouflage-- 50% (+5)
    Sense of Balance -- 90% (+5)
    Climbing -- 40% (+0)

    Secondary Skills
    Pilot Motor Boat -- 85% (+5)
    Sewing -- 70% (+5)
    Skin and Prepare Hides -- 65% (+5)
    Land Navigation -- 60% (+4)
    Navigation -- 70% (+5)
    First Aid -- 75% (+5)
    Swimming -- 80% (+5)
    Radio: Basic -- 75% (+5)
    Horsemanship: General -- 70/50% (+5)

    Physical and Combat Skills
    Hand to Hand: Expert
    WP: Semi and Fully Automatic Rifle (Sharpshooting)
    WP: Automatic Pistol
    WP: Knife
    WP: Polearm
    WP: Flail
    Acrobatics
    Running
    Athletics
    Boxing
    Wrestling

    Magic and Spell Knowledge

    Level 1 Fire (spell level 1)
    Cloud of Smoke (2)
    - 30ft diameter burst of smoke
    Fiery Touch (5)
    - Buffs self with fiery aura, adds +1d6 to hand to hand attacks
    Fire Bolt (4)
    - Medium ranged blast of fire, 4d6

    Level 2 Fire (spell level 3)
    Heat Object (4)
    - Heats an object, generally used for cooking; long cast time
    Resist Cold (5)
    - Buffs with 100% cold resistance (doesn't prevent damage from cold-based physical weapons)
    Swirling Lights (8)
    - 60 foot long, 10 foot diameter column of bright light from hands; dazes enemies who fail their save

    Level 3 Fire (spell level 5)
    Circle of Flame (10)
    - Starts a SD or MD magical flame at target location; 4d6 damage if passing through
    Extinguish Fire (8)
    - Cancels a large area of fire, can't extinguish magic fire.
    Fireball (10)
    - 90 foot range, 15 foot radius splash fireball, dealing 1d6+1 per caster level (eg 6d6+6 at level 6)
    Fire Gout (10)
    - 30/level foot long stream of fire (eg. 180ft at level 6), deals 6d6 +1/caster level (eg. 6d6+6 at level 6) and suppresses enemy as long as stream is maintained, up to 1 turn (2 seconds). Can hit multiple enemies in a small arc.
    Part Fire (8)
    - Cuts a small path through fire or deflects fire attacks.

    Level 4 Fire (spell level 7)

    Cauterize (15)
    - Burns wounds closed, preventing bleeding and healing 4d6 health. Can only be cast once per injury.
    Flame Friend (20) (ritual)
    - Summons a powerful fiery creature to fight for you. He has 3 APM, is +2 on combat rolls. He is immune to energy attacks, has 50 MDC and deals 2d6 physical melee damage, +1d6 from fiery touch.
    Fuel Flame (10)
    - Triples the size and power of a fire.
    Mini-Fireballs (20)
    - Buffs self to throw medium-range bursts of fire, dealing 3d6 +2 per caster level (3d6+12 at level 6).
    See Through Smoke (12)
    - See through smoke effects and gain the infrared vision ability.

    Level 5 Fire (spell level 9)

    Blue Flame (30)
    - A massive radius attack spell, dealing 1d6+3 per caster level (6d6+18 at level 6) cold damage.
    Fire Globe (20) (ritual)
    - A grantable fire explosive that deals 5d6 damage, +5d6 per round. Generally kills anything it hits if allowed to burn. The magical napalm can be extinguished with normal or magical countermeasures.
    Screaming Wall of Flame (30)
    - Creates a soul-devouring wall of rape. The wall has a fear effect (hf16) to anyone that comes near it.

    Level 6 Fire (spell level 11)

    Dancing Fires (35)
    Creates 1 little fire buddy per caster level. Each one has 2 APM and deals 1d6 MD, has 20 MDC and has +2 to combat rolls. They are immune to energy and physical attacks; magic, ice, psionic, and water attacks are effective.
    Flame of Life (40)
    - Restores a character from coma to sustainable health. Can resurrect dead characters with 50 +3/level chance.
    Flame Whip (30)
    - A self buff, creates a nasty whip that deals 4d6+1d6 per level. +1 to strike and has 6ft + 1ft range per caster level.

    Level 1 Shaman

    Dowsing (6)
    - Find water.
    Nose of the Wolf (4)
    - Greatly increases sense of smell, roughly equal to a dog or wolf.

    Level 2 Shaman

    Animal Speech (5)
    - Grants the temporary ability to speak with animals.
    Contact Spirits (8)
    - Enters a trance to ask the spirits questions.
    Spirit Quest (5)
    - Enters the Astral Domain of the Spirits to ask for favors.

    Level 3 Shaman

    Animal Companion (20)
    - Summons an animal (non-supernatural) to aid the spellcaster as a long-term pet.

    Level 4 Shaman

    Ears of the Wolf (10)
    - Grants self superhuman, canine-like hearing.
    Spirit Paint (10/20)
    - Enchants self or allies with hunting or war paint.

    Level 5 Shaman

    Metamorphosis: Hummingbird (18)
    - A very long-term enchantment that allows the caster to transform into a hummingbird.
    Totem Gift (12)
    - Grants totem animal powers (listed in character section) for 30 seconds per caster level.

    Level 6 Shaman

    Plant Travel (25)
    - Travels at 6mph, relaxing. Can carry the caster with gear, but cannot carry gear alone.

    Level 7 Shaman

    Spirit Blessing: Animal (20)
    - Changes an SDC animal's health into MDC health, and boosts maximum health by 30%. 2 minutes per caster level. Also changes natural weapons into MD natural weapons, but does not grant supernatural PS.

    Monday, September 12, 2011

    Helpful Tips on magic for shamans

    Fire Level 1
    Blinding Flash -- A good control effect for very cheap, but easy to find. A staple spell that everyone should have.
    Create Coal -- At level 1, it creates fossil fuel for burning. Has a lot of potential uses, especially for providing fuel for low-income people. It's a really neat spell.
    Fiery Touch -- A must-have. It's a class-defining spell. This should be cast before any sort of melee combat.
    Fire Bolt -- Most notable because it's level 1, making firebolt TW weapons very cheap.

    Fire Level 2
    Cloud of Ash -- Creates a teargas like effect, although not as good as tear gas. Good but skippable.
    Darkness -- Magical darkness that beats passive nightvision spells or abilities. Probably not as good as smoke spells or grenades overall though.
    Heat Object -- A good utility spell for cooking.
    Spontaneous Combustion -- A good way to make non-magic fire, which is nice for... certain other effects.
    Swirling Lights -- Probably the main bread and butter control spell for fire warlocks. Short range but incredibly good.

    Fire Level 3
    Circle of Flame -- Pretty good area denial spell. Better than the wizard version in every way.
    Fireball -- With a blast radius and huge damage, this is kind of scary.
    Wall of Flame -- Also pretty good area denial spell.

    Fire Level 4
    Cloud of Steam -- A better teargas type spell than Cloud of Ash.
    Fire Blossom -- A grantable object to set things on fire.
    Flame Friend -- A fire pet who can fight for you.
    Cauterize/Heal Burns -- The only healing spell in Fire.
    Mini-Fireballs -- A strong buff that can be used in self-defense if you find yourself unarmed.
    See Through Smoke -- Infrared vision at long range is good, even if you have infrared radar.

    Fire Level 5
    Blue Flame -- A huge area high damage nuke. Does a ton of cold damage.
    Eat Fire -- Allows you to survive without food by eating fire.
    Fire Globe -- A grantable napalm grenade. Wow!
    Screaming Wall of Flame -- A spell too good for words. The best warlock area denial.
    Wall of Ice -- Kind of high level for this kind of spell, but a very sturdy barrier that is hard to get past.

    Fire Level 6
    Dancing Fires -- Summons a lot of little flame pets that tear enemies up.
    Flame of Life -- It's a heal and a rez! What else is there to say?
    Fire Whip -- The damage on this spell is ridiculous. A great close combat weapon.

    Fire Level 7
    Fire Sponge -- Lets you absorb fires and unleash a mega-powerful flaming blast. Very short range, though.
    Melt Metal -- This spell ruins anyone with metal armor and does tons of damage to vehicles. Absolutely frightening.
    River of Lava -- Probably the strongest spell in Fire. Probably needs to be nerfed.
    Ten Foot Wheel of Fire -- A gigantic fiery wheel of doom that you control. Causes massive amounts of chaos and destruction.

    Fire Level 8
    All 3 spells in this level are good~

    Shaman Level 1
    You don't actually have a choice here as there are only 2 spells

    Shaman Level 2
    All 3 spells in this level are pretty decent, Animal Speech is kind of must-have

    Shaman Level 3
    Animal Companion -- Gives you a pet animal friend! Permanent and can be recast!
    The other two spells are decent, not amazing

    Shaman Level 4
    Ears of the Wolf -- Gives you super hearing!
    Spirit Paint -- Provides some bonuses to combat and hunting skills

    Shaman Level 5
    Totem Gift -- Must have! Empowers you with your totem's bonuses

    Shaman Level 6
    ...they pretty much all suck

    Shaman Level 7
    Spirit's Blessing (Animal) -- Makes your mounts or pets MDC

    Shaman Level 8
    Only 2 picks and both are pretty awesome

    Shaman Level 10
    Only 2 choices and again, both are great

    Shaman Level 11
    ...3 choices, all are awesome... you probably won't get any of these though

    Monday, September 5, 2011

    The Spellforge Mobile Modular Weapon System Project

    The Spellforge Mobile Modular Weapon System (henceforth MMWS) has the following list of operational requirements (as brainstormed by Nick, Scott, and myself):
    • Unit must be able to traverse most terrain with minimal effort -- swamp, desert, jungle, forest
    • Unit must be able to operate autonomously for short missions without additional crew support.
    • All operational modules must be "hot swappable" in under 30 minutes
    • Unit cost should not exceed 2 million credits and should ideally be under 1 million
    • Platform should be capable of serving in an anti-armor, anti-aircraft and fire support role, depending on mission
    • All modules should be capable of quick deployment and undeployment; under 1 minute and ideally within 15 seconds
    • Anti-armor module should carry firepower capable of knocking out a Coalition MBT
    • Fire support module should be capable of delivering heavy antipersonnel or antistructure payloads precisely to minimize collateral damage
    • Anti-aircraft module must be capable of downing a Coalition SAMAS or equivalent suit in a 1-to-1 confrontation
    • Unit should be transportable via Chinook helicopter and Rift To spells
    • All modules should be capable of arming TW munitions for multipurpose use
    • Unit should have at least one secondary weapon system for close defense scenarios
    With these operational requirements, the ideal MMWS platform is the NG-X9 Samson or CAS-30 Assault Suit.

    The Cheapwell is the most expensive Chipwell option, but it is heavy enough that it can reasonably carry the armaments needed. It also comes with a backup weapon without needing to be modified. The CAS must be heavily modified; a modernized HUD and communications suite are mandatory for accurate fire and the stock motors need to be replaced in order to match the need to negotiate difficult terrain. While this will cost a fair bit of money, the real loss is labor.

    The Samson is a proven heavy weapons platform and has jumpjets, but the grenade launchers probably need to be removed in order to add in a personal defense weapon. The Samson's onboard electronics do not need to be updated to meet the MMWS standards. The Samson costs over three times as much, though.

    Another option is the CAI-100 Warmonger; although it's a terrible machine, it honestly requires most of the same work as the CAS-30 and costs basically nothing.

    The cost of a relatively inexpensive 5 mile radio/1 mile radar suite will cost roughly 25k (radar 20, radio 5). An onboard RPA HUD and computer suite will cost 100,000 or more depending on quality. Replacing the servos and motors for the Chipwells probably costs around 12k total. This is for parts, not labor. The entire job will probably take about 1200 man-hours of labor and requires Robot Electronics and Robot Mechanics. Additional software calibration for piloting with the new HUD and new machine will take another 200-ish hours of labor between the pilot and technician calibrating the new system.

    Mobile Modular Weapon System - Fire Support (MMWS-FS)

    The primary fire support weapon system of the MMWS is a refurbished M102 105mm light howitzer. It uses an impressive 9 charges of mortar propellant to fire rounds at targets up to 7 miles away. The large surplus of 105mm rounds in pre-Rifts armories make it an ideal choice. A shorter-range option is a 105mm mortar, which has a 2 mile range with 3 mortar charges. The advantage of a howitzer versus a HYDRA-70 rocket launcher is that the howitzer can be reloaded by standby support crew and requires less maintenance than the mortars.

    In order to support the firing of 105mm heavy ordinance, the issue of recoil must be addressed. A bipedal robot simply is not stable enough to fire a projectile with that much kinetic energy without a recoilless system. The problem with a recoilless system is reloading; without an appropriate closed chamber and firing mechanism, the weapon cannot really be loaded swiftly. This would not be a huge problem, but the needs of the system (requiring only one crew member) means that an autoloader is required. It is also sort of awkward to reload a 14ft tall recoiless gun, making it not very practical. Thus, the MMWS-FS recoil suppression system:


    The MMWS-FS would use a pair (or more) of long pylons that are held on the unit's back. When conducting a fire mission, the pylons unlatch and are swiveled down by a mechanical arm and locked into a static position in the rear of the machine. This way, no stress is placed on mechanical parts. The rods are angled roughly 30 degrees; although this could be seated in a swivel mount (to match the angle of the gun), that would expose mechanical parts to wear. The pylons should 3-4 inches in diameter. They may be pneumatic; a gas-powered pneumatic system would allow the pylons to be more easily stowed and assist with recoil, but would increase deployment time since air (or some other gas) would have to be compressed in the pylons before the weapon could be fired. Either way, the deployment time for such a system would be within the 15 second timeframe and the undeployment time would be a few seconds, since the robot can step back into a standing position and maneuver away while the pylons are withdrawn by the mechanical arms.

    The next step in constructing this system is fire control, which must be programmed into the unit. Since there is no computer system currently to aim a 105mm howitzer, this would require computer programming. This is a very important reason to have an expensive onboard computer system replacement, since it would better facilitate all of the "unique" features of this weapon design.

    The last step is the feed mechanism. This is a much more difficult task since the entire feed system must be designed from scratch. This includes opening and closing of the chamber, feeding the rounds into the chamber, ejecting rounds from the chamber, operating the firing mechanism, and opening the loader for rounds to be reloaded. There are modern designs for such an autoloader, but none of them are American, since US artillery doctrine supported flexibility of charge size and payloads. This is a virtual impossibility for the design specifications of the MMWS-FS, which must be autonomous. Independent construction of such a system is likely to be very costly, especially since design prototypes must be constructed, tested, and graded -- this is not a system that can be "good enough."

    The last system that must be developed is munitions. Although grid coordinates can be used with great effect for deploying frag or thermobaric shells (CEP of 50ft once all calibrations are made), precision-guided munitions would be able to strike specific vehicles, allowing for diversity in payloads; even possibly allowing for HEAT rounds to hit enemy vehicles. A more pertinent problem is that all American 105mm howitzer rounds are separate from their propellants; a round must be created (ideally at Charge 9) that can be fed into an autoloader without coming apart.

    Mobile Modular Weapon System - Anti-Tank (MMWS-AT)

    The MMWS-FS with laser-guided munitions (or even TW-guided munitions) may be able to function in a limited anti-armor role. However, even in a best case scenario it will take multiple direct HEAT hits to disable an enemy armored vehicle, and the MMWS-FS has a limited fire rate of roughly 1 round per 15 seconds. Thus, the MMWS-AT should be able to disable enemy armor faster; ideally within 15 seconds of engaging.

    Option number 1 is some sort of heavy anti-armor cannon. The RG-14, if once could be acquired, would be a reasonable choice; the recoil suppression system in the MMWS-FS could most likely accomodate the RG-14's recoil energy. A more realistic option is the Royal Ordinance L7 105mm rifled cannon. However, there is simply no way a powered armor can handle the L7; the round is over 2 feet long and has massive recoil. In addition, the cannon is over 19 feet long. There is simply no way to fit this gun in a heliborne weapon system.

    A lighter weapon, capable of more rapid fire is also a possibility, since it could do the duty of both antiaircraft and anti-tank. However, this is really unfeasible. 25mm SAPHE ammunition deals 1/3 damage to tanks, rendering even large bursts ineffective.

    The ideal solution is rockets. A HYDRA launcher loaded with APKWS laser-guided missiles can deliver a rapid salvo of indirect fire ordinance on a laser-designated armored target at 7 miles away. The MMWS-AT with HYDRA rockets could dispense all of its payload in 3 melee actions, allowing minimal time for an enemy vehicle to retreat. This sounds effective for both MMWS-FS and MMWS-AT, since it can carry all the same payloads as the M102 howitzer. However, the howitzer can be reloaded with 10-15 rounds by a skilled reloading team, while a HYDRA-70 would be limited to its 7-rocket payload before having to RTB.

    The installation of a HYDRA-70 launcher would be dramatically easier; depending on the onboard computer installed, it may even have basic software to incorporate a system. It would likely only take 20-30 man-hours of work, including electrical. If no software is purchased or available, it would take another 50-60 man-hours of software development.

    Mobile Modular Weapon System - Anti-Aircraft (MMWS-AA)

    The AA system has many logistical challenges. Without a separate radar vehicle, the 1 mile radar is insufficient to track an aircraft. The vehicle will need to be equipped with a large external electronics package; even then, due to the size of the vehicle and its ground position, it would be limited to a 5 mile radar, boosted to 10 miles with a booster antenna. If a Wild Weasel SAMAS could be acquired and reverse-engineered, its electronics package could be used for the MMWS-AA and would be the most ideal option.

    Another option, although it violates the "independent operation" clause, is the use of a nearby radar truck (within 1 mile) which could relay information to the MMWS.

    As mentioned in the MMWS-AT, an autocannon is an ideal solution but it limits the amount of ammunition that can be carried. Because the radio equipment would be mounted on the rear of the MMWS, it would be limited to a revolving drum feed and the payload would be greatly reduced.

    Also due to the radio equipment, anti-aircraft missile launchers (using IRHS) would be difficult to mount. Still, it is plausible to mount up to two 2-shot IRHS mini-missile launchers for a total of 4 shots. These would be reloadable at an ammo truck by crew (possibly a radar truck could hold ammo), making it a good choice. However, since 4 shots is a rather small payload, this limits its use as an autonomous vehicle. If the electronic equipment was removed, a pair of IRHS launchers would be a strong choice.

    Although little has been discussed about a secondary armament, a railgun would be needed for the MMWS-AA. A NG-202 or TX-250 would be more than capable of providing anti-aircraft deterrent fire for low-flying air vehicles and could be used even while the shoulder missiles are being reloaded by crew. A full-sized railgun would not be really feasible for the other models. The FS and AT could be armed with a small railgun, plasma cannon, or similar personal defense weapon instead.

    The 30 minute swap time is pretty impractical for the MMWS-FS, although it could be done with skilled mechanical labor or specialized equipment. The MMWS-AT with HYDRA-70 would also take mechanical labor or Supernatural PS, but could be done relatively quickly. The MMWS-AA with radio equipment would take the longest, while the MMWS-AA without could be mounted in minutes.

    Sunday, August 28, 2011

    Machineguns and stuff (mostly a GM post)

    this is a GM post more than anything, although it may give you a good idea of what's changing

    Squad Automatic Weapons (generally 15-30lbs)
    Q2-30 RFL
    NG-101 Railgun
    TX-50 Railgun
    C-200 Railgun (getting renamed, although the nickname will still be DMR)
    ...apparently the NE-99 LMG, may have to either move it or lighten it (most likely the latter)

    Heavy Machineguns (30-50lbs)
    Bandit BB 5000
    Bandit 5500 Cactus Juicer
    Bandit 6000 MGL
    Q5-50 Railgun
    Kittani K-500 Railgun
    WR-200 Railgun (sort of)
    C-40R Railgun
    NE-200 PCMG
    NG-202 Railgun
    TX-250 Railgun
    Browning M2HB HMG
    WI-GL20 MGL

    Extra Heavy Machineguns (really fucking heavy)
    TX-500 Railgun (getting errata)
    NE-700 PCMG
    Many integrated railguns including TX-1000

    Thursday, August 25, 2011

    Techno-Wizard Competition

    Because no player has even thought for a minute to analyze the competition, I doubt this post will even get read.

    Whatever.

    This post supercedes stuff in the BoM and FoM.

    Stormspire
    Stormspire is the largest TW manufacturer in North America and produce the largest volume of TW armaments anywhere in the world. Stormspire makes millions of sales annually, and they have a reputation for quality.

    The Stormspire "Mana Bar" energy magazine is the most innovative TW deployment method yet produced for the mass market. The Mana Bar system eliminates the need for the operator to have magical powers or even knowledge of how to operate TW equipment. The Mana Bar energy magazine can be recharged at a leyline or nexus point, and provides several times the payload of a single charge device.  Usage of a Mana Bar-enabled device is simple, just like any normal firearm. It is this major fact, plus Stormspire's sheer production volume, that makes Stormspire the player that they are. Mana Bar systems are not interchangable with normal TW power, but a Mana Bar can be recharged by any mage, making this a minimal issue.

    Stormspire is well-known among the wizard community to be overpriced, but they produce items that are simply unavailable anywhere else.The Mana Bar system allows a mage to power his firearms without sacrificing his personal spell power, a huge benefit to most combat spellcasters.

    Stormspire also produces numerous utility and home use TW products but is mostly outdone in this area by other manufacturers. Their prime export is weapons, armor, and vehicles.

    Mana Bar cost is 20,000 credits. It's a little larger than a short E-Mag; roughly 1"x1"x6" and can be carried in a short mag ammo pouch.

    Shard Pistol
    Range: 200ft
    Damage: 3d4+2 (piercing, semi-automatic)
    Payload: 48 rounds per Mana Bar
    Cost: 72,000 credits

    Shock Pistol
    Range: 120ft
    Damage: 2d6 (electric, semi-automatic)
    Payload: 60 rounds per Mana Bar
    Cost: 35,000 credits

    Jammer Pistol
    Range: 150ft
    Damage: Disables a size 1.5 or smaller electronic device until the end of the round. Can't affect armored items or TW items of any kind.
    Payload: 6 rounds per Mana Bar
    Cost: 90,000 credits

    Starfire Pistol
    Range: 800ft
    Damage: 3d6+4 (smashing)
    Payload: 12 rounds per Mana Bar
    Cost: 70,000 credits

    Firebolt Rifle
    Range: 2000ft
    Damage: 4d6 (fire)
    Payload: 18 rounds per Mana Bar
    Cost: 70,000 credits

    Lightning Pulse Rifle
    Range: 2000ft
    Damage: 2d6 (electric, 3-round burst)
    Payload: 50 rounds per Mana Bar
    Cost: 95,000 credits

    Fireburst Rifle
    Range: 1000ft
    Damage: 2d6+4 (fire, automatic)
    Payload: 40 rounds per Mana Bar
    Cost: 150,000 credits

    Disruptor Rifle
    Range: 2000ft
    Damage: Disables any unshielded electronic device until the end of the round. Can't penetrate the armor of RPA or armored vehicles.
    Payload: 12 rounds per Mana Bar
    Cost: 150,000 credits

    Force Rifle
    Range: 4000ft
    Damage: 1d6*10+4 (smashing)
    Payload: 3 rounds per Mana Bar
    Cost: 300,000 credits
    Note: Unsuitable for firing without bipod or PS 30(n)/18(s). If fired unsupported, recoil inhibits actions on turn after firing. Bipod standard, no standard scope. Stormspire exclusive.

    Snare Rifle
    Range: 500ft, 5ft radius splash
    Damage: Magic net as spell -- one shot per round as always
    Payload: 12 rounds per Mana Bar
    Cost: 190,000 credits

    Windblast Shotgun
    Range: 500ft, 10ft radius column
    Damage: As Wind Rush; 90 MD KB magnitude. One shot per round.
    Payload: 18 rounds per Mana Bar
    Cost: 150,000 credits

    Starfire Pulse Cannon
    Range: 2000ft, 10ft radius splash
    Damage: 2d6*10 (smashing)
    Payload: 2 rounds per Mana Bar. Holds a total of 8.
    Cost: 450,000 credits
    Note: Size 2; tripod comes standard. Stormspire exclusive.

    TK Light Machine Gun
    Range: 2000ft
    Damage: 2d4 (smashing, machinegun)
    Payload: 100 rounds per Mana Bar
    Cost: 160,000 credits
    Note: Requires PS 25(n)/15(s) to be used as a shoulder fired firearm due to excessive recoil. Size 1.5. Bipod comes standard.

    Dragonfire Flamethrower
    Range: 250ft, 5ft radius column
    Damage: 1d4*10 (fire, suppressing)
    Payload: 2 shots per Mana Bar
    Cost: 300,000 credits
    Note: Size 1; roughly the size of a short-barrelled shotgun or SMG

    Daylight Grenade
    Airbursts about 20ft above its thrown point and generates a Globe of Daylight, as the spell, for 12 minutes. Vampires and sun-sensitive undead cannot enter within 50ft of the globe. It is stationary.
    Cost: 2000 credits

    Rain Flare
    Creates a 100ft radius rainstorm underneath the flare for 30 minutes.
    Cost: 20,000 credits

    Flash Grenade
    Literally the same thing as the Spellforge grenade.
    Cost: 1000 credits

    Fear Grenade
    1 minute Fear: HF16 on explosion, 10 foot radius.
    Cost: 2000 credits

    Fire Grenade
    6d6 fire damage to a 10 foot blast radius.
    Cost: 5000 credits

    Freeze Grenade
    Ices everything over in a 10ft radius. The ice is thick, requiring MDC tools to break it. It lasts for 3 minutes.
    Cost: 6000 credits

    Generic TW Melee

    These weapons can be made by a variety of crafters. Expect most TW shops to have some stock of some of these items, most typically flaming sword or dagger hilts. All large TW manufacturers produce most, if not all, of these weapons and generally have some in stock at any given time.

    Boomerang Blade
    Passively returns when thrown, no mana cost. Has a throwing range of 600ft. Returns on the turn after being thrown; cannot be thrown in successive turns. Must be a knife, large shuriken, tomahawk, bladed boomerang, or chakram.

    Damage: 2d6+3
    Bonuses: +1 strike and parry
    Has 300 MDC, must be repaired by a TW (expensive)

    Cost: 100,000 credits

    Flaming Dagger
    A knife hilt that erupts into flame when activated.
    Damage: 2d6 fire when activated
    Activation Cost: 5 mana (10 ISP)
    Duration: 2 minutes
    Cost: 40,000 credits

    Flaming Sword
    A sword hilt. When activated, turns into a blade that can throw fire bolts.
    Damage: 4d6 fire when active, 4d6 firebolts
    Activation Cost: 8 mana (16 ISP)
    Duration: 2 minutes
    Payload: 6 firebolts; if firebolts are expended, active mode ends.
    Range: 200 feet (for firebolts)

    Cost: 70,000 credits


    Ice Blade
    Coats itself in ice when activated, dealing cold damage and chilling targets. Victims must make a saving throw vs. magic or suffer -1 init, -1 combat and -10% speed penalty. Spell strength 12. Effects worth through body armor. Can be any long blade weapon (sword, axe, polearm)
    Damage: 3d6 cold when activated.
    Activation Cost: 10 (20 ISP)
    Duration: 2 minutes; cold effect lasts for 1d4 rounds per hit
    Cost: 100,000 credits

    Lightning Axe
    When activated, crackles with electricity and does bonus damage. Does slashing megadamage when not active. If it hits a metal vehicle or other conductive electronic device, the electric damage is doubled and has a 45% chance of causing a minor malfunction. No extra effect against composite armor or shielded systems.
    Damage: 2d6 slashing, +2d6 electric when active. Must be an axe, although spiked mace versions are made in some places in the New West.

    Activation Cost: 12 mana (24 ISP)
    Duration: 30 seconds
    Cost: 80,000 credits

    Lightning Spear
    When activated, crackles with electricity and deals massive damage when thrown. Is frighteningly accurate as a thrown weapon. Must be a spear. Deals megadamage when deactivated. Activating the spear can be done during the throw as a free action. Note: Returning versions of the spear are rumored to exist; roughly equivalent to an Elite weapon.
    Damage: 2d6+3 piercing, 1d6*10 electric when thrown while active.
    Bonuses: +5 strike when thrown. Travels almost instantly to the target.
    Activation Cost: 15 mana (30 ISP)
    Range: 2000 feet
    Cost: 70,000 credits. Returning versions typically cost 300,000 credits or more.

    Elite TW Items

    Elite TW weapons can come from any major TW manufacturer. Stormspire and Tolkeen make most of them, but all have a long creation time and are generally made to special order. All costs must be paid up-front if purchased from a major manufacturer. If a smaller manufacturer can produce them, generally half is paid up front, with another half upon delivery.

    Battle Fury Blade
    When activated, inflicts dramatically increased damage and doublestrikes. Deals mega-damage even when deactivated. Must be a bastard sword, greatsword, claymore, flamberge, slashing polearm, war axe, or great axe. One of the most feared and popular epic TW weapons in the world.
    Damage: 6d6 passive, 1d6*10 active (plus doublestrike)
    Activation cost: 40 mana (80 ISP)
    Active Duration: 3 minutes
    Has 200 MDC, regenerates 2d6 per day
    Cost: at least 10,000,000 credits

    Deathbringer
    Deals full damage even when deactivated. When active, the wielder takes no damage from non-magic, non-psychic attacks (chi attacks also okay). The wielder's gear (including armor) can still be damaged. The wielder can also shoot a single burst of high-powered force per activation. The wielder may spend the activation cost again to reset the force blast and duration. Activating the Deathbringer while its active is in place is a free action. Must be the same type of weapon as a Battle Fury Blade.
    Damage: 1d6*10 slashing, 1d6*10+10 force blast
    Bonuses: +1 strike and parry
    Activation Cost: 50 mana (100 ISP)
    Duration: 1 minute
    Has 200 MDC, must be repaired by TWs
    Cost: at least 12,000,000 credits

    Demon Claws
    Deals full damage even when deactivated. When activated, gives the wearer supernatural strength and increases his strength by 8. Gives -2 to strike using firearms, -1 to strike with other melee weapons and -30% on manual dexterity skills when worn.
    Damage: 4d6
    Bonuses: +1 strike, +2 parry with claws only. Always active.
    Activation Cost: 25 mana (50 ISP)
    Duration: 15 minutes
    Has 450 MDC. Regenerates 10 MDC per day.
    Cost: roughly 1,000,000 credits

    Draining Blade
    When activated, deals megadamage and drains the target as the Life Drain spell. Deals standard damage otherwise. Must be a one-handed sword.
    Damage: 4d6 + life drain effect, 2d6 SD when inactive
    Activation Cost: 10 mana (20 ISP)
    Duration: 30 minutes
    Generally under 100 MDC. Must be repaired by TWs.
    Cost: At least 2,000,000 credits

    Earthshaker
    When active the wielder inflicts massive knockback and damage with attacks. If used to slam the ground, can apply kb magnitude only to a 10 foot radius circle. Must be a warhammer, mace, maul, gauntlets or other blunt weapon.
    Damage: 1d4*10, SD as appropriate for weapon when deactivated. Deals an additional +100 kb magnitude in addition to magnitude from damage.

    Activation Cost: 35 mana (70 ISP)
    Duration: 1 minute
    Cost: 250,000 credits

    England

    England TW weapons are generally exclusive to the Camelot military, but it is quite possible to purchase or trade for them.

    Plasma Lance
    Deals mega-damage even when deactivated. When activated, functions similarly to a flaming sword; can throw firebolts and is surrounded in a flaming aura. Can be couched for charging attacks from a mount.
    Damage: 2d6, +4d6 fire when active, 4d6 firebolts
    Activation Cost: 8 mana (16 ISP)
    Duration: 2 minutes
    Payload: 6 firebolts; if firebolts are expended, active mode ends.
    Range: 1000 feet (for firebolts)
    Cost: 70,000 credits

    Electroshield
    When active, becomes immune to energy and can shoot lightning bolts. A lightning bolt is also discharged on a successful melee parry at the attacker.
    Damage: 3d6 per lightning bolt, deals SD from shield bashes
    Activation Cost: 20 mana (40 ISP)
    Duration: 5 minutes. Each lightning bolt discharge eats 1 minute from the timer.
    Range: 50 feet (for lightning bolts)
    Has 100 MDC. Must be repaired by a TW.
    Cost: 600,000 credits

    Helm of All Seeing
    When active, the wearer can see invisible, see aura, gains thermal vision, detect magical concealment and gains +3 to save vs. illusions.
    Activation Cost: 12 mana (24 ISP)
    Duration: 15 minutes
    Cost: 250,000 credits

    MORE COMING SOON?!

    Tuesday, August 23, 2011

    Spellforge Proposed Mercenary Fees

    These are the fees proposed by Lion, Brick, and Lyra (who have rode this train before) for mercenary operations. Each merc gets a 20% cut of any service they provide.


    10,000 credits for deployment costs.
    50 credits per fighter per day of prep or non-combat garrison.
    200 credits per fighter per day of combat garrison.
    1000 credits per armed fighter, per day of combat.
    An additional 500 credits for specialized combat units, per day of combat. Headhunters always count; snipers count if they are tasked with covert operations, but not as line troops.
    100 credits per mile of operational transport (this does not include travel to or from HQ to the op zone, only for transporting allied personnel or equipment).
    50 credits per person administered basic first-aid treatment.
    500 credits per person administered emergency medical treatment (up to heal wounds)
    5000 credits per person administered specialized medical treatment, including advanced magic or psionics.
    500,000 credits per resto or resurrection (when such treatments are available).

    1000 credits per fighter for the use of any Spellforge 40mm TW munitions.
    500 credits per fighter in ammunition expenses (E-Mag, SDC, .50cal or railgun ammo)
    1000 credits per fighter in armor repair expenses (note: CS armor is more expensive to repair)
    1000-2000 credits per fighter for the use of exotic ammunition (75H ammo, etc.)
    5000 credits per shoulder-fired rocket or missile.
    10,000 credits per vehicle-launched MIM rocket.
    20,000 credits per COLOS short-range ballistic missile or light laser-guided bomb.
    35,000 credits per laser-guided SRM.
    50,000 credits per heat-seeking SRM.

    Monday, August 22, 2011

    The Spellforge Roster (+allies)

    Sir Lee Chen (Cyberknight 6)
    Jaqueline Cassidy (Techno-wizard 6)
    Blackstream (Night Stalker/Mystic 6)
    Sara (RPA Elite 5) (3000c/mo)
    T'fon (Shifter 7) (paid on commission)
    Gargoyle A (Gargoyle 4)
    Gargoyle B (Gargoyle 4)
    Lyra (Operator 5) (barely a member as it is)
    Brick (Mining Cyborg 5) (5000c/mo)
    Lion (Psi-Stalker 5) (5000c/mo)
    Olug (Mystic Kuznya 5) (doing his own thing)
    Aptaev (Great Horned Dragon/Warlock 4) (paid in spells)
    Izeuphy (Succubus 4) (2000c/mo)
    Samador Imenth (Techno-wizard 4) (4000c/mo)
    Charlie Guillermo (Techno-wizard 2) (3000c/mo)
    Veronica Merriweather (Techno-wizard 2) (3000c/mo)
    Abkii the Defiant (Chiang-Ku Dragon 4)
    Lo Li (Chiang-Ku Dragon 3)
    (1) Medic/Healer (Hired Gun 2) (2500c/mo)
    (1) Johan Haus (Mind Melter 5) (2500c/mo)
    (2) Headhunter 2 (2500c/mo)
    (1) Military Sniper (Assassin 2) (2500c/mo)
    (1) Spotter (Assassin 2) (2500c/mo)
    (1) Wilderness Sniper (Assassin 2) (2500c/mo)
    (1) Radioman (Spec Ops 2) (2500c/mo)
    (1) Helicopter Pilot (Spec Ops 2) (2500c/mo)
    (1) Field Technician (Spec Ops 2) (2500c/mo)
    (2) Heavy Weapons Soldier (Spec Ops 2) (2500c/mo)

    (total cost of employees 50,000/mo)

    Bills: (6000c/mo total)
    Power, Kingsdale complex: 0c/mo
    Power, Atlantis storefront: 100c/mo
    WGS, Kingsdale: 150c/mo
    WGS, Atlantis: 150c/mo
    Weapons Maintenance: 20c/mo per combatant (400c total)
    Maintenance, Wheeled Vehicles: 25c/mo each (100c total)
    Maintenance, Hovercycles: 100c/mo each
    Maintenance, Helicopters: 500c/mo each
    Food, Humans: 150c per person (3300c total)
    Food, Monsters: 300c per person (1200c total)

    Allies:

    "Crazy" Florentino Villapondo (Crazy 6)
    Kingsdale Dragons Captain (Juicer 4)
    Julian the First (Mega-Juicer 8)
    White Raven (Wilderness Scout 12)
    Sgt. Beta (Android 10)
    Sir Brakkus (Cyberknight 6)
    Darien (Mind Melter 6)
    Cale "Tim The Invisible Man" McLeod (Hardware: Mechanical 5)
    Stydro (Ancient Great Horned Dragon/Shifter 15)
    Richard Harken (Dragonslayer 15)
    Terra (Vagabond 3*)
    Dragonwright Followers (many)
    Sgt. John Slaughter (Juicer 6)
    Genem (Divine Knight 16)
    Matthias (Chiang-Ku Dragon/Wu Shih 9)
    Katrina Sun (Leyline Walker 10?)
    Erin Tarn (Rogue Scholar 14)
    Winslow Thorpe (Cyberknight 9)
    Victor Lazlo (Parapsychologist 12)
    Lo Fung (Chiang-Ku Dragon/Chinese Alchemist/Tattoo Master 15)
    Sir Galahad (Undead Slayer 9)
    Max (Undead Slayer 14)
    Planeskipper "Skippy" (Shifter 6)
    Rexus the Red (Cyberknight 7)

    *Terra has no useful skills, other than language skills, basic math; all of her actual magical powers are racial advantages, similar to BS' inherent racial magic knowledge

    This list does not include anyone who hasn't fought with the PCs, including:

    Jaspin
    Keith Overton
    Jenna
    Sylvie
    Eleuka
    Warlord Sabre Lasar
    Gage

    Mercenary Recruiting

    Recruiting Mercs

    In order to recruit mercs from an area, you need a contact. Generic mercs can be hired without a contact, just by putting work notices up or by doing the hiring yourself. All generic mercs start out at level 1, while better-trained or experienced mercs must be picked up through contacts and may have higher levels or special abilities.

    Recruiting mercs is as simple as asking a contact for a mercenary of X type and Y specialty. I might actually create some random deviation tables, but for right now you're basically getting really generic people with 9-12 in all stats. Characters with dynamic skill selections can have -anything- in those skill slots, unless players specify. "A headhunter that can fly a combat helicopter" is fine (meaning WP: Heavy and Pilot Helicopter), but "An assassin with WP targeting, heavy, and archery" isn't really, unless you give him the weapons specialty.

    Recruiting mages is difficult; you can specify either one spell, or the skill specialty, but not both -- except where the two overlap (eg. Rogue with Invis Simple).

    Minor psionic characters (2 powers from 1 category) can be recruited, but must generally be out of the "generic mercenary" category and must be hired from a contact with the appropriate connections. A Hired Gun can have any MOS with psychic powers -- so you might ask for "a Hired Gun sensitive grunt."

    Specialty mercs, including Samador (the TW), and your Medic and Spymaster, cannot be hired normally. They are one-time recruits. This includes characters with 2 or more skill specialties, major psychics, or characters of higher than normal base experience level. It may also include characters with extremely high stats, eg. an Assassin with Sharpshooting, or characters of normally non-recruitable classes, like Magi (any kind) or RPA Elite pilots.

    Unless otherwise stated, NPCs ONLY come with 1 skill specialty by default (Hired Guns and Headhunters come with 0). Some "special" mercs may have more; if you see "max 2" or "max 3," that's what that means.

    All characters have a vibro-knife.

    Major psionics is 8 powers from one category (GM-determined).

    Changes to Spellforge teams

    Haus is now a named character
    Note: Your Medic is now a level 1 Hired Gun with the Medic MOS, major psychic with healer powers

    Tennesee Headhunters

    Special Operations Soldier (Level 2)
    Radio, Computer, Sensors, Weapon Systems
    Literacy, Military Intelligence
    RPA Basic, Pilot Tank
    Expert Combat
    Automatic Pistol, Automatic Rifle
    Skill specialty (max 2): Any Military, Any Espionage, Paramedic, Communications, Mechanical, Electrical, Piloting, Rogue, Technical, Weapons, Wilderness
    Equipment: Bushman EBA (50 MDC, -10%), NG-IP7 or NG-LC6 (if heavy weapons is known), NG-57
    Spellforge wage: 3000c/month

    Assassin (Level 2)
    Radio, Computer
    Literacy, 3 Languages, Military Intelligence
    Demolitions, Demo Disposal, Tracking, Prowl, Concealment, Ambush
    No Piloting
    Assassin Combat
    Automatic Pistol, Automatic Rifle, Sniper, +3 WP (possibly sharpshooting)
    Skill specialty (max 1): Parachuting, Piloting, Communications, Any Espionage, Rogue, Technical, Weapons, Wilderness
    Equipment: Crusader EBA (50 MDC, -5%), JA-11, NG-33
    Spellforge wage: 3000/month

    Headhunter (Level 2)
    Radio, Computer, Sensors, Weapon Systems, ECM
    Literacy, 3 Languages, Lore D&M
    Navigation, Concealment, Ambush, Tracking, Survival
    Pilot Tank, Jetpack, +2
    Expert Combat
    Automatic Pistol, Automatic Rifle, +3 WP (never sharpshooting)
    Skill specialty (max 1): None (specialists may have 1)
    Equipment: LE-B1 armor (135 MDC, -15%), Multi-optic eyes, Bionic laser, NG-P7 or L-20 or NG-LC6 (depending on weapon skills), NG-Super
    Spellforge wage: 3500/month


    Generic Mercenaries

    Hired Gun (Level 1)
    Radio, Computers, Basic Math
    Literacy, 1 Language, Sign Language
    Climbing, Running, Athletics
    No Piloting
    Basic Combat
    Knife, Automatic Pistol, Automatic Rifle
    MOS Skill specialty (max 1): Basic/Grunt, Medic, Piloting, Heavy Weapons, Scout, EOD, Communications/Computers
    Skill Specialty (max 1): None
    Equipment: Huntsman EBA (40 MDC, -15%), NG-L5, NG-33
    Spellforge wage: Dunno yet!
    Notes on MOS: Most of the MOS programs are superior to others
    • Communication includes ewar, sensors, and extra languages
    • Heavy Weapons includes the entire package (including weapon systems)
    • Pilot doesn't include RPA; more "motor T" type character, can include Helo (one of choice)
    • Medic includes MD and prereqs (!)
    • Scout includes most scout-oriented skills including Surveillance, no Tracking though
    • Grunt is generic, gives a pilot, a WP, Nav, and Expert
    City Rat (Level 1)
    Computers, Basic Math
    Literacy, 1 Language
    Running, Surveillance, Streetwise
    Pilot Automobile, Hovercycle
    Basic Combat
    Automatic Pistol
    Skill Specialty (max 2): Communications, Domestic, Paramedic, Pilot (limited), Rogue, Technical, Weapons (melee/rifles/pistols only).
    Equipment: The Bandito (30 MDC, -0%), NG-33
    Spellforge wage: Dunno yet!

    Generic Mages (Mystic Quarter, Tolkeen, Kingsdale)

    Leyline Walker (Level 1)
    Basic Math
    Literacy, 2 Languages, Lore D&M + 4 Lores
    Climbing, Navigation, Survival
    Pilot 1 (basic piloting)
    Basic Combat
    No Weapon Skills
    Skill Specialty (max 1): Domestic, Paramedic, Pilot (basic), Pilot Related, Rogue, Science, Combat*, Wilderness
    *Combat includes basic weapon skills and an upgrade to Expert
    Equipment: The Bandito, NG-33; if Combat is selected, also has an NG-L5
    Spells: 3 random from each level 1-4 (12 total)
    Spellforge wage: Dunno yet!

    Techno-wizard (Level 1)
    Radio, Computers (pr), Sensors, Basic Math
    Literacy, 2 Languages
    Navigation, Electrical/Mechanical/Weapons Engineer, Field Armorer, TWCS
    Pilot 2 (basic)
    Basic Combat
    Knife, Automatic Pistol
    Skill Specialty (max 1): None
    Equipment: The Bandito, NG-33
    Spells: All TW starting spells
    Spellforge wage: 6000/mo

    Rifts Armor Errata

    If you want to buy an armor and it's not in this post, you have to ask first.

    The Bandito
    As labeled in the gun errata post, it's 30 MDC

    Bushman EBA
    As labeled in the mercenary post, it's 50 MDC and -10%

    Crusader EBA
    -5% mobility

    Fury Beetle
    80 MDC -30% counts as heavy (inhibits casting) 20k
    50 MDC -15% 14k

    Gladiator EBA
    -20% mobility, 45k

    Homemade
    40 MDC -10% 8k
    65 MDC -20% 12k

    LEWS-9
    no changes (!!)

    MEWS-10
    no changes (!!)

    Plastic-Man EBA
    no changes (!!)

    Urban Warrior EBA
    25k

    CA-1
    -5% all mobility

    CA-2
    -20% all mobility

    CA-3
    same stats as CA-1 but is energy resistant, no price noted (I WILL LET YOU KNOW WHEN IT IS BUYABLE)


    CA-4
    same stats as CA-2 but is energy resistant, price same as CA-3

    CA-6
    -25% mobility, but it's shit

    DPM-D0
    no changes (!!)

    Juicer Assassin
    now EBA, 28k

    MI Vaqueros
    70 MDC, EBA, -20%

    NG Maverick
    Now identical to The Bandito

    Standard Features Errata

    EBA Standard Features
    1: Complete environmental protection. 4 hours of oxygen in hostile environments.
    2: Removable visor or faceplate.
    3: Integration with radio units (no default radio) with internal speaker.
    4: No HUD or optics standard.
    5: Multi-optics helmets have HUDs for weapon integration (see power armor) plus all the comm features above.
    6: Sound muffler with broadcaster built into standard and multi-optic helmets. Standard conversation decibel range.
    7: Standard helmets do not have sonic protection, but do muffle sounds a little.

    Powered Armor Standard Features
    1: Complete environmental protection. 8 hours of oxygen in hostile environments.
    2: Radar. Max range 1 mile. Maximum tracking is 24 targets.
    3: Radio. Max transmit range 10 miles. Full encryption, can transmit over wide band frequencies.
    4: Heads-up display. Includes the PA's orientation and limb position, compass, active vision mode and communications interface. All HUD elements can be toggled or moved. Also displays combat computer information.
    5: Optics -- Passive nightvision, FLIR, and 12x magnification (roughly 2 mile max zoom). Automatic view filter for bright light and filter to operate in high-light situations of any kind (including high infared situations).
    6: Combat computer. Automatic crosshair for all integrated weapon systems and auto rangefinding. For non-standard weapon systems, includes USB uplink to external weapon optics (optic system links to HUD). Also includes automatic leading for radar-locked targets (standard, integrated, and self-guided weapons only).
    7: Loudspeaker, 80 decibels. Approximately 700 foot range.
    8: Self-destruct. Overloads the fusion reactor and destroys the suit. In most cases, this will destroy the suit's internals and slag most of the externals, and deal roughly 10d6 to a 10ft radius, 5d6 in a 30ft radius.

    The GM Helps Players Buy Stuff Thread

    Consider this a general bit of tactical advice from your various NPCs or something.

    CA-1 Heavy
    This old-style Coalition suit still sports 80 MDC, but isn't energy-resistant. The only way to get it is salvaged; 50k is kind of expensive, though! The penalty is 20%, not 5% (wtf)

    Homemade Medium
    60 MDC non-EBA, only 12k. Also 20% penalty. This can be homemade from MDC materials, but takes quite a bit of time.

    Plastic-Man EBA
    18k for a basic EBA, only 35 MDC. Still, cheapest environmental on the market. -10%.

    DPM-D0
    18k for 50 MDC with no penalties. Not EBA.

    Bandito Wild Weasel SAMAS
    4.8 million, but it's also a mobile, hands-free ECM suite in a powered armor suit.

    CAI-50 Challenger
    90k, 120 MDC exoskeleton. No propulsion! How does Cheapwell make these things for so cheap?

    FT-005 Flying Titan
    Cheapest fully airborne RPA on the US weapons market at 1 million.

    NG-X9 Samson
    At 850k, it's the most effective combat machine you can get for under a mil.

    NG-E12
    80k for a 10d6 energy weapon. Ideal for feed into a vehicle power supply. The ammo supply is 12 for a canister. I haven't decided how to work NG energy packs yet.

    Bandit BB Shotgun
    18k, only 300 foot range, but deals 27-33 MD of knockback magnitude with every shot, basically forcing normal characters hit by it to roll with punch.

    Bandit 5000 BB Railgun
    50k, fully automatic KB machine.

    C-12 Heavy Laser Rifle
    20k. The highest damage laser assault rifle with 20 rounds. A 4D6 automatic rifle is nothing to sneeze at, ever. No laser targeting bonus (wtf).

    Neural Mace
    8k. Affects people in any non-EBA.

    M2HB .50 Cal Machinegun
    1D6 MD fully automatic weapon, although too large to be hand-wielded by RPA. 5k! The rounds cost about twice as much as railgun rounds, though.

    Gargoyle Body Armor
    40k (plus import costs), 150 MDC. 10% penalty.

    JA-11/JA-12
    40/50k, 10 shot 4D6 laser with 4000 foot range.

    NE-75H
    80k for a 6000ft sniper. When it does as much as the 75H, it's hard to beat, period.

    NE-10
    40k for a fully automatic plasma cartridge rifle. 1200ft range, but terrifying damage.

    NG-57
    8k for one of the highest damage sidearms in the game. 3D6, 10 shots.

    NG-LC6
    20k for an assault rifle + grenade launcher. Basically a C-14, but cheaper.

    NG-P7
    22k. Really goes without saying.

    Wilk's 457
    40k. No strike bonus. 3D6+2, 30 rounds! 2000 foot range. Expensive, but one of the best assault rifles in the game, possibly even better than the C-12. Nowhere near as cheap as the C-12, though.

    **Modern Vehicles Available from GAW**

    So RL vehicles could be picked up from GAW, but what can be picked up? Well, GAW vehicles must be American (no Hind helicopters ;.;), and most things like tanks are not very useful compared to jump troops with Chipwell combat suits and rocket launchers.

    Motor T type transport trucks can be picked up for 55k each. Light pickup trucks and SUVs can be picked up for 24k, which have 60 MDC. Cars and jeeps are even cheaper, 16k for 45 MDC.

    Helicopters and jets are getting repriced. Jets are getting more expensive, helos are keeping the same lower end but are getting a higher upper end. None will be as expensive as in Merc Ops (where helos are ~1 mil).

    A low-cost airstrike option comes in the form of the Bell H-13 Sioux, the cheapest helicopter ever. At 70 MDC and 80k, they represent the cheapest possible air combat option. 3 seats, no weapons, but can be fit with automated laser, ion, or TW weapons with no problem.

    Okay, a little better is the UH-1 Huey Vietnam-era helicopter (70 MDC). At 100k, it can be mounted with dual rocket pods (I'll work on that) or dual 3-shot wire-guided missiles. It can also mount dual 7.62 NATO miniguns, which means that while hypervelocity railguns are out, almost any other gun mount is probably okay. It also has a crew of 4 and a cargo capacity for up to 14 people or up to 3.8k lbs of cargo. Weapon options are below:
    • 2x M29 IRHS mini-missile (3 rounds). 500k for both.
    • 2x M157 rocket launcher (7 rounds). 200k for both. Dumbfire rockets only.
    • M2HB .50cal machinegun (500 rounds) + M129 40mm automatic grenade launcher (150 rounds). 185k for the whole system.
    • Any 2 small turret weapons can be mounted (size 2), except guided missile launchers and anything with heavy recoil.
    The refitted attack version of the UH-1 is the AH-1 SuperCobra (90 MDC). It dumps the cargo compartment in favor of faster speed (218mph) and four weapon hardpoints. It can mount 4 short range missiles in each hardpoint, in addition to the other hardpoint options for the UH-1. The helicopter's more advanced combat computers give it a highly competitive pricetag at 220k. Hardpoints can be switched with Weapons Engineer checks (but you guys knew that). GAW will not sell this chopper unless it is fitted.
    • 2x SRM racks (air-to-ground, SALH, 4 shots). 500k for 2. Fired singly or in pairs.
    • 2x SRM racks (air-to-air, IRHS, 4 shots). 500k for 2. Fired singly or in pairs.
    • 2x M157 rocket launchers, as above. 200k.
    • 2x M2HB .50cal machineguns, as above. 110k.
    • 2x M129 40mm grenade launchers, as above. 240k.
    • Mounting and fire control systems cost about 40k per hardpoint.
    The Chinook helicopter and similar heavy cargo choppers are probably going up in price to 120k, not a big deal. The Chinook is probably the cheapest, along with the Blackhawk (more a troop transport chopper though). Other, rarer choppers are a little more expensive, up to about 180-200k at the most.

    The best airstrike option for close air support is the AH-64 Apache. This helicopter is so advanced by modern standards that unlike the Cobra and other choppers, Apache equivalents were manufactured for US and NEMA air combat units up until the Great Cataclysm (more advanced avionics and computers). An unarmed Apache frame with its advanced computer package costs 800k. It has 130 MDC.

    The Apache comes standard with an AWACS-type radar unit with a massive 200 mile range (airborne targets) and fire control linking with other attack units. This means that an Apache can fire on enemies target locked by someone else even when its line of sight is obstructed. The target lock generally needs to be radar locked, although it can fire SALH missiles on a painted target without LOS as well. This information can link directly into the feed of a Multi-Optics Helmet or a headjack. Also, the Apache has an onboard optics system with the same features as a MOH as well as auto rangefinding and laser designation equipment.

    The Apache comes standard with a powerful onboard computer suite and can transmit other wireless data signals to and from targets within radio range, which is a powerful 300 miles.

    The Apache's superior avionics also allows it to soak -10% penalty from any piloting check made to stabilize the vehicle or crash land. It also reduces its crash speed by 30mph with respect to crew damage.

    The Apache has two options for its chin gun. This weapon system is operated by the pilot, not the gunner.
    • The first is a NG heavy railgun, dealing 2d4 damage per round with a hefty 4000 round drum (range 4000ft). If the extra fuel tank option is installed, it directly occludes the ammo drum for the chin gun, reducing the payload to 1000 rounds. This option costs 120k.
    • The second is the original armament, the M200 30mm gatling gun. Range is 3000ft. The ammo payload for this weapon is 1200 rounds, or 300 if an extra fuel tank is installed. The cost of this weapon system is 200k.
    The Apache also has 4 weapon hardpoints operated by the gunner, much like the Cobra. The gunner pretty much only fires missiles, as the hardpoints don't have the mobility of the UH-1's. The superior electronics of the Apache let it use pretty much any SRM launcher OR large volumes of guided MIMs.
    • 2x M157 rocket launchers, same as UH-1
    • 2x IRHS air-to-air SRM launchers, same as AH-1
    • 2x SALH air-to-ground SRM launchers, same as AH-1
    • 2x SARH multipurpose SRM launchers, 4 shots, 800k
    • 2x ARH multipurpose SRM launchers, 4 shots, 500k
    • 2x IRHS air-to-air MIM launchers, 6 shots, 500k
    • As usual, mounting costs about 40k per hardpoint.
    Lastly, GAW will provide a fusion reactor fitted Apache for an additional 1 mil. The reason for this is because they have Golden Age-era Apaches with prefit reactors.

    Availability of helicopters: GAW only has a certain number of inventory, but helicopters sell poorly compared to tanks, trucks, and combat robots. Cheap helos like the Bell H-13 (or similar civillian refits) are probably a dime a dozen. Civillian remodeled cargo choppers like the Chinook and Sea Knight are probably also in heavy surplus. The UH-1 equivalents, which are essentially medium transport choppers with weapons, are probably a quick sell, especially if they're fitted with weapons. Attack helicopters of any kind are of limited availability. Being able to pay the ~1 mil to fit an AH-1 with full weapons makes GAW a lot more interested in selling.

    NOTE: GAW will not fit a fusion reactor to any helicopter, period; replacing twin turboshaft engines with a fusion reactor is just not something that someone should do. It's probably a good thing Jackie was in a mood when she was doing it -- it's probably a total pain in the ass to do.

    As for land vehicles, I have a few that will appear later outside of GAW. These are just some options:


    M113 APC
    An all-purpose armored vehicle for troop transport and police duty. It can carry up to 11 passengers in addition to its 2 crew members. A wide range of possible weapon refit options can be made, including adding guided MIM or even SRM launchers. Other options include 20mm autocannons or even M61 Vulcan gatling guns, 60 or 105mm mortars. Other modifications can include field armor repair vehicles or field hospitals.
    • Weight: 12.3 tonnes
    • Speed: 67.6 km/h (42mph)
    • Armor: 50 MDC (heavy armor)
    • Range: 480km
    Weapons:
    Browning M2HB 12.7mm machinegun (1200 rounds)

    Unit cost: 150,000 credits unarmed; the M2 costs 25k, plus ammo (1c per round or 3c per API round)
    Up-armor options for the M113 include an upgrade to MDC steel, but this will slow it down by about 25%. It increases the armor to an impressive 300 MDC. The MDC can be raised to 200 MDC with aluminum/CNT alloy (no speed reduction) but this will be much more costly. Up-armoring to MD steel costs 50,000 credits, plus labor (typically 40k). Composite plates and ERA can be added; these have the same speed penalty as steel (it's included) but grant a massive 600 MDC and energy resistance. Composite armor costs a cool million credits; ERA adds another 300k. It comes with a standard 5 mile radio, but no other systems. The maximum radio that can be installed is a backpack radio or AN/MRQ-138.

    M60A3 Patton MBT
    The Patton is a first-generation MBT, but was upgraded many times over its life to last into the early 21st century. Since then, most Pattons were used in OPFOR as adversary tanks, but a few surplus tanks survived in reserve bunkers elsewhere. The M60A3 comes standard with a pretty advanced electronics suite, onboard thermal imaging, laser rangefinding and a 100 mile radio.
    • Weight: 50.7 tons (46 tonnes)
    • Speed: 48 km/h (30mph)
    • Armor: 240 MDC
    • Range: 500km (300mi)
    Weapons:
    105mm L7A3 rifled cannon (50 rounds)
    Coaxial Browning M2HB .50 caliber machinegun (800 rounds)
    Commander's FN MAG 7.62mm machinegun (2000 rounds)

    Unit cost: 250,000 credits
    The Patton can be heavily up-armored; conversion to MDC steel gives it a massive 1300 MDC with no loss in speed. Composite armor is easily replaced (the Patton A3's armor is very modular), doubling the MDC of this massive tank. Unfortunately, fitting composite armor to a MBT is expensive, costing tens of millions. Upgrading to MDC steel is a reasonable 430k plus 40k installation fee.

    New Hardware

    This is mostly necessary to justify CS logistics vehicles, as the CS kind of doesn't have any. I'm also solidifying the stats of other non-CS logistics vehicles.

    Note: All CS hover cars (Command Car, Scarab, and Skull Patrol Car) no longer exist; they really make no sense.

    Generic

    RPG-7 (or something)
    Single-shot 105mm rocket launcher. Uses unguided mini-missile rockets.
    Black Market cost: 5000 credits.

    Double-Barrel Shotgun
    2-shot, break action shotgun. WP: Bolt-Action Rifle required to reload (3 actions with WP, 5 without). Most are in bad shape and need a gunsmith before they will function reliably.
    Range: 150 feet (if rifled, up to 900ft for very high quality)
    Black Market cost: 50 credits; high quality versions may cost 20,000 credits or more

    Coalition States

    C-33 Particle Beam Rifle
    Basically an authorized knock-off of the NG-P7. Has better ergonomics, but is internally the same gun. Black Market Cost is about 50% more than a P7.

    CS Logistics Truck (CTV-015)
    This is, functionally speaking, the same trucks used by the Street Kings, now in the hands of Spellforge. It's a tough, workhorse truck good for carrying troops and supplies. It has 6 wheels and can handle in a wide variety of environments.
    Weight: 13,050 lbs (6.5 tons)
    Crew: 3 in cab.
    Cargo: 8' x 12' cargo bed; can house about 20 soldiers with full gear or up to 5000lbs (2.5 tons) of cargo. It can carry up to 5 tons, but the fuel efficiency is reduced.
    MDC: 80. Armored refits have 150; this is not considered heavy vehicle armor, but is often energy-resistant. Wheels are 3 MDC (there are 6).
    Max Speed: 60mph
    Max Range: 650 miles (gasoline, 50 gallon tank).
    Weapons: None by default; has two removable pintle mounts for light weapon turrets with roughly (not quite) 360 degree firing arcs.
    Refit notes: Refits can replace the light pintle mounts with heavier box mounts for railguns.
    Black Market cost: 90,000 without mods. NG and MI both produce armored variant trucks for 150k. Similar unarmored trucks can be purchased from GAW for 55k.

    CS Heavy Logistics Truck (CTV-021)
    Mostly the same as the CTV-015, this vehicle is not as stable or safe as its 2.5 ton counterpart. Other than the wider drivetrain and suspension, it's more or less the same vehicle, rated for 5 tons of cargo. Operators are -5% to control rolls.
    Black market cost: Also 90,000 without mods. This truck is not as popular to knock-off, as most independent mercenaries don't need a five ton cargo truck.

    CS Hover Patrol Armored Vehicle
    This is the CS all-terrain patrol truck, mounted with a high durability hover propulsion system. They're expensive to produce, but essential to CS ground operations.
    Crew: 5, plus rear bed can seat up to four more (six uncomfortably).
    Cargo: About half a pickup bed; can handle about a half ton of extra weight
    MDC: 250
    Max Speed: 90mph
    Max Range: Fusion engine with indeterminate life
    Weapons: An automated weapons turret controlled from the center backseat can be mounted with any CS-standard heavy weapon, including a Hellfire plasma cannon or C40R railgun. The CTT-P20 (magazine size nerfed) is rare, but can also be used. Energy weapons feed into the fusion engine and have unlimited payloads, while the C40R can be fitted with a 1000 round drum. Other weapons, such as those used by the NGR, may be fitted as per the CS' lend-lease program.
    Black Market Cost: 1.2 mil, plus weapon costs

    Golden Age Weaponsmiths

    GM-60C 60mm Mortar
    This is an anti-infantry mortar with a long deployment range.
    Weight: 40lbs
    Effective range: 9000 ft
    Load: 60mm mortar shells; see here for ammo cost breakdown. Note: Mortar rounds must be carried in a bag or satchel and weigh 4-8 lbs depending on explosive load (generally around 5-6lbs).
    Cost: 5000c for the mortar.

    GM-90S 105mm Mortar
    This is a heavier mortar, but is still more of an anti-infantry weapon. It uses mostly the same mounted warheads as rockets (mostly for bookkeeping ease) with mortar propellants rather than rocket propellants.
    Weight: 85lbs
    Effective range: 13,000 ft
    Load: 105mm mortar shells; uses rocket/MiM warheads (see here). Note: rockets and 105mm mortar shells are extremely heavy, around 8-12lbs. A rocket satchel carries two. It can also mount the 60mm chemical warheads, again, for ease of bookkeeping.
    Cost: 9000 credits.

    Northern Gun

    NG-SL20
    An ultra-high performance laser sniper rifle. This rifle is exceptionally large, with a 29-inch barrel and a wide, high-performance emitter; the weapon's bore is 15.8 mm wide. Comes stock with a bipod and an auto-rangefinding scope. The weapon is very heavy and too long to wield from anything but a supported firing position.
    Weight: 30lbs
    Effective range: 3500 feet
    Payload: 6 rounds per long E-Mag.
    Damage: 6D6+6 MD per shot.
    Rate of Fire: Single shots only; max of 4 per melee round.
    WP: Automatic Rifle
    Cost: 60,000 credits

    NG-E15
    A uniquely designed multi-chamber plasma ejector. It has three plasma chambers that revolve into place, giving the weapon limited automatic firing. The muzzle is slightly wider than a normal plasma ejector for better clearance between the plasma bolt and the electromagnetic rails. This weapon is too heavy to be wielded by normal humans; requires at least PS 25(n)/15(s) to be wielded at all. It can be wielded from a supported position with ease.
    Weight: 45lbs
    Effective range: 1200 feet
    Payload: 12 rounds per long E-Mag, 24 for an E-canister. Both can be installed at the same time.
    Damage: 5D6 MD per shot.
    Rate of Fire: Single or 3-round burst only.
    WP: Automatic Rifle
    Cost: 62,000 credits

    NG-R50
    A large caliber rail rifle. It fires only single shots, but has railgun range and a good sustained rate of fire. It is well-suited to being a precision marksman's weapon, but the recoil is intense. It uses a magnetic feed to chamber each round from its small, 10-round magazine. The round is much larger than a typical railgun bullet (roughly 10x29mm) and costs 3c per round. This weapon should be fired from a supported position and comes with a bipod and a modular scope mount. PS 25(n)/15(s) can fire this weapon unsupported.
    Weight: 26lbs
    Effective range: 3600 feet
    Payload: 10 round magazine. This weapon could be modified for a drum or extended magazine, but only 10-round mags exist.
    Damage: 4D6 MD per shot.
    Rate of Fire: Single shots only.
    WP: Automatic Rifle
    Cost: 35,500 credits

    Wellington Industries (Manstique Imperium)

    WI specializes in high-performance chemically-propelled armaments. Although there are some Wellington energy firearms, the primary tech WI makes is high-quality standard firearms. The rounds used in Triax pump weapons are now 12ga shotgun slugs for standardization, and also because the conventional shotgun is probably the most common MDC weapon in the world. Note that shotguns firing slugs do not get the +1 strike bonus.

    Standard 12 Gauge Slug
    These slugs are most suitable for training purposes. They are only manufactured to the public by Wellington, and are best used for hunting large game.
    Damage: 7d6 SD per shot.
    Cost: 20 credits for a box of 200.

    Wellington/Triax APDS Depleted Uranium Slug
    This nasty, pyrophoric compound offers the best in high energy penetration. It is a saboted projectile that penetrates armor deeply and tends to ignite. Not the best against heavy armor, but it's amazing against light armor and soft targets. Each slug is packaged in a shielded titanium casing to minimize incidental radiation exposure, but Triax and Wellington advise storing them in a radiation-shielded container, and operating them only with environmental battle armor.
    Damage: 4d6 MD per shot. Deals double damage against soft targets, and an additional 1d6 fire damage on the next melee round if the slug penetrates and is not extracted. Critical hits on conventional vehicles may ignite fuel or ammunition. Although the rounds are only weakly radioactive, they may have other effects...
    Range: Increases shotgun range by 50%.
    Cost: 100 credits per round.

    Wellington/Triax HE Shotgun Slug
    This round is virtually identical to the Triax HE pump round. The standard HE, all-purpose shotgun slug.
    Damage: 4d6 MD per shot. Minimal damage to heavy armor.
    Cost: 15 credits per round.

    Wellington Frag-12 HEAP
    The absolute answer for any situation, the HEAP high-velocity slug penetrates light body armor, RPA, and of course, those supernatural menaces.
    Damage: 4d6 MD per shot. Has a 6 foot blast radius (1/3 damage).
    Range: Improves the range of a shotgun by 50%.
    Cost: 50 credits per round.

    WI-1897W
    This is a replica of the Winchester 1897 shotgun, fitted with a rifled bore to shoot Wellington high-velocity slugs. The stock is made from hardwood, while the metal components are often engraved with stylistic Old West designs. The buttstock is engraved with the WI logo, "Winchester 1897" and the weapon's serial number. WI produces only a few thousand every month; they are generally sold via merchant pre-orders where the customer has already paid for the gun. These shotguns are very high demand, due to their Old West-styled appearance.
    Weight: 8lbs
    Effective range: 600 feet
    Payload: 5 round internal tube magazine, feeds 12-gauge shotgun slugs.
    Rate of Fire: Single shot, pump-action. WP: Bolt-Action Rifle required, otherwise takes 1 action to cycle the action.
    WP: Semi/Fully Automatic Rifle or Bolt-Action Rifle for firing; see note above
    Cost: 20,000 credits for the factory model. A personalized, engraved 1897W can cost up to 100,000 credits.
    NOTE: WI also sells a lever-action replica of the 1887 Winchester, the 1887W. It is only made via special order, and costs roughly twice as much. The 1887 breaks Aim every time the lever is cycled (unless Sharpshooting is selected), making it all-around less effective, but there are plenty of cowboys out there that do exactly that.

    WI-S50
    A civillian model pump-action shotgun, made mostly out of high quality polymer components. Wellington often has market deals where they will sell a box of 50 HE shells along with the gun for a very reduced price. A sawn-off version of the S50 costs about 50 credits more and has a 350ft range (but is concealable). Has a scope mount and bayonet lug, but cannot mount most undercarriage devices (due to the pump action). This is Wellington's best selling weapon; they produce and sell over a million units every year.
    Weight: 5lbs
    Effective range: 600 feet
    Payload: 8 round internal tube magazine, feeds 12-gauge shotgun slugs. Holds an additional 1 round in the chamber.
    Rate of Fire: Single shot, pump action (same as 1887W).
    WP: Semi/Fully or Bolt Action
    Cost: 500 credits; 1000 credits with a box of 50 rounds.

    WI-S90
    A military/police shotgun design with a pistol grip and an internal tube magazine, this recoil-operated weapon has no need for pump-action cycling. WI advertises it as the ultimate home defense and urban combat gun for every man, and with HEAP rounds and a skilled operator, it can take down an enemy armed with a laser rifle one for one. This weapon has a pump action as well, but the action only needs to be cycled if a round fails to eject properly. Has a scope mount and bayonet lug, the lower rails can fit a LAM or laser designator instead of a bayonet.
    Weight: 6lbs
    Effective range: 600ft
    Payload: 10 round internal tube magazine, feeds 12-gauge shotgun slugs. Holds an additional 1 round in the chamber.
    Rate of Fire: Semi-automatic; pump action can also be cycled in the case of a failed ejection.
    WP: Semi/Fully or Bolt Action
    Cost: 3000 credits

    WI-S12
    The original Wellington shotgun, this weapon bears more than a little resemblance to the old-world AK-47. This ultra-reliable combat shotgun is well-adapted to the modern battlefield and includes a scope and lower rail mount for a variety of add-on functions.
    Weight: 7lbs
    Effective range: 500ft
    Payload: 10 round detachable box magazine, feeds 12-gauge shotgun slugs.
    Rate of Fire: Semi-automatic.
    WP: Semi/Fully Automatic Rifle
    Cost: 11000 credits

    WI-SA12
    A fully automatic slug thrower, this weapon is anything but easy to handle. It can feed either the standard S12 box magazine or a heavy 32-round drum, but the recoil on this gun is hefty and hard to handle. Still, it features heavy, high-explosive firepower and a fully-automatic package.  Comes standard with a holographic reflex sight (no magnification, +1 to strike with Aim), and can fit most undercarriage mounts. The reflex sight can be altered to accomodate an undercarriage grenade launcher. This weapon's construction requires almost zero maintenance, other than occasional maintenance of the weapon's chamber.
    Weight: 11lbs
    Effective range: 400ft
    Payload: 10 round detachable box magazine or 32-round detachable drum. Drum takes 1 action to retain, 2 actions to reload.
    Rate of Fire: Fully automatic. Burst firing is -2 without a PS of 15(n) or higher.
    WP: Semi/Fully Automatic Rifle
    Cost: 55,000 credits

    WI-GLM23
    This weapon turns any rifle with an undercarriage mount or removable handguards into a combination rifle/grenade launcher. This weapon requires either a holographic reflex sight or detachable leaf sight in order to aim properly. Installation of the grenade launcher and sight assembly typically takes 1-2 minutes, but, if a weapon has a holographic reflex sight already mounted and a lower rail assembly, it can be mounted on the rail in 4 melee actions. Some experts can mount this weapon at a frightening pace, often faster than 30 seconds, even when the leaf sight is required.
    Weight: 3lbs
    Effective range: 1200ft
    Payload: A single 40mm grenade.
    Rate of Fire: Single shot. Trained operators (WP with appropriate rifle and WP: Heavy) can reload in 1 melee action, but doing so breaks Aim. If done slower (2 melee actions), Aim can be retained.
    WP: Grenade Launcher
    Cost: 3000 credits; kit includes a leaf sight that will mount on most top rails.