Showing posts with label Rogue Space. Show all posts
Showing posts with label Rogue Space. Show all posts

Wednesday, 24 October 2012

Rogue Space - Splinter Shield

I haven't done very much for Rogue Space lately, so here's a field type I came up with a while ago inspired by the Shields Shall be Splintered! rule.

Splinter Shield

A splinter shield projector is a compact device based on the coalescence technologies developed in Oboric planar travel, initially adapted to the Chargers of Rrrn Y. It is often worked into a chestplate or pendant and converts kinetic energy into shards of matter.

An individual with a splinter shield gains 1 point of Protection against ranged attacks, a hit from which sprays the area with apical shards: for each point of Damage caused by the hit, the radius of this area is 5' and there is a 1 in 6 chance of each target within it - except the individual protected - being struck by an attack doing 1D3 points of Damage.

For example, if 4 points of Damage are caused by a ranged attack, anyone up to 20' from the individual protected is hit on a roll of 1-4 on 1D6, suffering if so 1D3 Damage.

In addition, if the total Damage done by a ranged attack is 6 points or more, the shield fails after the hit is resolved, collapsing into 2D6 splinters, each with the following profile.
                                                                                                                              

 Coalesced splinter      -     S      Brittle: one use; wielder loses first 1 HP if any Dam.
                                                                                                                              

There's a bigger, nominally Rogue Space project on the way too, involving the excellent Lithus Sector, and from here the Trippies and Orəq especially. I'll be trailing that soon...

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Tuesday, 25 September 2012

On finboards

For the Rogue Space players I've gone back and added stats for a finboard to the Trippy post, in case anyone wants a guide. The good news is the vehicle construction rules do the job, even for something built like a surfboard with thrusters. Here it is to save a click.
                                                                                                                              

 Finboard, powered    C -  H -  A -  S -  E  100% [2]   skims: 25' powered or 2 x rider move 
                                                                                                                              


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Thursday, 20 September 2012

Rogues' gallery - the Orəq

Here's the next faction in the series, what I hope is a fresh approach to a familiar fantasy creature.

I've called them the Orəq, with the 'ə' pronounced roughly 'uh' to load the word with more meanings, like the 'ʒ' in Citiʒant. Like the Trippies they're written up for Rogue Space so should be easy enough to adapt to other rulesets.

So who are these, erm, Orəq then?

The biopoietic homunculars known as the Orəq are born deep in the earth on a number of worlds and have a shifting colouration believed to be an oracular quantum expression.

And what's that got to do with us?

At the GM's discretion, the Orəq may be taken as starting characters and/or be NPCs.

Starting characters: Origin, nature and lifestyle mean around 50% of the Orəq have the Warrior Archetype, and all have a further +1 Acquiring and -1 Repairing plus the Psionic power Clairvoyance, in addition to any powers usually permitted. The Orəq are sensitive to the presence of each other and their creators over short distances in space and time.

NPC groups: A group may include 2D6-1 Orəq drawn from 1D3 spawning cohorts, likely from the same homeworld; 1D3 members of the group will be battling for the role of seer.

Homuncular: At the GM's discretion, Orəq may be of any human clade, gaining clade-specific stats, modifiers, features, rules and options not in conflict with any for the Orəq.

Oracolouration: Once per short cycle, or following a major personal event, there is a 1 in 6 chance that an Orəq's colouration changes by a degree. The GM sets the incoming colouration, but the Player defines in general terms the significance of a first appearance of each colouration for the in-game future - the GM must then cause some interpretation of this definition to occur. Oracular accuracy falls further with distance from homeworld.

Technologies: The Orəq use relatively primitive equipment, but learn rapidly and borrow readily. All Orəq carry a variety of dusts, shaped stones and naturally occurring detritus and a means to utilise these as distractions or weaponry, as per the profile given below.
                                                                                                                              

Blowpipe, sling etc.   S    LOL* or alternatively Target at -1 to Tests next round    Silent
                                                                                                                              
* A Rating of LOL is one lower than S, and does Damage of 1D6-1.

But what are they doing here..?

The GM may want to roll below for each starting character or NPC group, who is/are:
  1. ... emerging from a subterranean spawning complex, or an equivalent location.
  2. ... trading, or otherwise offering skills, services or technology, likely borrowed.
  3. ... acting as a mercenary element, possibly part of a precognitive strike force.
  4. ... drawn by or pursuing an intuition, thought or vision, perhaps unconsciously.
  5. ... gathering with a vast horde, likely preparing for or conducting spiritual war.
  6. ... seeking others of their kind or a creator, or attempting to induce spawning.

Feedback is always welcome. If you haven't got a copy yet, Rogue Transmissions #2 is out, and Hereticwerks have been posting more of their own great Rogue Space material.

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Friday, 31 August 2012

Rogues' gallery - Trippies

After sending Trey my seeds yesterday I emailed Fenway5 my material for Rogue Transmissions #2, a fuller version of the lost and found item list.

Now that's done, I'll be finishing up and posting rules for a few general factions. They're also aimed at Rogue Space, but should be easy enough to convert to other systems and settings. First up are the transhuman Trippies.

So who are these Trippies then?

Humans of the clade known as the Trippies are squat, strong and bioengineered with a prehensile third leg grown from the lower back, an adaptation to dynamic atmospheres.

And what's that got to do with us?

At the GM's discretion, Trippies may be taken as starting characters and/or be NPCs.

Starting characters: Origin, nature and lifestyle mean around 50% of Trippies have the Technician Archetype, and all have a further +1 Hit Point. The many challenges and the clade rejection mean initial Empathy is -1D3. The GM may allow a finboard or skytrike.

NPC groups: A group may include 1D6 Trippies of up to 1D2 generations; all but 1D3-1 will have a finboard and there will be skytrikes with seating or anchors for all but 1D2-1.

The third leg: A third leg may be used to a) hold or manipulate as if a hand or b) move 50% faster than an average bipedal human. It may be used simultaneously to reroll one die per attack in melee against humanoids, to represent surprise kicks, trips, switches and bracing. If a third leg is badly injured, initial instability modifies all Attributes by -1.

Technologies: Trippies make extensive use of various advanced human technologies, notably anti-gravitics. In many colonies, Trippies are adept riders of tripedal finboards, these often towed by skytrikes; the largest skytrikes mate with interstellar driveframes.
                                                                                                                              

 Finboard, powered*    C -  H -  A -  S -  E  100% [2]  skims: 25' powered or 2 x rider move
                                                                                                                              

 Skytrike, suborbital, random pattern*

 C      16.6%    [1]   Canopod (seating for 1D3 Trippies: 1 rider + 0-2 passengers)
 H      16.6%    [1]   up to 3 Rating points of payload, 1D3+3 finboard line anchor points
 A      16.6%    [1]   C: 1  H: 1  S: 1
 S        50%     [3]   125'
 E        100%     6
                                                                                                                              
* Uses the vehicle construction rules in Rogue Transmissions #1.

But what are they doing here..?

The GM may want to roll below for each starting character or NPC group, who is/are:
  1. ... trading, or otherwise seeking or offering skills, services or technology.
  2. ... fleeing a threat, prejudice, a discrimination of some form, or far worse.
  3. ... asserting a claim, attempting to right a wrong or continuing a vendetta.
  4. ... seeking a suitably hazardous landscape to explore, exploit or colonise.
  5. ... experimenting, releasing untapped potential or raising consciousness.
  6. ... studying, self-engineering or otherwise adapting to this particular site.

As ever, feedback is welcome, but better yet tweak what's here or run with it. If you don't know Rogue Space, my original review is here and the links below lead to more material.

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Monday, 6 August 2012

100 items lost or found on the Rogue Spacer

This is for a slightly wacky Rogue Space setting, but could work for a lot of sci-fi roleplaying with a few tweaks. It overlaps with the Empyre setting.

Roll if checking pockets, packs, gloveboxes etc., or before character creation for a hint of who the character might be. The referee has the final word on exact nature. Or a roll could stand in for character creation, with the various stats and so on flowing from play.

  1. 2D6 adhesive sigils
  2. 1D3 anti-grav strips
  3. assorted in-flight meal wrappers with scribbled notes to self
  4. an augmented reality contact lens case
  5. an auto-biographer
  6. an autonomous arachnoid bodyvac
  7. a ball of gelatinous plasma with a light coating of fluff
  8. a biomonitor pendant with apparently erroneous readings
  9. a bodily waste cycler
  10. a can of landing foam, well out of date
  11. a change of clothes, dehydro-packed
  12. a clump of smart synthetic lint
  13. a coil of quantum solder
  14. a compression flask, overfilled
  15. a cracked vial leaking a transparent being
  16. 3D6 crystallised memory grains
  17. a dark matter filter
  18. a docking permit
  19. a dowsing drill with filter pipe
  20. 1D6 eggs, close to hatching
  21. an emergency beacon, activated
  22. an EM sample cone projector
  23. an exoskeletal sander
  24. an extensive holograph collection
  25. a foil comfort blanket, torn
  26. a fragment of a sacred text
  27. a fugitive nanite colony
  28. a furled solar cell, heavily creased
  29. a hive node, damaged during extraction
  30. a holographic skyway sign, stolen
  31. a hormone jammer
  32. 1D6 hotspots, unstable
  33. a hydraulic doorwedge, prone to seizing
  34. an ichor-stained rag
  35. an imaginator, on the blink
  36. an inertial leash, snapped
  37. an inflatable sleep pod, unaired
  38. 1D6 ion sump mushrooms
  39. an IOU in the currency of a dead planet
  40. a length of root, highly pungent
  41. a light saver
  42. a long-life fumer
  43. 1D6 low-grade clarity tabs
  44. a lucky rivet
  45. a lump of vacwax, sweaty
  46. a maxed-out credit tag
  47. a memento of an extinct species
  48. a micro-G sickbag, quite possibly used
  49. a mind plug with an extensive playlist
  50. 2D6 miscellaneous electronic components
  51. a modular body part, poorly preserved
  52. a motorised combi-utensil
  53. a multifuel pocket turbine, squeaky
  54. 1D3 organ regen capsules, 1 in 3 of which have been incorrectly stored
  55. 1D6 over-the-counter brain faders
  56. a pair of partially dissolved tweezers
  57. a personal furcare product
  58. a personal wormhole, either 1) collapsed or 2) prolapsing
  59. a planar positioning device
  60. a pocket hunter-nuker drone, claustrophobic and increasingly intransigent
  61. a portable mess harness
  62. a power finger
  63. a receipt for an off-the-peg body
  64. a recreational gene pool with applicator
  65. a reel of servotape
  66. a refundable intoxicant container
  67. a roll of programmable laminate
  68. 1D6 sachets of discolourant
  69. a save point
  70. a self-embalming kit
  71. a set of 'how to' cartridges
  72. a shard of crystal, pulsating
  73. a shed skin
  74. a sheet of psionic paper, partially corrupted
  75. a shipspotters' guide, missing one volume
  76. a shock test result
  77. a small creature in an otherwise empty flare case
  78. a souvenir replica of a wonder of known space
  79. a spare psylamp bulb
  80. a spinal floss generator
  81. 1D3 spray-on IDs, unfortunately all cloned
  82. a starliner ticket
  83. 1D6 sticks of ruminoflubber
  84. 2D6 stimulant flakes, 1 in 6 of which are contaminated
  85. a subcutaneous picochip
  86. a SupaVita bar, nibbled
  87. a superluminet directory
  88. a telescopic 10' probe
  89. a tooth organ with amplifier, clearly untuned
  90. a tracking thread, fraying
  91. an ultrasonic gillpick
  92. 2D6 uncashed entertainment complex tokens
  93. a universal adaptor
  94. an unpaid fine, long overdue
  95. an unpublished oeuvre
  96. a herbal infusion cube, slightly overgrown
  97. a utility fog travel pillow
  98. a vapourware inhaler with 1D3 empty cans
  99. a zapdrive key
  100. a zoink ball, initialled

If Fenway5 likes the idea, I'll expand it for Rogue Transmissions #2, but group it in line with the material on equipment in RT#1, and for use with a D6 only, rather than a D100.

If you haven't seen it yet, Hereticwerks posted a Rogue Space adventure last week, and Jay at EXONAUTS! has 20 mission ideas for another rules-light game, X-plorers.

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Saturday, 30 June 2012

Mantis tanks close in

Blight Wheel Miniatures are expecting a batch of 34 mantis tanks to go up at the store a bit later today. There's a list of local posting times here.

It seems to me there are very few unusual vehicle designs in tabletop gaming, and even insectoid walkers like the mantis aren't especially uncommon. In fact, it seems like a good time to ask - can you think of anything weirder?

I've got the urge to stat something that could use this model so here's a possible profile for Rogue Space. I've used the vehicle construction rules from December, but the mech expansion being developed at TheFairlyUnkempt might well be able to do the job better.
                                                                                                                              

Hektid ASW Mk. VII, 'The Creepy Crueller'

The Hektid Armoured Support Walker sees extensive use on the broken ground of the Eternal Fronts, often operating remotely at the whim of its Notwork cranAI. A response to the depth of current craterscapes, the Mk. VII bears a Morder on its thoratic mount.

C       0%     [0]
H     37.5%   [1]   Manipules (1 Attack)   [1]  Head + 1 Light Pulveriser   [1]  1 Big Morder
A     37.5%   [3]   C: -  H: 1, 1, 1  S: 5
S      25%    [2]   25' (ignores terrain to thorax height and abdomen width; 1D2 Attacks per 1S)
E     100%     8
                                                                                                                               

The profile for the Light Pulveriser is here. The Big Morder is a new Empyric weapon.
                                                                                                                               

Big Morder       H       Shells       as Shell       Indirect fire
                                                                                                                               

I've updated the footer with new blogs working on Rogue Space. If you don't know it yet, you can get the pocketmods free here and the book here or here; my old review is here.

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Friday, 9 March 2012

Rogue Space - Gycycle

Here's another Empyric vehicle for Rogue Space. We already have a transport gyrocopter, an APC payload and a 24-wheel buggy, but nothing small or mainly civilian. How do Citiʒants get to work..?
                                                                                                                              

Gycycle, or Gyke

The Gycycle is a gyroscopically-balanced single-seater unicycle, the preeminent private vehicle in the Empyre for the Directors fear more than ever the interaction that Publick transport brings. The armoured cocoon is a concession to Imployee survival, and the turboost allows avoidance of Potholers. It is widely armed for the Uncivil Discourse.

C     20%    [1]   Cocoon (1 rider, high-sided)
H     20%    [1]   Panniers, Glove Compartment, Lunchbox
A     20%    [1]   C: 1  H: 1  S: 1
S     40%    [2]   25', may leap up to half move (min. total move 10'; max. apex 5')
E     100%     5
                                                                                                                              

The homebrew vehicle rules are here, and there'll be a revised version going into Rogue Transmissions. If you're new to RS, it's a rules-light RPG by Fenway5, but a few of us are posting our own ideas for it. If you have any, don't be shy. My original review is here.


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Saturday, 25 February 2012

Rogue Space - Item availability and pricing

Rules for shopping. They're designed as part of the Rogue Space project, but could be adapted.

What's Rogue Space? A free, compact, rules-light, modular RPG from Fenway5, which a few bloggers are expanding with ready-made systems and content. The key links are in the post footer and my original review is here.

Given Rogue Space is rules light, this is simple and fast too. The idea is to allow a GM to draw up a master equipment list for the campaign with just one price listed for each item, but have that price vary according to location, and suggest supply and demand.
                                                                                                                              

Reference cost: Each item introduced to the campaign is given a reference cost by the GM. This should be the average minimum cost in a location where it is very common.

Rarity: The GM gives each item a Rating for its rarity in a given location or region, or the whole campaign. Rarity is measured on the WARE scale, for another RS-style acronym.

W  =  1  =  Widespread  =  A large quantity widely used and easily accessible.
A   =  2  =  Appropriate  =  A reasonable quantity used by or accessible to many.
R   =  4  =  Rare              =  A small quantity used by or accessible to specific groups.
E    =  8  =  Exceptional  =  A tiny quantity, or unique item; difficult to acquire and hold.

Example: A keyring reactor may be Appropriate on a technically advanced world, but Rare on the frontier. A fertile soil Widespread there may be Exceptional on an orbital.

Starting equipment: Core starting characters begin with any number of Widespread items, up to 1D3 Appropriate items and up to 1D2-1 Rare, i.e. W / 1D3 A / 1D2-1 R.

Finding supplies: More acronyms - the two basic approaches to finding supplies are What You See Is What You Get (WYSIWYG) and Garbage In, Garbage Out (GIGO).

Using WYSIWYG, 2D6 is rolled and the Aquiring Attribute added. The GM may wish to apply a modifier based on the nature of the search or centre. The result is compared to the WARE scale. For each Rating equalled or exceeded, one item type of that Rating is available. For each multiple by which a Rating is exceeded, one extra type is found. The number is also the number of each type. Player and GM alternate selecting these types.

Example: A result of 6 exceeds the Widespread Rating (1) by 5, the Appropriate (2) by 4 and the Rare (4) by 2 and so turns up six items of six different Widespread types, three items of three Appropriate types and one item of a Rare, i.e. 46 items of 10 types.

Using GIGO, one item of any type and Rarity may be found by means of a successful Aquiring test. The type sought must be specified in advance of the roll and the target number is the rarity Rating. The GM may wish to apply a modifier based on the nature of the search or centre. For each multiple by which the target number is exceeded, one extra item is found. The GM may allow consolation items to be found using WYSIWYG.

Example: If the target number is 4, a result of 9 exceeds it by 5, turning up two items.

Pricing: To find the price, roll a number of D6s equal to the number of items of that type currently available and discard all but the lowest result; multiply by the reference cost.

Example: A reactor keyring has a reference cost of 50 CR. If three are available, three dice are rolled, for a 5, 4 and 2. The 2 is used: each item costs 2 x 50 CR, i.e. 100 CR. 
                                                                                                                              

If Fenway5 is happy, I'll add this to the batch I'm sending for the RS quarterly. I'm now working on some trading rules which build on this framework, also potentially universal.

Update: This has been reorganised, revised and expanded for Rogue Transmission #1.


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Monday, 20 February 2012

Rogue Space - Empyric Citiʒant

More material for the Rogue Space project. This time it's a new player character for games in the Empyre setting, the everyman Empyric Citiʒant.

The 'ʒ' is pronounced the same way as the 'g' in 'genre', to load the word with more meanings and reflect the ideas in the background.
                                                                                                                              

Empyric Citiʒant

In the deadly war of words known as the Uncivil Discourse, the Interlocutors call upon the Citiʒants of manifold Empyric worlds, for 'ʒantries can be convinced to take up any cause in relevant numbers if the promotional campaign is glitzy enough. On every front the Pleople speak, and do not mince their words; they mince their enemy - themselves.

A Citiʒant may not be the equal of an Innergrounder, or have access to the same level of weaponry, but the individual does have a degree of specialist knowledge or ability either drummed in, programmed or literally embodied from an early age, if not before.

Attributes: To use a point pool, divide 2 points among the Attributes. To determine Attributes randomly, roll 1d6 for each Attribute on the following modified points table.

Roll        1    2    3    4    5    6
ATR #    -1   -1    0  +1  +1  +2

Archetype: Any ordinarily available, but with the starting Hit Points total reduced by 1. 

Career: A Citiʒant has a socio-economic role represented by one word; this may be two or more words at the discretion of the GM. Each word is created by the player and/or GM, or generated by rolling 3D6 once on each table, combining the two elements.

 3) trepi-; 4) Who-; 5) preter-; 6) No-; 7) yoro-; 8) credu-; 9) ricto-; 10) ware-; 11) meteo-;
 12) putro-; 13) manu-; 14) loco-; 15) gyro-; 16) munito-; 17) macro-; 18) astro-

 3) -nik; 4) -dude; 5) -nut; 6) -dule; 7) -droll; 8) -monger; 9) -node; 10) -klep; 11) -crat;
 12) -goon; 13) -lug; 14) -mech; 15) -werk; 16) -path; 17) -list; 18) -lect

Each word is interpreted by the player(s) and/or GM and assigned two areas of ability, one area of ability per element. If one of the areas may be useful when the character takes an action, the player may reroll one die; if both areas, both may be rerolled.

Example: A putrocrat is an administrator in waste disposal. Dealing with red tape or navigating a sewer, one may be rerolled; searching a database for cycler plans, both.

Equipment: Widespread / 1d6 Appropriate / 1 Rare. Starting weapons have a Range and Damage one Rating lower than normal, e.g. Range M, Damage V becomes Range S, Damage L. A Range of S drops to 0, and a Damage of S drops to LOL, i.e. 1D6-1.
                                                                                                                              

I'm planning an Empyric equipment list, which is why there's a division into a range of rarities. As ever, all thoughts are welcome, and for more material follow the links below.


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Monday, 30 January 2012

Rogue Space at the Expanse

This is an index of content written or adapted for the Rogue Space system and posted here at the Expanse. I'll add new entries as more material goes up, and the footer will now link to this post.

Friday, 20 January 2012

Rogue Space - Dodeko ISV

Another human Empyre vehicle adapted using the Rogue Space construction rules. This time it's a fast inertia-storing, self-righting buggy.

The concept keeps the gyroscopic theme of the newer Empyric machines, getting at a key idea running through the background, and the naming moves on for a similar reason.
                                                                                                                              

Dodeko ISV Mk. II, 'The Dodo'

The Dodeko Inertial Storage Vehicle is an agile amphibious buggy. Its spherical cage holds a self-righting crew pod and mounts two transverse sets of six pairs of buoyant wheels, for complex lateral and axial motion over almost any surface. Though new, it deploys on all sides of the Discourse for its crew are exposed and it is easily stolen.

C      12.5%    [1]   Crew pod (max. 2 crew, open)
H      12.5%    [1]   1 Light Pulveriser (360 x 360° arc)
A      37.5%    [3]   C: 2  H: 1  S: 3
S      37.5%    [3]   125' (free turns through 360 x 360°; if overturned, drops 1 speed band, to min. 0')
E       100%       8
                                                                                                                              

The statline for the Light Pulveriser is here. There's more Rogue Space material via the links at the bottom, and I'll have some background up soon to put what's here in context.

For those interested, I'm wondering whether a spin-off from this setting could be used as the basis for a faction for 40K, but one not built on GW IP. Has anyone ever done that?

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Friday, 13 January 2012

Rogue Space - Flare ATG and Storm APC

A pair of linked transports adapted for Rogue Space using the new rules; Fenway5's core rules and supplements are up here, an A4 sheet each.

The combination is a development of the Nova Armoured Transport Gyrocopter, or ATG, and I've kept the naming related - the larger delivery vehicle is the Flare ATG, and the smaller vehicle it carries is the Storm APC.

There's also a new weapon, the light pulveriser, using the rather ugly implosive rounds.

It's all a part of the Empyre conversion, aimed at giving Rogue Space players a future human context, but one that's familiar, simple and generic enough to adapt easily; the main inspirations were probably the aerial crane concept and the Aliens dropship.
                                                                                                                              

Flare ATG Mk. Id, 'The Velvet Glove'

The Flare ATG builds on the Nova frame, replacing direct passenger capacity with an external bay for a ground vehicle based on the Storm chassis. Though designed for rapid Empyric conquest, the Flare is now a key suppressor in the Uncivil Discourse.

C     25%    [1]   Cabin (max. 3 crew, top hatch)  [1]  Clamps (max. 1 Storm chassis of up to E12)
H     10%    [1]   1 Light Pulveriser            [1]  1 Light Pulveriser
A     35%    [7]   C: 4, 1/S (Clamps / Storm chassis)  H: 1, 1  S: 3 
S     30%    [9]   125-185' (185' - 5' per 1E of Storm chassis), skims (clamp / unclamp - 1 turn)
E     100%    20
                                                                                                                              

Storm APC Mk. II, 'The Mailed Fist'

The versatile Storm chassis was developed in tandem with the Flare ATG. The APC is the primary variant and in demand in these days of dynamic civil resistance. The Mk. II is a response to the spread of heavy assets as a result of audacious resistance tactics.

C     25%    [1]   Cabin (max. 2 crew, top hatch)  [2]  Hold (max. 8 pass., front ramp, rear ramp)
H     10%    [1]   1 Plasma Gun (mounted to fire clamped, unless landing, landed or taking off)
A     35%    [6]   C: 6, 6  H: 3  S: 4
S     30%    [2]   25' (clamp / unclamp - 1 turn)
E     100%    12
                                                                                                                               

A note on design: I dealt with the variable load by basing the Speed of the Flare on the total Engineering of the Flare and an E12 Storm, but spending only the Flare's points; I then decided 1E less than the maximum load would be worth 5' of distance travelled.

The Light Pulveriser is more or less a Light Machine Gun from the Armoury supplement, but using what will be the standard Empyric ammo, the brutal Implosive Round, raising the destructive effect of a bullet further; the special rule shows the nature of the wounds.
                                                                                                                               

Light Pulveriser    H    Implosive Rounds    L    Damage recovered at half normal rate
                                                                                                                              

Make any suggestions at all, and maybe download the game if you haven't yet - it's free.

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