Showing posts with label Empyre. Show all posts
Showing posts with label Empyre. Show all posts

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 
                                                                                                                              


_

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: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.

_

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.

_

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: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.


_

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.


_

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: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?

_

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.

_

Friday, 6 January 2012

Rogue Space - Controvertor field

Another adaptation for the Rogue Space project.

Controvertor Field

The controvertor field is a staple of defence in the human Empyre, whether fitted to orbital platforms, combat vehicles, strongpoints or the architectural follies of the increasingly paranoid Directors. It is a key feature of the Nova ATG Mk. IV, a deep insertion and command variant of the transport gyrocopter.

Relatively low tech even in these days of hardship, a controvertor field needs little more than a sensor, a responsive energy store and a damped repellor. It works by detecting and opposing any sufficiently high velocity incoming energy, ideally shunting it aside.

A Controvertor Field may be mounted on a vehicle using the construction rules, either in a Compartment or as an item of Hardware. Protection is directional, and provided in 90° arcs. If coverage is less than 360°, facings may be varied manually from turn to turn, or automatically if targetting software or hardware is fitted, or excess capacity is available.

The field adds 1 point of Protection to every Location attacked through one 90° arc, per point spent, e.g. +2 across 180° = four points. For every full 20 points of Engineering the vehicle has, base cost rises by one point. The field is assumed per point per arc to be equivalent in size to five humans or rated XL+1, and is recorded under Engineering.

OPTIONAL: If the number of Hit Points of damage rolled for a Location is 5 points or more higher than field Protection, the field shorts and may not be used until overhauled.

OPTIONAL: While field spread is set to envelop a form as tightly as possible, attacks at Range S or below may ignore a field either partially or fully at the discretion of the GM.

_

Thursday, 29 December 2011

Rogue Space - Vehicle construction and use

Following the posts on the transhuman warrior and equipment, here's a possible vehicle system. I've adapted a sample from the Empyre, the Nova armoured transport gyrocopter, or ATG.

I want these rules to reflect those for spacecraft, partly for symmetry, and partly so that if you know one, the other should need little learning and cause minimal slowdown. This is key given that Rogue Space is really about speed and improvisation, fast before fiddly.

In Rogue Space the basic profiles for characters and spacecraft form easy-to-remember acronyms - FASER and SHIPS - so with the vehicles I'm continuing this trend by using CHASE, standing for Compartments, Hardware, Armour, Speed and Engineering.