TW Zone Ranger

Now stop nagging me.
Post Reply
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

TW Zone Ranger

Post by Pender Lumkiss »

TW Zone Ranger: Silver
  • Full environmental Protection, All-Terrain, Handling 1, Leyline recharging 1 PPE per 15min, MDC Armor, Sensor Suite, Large cargo hold, 3 cabin located smuggler holds (-2) to notice them.
  • Size 6, Acc/TS 15/55, Toughness 34(18), crew 1+6
  • Over water it can travel 1/2 speed: Acc/TS 4/14
  • Has a tank of 30PPTs, takes 3 ppts for 1 hour of operation. Refill the tank make a arcane skill roll, the result is how many ppts they can put into the battery on that action.
  • Edge: Terra Tough
    • +2 toughness, +5 acceleration and top speed in all modes of movement ( Factored in)
  • TW mod: Detect Arcana/Conceal Arcana:
    • Detect: -1 ppt: Works only in the forward position using the headlights
    • Conceal: +1 ppt: Conceals the entire vehicle and all its contents.
  • remaining mods: 0
    • Dual-Linked Medium Railguns: 100/200/400, 3d10+6, AP 14, RoF: 3, +1 to Hit

Code: Select all

TW Zone Ranger: [i]Silver[/i]
[list][*]Full environmental Protection, All-Terrain, Handling 1, Leyline recharging 1 PPE per 15min, MDC Armor, Sensor Suite, Large cargo hold, 3 cabin located smuggler holds (-2) to notice them.
[*]Size 6, Acc/TS 15/55, Toughness 34(18), crew 1+6 
[*]Over water it can travel 1/2 speed: Acc/TS 4/14
[*]Has a tank of 30PPTs, takes 3 ppts for 1 hour of operation.  Refill the tank make a arcane skill roll, the result is how many ppts they can put into the battery on that action.
[*]Edge: [b]Terra Tough[/b]
[list][*]+2 toughness, +5 acceleration and top speed in all modes of movement ( Factored in)[/list]
[*]TW mod: Detect Arcana/Conceal Arcana: 
[list][*]Detect: -1 ppt: Works only in the forward position using the headlights
[*] Conceal: +1 ppt: Conceals the entire vehicle and all its contents.[/list]
[*]remaining mods: 0[list]
[*]Dual-Linked Medium Railguns: 100/200/400, 3d10+6, AP 14, RoF: 3, +1 to Hit[/list][/list]
Field Team Six Bennies
3/6
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: TW Zone Ranger

Post by Libertas Magicum »

Hm... I'm going to suggest the following:

Dual-Linked Mini-Railguns (2 Mod Slots)
  • Ideally, these would be TW-modded with two Minor Modification: both are Trappings, Sound/Absorption and Darkness/Stealth. Libertas could then improve upon them as resources become available.
Stealth System (Sci-Fi Companion, page 55).

The Stealth System normally ceases to work if the vehicle fires weapons, but with the Trappings on the miniguns, they'd shoot silent and dark--turning this into the perfect vehicle for "The Quiet Ones". The SS still would shut down when the vehicle was moving, but it's still pretty damned nifty to be able to park and become an instant sniper-nest.

The main downside is that the only people who could fire the weapons are Libertas (d4+2 Shooting with Machine Maestro), Bane (d6 Shooting), or of course our newest recruit, Zieja (d8 Shooting). Our best shots (Markus and Cantrell, both d10s with bonuses and Edges) wouldn't be able to fire them at all.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Zone Ranger

Post by Pender Lumkiss »

Freemage wrote:Hm... I'm going to suggest the following:

Dual-Linked Mini-Railguns (2 Mod Slots)
  • Ideally, these would be TW-modded with two Minor Modification: both are Trappings, Sound/Absorption and Darkness/Stealth. Libertas could then improve upon them as resources become available.
Stealth System (Sci-Fi Companion, page 55).

The Stealth System normally ceases to work if the vehicle fires weapons, but with the Trappings on the miniguns, they'd shoot silent and dark--turning this into the perfect vehicle for "The Quiet Ones". The SS still would shut down when the vehicle was moving, but it's still pretty damned nifty to be able to park and become an instant sniper-nest.

The main downside is that the only people who could fire the weapons are Libertas (d4+2 Shooting with Machine Maestro), Bane (d6 Shooting), or of course our newest recruit, Zieja (d8 Shooting). Our best shots (Markus and Cantrell, both d10s with bonuses and Edges) wouldn't be able to fire them at all.
That is really interesting! I would be willing to just let the weapons be non TW weapons( ammo would need to replenished as needed) and a scileincing system for the dual linked weapons costing 1 mod slot. Note this mod would make the weapons -1 to shoot. So non TW would cost 3. Leaving 1 mod slot left.

Siliencer
  • Type: Ranged Weapon
  • From Deadlands noir:
    • Silencers impose a –1 penalty to Shooting rolls while using the silenced weapon. Characters (also known as “witnesses”) within 5” of the fired weapon, and not in line of sight, must make a Notice roll to realize a gun has been fired. Those beyond 5” suffer a –2 to this roll and those beyond 10”, a –4. Beyond 20”, no roll is possible unless the character is actually looking at the shooter. The firer may make a Stealth roll (opposed by Notice) to hide the use of the weapon, but this incurs the standard multi-action penalty. Silencers only work on semi-automatic pistols (not revolvers)
    .
The hide the weapon would not apply.
Field Team Six Bennies
3/6
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: TW Zone Ranger

Post by Libertas Magicum »

So for 3 Mod slots, we get a dual-linked weapon (+1 to hit, +2 to damage) with a sound baffle/flare catcher system (-1 to hit), for a net weapon of 2d8+4 Damage.

Then the Stealth System for 1 more Mod slot, and we'd be done, and Cantrell could use the gun (as could Markus if he was off his bike for some reason).

Sounds pretty solid to me, if it works for everyone else.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: TW Zone Ranger

Post by Markus Berger »

Works for me...

Will Markus have time to add the weapon to his Hoverbike? I want to put that Ace Combat Edge to good use.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: TW Zone Ranger

Post by Libertas Magicum »

Pender's call, obviously, but I'll point out that Libertas spent at least a little time getting that body out of the bog, so theoretically Markus had an hour or two to kill during that period.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: TW Zone Ranger

Post by Cantrell »

I guess I'm not following the math on the dual-linked rail gun. One mini railgun is 2 mod slot, so wouldn't dual-linked be double that (so 4) or is there a discount? And damage for the dual-linked would be 2d8+8 (2d8+4 base, +4 for DL), right?

If the mods cost is doubled, we might be better offi with a medium or even heavy laser -- already silent, greater range and AP.

EDIT: Also, I can help Markus with the installation on his bike if it helps reduce the time. I keep forgetting Cantrell has cybernetics that boost her Repair up to d12.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: TW Zone Ranger

Post by Markus Berger »

Markus will irremediably going to fall in love with Cantrell ;)

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Libertas Magicum
Bronze Patron
Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: TW Zone Ranger

Post by Libertas Magicum »

From the Sci-Fi Companion, page 52:
Linked (U): Weapons of the same type may be dual or quad linked
and fired as one (triple linked is ineffective). Dual linked weapons
add +1 to hit and +2 damage; quad linked weapons add +2 to hit
and +4 damage. Total all Linked weapons in a set first, then halve
their required Mods. (If Linking Fixed weapons, halve the total.)
So dual-linked mini-railguns would be +1 to hit, +2 to damage, (total 2d8+6, AP 6) and would require (2 + 2)/2 = 2 Mod Slots.

If we went with Vehicular Lasers, and want to burn the same 3 Mod Slots, then we've got a couple choices:

Quad-Linked Light Lasers: +2 to Hit, 2d10+4 Damage: (1+1+1+1)/2 = 2 Mod Slots, PLUS a Dual-Linked Light Laser: +1 to hit, 2d10+2 Damage: (1+1)/2 = 1 Mod Slot: Total Mod Slots = 3
Dual-Linked Medium Lasers: +1 to Hit, 3d10+2 Damage: (2+2)/2 = 2 Mod Slots, PLUS a Dual-Linked Light Laser: +1 to hit, 2d10+2 Damage: (1+1)/2 = 1 Mod Slot: Total Mod Slots = 3
Dual-Linked Heavy Lasers: +1 to Hit, 4d10+2 Damage: (3+3)/2 = 3 Mod Slots

Since both Passengers and Crew can fire weapons, and since Cantrell is the only regular rider who has shooting AND doesn't have an Arcane Background, I'm liking the second option. Here would be the full breakdown of the armaments (assuming the Legion is willing to indulge us):

Dual-Linked Medium Laser: +1 to Hit, 3d10+2 Damage, AP 10: 2 Mod Slots
Dual-Linked TW Light Laser: +2 to Hit, 2d10+2 Damage, AP 6: 1 Mod Slot, 3 PPE to charge for 30 Shots*
  • TW Mods:
  • Minor: Trapping: Invisible (adds +1 to PPE cost to charge Light Lasers)
  • Minor: +1 To Shooting Rolls (included above)
I opted not to include Major Mods right now--those would be added by Lib as time goes on. I based the "invisible" PPE cost on the cost of the Darkness/Stealth Trapping. Basically, it's an Infra-Red laser, would still be visible to heat sensors and such.

Also, ran across a curiousity of the rules--Vehicle Lasers don't have a "Shots" entry, meaning that it's unclear how many you get off of charging a TW VL with PPE. I went with 30 as an average of what Laser Rifles carry. The other best-fit option would be: Charge 3 PPE for 3 Rounds of use, like a Close Combat Weapon.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: TW Zone Ranger

Post by Cantrell »

Yep, I like your second option. Plus it gives us some variety, since Nadine's main weapon is a rail gun.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Zone Ranger

Post by Pender Lumkiss »

Markus Berger wrote:Works for me...

Will Markus have time to add the weapon to his Hoverbike? I want to put that Ace Combat Edge to good use.
What weapon are you wanting to add to the hover bike?


Side note for the vehicular laser weapons:
The TW ones would be 20 shots and take 10 ppe to reload. (Similiar to the p-beam)
The non-TW laser weapons would be unusable without at least a powerarmor power source which the vehicle does not have.
The rules for Vehicular lasers follow ioncannons.

ION CANNONS Like their handheld cousins, these energy weapons are capable of phenomenal damage output, though over shorter ranges than laser systems. The spread effect of the handheld varieties expands to area effect attacks. As well, they lose one die of damage at Medium Range, and two dice at Long. Vehicular ion weapons have no payload limits, drawing directly from the vehicle or armor power source. Cyborgs, having their own power plants, can hand carry an ion cannon, but a super-strong juicer has no practical means of powering such a weapon without power armor.
Field Team Six Bennies
3/6
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: TW Zone Ranger

Post by Jude Maverick »

Jude has a d8 in Shooting. He can make do in a pinch :)
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: TW Zone Ranger

Post by Maximilian »

Jude Maverick wrote:Jude has a d8 in Shooting. He can make do in a pinch :)
Does this violate the "Jude never shoots anybody" deal, or was that firing his own personal weapon in combat?
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: TW Zone Ranger

Post by Markus Berger »

Markus wants to mount the mini railgun he got from the Brodkill.

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: TW Zone Ranger

Post by Cantrell »

Hmm, is there no way we can get our hands on a power supply in Silver Bluff? It'd be nice if our main gun had better AP than the rail-gun does, in addition to the variety of armaments.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: TW Zone Ranger

Post by Freemage »

Pender Lumkiss wrote:
Markus Berger wrote:Works for me...

Will Markus have time to add the weapon to his Hoverbike? I want to put that Ace Combat Edge to good use.
What weapon are you wanting to add to the hover bike?


Side note for the vehicular laser weapons:
The TW ones would be 20 shots and take 10 ppe to reload. (Similiar to the p-beam)
The non-TW laser weapons would be unusable without at least a powerarmor power source which the vehicle does not have.
The rules for Vehicular lasers follow ioncannons.

ION CANNONS Like their handheld cousins, these energy weapons are capable of phenomenal damage output, though over shorter ranges than laser systems. The spread effect of the handheld varieties expands to area effect attacks. As well, they lose one die of damage at Medium Range, and two dice at Long. Vehicular ion weapons have no payload limits, drawing directly from the vehicle or armor power source. Cyborgs, having their own power plants, can hand carry an ion cannon, but a super-strong juicer has no practical means of powering such a weapon without power armor.
Ahhh... Okay, yes, this makes sense.

So, we're pretty much back to Railguns, and/or TW weapons.

I had missed the P-Beam entirely as a reference point, so thanks for that. And then I read the Stealth System entry again, and realized I was looking at the wrong bit--we don't have enough Mod Slots for it, at all. (It's equal to the Size of the vehicle, so 6 slots for the ZR. :oops: )

So at that point, our best option is probably the Moar Dakka route, to take advantage of Cantrell's skill. I've got a few options below, including two for folks that wanted something other than Big Guns on our new vehicle.
MOAR DAKKA wrote: 1: Dual-Linked Medium Railguns: 100/200/400, 3d10+6, AP 14, RoF: 3, +1 to Hit

2: Quad-Linked Mini Railguns: 75/150/300, 2d8+8, AP 6, RoF: 4, +2 to hit

3: Dual-Linked Light Railguns: 100/200/400, 2d10+6, AP 10, RoF: 3, +1 to hit
Dual-Linked Mini-Missiles: 100/200/400, 5d6+2, AP 6, RoF: 1, +1 to hit

4: Dual--Linked Mini Railguns: 75/150/300, 2d8+4, AP 6, RoF: 4, +1 to hit
Dual-Linked Medium Missiles: 200/400/800, 8d6+2, AP 15, RoF: 1, +1 to hit

5: Dual-Linked, Forward Mounted Heavy Railguns: 100/200/400, 4d10+6, AP 18, RoF: 3, +1 to Hit
Dual-Linked Mini-Missiles: 100/200/400, 5d6+2, AP 6, RoF: 1, +1 to hit

6: Smooth Ride: Luxury Features, Handling +3

7: Hard Target: Deflector Screens (-2 Shooting for non-laser weapons), Speed x2 (+10 Acc/+20 Top Speed)

8: Pender's Headache: Boosters, Shields (60-point ablative force-field; Pender would need to decide how much PPE it costs to regenerate the shields; given that it can regenerate up to 6/rd, my gut would say 1 PPE per, at the driver's discretion--so once shields are gone, we have to find someplace to hole up on a Ley Line)
W/re: #5, Fixed-mount weapons are essentially harder to use in a Chase scene--you have to get a high ranking card, as well as have Advantage over your opponent. Still, if you absolutely, positively have to shove a gun up Godzilla's kiester, this is the one you want. Unfortunately, we were one Mod Slot shy of being able to stick Quad-Linked, Forward-Mounted Heavies on there.... :(

In addition, my thinking is that the missiles (on options that include launchers) could also be TW-converted, saving the need for fresh ammo. Even at 10 PPE per loadout, that's a bargain. Cantrell's less likely to need to fire the missiles--Libertas has +2 with a TW weapon, anyway, and missiles only need a 4 to hit.

Pender, if the above all would be acceptable to you, could you maybe add a poll option to the thread? Eliminate any options you think are unreasonable.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Zone Ranger

Post by Pender Lumkiss »

Markus Berger wrote:Works for me...

Will Markus have time to add the weapon to his Hoverbike? I want to put that Ace Combat Edge to good use.
You bet Markus. Just keep in mind you need 2 mods.
Field Team Six Bennies
3/6
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: TW Zone Ranger

Post by Cantrell »

Weird, I could swear I posted a comment here last night but it's gone.

Anyway - #1 and #4 are the most interesting to me. With #1 Cantrell could put holes in most anything. With #4 (especially nice of the missiles are TW), Libertas can put holes on anything and the smaller rail gun would still be useful vs heavy infantry and light vehicles.

I think we should avoid the fixed mount guns since we're heading to a city know as an air pirate haven - - we'll need a full range of fire.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Zone Ranger

Post by Pender Lumkiss »

I put a poll up. I like 1 also. I would preffer not to have to think about TW missle launchers and TW missiles.
Field Team Six Bennies
3/6
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: TW Zone Ranger

Post by Cantrell »

Ha! Having had my share of "please don't abuse the GM" moments, you have my sympathy. I'll vote #1, then.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: TW Zone Ranger

Post by Markus Berger »

So...
NG-357 Magnum-Turbo Hovercycle (A way to get around)
Size 2, Acc/TS 15/70, Toughness 17 (8), Crew 1+1, Remaining Mods 3
Notes: Exposed Crew, Handling 1, Hover, M.D.C. Armor
The electric engine provides a maximum range of 500 miles, with a maximum altitude of 100 feet, before a night’s recharge is required. The powerful engines are distributed in a way that enables the cycle to handle drops from up to 400 feet. (1.3 million credits for a nuclear engine)

How does that work?

He rolls Repair (or other skill) to add the Mini Rail Gun? What about that "fixed" way?
The hoverbike has another "Mod" point available... Can he get something to make it "tougher"? Or to drive more easily?
Can he do it now? Does it needs another roll?

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: TW Zone Ranger

Post by Freemage »

There are mechanical mods for both those things, but I believe you need to have the cash or parts on hand to do them--you got the gun through salvage, after all.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Zone Ranger

Post by Pender Lumkiss »

Markus Berger wrote:So...
NG-357 Magnum-Turbo Hovercycle (A way to get around)
Size 2, Acc/TS 15/70, Toughness 17 (8), Crew 1+1, Remaining Mods 3
Notes: Exposed Crew, Handling 1, Hover, M.D.C. Armor
The electric engine provides a maximum range of 500 miles, with a maximum altitude of 100 feet, before a night’s recharge is required. The powerful engines are distributed in a way that enables the cycle to handle drops from up to 400 feet. (1.3 million credits for a nuclear engine)

How does that work?

He rolls Repair (or other skill) to add the Mini Rail Gun? What about that "fixed" way?
The hoverbike has another "Mod" point available... Can he get something to make it "tougher"? Or to drive more easily?
Can he do it now? Does it needs another roll?
Rail gun make a repair roll, -2 if you do it out in the wild, even if back at the garage in silver bluff. Cantrell grave you a +1. Extra mods would need to be perchased or salvage found. I do not beleive you guys found any armor plates or whatnot.
Field Team Six Bennies
3/6
User avatar
Markus Berger
Posts: 361
Joined: Wed Dec 28, 2016 6:50 pm

Re: TW Zone Ranger

Post by Markus Berger »

Got it!

Markus "Mark" Berger
Veteran M.A.R.S. Cybernetic Techno-Warrior
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
Adventure Deck Cards:
Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
Bennies: 2
Wounds: 0
Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: TW Zone Ranger

Post by Pender Lumkiss »

By even I meant nonnegative in the garage
Field Team Six Bennies
3/6
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: TW Zone Ranger

Post by Jude Maverick »

Maximilian wrote:
Jude Maverick wrote:Jude has a d8 in Shooting. He can make do in a pinch :)
Does this violate the "Jude never shoots anybody" deal, or was that firing his own personal weapon in combat?
Heh. Well, the one time he fired his weapon was against a shadow dragon. That wasn't so effective. He's better at shooting off his mouth...
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
Post Reply

Return to “Adventure Archive”