TW Zone ranger poll

Now stop nagging me.
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Please choose your favorite mod option for the TW zone ranger

Poll ended at Mon Aug 07, 2017 9:35 pm

1
2
29%
2
0
No votes
3
2
29%
4
1
14%
5
0
No votes
6
1
14%
7
0
No votes
8
1
14%
 
Total votes: 7

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Pender Lumkiss
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TW Zone ranger poll

Post by Pender Lumkiss »

Please vote on your favorite mod selection.

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). Deflector screens would need to be TW and take 1ppt for 3 rounds of use

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). Sheilds would need to be TW and take 10ppts to fill up, using rules on tw energy weapons. The regenerative ability would cost 1ppt per regen...
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Pender Lumkiss
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Re: TW Zone ranger poll

Post by Pender Lumkiss »

Ok so added some notes on ppt cost for deflector screen and sheild. Have fun voting.
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Blackfish
Daniel (Lars)
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Location: 12th AAT

Re: TW Zone ranger poll

Post by Blackfish »

Voted 1. But 4 looks just as good. For the distance. But. I dunno. I'll hide with Max. As long as he'll let me. Maybe at some point upgrade to Max's ride.
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Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
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  • Player Account 6 Unlocked & Unused.
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Bane
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Re: TW Zone ranger poll

Post by Bane »

I voted for 8 because as far as defensive options go, that seems like the bee's knees!
OOC Comments
Bane


Armor: Ley Line Walker Light Armor (3 Armor, +4 to Vigor rolls vs. airborne toxins/diseases)
Toughness: 8 (3)
Weapon: TK Revolver (Range 12/24/48, Damage 2d6+2, RoF 1, AP 4, Shots 6, Wt. 4, Notes: Revolver, can "fan the hammer". (Rapid Attack)
PPE: 12/20
Bennies: 1

Alts: Logan Wright, CS Fightin' Joes
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Maximilian
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Re: TW Zone ranger poll

Post by Maximilian »

I voted 4 because medium missiles have some really nasty damage potential, but my vote should count for, maybe, half a vote. I've got a Titan and more guns than I'm capable of shooting in one round. 1 would be my second choice.
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
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Pender Lumkiss
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Re: TW Zone ranger poll

Post by Pender Lumkiss »

I believe 1 more person needs to vote
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Freemage
Savage Senior
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Re: TW Zone ranger poll

Post by Freemage »

I voted 3, but my second choice would also be 1--I think that's the collective 'best choice overall', unless our last holdout opts to vote for one of the others already selected. I think Cantrell's gonna get her Dakka on....
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?)
.
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Jude Maverick
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Re: TW Zone ranger poll

Post by Jude Maverick »

As a player, I voted 3. But Jude votes 6. He wants that luxury ride. Chrome rims. Purple underlighting. Hydraulic jack. Subwoofers. Heated seats and steering wheel.

Oh, and don't forget the shag carpeting!
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.
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Libertas Magicum
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Re: TW Zone ranger poll

Post by Libertas Magicum »

So two votes each for 1 & 3. 1 also got support as a couple people's second choice--I do think that's still the best way to go for group harmony. Give Cantrell the Big Dakka!
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.
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Pender Lumkiss
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Re: TW Zone ranger poll

Post by Pender Lumkiss »

Freemage wrote:So two votes each for 1 & 3. 1 also got support as a couple people's second choice--I do think that's still the best way to go for group harmony. Give Cantrell the Big Dakka!
Yeah so looks like zone ranger will have:

1: Dual-Linked Medium Railguns: 100/200/400, 3d10+6, AP 14, RoF: 3, +1 to Hit
Field Team Six Bennies
3/6
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Jude Maverick
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Re: TW Zone ranger poll

Post by Jude Maverick »

Darn. I really wanted those cup holders :(

;)
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
Libertas Magicum
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Joined: Fri Feb 17, 2017 3:02 pm

Re: TW Zone ranger poll

Post by Libertas Magicum »

Pender Lumkiss wrote:
Freemage wrote:So two votes each for 1 & 3. 1 also got support as a couple people's second choice--I do think that's still the best way to go for group harmony. Give Cantrell the Big Dakka!
Yeah so looks like zone ranger will have:

1: Dual-Linked Medium Railguns: 100/200/400, 3d10+6, AP 14, RoF: 3, +1 to Hit
And Lib just boosted her Shooting... This oughtta be golden.
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.
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