Late 22nd Century...
Earth, home of the Mankind, is now a ravaged planet, torn by conflict between superpowers.
It all started in 2038, when scientists from United States discovered the stable Element-124, a powerful energy source. The US sought to keep monopoly on the discovery.
Alas, it was an era where no secret was safe and where information spread like wildfire. Regional and world powers soon learned of US discoveries and quickly attained Element-124 for themselves. At first, everyone thought it would be used to provide a long-lasting energy source, alleviating the problems that came with depletion of fossil fuels in the same decade.
However, as it has always been, the new scientific discovery was first used in a different field: WARFARE.
It is now year 2187, and the memory of the World War IV is just that: a vague memory in the minds of the disappearing generation of elders.
The Directorate maintains an iron grip on Europe, from Iberia to Ural Mountains. The Atlantic Federation wages covert and overt wars against its enemies and allies alike; and the third superpower, Asian Co-Prosperity Alliance, bids its time, its borders closed and its secrets inaccessible to anyone...
Enter SPOOKS: Selected Personnel Operating Outside Known Specifications. Military special force of the Federation, its Units often operating without diplomatic authorization, proper support or adequate firepower. Their goal: to preserve the security and existence of Federation and protect it against all of its enemies, be they the Directorate, the Alliance, or any other external forces! This is test, for which we need
6 players total :V
There will be 1 battlemap where we do shootings.
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Combat Triangle:
Mechs beat Tanks (+15 Hit and +1 Damage for Mech, -15 Hit and -1 Damage for Tank)
Tanks beat Opers (+15 Hit and +1 Damage for Tank, -15 Hit and -1 Damage for Oper)
Opers beat Mechs (+15 Hit and +1 Damage for Oper, -15 Hit and -1 Damage for Mech)
Gunships can fly (no Terrain restrictions)
*technically, pilots outside their Mechs/Tanks/Gunship are treated as if they were Opers
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Note on Crits:
Against Mechs, Tanks and Gunships, Criticals deal x3 Damage.
Versus Opers, Criticals deal x2 Damage.
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Malfunctions:
Vehicles (Mechs, Tanks, Gunships) can be hit with special weapons that can cause Malfunctions. If that happens, a Malfunction is randomly choosen from the ones on the list:
CPU Malfunction: -5 Hit&Evasion; cannot switch Weapons.
Targeting Malfunction: -25 Hit
Drive Malfunction: Halved MOV
Reactor Malfunction: 1-5 Damage at start of each Turn.
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Stats:
Health Points (HP): this goes to 0, death occurs. Player Characters and named Allies have KO Counter, which will induce death after 3 turns pass unless healed.
Structural Points (SP): this goes to 0, your Mech/Tank/Gunship becomes junk and you gotta leave your vehicle (3 MOV). If it gets to or below -45, it explodes, dealing (0+(HP below zero)) damage to adjacent tiles. Any units inside the exploding vehicle are insta-killed.
Tank/Mech/Gunship Operations (T/M/GOP): Each point of Tank Operations grants +1 Hit and Evasion when operating a Tank/Mech/Gunship.
Skill (SKL): Each point of Skill provides +2 to Hit and +1 to Crit.
Support (SPR): Each point of Support increases amount of HP/SP you restore with Kits/Assemblies by 1.
Luck (LCK): Each point of Luck provides +1 to Evasion and Dodge.
Speed (SPD): Each point of Speed provides +1 Attack Speed and +3 to Evasion for foot-units (Opers and Tank/Mech/Gunship pilots outside their machines).
Movement (MOV): How many tiles orthogonally you can traverse per Turn. Mechs have 3 MOV, Tanks 5 MOV, Gunships 7 MOV. Opers start with 5 MOV, but this varies depending on Class and equipment; each piece of Equipment after 3rd that Oper carries (max.5) lowers his/her MOV by 1.
Attack Strength (AT): How much damage you deal with the currently equipped weapon.
Hit (Hit): Determines your chances to strike a target and deal damage.
Attack Speed (AS): If you have 4 or more Attack Speed than your opponent, you attack twice per combat. This is Oper-only stat, but for 'doubling' calculations, AS = machine's MOV x2.
Evasion (Eva): Determines your chances to evade an attack.
Critical (Crt): Determines your chances to deal extra damage. Countered by Dodge.
Dodge (DG): Determines your chances to avoid a Critical.
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Movement and Actions:
Moving a tile takes 1 MOV. Certain terrain types increase MOV cost; Rocky terrain and Forests increase it by 1 (2 for Tanks), and Thick Forest increases it by 2 (3 for Tanks). However, Forest and Thick Forest also grant +10 and +20 Evasion, respectively.
Gunships do not receive any MOV penalties from Terrain, but they also do not receive Evasion bonuses from Terrain.
Entering or leaving a vehicle takes 3 MOV.
You have 1 Action per turn; you can spend it on using an Item or attacking with a Weapon; switching Weapons does not use up an action.
You cannot use Items while piloting a Vehicle; you must first leave it.
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CHARACTER SHEET CREATION:
Each Character starts with 10 Stat Points (12 for Gunners) to allocate. You cannot raise your MOV, and you can put only +5 to one Stat during character creation.
EXAMPLE SHEET:
Name: Sergei Drunkenski
Oper Subclass: Gunner
Level: 1
Base stats:
HP: 40
MOP: 6+5
TOP: 0
GOP: 0
SKL: 4+3
SPR: 2
LCK: 1
SPD: 2+2
MOV: 5
Current stats:
HP: 40
MOP: 11
TOP: 0
GOP: 0
SKL: 7
SPR: 2
LCK: 1
SPD: 4
MOV: 5
Inventory:
Name Type Rank Range Damage Hit Crt QL
Service Gun Oper (E) 1-3 5-10 80 0 50/50 [E]
Battle stats (Service Gun):
AT: 5-10
Hit: 94
AS: 4
Eva: 9
Crt: 3
DG: 1
Bio:
Sergei's family defected from Directorate to the Federation when Sergei was a kid. Now Sergei is gonna fight his people for drama and glory.
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OPERS:
Short for 'Operatives', these men and women are working on modern battlefields dominated by powerful vehicles. Fortunately, Opers can easily deal with bulky and slow Mechas, and they also enjoy variety of items they can use, alas, fast, armored Tanks are their main predators.
OPER SUBCLASSES:
Gunner (all-rounder, duh)
Mech/Tank/Gunship Operator (default pilots)
Heavy (damage soak but lower MOV)
Support (medic engineer what-have-you, +1 MOV, smaller eq?)
stats: sum = 60
Gunner:
A grunt; an operative trained well in all field combat categories, but not specializing in any.
HP: 42
MOP: 0
TOP: 0
GOP: 0
SKL: 6
SPR: 1
LCK: 1
SPD: 5
MOV: 5
Special: Broad Spectrum Training: Gunner starts with 12 Stat Points to allocate instead of 10.
Vehicle Operator:
Soldiers that have been specifically trained to operate vehicles rather than participate in 'personal' combat.
HP: 40
MOP: 6*
TOP: 6*
GOP: 6*
SKL: 4
SPR: 2
LCK: 1
SPD: 2
MOV: 5
Special: Vehicle Specialization: You start with 6 points in one of Operator stats (choose between Mech, Tank or Gunship)
Heavy:
Soldiers that have undergone body enhancements, can endure hardest abuse and even don't die as easily as others.
HP: 50
MOP: 0
TOP: 0
GOP: 0
SKL: 3
SPR: 0
LCK: 1
SPD: 2
MOV: 4
Special: Nano-Polymer Implants: Heavies receive 1 Damage less from all sources, and their KO Counter starts at 4.
Support:
Those who perform rear-line work; healing wounded or repairing the vehicles. They've been trained to be fast on field and avoid getting hurt, because who will heal the medic?
HP: 38
MOP: 0
TOP: 0
GOP: 0
SKL: 1
SPR: 7
LCK: 3
SPD: 6
MOV: 5
Special: Spring-Heeled: Supports rely on fast reactions and instincts; these were enhanced during training, giving Supports +10 Evasion.
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MECHS:
Large humanoid vehicles manned by a single pilot. They are large and powerful, and while they can easily dispatch Tanks, Opers can run circles around them and laugh at their clumsiness.
MECH MODELS:
all-rounder
big-HP, penalty to eva?
brawler aka melee bonuses
SCS-45:
Standard Combat Suit, model 45, is one of most commonly deployed Mechs.
Structural Points: 165
Movement Points: 3
Weapon Slots: 3
Specials: none
Moloch:
Heavy-duty combat suit that can easily withstand large amounts of damage.
Structural Points: 220
Movement Points: 3
Weapon Slots: 3
Specials: Ablative Armor: Reduces all Damage by 2 points, but EVA is halved.
Gladiator:
Swift suit that emphasizes mobility and close-combat over endurance.
Structural Points: 140
Movement Points: 3(+1)
Weapon Slots: 2
Specials: Brawler Servos: +1 Movement Point, grants +10 Evasion when fighting at range 1.
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TANKS:
A type of armored vehicles in continuous use for over three centuries. They are superb at dealing with fleshy Opers, but can't stand a chance against heavier armored Mechs.
TANK MODELS:
all-rounder
unit carrier
Spectre:
Spectres combine strength, mobility and durability in a one small package.
Structural Points: 130
Movement Points: 5
Weapon Slots: 3
Specials: none
Landship:
Specially designed personal carrier.
Structural Points: 150
Movement Points: 5
Weapon Slots: 1
Specials: Transport Compartment: Up to 3 people (pilot excluded) can hide in a Landship; they cannot be targeted whilst inside, and can use Items.
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GUNSHIPS:
Once called 'copters', these one-man machines utilize anti-grav propulsion systems based on Element-124 reactors. They can fly very fast at low attitudes as well as hover above a spot for hours. Speed and flexibility are their main advantages.
GUNSHIP MODELS:
all-rounder (duhhh)
anti-ground
anti-gunship
Icarus:
Jack-of-all-stats Gunship with large weapon loadout, stemming from a long line of vehicles utilizing the anti-grav propulsion systems.
Structural Points: 120
Movement Points: 7
Weapon Slots: 3
Specials: none
Predator:
Gunship best-suited for dealing with enemies on the ground.
Structural Points: 105
Movement Points: 7
Weapon Slots: 2
Specials: Low-Altitude Scan Subsystem: +10 Hit and Evasion against ground units.
Avalon:
Reinforced structure and on-board tracking system make Avalon best-suited to hunt enemy Gunships.
Structural Points: 135
Movement Points: 7
Weapon Slots: 2
Specials: Tracking Computer: +15 Hit against other Gunships.
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Weapons: Mechs
Name Type Rank Range Damage Hit Crt QL
Slugger Mech (E) 1-3 15-25 80 0 40
DERIC-7 Mech (E) 1 10-20 70 5 35 [Combat Triangle Bonus vs Mechs]
Lancer Mech (E) 1-3 10-15 85 10 30
Blaster Mech (D) 1-3 20-25 75 0 30
Harpy Mech (D) 1-3 10-20 75 0 25 [Combat Triangle Bonus vs Gunships]
Psyche Mech (C) 1-3 10-25 75 5 20 [Reverses Combat Triangle]
Star Sword Mech (C) 1 15-30 70 5 30 [Combat Triangle Bonus vs Mechs]
Ion Blaster Mech (B) 1-3 25-30 75 0 20 [%(20+SKL) chance for Malfunction on Hit]
Devastator Mech (B) 1-3 30-35 65 0 25
Blade M-42 Mech (A) 1 25-35 70 5 25 [Combat Triangle Bonus vs Mechs]
Knight Mech (A) 1-3 20-25 80 10 20
Weapons: Tanks
Name Type Rank Range Damage Hit Crt QL
CAN-1 Tank (E) 1-3 15-20 80 0 40
GATLING-1 Tank (E) 1-3 10-20 70 0 30 [Minimum final %Hit: 40]
S.P.A.C.E Tank (D) 1-3 15-25 70 0 25 [Combat Triangle Bonus vs Gunships]
DRAS-1 Tank (D) 1-5 10-15 85 25 25
PULSAR Tank (C) 1-3 20-25 75 5 20 [Reverses Combat Triangle]
ZEUS Tank (C) 1-3 20-30 65 0 30 [%(20+SKL) chance for Malfunction on Hit]
DRAS-2 Tank (B) 1-5 15-25 80 25 25
CAN-2 Tank (B) 1-3 15-30 75 0 30
GATLING-2 Tank (A) 1-3 20-30 75 0 30 [Minimum final %Hit: 40]
GODSLAYER Tank (A) 1-3 30-40 65 5 15 [Reverses Combat Triangle]
Weapons: Gunships
Name Type Rank Range Damage Hit Crt QL
L-Phaser Gshp (E) 1-3 10-15 75 5 40
Superior Gshp (E) 1-3 15-20 75 0 30 [Combat Triangle Bonus vs Gunships]
Multiphaser Gshp (D) 1-3 10-15 80 0 30 [Combat Triangle Bonus vs Opers]
Tron-4 Gshp (D) 1-3 15-20 75 0 30 [Combat Triangle Bonus vs Mechs]
Wraith Gshp (C) 1-3 15-25 70 0 30 [Combat Triangle Bonus vs Tanks]
G-Phaser Gshp (C) 1-3 15-20 75 5 35
Nebula Gshp (B) 1-3 10-15 70 0 30 [%(20+SKL) chance for Malfunction on Hit]
SuperiorII Gshp (B) 1-3 25-30 75 0 20 [Combat Triangle Bonus vs Gunships]
Trebuchet Gshp (A) 2-7 20-30 70 0 20
R-Phaser Gshp (A) 1-3 20-25 75 5 30
Weapons: Opers
Name Type Rank Range Damage Hit Crt QL
Service Gun Oper (E) 1-3 5-10 80 0 50 [Automatically assigned to Mech/Tank/Gunship pilots upon deployment]
STAR Mk7 Oper (E) 1-3 5-15 90 0 40
Scrambler Oper (E) 1-3 5-10 75 5 30 [%(20+SKL) chance for Malfunction on Hit]
Helios Oper (D) 1-3 10-15 80 0 25 [Combat Triangle Bonus vs Gunships]
Arm Oper (D) 2-7 10-15 70 10 25 [Combat Triangle Bonus vs Opers]
Destroyer Oper (C) 1-3 15-30 75 5 20 [Reverses Combat Triangle]
STAR Mk8 Oper (C) 1-3 15-25 85 0 30
Exploder Oper (B) 1-3 20-35 70 0 25 [2x Damage vs Obstacles]
ScramblerII Oper (B) 1-3 10-15 75 5 30 [%(40+SKL) chance for Malfunction on Hit]
STAR Mk9 Oper (A) 1-3 20-30 85 0 20
HunterHGTPL Oper (A) 1-3 15-30 75 0 20 [+20 Hit vs non-Opers]
Items: Opers
Name QL Effect
First Aid Kit 5 Restores (10+SPR) HP of allied Oper, or revives one that was KO'd with 5HP
Surgery Kit 3 Restores (20+SPR) HP of allied Oper, or revives one that was KO'd with 10HP
MIN-Assembly 5 Restores (20+SPR) SP of allied vehicle, or removes 1 Malfunction, if present
FIX-Assembly 5 Removes all Malfunctions present at allied vehicle
MAX-Assembly 3 Restores (40+SPR) SP of allied vehicle and removes 1 Malfunction, if present
Stimuloshot 3 +25 Hit and Evasion upon use (Oper calculations only), decreases by 5 points and deals 1-5 damage per Turn
Combat Sensor - +5 Hit and +5 Crt with all weapons
CRFBR Armor 16 Reduces all Damage by 1; QL goes down when wearer gets hit
DRSTL Armor 22 Reduces all Damage by 3, -10 Evasion; QL goes down when wearer gets hit
TRITN Armor 28 Reduces all Damage by 5, -15 Evasion, -1 MOV; QL goes down when wearer gets hit
RESOURCE UNITS:
These represent the overall 'price' of equipment. Everything, from vehicle models to weapons to items have its RU price.
RESOURCE BUDGET:
Before start of each Chapter (which might consist of one or more battlemaps), SPOOKS have to equip itself. They are given a certain amount of RU that they can spend on procuring vehicles, weapons and items.
It's up to players to decide between themselves how to best spend their RUs.
Sometimes there might be external issues, which might complicate equipment acquisition; these will be reported and explained in-game.
Each time you return a Vehicle intact or weapon with some ammo still in, you can return them to recover some RUs spent.
RU PRICE LIST:
Mech models:
SCS-45: 240 RU
Moloch: 300 RU
Gladiator: 280 RU
Tank models:
Spectre: 200 RU
Landship: 235 RU
Gunship models:
Icarus: 210 RU
Predator: 240 RU
Avalon: 230 RU
Mech weapons:
Slugger: 40 RU
DERIC-7: 40 RU
Lancer: 50 RU
Blaster: 50 RU
Harpy: 50 RU
Psyche: 60 RU
Star Sword: 50 RU
Ion Blaster: 60 RU
Devastator: 70 RU
Blade M-42: 90 RU
Knight: 90 RU
Tank weapons:
CAN-1: 40 RU
GATLING-1: 50 RU
S.P.A.C.E: 55 RU
DRAS-1: 60 RU
PULSAR: 60 RU
ZEUS: 60 RU
DRAS-2: 75 RU
CAN-2: 60 RU
GATLING-2: 70 RU
GODSLAYER: 95 RU
Gunship weapons:
L-Phaser: 45 RU
Superior: 50 RU
Multiphaser: 55 RU
Tron-4: 55 RU
Wraith: 55 RU
G-Phaser: 65 RU
Nebula: 60 RU
SuperiorII: 65 RU
Trebuchet: 75 RU
R-Phaser: 75 RU
Opers weapons:
Service Gun: 10 RU*
STAR Mk7: 20 RU
Scrambler: 30 RU
Helios: 35 RU
Arm: 45 RU
Destroyer: 60 RU
STAR Mk8: 40 RU
Exploder: 50 RU
ScramblerII: 60 RU
STAR Mk9: 50 RU
HunterHGTPL: 70 RU
*automatically given to vehicle operators as weapon of choice
Opers items:
First Aid Kit: 15 RU
Surgery Kit: 25 RU
MIN-Assembly: 20 RU
FIX-Assembly: 25 RU
MAX-Assembly: 40 RU
Stimuloshot: 15 RU
Combat Sensor: 20 RU
CRFBR Armor: 24 RU
DRSTL Armor: 33 RU
TRITN Armor: 42 RU