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*Loyalists to the Emir: Marching under the symbol of a pair of crossed, golden sword; the force of his His Most Royal Highness, Julian Ambrose Khan, Emir of Suldan (In Exile) represent a motley crew of insurgents ranging from fanatical rebels, hired guns, former members of the Royal Army and the elite personal guard of Julian Amrose Khan. Their goal is to return the Emir to the throne they believe (or have been paid to believe) is rightfully his. Due to the nature of Suldan's military build up under the Emir and the nature of his deposal, the insurgents have access to rather more military gear than most rebellions typically have; and the Emir is capable of putting powerful forces in the field. At present, his forces are using this gear to commit waves of terrorist attacks across the inhabited portion of the planet, aimed at collapsing the provisional government.
 
*Loyalists to the Emir: Marching under the symbol of a pair of crossed, golden sword; the force of his His Most Royal Highness, Julian Ambrose Khan, Emir of Suldan (In Exile) represent a motley crew of insurgents ranging from fanatical rebels, hired guns, former members of the Royal Army and the elite personal guard of Julian Amrose Khan. Their goal is to return the Emir to the throne they believe (or have been paid to believe) is rightfully his. Due to the nature of Suldan's military build up under the Emir and the nature of his deposal, the insurgents have access to rather more military gear than most rebellions typically have; and the Emir is capable of putting powerful forces in the field. At present, his forces are using this gear to commit waves of terrorist attacks across the inhabited portion of the planet, aimed at collapsing the provisional government.
  
*Arclight Transcolonial: A long tim ago, Arclight was one of five corporations that colonized Suldan initially, and controlled it with representatives on the Corporate Council. That ended when the Emir overthrew the council, and executed most of their representatives on the planet. By the time any of the offworld corporations realized what was going on, he was dug in with a defense system that made removing him a costly proposition. The Union representative tied up their claims in red tape the Union, leading to a stalemate. With the fall of the Emir, however, Arclight has come to reclaim fifty years worth of back taxes, the first of the five to make a move on the liberated planet. It was Arclight combat ships that cleared the way through the renegade defense network, and Arclight personnel that reopened the spaceport and are taking a cut of everything that moves on and off the planet. But it's not enough. Their current business plan to recoup their losses causes for massive mineral exploitation in the Chiraji Mountain Range near the badlands. This has led to differences with the people living there.
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*Arclight Transcolonial:  
  
*The Union: The Union is far too vast to cover in a brief description. But they have come to Suldan. The light frigate Iphigenia, under the command of Captain Yusef Oshana, has entered orbit. The Union response to the chaos on the surface. Officially, his mission is to assess the planet, assist in the restoration of order and reestablish the Union presence. He's been consulting with the provisional government, and deploying engineers and mech units to the surface, though he has yet to officially declare his support. Right now, his forces appear to be mostly gathering information.
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*The Union:  
 
 
The former Union Representative on the planet, Miranda Cortez, has been missing since the bombardment of Hadiqa. The Union doesn't believe she's dead, or they would have sent much more than a light frigate to the planet. The death of a Union Representative calls for a retaliation... but one whose status is unknown makes the situation more... fluid.
 
 
 
Captain Yusef Oshana has the ability to make or break Suldan. His assessment to Union Command will have a great, and every faction wants to court his favor. His forces are light on the planet, but attacking him is attacking the Union. Only a madman would do that.
 
  
 
*The Red Circle: A criminal outfit in Hadiqa City that runs a high tech black market. They predate the revolution, and they predate the Emir. Secrecy and paranoia have long been their watch words, clients very rarely directly contact them. Cut outs and anonymous messages are their preferred means of contact. Their prices are high, but they offer rare technology stolen from the Emir's research labs and weapons stolen from military stockpiles. They're also willing to trade favors for clients with certain skillsets.
 
*The Red Circle: A criminal outfit in Hadiqa City that runs a high tech black market. They predate the revolution, and they predate the Emir. Secrecy and paranoia have long been their watch words, clients very rarely directly contact them. Cut outs and anonymous messages are their preferred means of contact. Their prices are high, but they offer rare technology stolen from the Emir's research labs and weapons stolen from military stockpiles. They're also willing to trade favors for clients with certain skillsets.
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*Colonel Joumari: A high ranking member of the provisional government's military, Colonel Joumari is the primary contact point between the hired freelancers and the mercenaries being employed by the government. A rebel soldier from the days under the Emir, Joumari nonetheless seems to have an excellent understanding of the exigencies and twists of mercenary work; this likely being the reason why he was given this job in the first place.
 
*Colonel Joumari: A high ranking member of the provisional government's military, Colonel Joumari is the primary contact point between the hired freelancers and the mercenaries being employed by the government. A rebel soldier from the days under the Emir, Joumari nonetheless seems to have an excellent understanding of the exigencies and twists of mercenary work; this likely being the reason why he was given this job in the first place.
  
*Captain Mason: A cigar chomping engineer, Mason specializes in heavy equipment, from transports to construction gear. He used to be a civilian engineer until he got involved in the rebellion against the Emir after one atrocity too many. He's direct, straightforward and has a profound loathing of the Loyalists.
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*Captain Mason
  
*Lieuteant Said: A soft spoken member of the Provisional Government's police, Said is another veteran of the rebellion who's transitioned into the more. He's of a philosophical bent, and has been taking active part in the discussions as to what form the new government should take and how it should enforce its laws. Meanwhile, he's working to maintain order and defend the people in the current conflict.
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*Lieuteant Said:
  
 
*The Lancer in Red Armor and a Horus Insignia: ?????????????????????????????????????????????????????????????
 
*The Lancer in Red Armor and a Horus Insignia: ?????????????????????????????????????????????????????????????
 
==Allies==
 
At present time, the team has access to four allies. Mason and his engineers, Lieutenant Said and his police infantry, Rajaa and his hacking rig and Najwaa the Guerilla<br>
 
<br>
 
On each combat encounter, provided sufficient time for preparation is available, one ally can be taken into the combat encounter. Mason brings his Bridgelayer vehicle, Said brings two squads of infantry, Rajaa brings an Ewar vehicle and Najwa is a wildcard.
 
<br>
 
<br>
 
'''Mason's Bridge Layer'''<br>
 
HP: 30<br>
 
Evade: 5<br>
 
E-D: 10<br>
 
Heat: 10<br>
 
H: 5 A: -5 S: 1 E: 3<br>
 
Armor: 3<br>
 
Speed: 3<br>
 
Sense: 10<br>
 
Save: 11<br>
 
Size: 3<br>
 
<br>
 
Base Systems:<br>
 
''Bridgelayer''<br>
 
System, Full Action, Limited (1)<br>
 
As a Full Action, the Bridgelayer can deploy a piece of unfolding bridge terrain from itself. The bridge is 3 squares wide by 6 squares long, and is laid down on top of existing terrain. One of the narrow ends must be placed adjacent to the Bridgelayer. Units on the bridge ignore any difficult or dangerous terrain and any altered elevation in the spaces it now covers, granting safe passage over broken ground, rivers and chasms, and so forth. It can be tilted up or down, reaching a height or depth of up to 6 squares from the starting elevation of the Bridgelayer, so it might grant access for ground units to the top of a large building or bottom of a ravine. The Bridgelayer can retrieve the bridge as a Full Action. Each space of the bridge has 20 HP and armour 3.<br>
 
<br>
 
''Excavator''<br>
 
System, Quick Action<br>
 
The Bridgelayer may create a contiguous area of up to 3 spaces of difficult terrain, at least one of which must be adjacent to the Bridgelayer. It may also either excavate up to 3 spaces of trench adjacent to itself, which offer soft cover to units entirely within them, or create 3 squares of size 1 10 HP cover adjacent to itself. The squares chosen do not need to be free; the Bridgelayer deals 10 AP kinetic damage to any objects or terrain in those spaces, while units must pass an Agility save or be knocked prone into an adjacent space, and take 4/5/6 AP kinetic damage.<br>
 
<br>
 
''Guardian''<br>
 
Trait<br>
 
Adjacent allies can use the Bridgelayer for hard cover.<br>
 
<br>
 
''Heavy Frame''<br>
 
Trait<br>
 
The Bridgelayer cannot be knocked back, prone, pushed, or pulled by any actor smaller than itself.<br>
 
<br>
 
''Implacable''<br>
 
Trait<br>
 
The Bridgelayer ignores difficult terrain.<br>
 
<br>
 
''Bulldozer''<br>
 
Trait<br>
 
When the Bridgelayer finishes its movement or a boost, it may deal 30 AP kinetic damage to any number of adjacent objects or pieces of terrain. Any adjacent enemies must also succeed at an Agility save or be knocked back 3 spaces and knocked prone.<br>
 
<br>
 
''Crane Claw''<br>
 
Heavy Melee<br>
 
Threat 3<br>
 
+1 vs evasion<br>
 
3 kinetic damage<br>
 
When the crane claw hits a target, they are also either grappled or suffer Knockback 5.<br>
 
<br>
 
<br>
 
<br>
 
'''Said's Police Squads'''<br>
 
HP: 10<br>
 
Evade: 8<br>
 
E-D: 8<br>
 
Heat: NA<br>
 
H: 2 A: 2 S: 2 E: 2<br>
 
Armor: 1<br>
 
Speed: 4<br>
 
Sense: 5<br>
 
Save: 10<br>
 
Size: 3<br>
 
<br>
 
''Soldiers''<br>
 
Trait<br>
 
The Squad acts as one character, but it represents a group of soldiers acting together. When the Squad takes a certain amount of damage, it results in the narrative death of one or more of those soldiers. Eventually, this reduces the number of attacks the Squad can make each turn, as listed in the relevant weapon profiles. By default, the Squad is made up of 10 members, each with 1 HP.<br>
 
<br>
 
''Strength in Numbers''<br>
 
Trait<br>
 
The Squad has RESISTANCE to all damage from attacks that aren’t area , and is IMMUNE to GRAPPLE, RAM, KNOCKBACK, and STUNNED.<br>
 
<br>
 
''Spread Out''<br>
 
Trait<br>
 
Instead of tracking the position of individual soldiers, the Squad’s members are assumed to move freely within the space it occupies. Other characters can freely move through and end their turn in spaces occupied by the Squad, and as long as the Squad occupies at least 2 free spaces it can end its turn overlapping obstructions, cover, or other characters.<br>
 
<br>
 
''Undersize''<br>
 
Trait<br>
 
Individual soldiers can easily duck behind cover, but the sheer force of mech-scale weapons limits how effectively they can be shielded. The squad always has soft cover, even in the open, but can’t benefit from hard cover.<br>
 
<br>
 
''Pulse Rifles''<br>
 
Main Rifle<br>
 
Ranged 10<br>
 
+2 vs evasion<br>
 
3 energy damage<br>
 
This weapon can make two attacks at a time; if the Squad loses more than half its HP, it can only make one attack at a time.<br>
 
<br>
 
''Laser Cannon''<br>
 
Heavy Cannon<br>
 
Ranged 20<br>
 
+1 vs Evasion<br>
 
5 AP Energy Damage<br>
 
<br>
 
''Duck and Cover''<br>
 
Reaction, Trait<br>
 
Trigger: The Squad is hit by an attack.<br>
 
Effect: The Squad gains Resistance to the damage but becomes Immobilized until the end of their next turn<br>
 
<br>
 
<br>
 
<br>
 
'''Rajaa's Rig'''<br>
 
HP: 10<br>
 
Evade: 8<br>
 
E-D: 12<br>
 
Heat: 6<br>
 
H: 0 A: 1 S: 3 E: -2<br>
 
Armor: 1<br>
 
Speed: 5<br>
 
Sense: 10<br>
 
Save: 10<br>
 
Size: 1<br>
 
<br>
 
''Smart Rifle''<br>
 
Main Rifle<br>
 
Smart<br>
 
+1 vs e-defence/tier with +1 Accuracy<br>
 
Range 10<br>
 
4 kinetic damage<br>
 
<br>
 
''Lightning Rod''<br>
 
System, Reaction<br>
 
Once per round as a reaction when an enemy targets an ally’s e-defense within the Relay’s Sensor range with a Quick Tech or Full Tech action, the Relay becomes the target instead. The Relay cannot use this system if it is Jammed.<br>
 
<br>
 
''Tech Node''<br>
 
Trait<br>
 
As long as the Relay is not engaged or Jammed, any ally within their sensor range of the Relay may choose targets for their Quick Tech and Full Tech actions using the area of the Relay’s sensor range instead of their own.<br>
 
<br>
 
''Signal Boost''<br>
 
System<br>
 
As long as the Relay is not Jammed, allies within range 5 of the Relay are immune to the Jammed Condition and enemy Quick Tech and Full Tech actions targeting their e-defence suffer 1 Difficulty.<br>
 
<br>
 
''Parallel OS''<br>
 
System, Protocol, 2 heat (self)<br>
 
At the beginning of its turn, the Relay may choose a single Quick Tech action that an ally within its Sensor range possesses. Until the end of its turn, the Relay can use this Quick Tech action as if it possessed the system itself.<br>
 
<br>
 
<br>
 
<br>
 
'''Najwaa the Guerilla'''<br>
 
Najwaa is a wildcard. She doesn't deploy to the map as a unit, but instead will infiltrate and sneak onto it ahead of the team if given the opportunity, and attempt to trigger various effects to aid the team. You never know what you'll get with her, but it'll always be good (and often involve explosives).
 

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