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Topics - Haspen

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181
Game Thread is here!

Welcome!

In this pre-defined Era of Diesel scenario you have a chance to become one of the leading Powers during the mid-1910s, when all hell broke loose... but will it go as in the books or shall you turn your land into greatest Empire?

All of the Era of Diesel rules can be found here!

What's different about this pre-defined scenario?

1. You do not get to create your Nation; instead, you gotta pick one of the 8 pre-defined Nations and their corresponding Leaders:
United Kingdom (King George V)
Third French Republic (President Raymond Poincaré)
German Empire (Emperor Wilhelm II)
Russian Empire (Tsar Nicholas II)
Austro-Hungarian Empire (Emperor Franz Joseph)
Ottoman Empire (Sultan Mehmed V)
Kingdom of Italy (King Victor Emmanuel III)
Kingdom of Spain (King Alfonso XIII)
2. Everyone starts with certain amount of Armies and Navies and certain Technologies; few nations start with Techs others do not have.
3. Win condition is a simple one: Have the most Territories by the end of 1919 (Turn 60), and only YOU decide how much conquering, backstabbing and scheming will be done before that!

Check the Nation Dispositions and European Map spoilers for details on Nations and to see your Nation's starting Provinces!

Spoiler: Nation Dispositions (click to show/hide)
Spoiler: Map of 1914 (click to show/hide)



Player List:
flazeo25 (United Kingdom)
TopHat (Third French Republic)
Taricus (German Empire)
Kashyyk (Russian Empire)
DolosusDoleus (Austro-Hungarian Empire)
Khamsin (Ottoman Empire)
Rolepgeek (Kingdom of Italy)
Tiruin (Kingdom of Spain)

Replacement Waitlist:
Culise

182
BEGINNING: WELCOME TO HELL SOLDIER! GET READY FOR ACTION AND DON'T GET YOURSELF KILLED!

In 1900s Fodder, you take roles of the soldiers of either Romansh Empire or the Falconian Alliance. The two huge nations are locked in a bitter conflict across huge swaths of trenches, ruined cities and cratered landscapes for five years now.

It is RTD with minimal amount of roleplay and only few rolls - what matter is VICTORY, and VICTORY is obtained by killing more enemies than the other team.

The basic actions are: ATTACK, COVER and SWITCH.

ATTACK is when the player exposes himself to attack the enemy. Usage of 'Extras' also goes here.
COVER is when the player hides behind a tree, rubble or something of the kind. It grants +2 to Evasion rolls.
SWITCH is when the player changes his Cover location. While most of the time it's better to stay in one place, Supports, Officers and even Heavies will have a reason to move around from time to time. After SWITCHing, you are exposed to enemy fire until you COVER at your new Cover area.

*Please note: COVER action and Cover location, while related, are two different things!

The extra actions are: HEAL, RESUPPLY, SET NEST and COMMAND.

HEAL is the action of a Support unit. It heals up to 2HP, or removes Shock and Bleeding statuses at cost of 1HP per cured ailment. HEAL uses up 1 part of Medkit.
RESUPPLY is the action of Support unit. It restores ammo of 1 Ally's weapon. RESUPPLY uses up 1 unit of Ammopack.
SET NEST is the action of Heavy unit. It sets up a Gatling Nest behind a Cover, reducing the Cover's capacity by 1 soldier, on other hand - the Heavy now has a Gatling Gun to mow down enemies with!
COMMAND is the action of Officer unit. The Officer can COMMAND fellow soldiers at his Cover location into different tactics.

The basic rolls are:

Hit roll: Both the Attacking player and Defending player roll a 1d6. If Attacker rolls more than the Defending, there is a hit. If the Defender rolls more than the Attacker, the Defender HITS the Attacker. In case of a draw, nothing happens.
Damage roll: Damage is dealt upon successful hit, the amount of damage depending on the weapon.

Each Team consists of 6 Players. All extra Players are put on the Waitlist and arrive at the end of the Turn whenever their Team on the battlefield isn't fully (6) staffed.

CHAPTER 1: WHAT IS YOUR NAME SOLDIER? WRITE IT DOWN SO I KNOW WHAT TO PUT ON YER GRAVE LATER ON!

In 1900s Fodder, you don't need backstories. All you need is:

Name: pretty obvious
Side: which side you fight for (Romansh or Falconian)
Role: Corpsman, Support, Heavy or Officer
Skill: Pick one from the list below!
HP: You start with random amount of HP between 6 and 9. Rolled by GM.
Weapon: You pick Pistol or Rifle if you're a Corpsman or Officer. Heavies pick either Gatling or Rifle. Supports start with Pistol. Check Weapons section of Equipment for details.
Extra: You pick one. Check Extras section of Equipment for details.
2nd Extra: Depends on the Role.

Skills:
Extra Heavy: You were made a Gatling operator not just because of your skills, but also because of your battlefield strength. All Weapons you use deal 1 Damage extra. Heavy role only.
Friends at HQ: You have friends at the HQ, and those friends made sure you get all the neat equipment. You get a 2nd Extra of your choice, plus a fancy padded trenchcoat that reduces all Damage by 1! Officer role only.
Healthy: You were always a healthy lad. Your HP roll will be between 10 and 12 HP!
Iron-willed: Either your upbringing or training turned your nerves into steel wires. You cannot suffer from Shock caused by dying high ranking soldiers near you, althought the a Grenade explosion can still do it to you.
Lucky: Some higher force is smiling upon you. The first hit that would otherwise kill you will instead lower your HP to 1. Corpsman role only.
Marksman: You were a passionate hunter, a son of riflemaker, whatever - this gave you natural affinity to shooting, and therefore you get +1 to all Hit rolls.
Surgery Mastery: Diplomas and skills of a true professional medic belong to you! HEAL action heals 2HP extra. Support role only.

CHAPTER 2: SO WHAT IT IS YOU CAN EXACTLY DO, SOLDIER? ARE YOU EVEN HALF USEFUL, HUH!?

Corpsman: The standard mook of Romansh and Falconian armies. With the rank of Private, they can choose their favorite weapon.
Support: The best friend of everyone, he brings up new ammo and bandages wounds. With the rank of Lieutenant, they gain access to HEAL and RESUPPLY actions. While they start with a Pistol, also gain a 2nd Extra: either a spare Medkit or Ammopack, its their choice.
Heavy: The one with gatling gun, and with explosives expertise as well. With the rank of Lieutenant, they can SET NEST and then spray enemies with Gatling salvos and toss Grenades with +2 Hit bonus! They also gain 2nd Extra: Grenade.
Officer: The guy in command, dispensing tactics to his underlings. With the rank of Captain, they can COMMAND the soldiers they share Cover with.

CHAPTER 3: EITHER YOU COVER BEHIND A WALL LIKE A PUSSAY, OR YOU GET SLAUGHTERED! SO BETTER GET USED TO BEING A PUSSAY, SOLDIER!!

Each 'stage' of the firefight is comprised of 3 Cover areas. Each Cover area can 'house' up to 3 soldiers at once.
Cover areas are piles of rubble, building corners, a fallen tree - any place that could possibly be used as a good hiding spot.
Cover areas aren't big, and that's why they can house 3 soldiers at once, but if more than 3 soldiers occupy the same Cover, their Cover action provices 1 point of Evasion bonus less than usual - down to 0 if 5 soldiers occupy the same Cover.
Also, both Grenades and Gatling guns target 1 Cover area - never will a Gatling spray or Grenade explosion target all soldiers at the enemy team.

CHAPTER 4: NOW ITS ABOUT TIME YOU GET YOUR EQUIPMENT AND YOUR DAMN ATTITUDE IN ORDER!

Weapons:
Romansch Empire:
Romansch Revolver: 3-6 damage. Ammo: 6/6 [Pistol]
SF Rifle v6: 4-8 damage. Ammo: 10/10 [Rifle]
Kaiser Gatlinger: 8-12 Adjustable damage, -2 to Hit. Ammo: 50/50, 10 per salvo. [Gatling]

Falconian Alliance:
Molt 9.2mfs Pistol: 3-4 damage, +1 to Hit. Ammo: 6/6 [Pistol]
Falcon Mk.X Rifle: 5-7 damage. Ammo: 8/8 [Rifle]
Norman-462 Mk.V: 9-10 Adjustable damage, -1 to Hit. Ammo: 40/40, 10 per salvo. [Gatling]

Extras:
Helmet: You cannot receive more than 4 damage per Hit (does not protect from Grenade damage).
Medkit: Used by Support units, restores HP or can remove Bleeding and Shock statuses. Uses: 4/4
Ammopack: Used by Support units, restores Ammo of a weapon to full. Uses: 4/4
Sights: Mounted on a Rifle. +2 to Hit rolls.
Grenade: Can be tossed at enemies for explosive results. 8-12 Adjustable damage, destroys Gatling Gun nest, can cause Shock.

CHAPTER 5: SO HOW ABOUT SOME HEAVY DUTY EQUIPMENT YOU SAY, HUH? WELL SOLDIER, LEMME EXPLAIN IT!

Both Grenades and Gatling guns behave a bit differently than normal Pistols and Rifles.

Gatling guns operated by soldiers target 'all' enemy soldiers behind a Cover area, and do not suffer a counter attack at failed Hit roll.
Grenades similarily target 'all' enemy soldiers behind a Cover area. There is only 1 roll - a Grenade roll. This 1d6 roll determines how close the grenade fell before exploding.
6 means the grenade exploded right at the enemy group, dealing normal damage; each number below 6 results in the Grenade's damage being reduced by 1.

Sounds nice? Not so fast, friend! Both Gatling and Grenade damage is 'Adjustable', meaning that after a the respective rolls, there is an Adjustment coin toss.
This coin toss determines if the hit person was sprayed with bullets/shrapnel fully or had the luck of being just at right place to avoid part of the destructive forces.
'Heads' means full damage, 'Tails' means that the damage is reduced by 4. In case of grenades, with a botched toss and some luck, certain soldiers might completely avoid Grenade damage!

CHAPTER 6: CHAINS OF COMMANDING? I DO NOT WIELD ANY DAMN CHAINS BUT I SURE KNOW A BIT ABOUT COMMANDING, SOLDIER!

Officer roles can COMMAND the soldiers they share a Cover area with. Once they issue a COMMAND, it lasts for 3 Turns total before it resets to Standard.

Assault: +1 to Hit rolls, +1 to DMG, -1 to Evasion.
Offensive: +1 to Hit rolls.
Standard: no bonus.
Defensive: +1 to Evasion rolls.
Cowardly: +2 to Evasion rolls, -1 to Hit rolls.

CHAPTER 7: OKAY THERES SOME NASTIES THAT SHOW UP DURING A BIG FIREFIGHT AND IM NOT TALKING ABOUT THE ENEMY SCUM HERE!

There are 2 ailments that can happen to a Soldier in the 1900s Fodder.

Bleeding: Occurs if the Soldier receives 3 or more Damage. At end of every Turn, there's 50% chance that Soldier loses 1 HP or the Bleeding stops. Support can stop Bleeding with his/her Medkit.
Shock: Occurs if the Soldier receives 'full' damage from Grenade (3 in 6 chances), or witnesses death of Lieutenant (1 in 6 chances) or Captain (2 in 6 chances) ranked soldier at his Cover Area. Shock grants a -1 penalty to Hit/Evasion for 3 Turns. Support can cure Shock with his/her Medkit.

CHAPTER 8: KEEP YOUR HEAD LOW OR- ah fuck, there he goes... that will be eleven letters I will have to write this weekend.

If you die, don't worry! The fight continues and you can again participate!
Just send in info about your new soldier, spend some time on the Waitlist and back onto the battlefield you go!



Spoiler: Current Teams (click to show/hide)
---
Spoiler: Waitlist (click to show/hide)
---
Spoiler: Graveyard (click to show/hide)

183
General Discussion / Bay12 Time Capsule 2017
« on: January 06, 2017, 06:49:24 am »
We're getting late, quick!

Ask yourself in 2018 a few questions, to do so, post them here in a day from thread creation, then see the thread getting locked and wait exactly one year!

We're really late this year, but tradition gotta tradition!

Spoiler: For future self (click to show/hide)

184
Forum Games and Roleplaying / Era of Mars! Testgame's IC Thread
« on: December 11, 2016, 03:50:46 pm »
OOC Thread is here!



>>Before 2050 (Turn 0)<<

The race for power and control for Mars has begun. Of course, at the beginning, it would be prudent to set up some profitable exchange pacts and deploy some Corps about the claimed areas...

Quote from: Deployment Table
Chryse: 2
USSSR: 3
Oceania: none!
HORIZON: 1
Selenite: 2





I think that 24 hours is enough for you guys to set up your treaties and deployments? After all, there's only 5 of you!

185
Forum Games and Roleplaying / Era of Mars! Testgame's OOC Thread
« on: December 11, 2016, 08:30:52 am »
IC Thread here!

Spoiler: Rules&Stuff (click to show/hide)

Spoiler: Nation Traits (click to show/hide)

Spoiler: Technologies (click to show/hide)

186
Forum Games and Roleplaying / ZIGGURAT OF TRIALS: THE GAMES HAVE BEGUN
« on: December 05, 2016, 04:37:35 pm »
WELCOME TO ZIGGURAT OF TRIALS.

WHAT IS ZIGGURAT OF TRIALS?

Ziggurat is a place where people gather in hopes to reach the Great Chamber and prove their worth to the Gods so that they might make the person another God in the Pantheon.
There is no other way to leave the Ziggurat, and only 1 shall Ascend. The others? The others shall die, either by their own stupidity, or by the hands of the others.
8 Characters enter the Ziggurat each time the planet Niburuh is in conjuction with the Third Moon. Every one is put in one of 4 starting cells with one other applicant.

HOW TO APPLY TO ZIGGURAT OF TRIALS?

Write down your Character's Name (and your username)
Put 2 points to one stat and 1 point to another stat. The four stats are:
(STR)ENGTH: 1 Point: +1 in combat situations, character can solve Simple Strength puzzles. 2 Points: +2 in combat situations, character can solve Complex Strength puzzles, 20% chance to survive a Trap.
(AGI)LITY: 1 Point: +1 in combat situations, 50% chance to dodge Traps. 2 Points: 75% chance to dodge Traps, character can move through 2 rooms/corridors per Turn.
(INT)ELLECT: 1 Point: Character can solve Simple Intellect puzzles, 20% chance to permamently disarm a Trap, Character can read Scrolls. 2 Points: Character can solve Complex Intellect puzzles, 40% chance to permamently disarm a Trap, and has knowledge of Idols and Artifacts
(PSY)CHIC: 1 Point: Character can solve Simple Intellect and Simple Strength puzzles. 2 Points: 50% chance to dodge Traps, character can sense things about other characters (received from GM by a PM).

Example character application:

Mary Sue (Haspen)
PSY 2/INT 1

THE LAYOUT OF THE ZIGGURAT OF TRIALS:

There are four Floors in the Ziggurat of Trials:

First Floor is the largest and is comprised of numerous rooms and corridors. The 4 Starting Cells are located on this Floor. This Floor might have some Traps and Simple Strength/Intellect puzzles.
Second Floor ups the challenge by including more Simple Strength/Intellect puzzles and Traps; few Complex Puzzles or Deadly Traps might appear on this floor as well.
Third Floor is much smaller than First and Second floor. There are only Complex Puzzles, Normal and Deadly Traps here.
Fourth Floor consists of few rooms and corridors, some Traps of both variants, and the Great Chamber in the centre.

TRAPS AND PUZZLES:

Puzzles are basically 'doors' that block your path unless you solve them. There are Strength and Intellect puzzles, Simple and Complex. Simple puzzles require 1 Point of their respective stat (or 1 point of Psychic); Complex puzzles require 2 Points.
Traps also block your path; instead of solving them, you gotta Dodge them; each Character has 25% chance to Dodge a Trap. Traps might cause a penalty to your stats, teleport you to a random location, or simply kill you.
Deadly Traps, as suggested by their name, always kill the character if he/she fails to Dodge them.

HOW TO WIN THE ZIGGURAT OF TRIALS?

There are two objectives that one must complete in Ziggurat of Trials in order to Ascend.
The first one is to reach the Great Chamber, located on the top (Fourth) floor.
The second one is a hidden objective that each Character receives through telepathy from the Gods. They are not for the weak of heart.
The person who successfully completes their hidden objective and reaches the Great Chamber (order of completion does not matter), will Ascend to Godhood.
All others who will be still alive at this point shall be turned into ash and dust and their souls shall be cast into Oblivion.

APPLY IF YOU DARE, AND MAY THE GODDESS OF LUCK SMILE UPON YOU.



EDIT: Missed a chunk about Ziggurat's layout, and traps and puzzles, they're both explained now, sorry!

THE FIRST 8:
1: Craig Johnson (S34N1C)
PSY 2 / STR 1
2: John Smith (Felissan)
STR 2 / AGI 1
3: Will Greywater (DolosusDoleus)
INT 2 / STR 1
4: Ron Haart (roseheart)
PSY 2 / AGI 1
5: Nate the Great (fourtytwo)
STR 2 / INT 1
6: Dan (Demonic Spoon)
AGI 2 / STR 1
7: Raven (flazeo25)
INT 2 / STR 1
8: Criptfeind (Criptfeind)
AGI 2 / PSY 1

187
Forum Games and Roleplaying / Era of Diesel Again! IC Thread
« on: November 23, 2016, 02:30:59 pm »
OOC Thread is here!



Pre-1900 (Turn 0)

It is time to perform open and backroom diplomacy and deploy your armies. Remember, one army stays at capital.

Remember, you don't build Improvements or set Research projects yet!

Quote from: Deployment quota
NPC Koryeon: already deployed
Lototzka: 5
Tarasvand: none
CoNP: none
Nordeast: 6
Gove: 4
Eblon: 5



This phase will last about 48 hours (till Friday evening, european time)

188
Forum Games and Roleplaying / SPAMSHIP! Bold space explorers badly needed!
« on: November 20, 2016, 10:24:23 am »
Deep-space exploration of 30 jumps! Meet exotic aliens, dig up treasure, get blown to smithereens, return to Colonyworld to earn respect of the colonists!

Each Jump will test one or two players' skill or maybe allow for different outcomes. A piece of junk might turn out to be super useful equipment if your weapons officer works with it! Or maybe it will auto-destruct your ship, who knows.

5 players needed. Each player must have a different Class.

CLASSES:
A) Weapons Officer: +2 to Ship Combat rolls.
B) Engineer: +2 to Repair rolls.
C) Marine: +2 to Personal Combat rolls.
D) Physician: +2 to Surgery rolls.
E) Astrophysicist: +2 to Navigation rolls.
F) Xenolinguist: +2 to Diplomacy rolls.
G) Scientist: +2 to Research rolls.
H) Cadet: +1 to rolls of 3 randomly chosen categories above.

INJURIES:
During combat or certain events, a crewmember might get injured! They get -1 to their rolls until healed. If they get injured while already being injured, the second injury kills them! Care for your crewmates, as they're your meatshields (and you're theirs)!

OPTIONS:

Jump choices: 3 outta 5 crewmembers gotta vote.
Event choices: Crewmembers vote and best candidate to handle the choice is chosen (otherwise a volunteer is needed).
Personal choices: Crewmember in question must decide.

SHIP:
Make up a name for the Ship. Only the Players can make up the name; the most popular will be choosen as the actual name (or we will go with default: The Beagle). Ship's default equipment:
Weapon: Peashooter (1dmg per successful Hit)
Jumpdrive: Heavy Particle Reactor (-1 to successfully navigating unstable jumppoints)
Thrusters: Chemfuel Thrusters (-1 to evasion rolls during Ship combat)
Hull: Polarized Plating (12 Hull Points)
Extras: -

BONUS STUFF:
Colonial Government have secretly prepared an extra equipment part! Again, only the Players who join the game can choose which extra equipment part their ship will start with!
Weapon: Fission Torpedo Launcher (3dmg per successful Hit)
Weapon: Gas Laser (1dmg per successful Hit, +2 to Hit rolls)
Thrusters: Ion Pulsators (+1 to evasion rolls during Ship combat)
Hull: Polyalloy Armor (17 Hull Points)
Extra: Tactical Sequencer (+1 to all Ship combat rolls)
Extra: Grav-Scanner (determines type of Jumppoint instabilities and grants +1 to unstable Jumppoint navigation rolls)
Extra: Bio-Scanner (scans for lifeforms aboard ships and on planet surfaces)
Extra: Medbay (all crewmembers get +1 for their Surgery rolls)



Crewmembers of The Intrepid:
1. Cripto (Criptfeind), Xenolinguist (+2 to Diplomacy)
2. Tiri Rin (Tiruin), Scientist (+2 to Research)
3. Eliza Tenzhen (flame99), Engineer (+2 to Repairs)
4. Twinwolf (Twinwolf), Physician (+2 to Surgery)
5. Harry Baldman (Harry Baldman), Astrophysicist (+2 to Navigation)
The Intrepid, 1st Colonial Exploratory Jumpship:
Weapon: Peashooter (1dmg per successful Hit)
Jumpdrive: Heavy Particle Reactor (-1 to successfully navigating unstable jumppoints)
Thrusters: Chemfuel Thrusters (-1 to evasion rolls during Ship combat)
Hull: Polarized Plating (12 Hull Points)
Extras: Tactical Sequencer (+1 to all Ship Combat rolls)

Spoiler: Waitlist (click to show/hide)

189
Forum Games and Roleplaying / Era of Diesel Again! OOC Thread
« on: November 18, 2016, 06:19:49 pm »
Make your nations and see who will get to the top!

IC Thread is here!

Spoiler: Rules of the Game (click to show/hide)
Spoiler: Nation Traits (click to show/hide)
Spoiler: Research Topics (click to show/hide)

190
Forum Games and Roleplaying / ORIENTSPAM! Oh Mai, King of Juewang!
« on: November 05, 2016, 05:23:40 pm »
Click here for the original.




You guys have to fill out this:

Name: this guy will be known as '(family name) + name'.
Name's trait: Martial, Charismatic, Wise, Healthy, Lucky
Kingdoom's boon: Happiness, Population, Economy, Army

And that's all. Rapid-fire updates to the status of the kingdom, Name, and Name's sooner or later coming (most probably sooner, and under very tragic circumstances) descendants: promised!



The List of Kings of Juewang:
Spoiler (click to show/hide)

191
Forum Games and Roleplaying / Tribal Conquest 2.0 game has started!
« on: September 28, 2016, 03:48:28 pm »
Hello!

Harkening back to earlier days of Era of Diesel, I reworked Tribal Conquest into something new (and hella more easier to play and run): take control of a neolitic/bronze/iron age tribe and conquer your neighbours!

Technically speaking, the limit of Player Tribes is 12 (because 12 is the amount of color choices for Tribal banners); all leftover area will be taken by NPCs.


Tribes' List:
Spoiler: 3.Urs Tribe (Maegil) (click to show/hide)

192
Forum Games and Roleplaying / SPAMEMPIRE: Gloranthia of Aimsightai!
« on: August 29, 2016, 05:42:49 am »
Click here for medieval-fantasy original.

You guys gotta fill out this:

Name: This guy will be known as 'Name the First'
Name's trait: Tactician, Politician, Scientist, Augment, Lucky
Empire's boon: Loyalty, Population, Finances, Starfleet

And that's all. Rapid-fire updates to the status of the empire, Name, and Name's sooner or later coming (most probably sooner, and under very tragic circumstances) descendants: promised!



The List of Rulers of the Galactic Empire of Aimsightai:
Empress Gloranthia, 776.365 SE - ??
Status (last updated 777.221 SE):
*Trait: Scientist
*Family:
Spouse: Asus Bandanas (youth from influential Bandanas family)
Heir: -
Other children:
*Achievements:
-
*Other:
-

193
Forum Games and Roleplaying / SPAMKINGDOM: GAME OVER
« on: August 13, 2016, 04:55:42 pm »
(Formerly 'Rapid-Fire Minimalistic Dynasty Game!'

You guys have to fill out this:

Name: this guy will be known as 'name the First'.
Name's trait: Martial, Charismatic, Wise, Healthy, Lucky
Kingdoom's boon: Happiness, Population, Economy, Army

And that's all. Rapid-fire updates to the status of the kingdom, Name, and Name's sooner or later coming (most probably sooner, and under very tragic circumstances) descendants: promised!



Timeline: 800s - 810s - 820s - 830s - 840s - 850s - 860s - 870s - 880s - 890s



The List of Kings and Queens of Luathbas:
Spoiler (click to show/hide)

->Link to expanded Houlandine Dynasty tree, by melkor<-

194
Forum Games and Roleplaying / Gun Emblem on Forums Testgame Thread!
« on: August 09, 2016, 10:51:32 am »
Where to get usual rules and also 1.3 Handbook
Spoiler: Gun Classes & Weapons (click to show/hide)

Testgame changes:

You start as First Classes, which are then leveled up to Level 10, and then Promoted. I need to check all 4 Promoted Gun Classes, and then there are extra 4 slot for other units.

Musketeer slot:
Sharpshooter slot:
Cuirassier slot:
Dragoon slot:
Extra #1 slot:
Extra #2 slot:
Extra #3 slot:
Extra #4 slot:

You also get 2 Weapons, one rank E, the other anything from rank E to rank C. Your characters will also start with a full Vulnerary.
Plot: This is testgame so no plot per se; you will be escorting a princess thru valley full of baddies to a fort full of allies.

195
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.


Spoiler: Opers Classes (click to show/hide)

Spoiler: Vehicle Models (click to show/hide)

Spoiler: Equipment for looksies (click to show/hide)


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