jueves, 18 de junio de 2020

RANGERS OF SHADOW DEEP WW2 RULES




We will follow the rules established in the Rangers of Shadow Deep manual, only we will slightly modify them, adding firearms, eliminating everything related to magic and a slight change of the stats of the main characters.


SKILLS


Skills remain the same except the following:


Traps becomes Demolitions, as knowledge of how explosives work, activating  traps or preparing charges for their detonation.

Reading runes becomes Languages as the basic knowledge of French / German.

Ancestral knowledge becomes Arcane knowledge, as the basic knowledge of supernatural beings, rituals, how the creatures behave...


FIREARMS

Pistol 12" damage: +0

24" rifle damage: +0

24" submachine gun damage: +0

Sniper Rifle 30" damage: +0 attack bonus: +2
Spend both actions on shooting

Lmg 24" damage: +0 (roll 2 dice / make 2 attacks on up to two different targets that are less than 2" away from each other)
Spend both actions on shooting

Grenade 8" attacks +3 damage to all minis within 2" radius


Jammed firearms

Any firearm may get jammed, which is the moment when a bullet or a shell locks into the weapon's mechanism, blocking it.

if you roll a 1 you roll again, and if you roll 1 to 5 on that second roll your weapon is jammed ...

Unlocking (or unlocking the weapon by manual ejection of the bullet or shell) would be an action that you could do even in the same turn if your first action was to shoot (and your weapon jammed) ALWAYS that your weapon allows it (pistol, rifle, Submachine gun)

If your weapon spends both actions to fire (sniper rifle or lmg) you will have to wait for the next turn to unlock it (and you could not fire in that second turn)



COMPANIONS (BROTHERS IN ARMS) 

Infantry soldier (rp 10)

Move
Fight
Shoot
Armour
Will
Health
6+1+110010
Rifle/smg, pistol


Vet Infantry Soldier (rp 15)

Move
Fight
Shoot
Armour
Will
Health
6+1+210010
Rifle/smg, pistol


Elite Soldier (rp 20)

Move
Fight
Shoot
Armour
Will
Health
6+2+210+112
Rifle/smg, pistol


Elite Soldier Sniper/Marksmen (rp 30)

Move
Fight
Shoot
Armour
Will
Health
60+410+314
Perception +5
Sniper rifle, pistol


Elite Soldier Tough Guy (rp 30)

Move
Fight
Shoot
Armour
Will
Health
6+4010+314
strenght+5 
Rifle, one hand weapon


Elite Soldier Tracker (rp 30)

Move
Fight
Shoot
Armour
Will
Health
7+2+210+212
Track+5
Rifle/smg, pistol


Soldier paramedic (rp 20)

Move
Fight
Shoot
Armour
Will
Health
6+0+010+312
Medical kit (works as Spell Heal)
Rifle/smg, pistol


Soldier demolition expert (rp 30)

Move
Fight
Shoot
Armour
Will
Health
6+2+210+114
Demolitions +5
Rifle/smg, pistol




TREASURES
1D20
Outcome
1--7
Gold and jewels
8--14
Gear
15--18
Combat drugs
19--20
Magic items/Technology


Gold and jewels
1D20
Outcome
1--15
Jewels (The Ranger can choose to earn +10XP or have one of his companions earn 1 progression point)
16--20
Gold Bar (The Ranger can choose to earn +20XP or have one of his companions earn 2 progression point)


Gear
1D20
Outcome
1--2
 Tool kit (+4 Armoury rolls and demolitions)
3--4 
 Medic kit (1 action, heal up to 5 life points)
5--6
cammo overall (+5 stealth)
7--8
binoculars (+5  perception)
9--10
Flares (used in night time they quit the modifiers for playing in darkmess)
11--12
languages book (+5 Languages) 
13--14
rope with hook (+5 climb)
15--16
Maps (+5 a orientation)
17--18
lockpick kit (+5 lockpick)
19--20
new boots (+5 acrobatics)


Combat drugs
1D20
Outcome
1--3
relaxing (+1 shoot, -1 will and -1 fight)
4--6
Exciting (one extra action in the next activation)
7--9
Vigorizing (+1 fight damage, -1 will)
10--12
Exciting 2 (2 extra health points during the game)
13--15
Exciting 3 (+1fight)
16--17
exciting 4 (+1 armour)
18--20
exciting 5 (+2 movement and -2 will)


Magic items/technology
1D20
Outcome
1--2
special hand pipe, light
3--4
special 2 hand pipe, light
5--6
special axe, elemental strike
7--8
2 hand special axe, elemental strike
9--10
red dot sight (+1 shoot)
11--12
bulletproof vest (+2 armour)
13--14
active cammo overall (+5 stealth, do not take on account this character in enemy actions)
15--16
Lucky rabbit's foot (once per game may re-roll a die)
17--18
biomecanic gauntlet (+5 strenght)
19--20
EMP Rifle (+5 damage)












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