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)
Rifle/smg, pistol
Vet Infantry Soldier (rp 15)
Rifle/smg, pistol
Elite Soldier (rp 20)
Rifle/smg, pistol
Elite Soldier Sniper/Marksmen (rp 30)
Perception +5
Sniper rifle, pistol
Elite Soldier Tough Guy (rp 30)
strenght+5
Rifle, one hand weapon
Elite Soldier Tracker (rp 30)
Track+5
Rifle/smg, pistol
Soldier paramedic (rp 20)
Medical kit (works as Spell Heal)
Rifle/smg, pistol
Soldier demolition expert (rp 30)
Demolitions +5
Rifle/smg, pistol
TREASURES
- 1D20Outcome1--7
Gold and jewels 8--14Gear 15--18Combat drugs 19--20Magic items/Technology
Gold and jewels
- 1D20Outcome1--15Jewels (The Ranger can choose to earn +10XP or have one of his companions earn 1 progression point)16--20Gold Bar (The Ranger can choose to earn +20XP or have one of his companions earn 2 progression point)
Gear
- 1D20Outcome1--2Tool kit (+4 Armoury rolls and demolitions)3--4Medic kit (1 action, heal up to 5 life points)5--6cammo overall (+5 stealth)7--8binoculars (+5 perception)9--10Flares (used in night time they quit the modifiers for playing in darkmess)11--12languages book (+5 Languages)13--14rope with hook (+5 climb)15--16Maps (+5 a orientation)17--18lockpick kit (+5 lockpick)19--20new boots (+5 acrobatics)
Combat drugs
- 1D20Outcome1--3
relaxing (+1 shoot, -1 will and -1 fight) 4--6Exciting (one extra action in the next activation) 7--9Vigorizing (+1 fight damage, -1 will) 10--12Exciting 2 (2 extra health points during the game) 13--15Exciting 3 (+1fight) 16--17exciting 4 (+1 armour) 18--20exciting 5 (+2 movement and -2 will)
Magic items/technology
- 1D20
Outcome 1--2special hand pipe, light3--4special 2 hand pipe, light5--6special axe, elemental strike7--82 hand special axe, elemental strike9--10red dot sight (+1 shoot)11--12bulletproof vest (+2 armour)13--14active cammo overall (+5 stealth, do not take on account this character in enemy actions)15--16Lucky rabbit's foot (once per game may re-roll a die)17--18biomecanic gauntlet (+5 strenght)19--20EMP Rifle (+5 damage)
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