and modifications and new rules
- Some rules in Neo-Troops needed little twinking.
These will be inserted into web page rules,
but this page will remain as errata for paperback Neo-Troops.
In 'System/varan critical damage', add that random accessory/weapon
damaged can alternatively reduce armor save by 1. In addition,
all damage is now repaired in d6 minutes, not 1-5.
In 'Equipment/carrying things', 'strong legs' give +3/+6 to
In 'varan characters', add +10 kg to weight per tough and strength
In 'Equipment/varan battlesuit', add this sentence:
'The varan can only choose on of the following extra platings. If
none is chosen, the varan has no armor save'.
In 'Gamemastering/falling', safe distance reduction should be d6 +2
instead of d6 when the varan has no time to prepare for landing.
Modifications to weapon table:
As an extra note for ammo, '*' means that ammunition is loaded
at rate of one per turn. The order of ammunition, however, cannot
be changed, so if you load 2 HE rockets and then 2 inferno
rockets, you cannot fire inferno rockets until you have either
fired or ejected HE rockets.
- Blaster Rifle: weight to 2kg
- Sniper Rifle: UL ammo
- Mini-SMG: renamed as SMG
- SMG: renamed as Assault Rifle
- Nailer: ammo reduced to 12 (1kg)
- Built-in Mini-Rocket Launcher: removed (use stats for
Varan battlesuit accessory)
- Assault Cannon: causes d2 hits
- Built-in Grenade Launcher: ammo as 4x 0.5kg*
- Grenade Gun: ammo as 8x 0.5kg*
- Rocket Launcher: ammo as 6x 1kg*
- Sticky Grenade: renamed as HE grenade
- Bazooka: armor save -5
- Timed Bomb: armor save -5
- Anti-Armor Grenade: new weapon, armor save -4 and
causes d3 hits
For grenades, extra note:
Grenade can be held for one turn and then thrown, to make it explode
immediately. Otherwise it can be thrown back, but this usually requires
agility test against 6.
For explosions, extra note:
For tight spaces like corridors or rooms, add area of effect by one level
(normal to double, double to triple) and roll 1-3 extra hit dice per target
- When a varan tries to do some task that requires extra agility,
like jumping and grabbing a quickly moving object or trying to take
a hold of wall while being shot at, the GM may call for an agility
This test is normally made with 3 dice. For 75% load, -1 dice,
and for max load, -2 dice. For heavy carbon-composite armor (3+),
-1 dice, and for titanium armor (2+) -2 dice.
In addition to standard running speed modifiers, a penalty of -1 dice
is in normal cases applied if varan carries any BIG weapons. This
only applies to rolls where that big weapon might get into way (GM's
discretion), but unless noted otherwise, it is included.
As a new character creation cybervaran enhancement, the player may
take extra agility for his or her varan. This modification
gives +2 dice for all agility tests, and can only be taken once.
Following rules replace 'system/using two weapons' part:
using two weapons
- The GM may allow effective use of two weapons, if they are
small enough. Such a use should grant additional 1 or 2 attack
dice in spray fire. Ammo consumption is as with full rate, and
maximum hits (with accuracy bonuses) is total ROF of both weapons.
Number of extra dice should be 2 with weapons with ROF 4 or higher,
and 1 with ROF 2 or 3.
Note that varan cannot load two weapons at the same time, so one
turn is required per weapon.
- If the varan needs to change weapons, this can be done
as free action at the start of the turn. However, such an action
reduces total number of attack dice by one for this turn, unless
the varan drops the currently held weapon.
The penalty does not apply to small weapons which can be used
while still holding the main weapon, i.e. grenades and pistols.
However, if the varan is already holding two weapons, it must
either drop the other one or put it away, resulting in -1 dice
in attack even with small weapons.
- Several weapons can be tied together so they are more easily
used when switching weapons, but they cannot be fired together.
In addition, a combination of weapons weighting 20kg or more
is automatically with -1 dice to-hit with any of these weapons,
as the system becomes a bit too hard to handle.