This version if Neo-Troops is based on Neo-V generic roleplaying system framework. You have to read it to understand the test rolls.
This version is still being written and a bit uncomplete in several places. Thus you might want to see first version (in Finnish only) and for Neo-Troops world description, background information, various richer explanations and gamemastering tips, see 3rd edition until I have time to finish this version.
Latest updates: 11.1.2006: Weapon damage and NPC armor changes.
Generally only a few attributes are used:
Agility is used for all agility-based tests. Its sub-attribute is melee which is used for melee attacks. Unless noted otherwise, all agility bonuses and penalties apply to melee as well but not other way around. Likewise the creature melee attribute is equal to agility unless noted otherwise.
Agility +1 is equal to a very agile human, able to do acrobatics at will. With +2, entity can do 'Jackie Chan movie stuff' (althought they usually have too much stuff to fit into tight spots), without need for tests in normal cases. Those with +3 can run half the 'move' distances along the walls and so on. Note that any heavy guns drop agility by 1.
Target is used in combat and is normally based on entity agility while in move:
Agility | negative | +0/1 | +2/3 | +4.. |
Target | 3 | 4 | 5 | 6 |
Higher target values (5 or 6) require that the entity is able to use its superior agility for its advantage - parry, dodge, manouver, make flips, run on walls etc.
Sensors is for perception. Its sub-attributes are ranged (shooting attacks) and thrown. Like with agility, those sub-attributes have the same level unless noted otherwise and changes to sensors affect them but not vice verse.
Move: how many meters the entity can move during combat turn. Entities usually have two move values, (combat) move and non-combat move. The latter is used when the entity just goes with full speed, without trying to dodge things and do other things.
Jump: how many meters the entity can jump with some steps for speed (normal combat move). Height is 1/3 of this (but note that it does not include any reaching). With good running start, add extra meters to jump length. With standing start, reduce length.
In addition to listed attributes, there is otherattributes like move, weight, and lift. Moreover, some situations can cause modifiers like attacks -1. These apply to melee, ranged and thrown.
Refer to Neo-V to understand the basic flow of the combat and various tests.
Cybervarans are highly enhanced creatures with quick reactions. For this reason, normally following action order can be used:
After step 3, some enhanced enemies can similarily change their actions. Other enemies cannot usually shoot back during the same turn as the varans blow their cloak cover but must wait until next combat turn, unless prepared to shoot varan as it comes into sight.
For attack modifiers, use basic Neo-V table:
+1 | Superior position. For shooting this means that the attacker did not move (loses agility bonuses) and could aim the shot. For close combat, it means clearly superior position (superior reach, back/flank attack, upper ground) |
-1 | Long range, per ROF |
-2 | Maximum range (superior position only), per ROF |
Also add any sensor modifiers when shooting or throwing things and any penalties from damage. For melee, add agility (or melee). Note that cybervaran usually gains the superior position while in melee, thanks to its superior manouverability and cloaking system.
Parrying: in general, included in target value. In rare cases, gamemaster may award +1 target for those with good parrying possibilities.
In Neo-Troops, each attack has power in addition to attack damage. This power is used to describe how well the attack penetrates armor. It is valued from 1 to 6, with 4 being the normal power.
Whenever any target is hit it usually has an armor save to resist some or all parts of the damage. This is done as a test roll against the power of the attack. The test is made as a normal modified roll. The tested number is damage caused and modifiers are gained from the worn armor. Thus, if an entiry with armor +2 is hit with power 4 damage 2 attack, the entity rolls 4 dice, selecting 2 highest and trying to get 4 or more.
Each failed armor save is one point of damage. Roll from the damage table to see the actual effect of each damage point - some hits cause equipment failure instead of normal hit point damage. As usual, an entity dropped to 0 or less hit points dies (or is destroyed) in a normal situation.
Multiple hits: each is rolled separately. However, if each attack causes only one point of damage, you can easily roll them all at the same time, rerolling any failed ones as many times as there is armor bonuses.
A target with +2 armor takes 4 hits of power 4. Target rolls 4 dice, gaining 1,3,4,5 - for two saved (straight) and two are rerolled for 1,5 - one left! It is rerolled for the last time (remember, +2 armor) for 3 - it gets through the armor.
If the target with armor bonuses is hit several times with attacks that cause more than one point of damage this system cannot be used and each hit must be handled separately.
Unarmored targets: targets which are unarmored normally do not get any armor saves but take damage directly. It is assumed that even if the hit does not kill them, they are unable to keep on doing anything after a hit, but possibly crawl on the floor and cover from fear. If any armor saves need to be done, assume that the have armor -1.
Agility enhanced saves: some damage can be tied to target agility. For example, if entity is hurled away, those which are more agile can avoid some damage by falling graceously. In short, for agility enhanced saves, simply add (or reduce) any agility modifiers to armor save. So if agility +2 armor +1 varan takes 4/4 damage from fall, it does armor save with +3.
Rapid fire: when firing a rapid fire weapon, if targets are densily packed several hits can be achieved with only one 'shot' (practically several bullets). If the group is tight enough (GM judgement) d3 hits are caused for each normal hit. For practical reasons, this can be averaged to 2 most of the time. Rapid fire rules do not apply to large targets. Some melee attacks also have rapid rule; this applies to clearly inferior targets only.
Slow projectile: these weapons fire projectiles which fly that much slower than it is very hard if not impossible to hit moving small targets. Very fast targets in distance can also try to dodge the projectiles if they react to them. Moreover, it might take more than one turn for the projectile to reach the target. As a general guideline, target can dodge by rolling an agility test against 6. If target has less sensors (perception) than agility, replace agility with sensors. Add +1 for each full 50 meters of range.
Tracking: projectile is self-guided. If the firer can aim at the target for one complete extra combat turn, this negates the problems of slow projectile. The target must be easily distinguished, like a large vehicle or warm target.
Thrown: weapon is thrown, not fired. Throwing skill is used (sub-attribute of sensors) and a good result mainly means that the projectile drops to intended place (but can still be kicked around)
Explosions: normal explosions have power and damage like other attacks. This applies to center of the explosion and usually requires that the explosive is well planted or shot directly. In addition to this direct effect an explosion creates a diminishing effect around it. This 'cloud' has diameter equal to original damage, and targets on it take power 4 hit, damage from 3/4 of the original to one, depending on range. Thus, a 5/8 explosion causes a cloud of 8 meters, with those on edges taking 4/1 hit, those close-by taking 4/6. This cloud is actually dangerous farther away but is not governed by these rules.
All targets in the area are hit. This damage is combination of shrapnels created, blast wave and targets hitting other objects. Light targets in the area are thrown aside. In tight space, increase damage. Targets behind partial cover gain +1 to +2 to armor save.
Shaped: shaped charge for armor piercing. Any explosion effect is halved.
Shrapnels: some explosions are especially designated to create cloud of shrapnels. Those explosions have double the area. For example, a 4/6 shrapnel explosion has 6 meter range, i.e. 12 meter cloud. In addition, they are dangerous up to 5x base damage meters away, causing random hits from shrapnels (roll some extra dice).
Heat: very hot attacks that melts the target and can ignite susceptible material. Detonates ammunition more easily and have hot radiation as a side-effect. Explosions follow normal rules except are heat, not shrapnels and blast wave.
Flame: these attacks, in addition to being very hot, spread flammable material which stick to targets and burn them. Roll extra d6 for each hit unless the target is already burning. On 4-6, the target is flamed up and burns. Any cloak bonus is lost and unless the target is very special (like a cybervaran!) or a vehicle, it cannot act at all, except scream and run around.
At the end of the next combat turn, roll d6. On a roll 6, the target stops burning, otherwise a new hit with power 4 is caused. In addition, if the roll is 1 or 2, an extra equipment damage is caused. Add +1 dice for the roll for each person helping to extinguish the target (including the target if able to act), and +2 extra for each fire extinguisher in use.
Flame explosions have double radius like shrapnels explosions.
Cumulative explosions: if several identical explosions detonate in the same location, add half for the second, one third for the third and so on. Thus if a basic explosion is 4/6, two identical is 4/9 and three 4/11. If explosions are not identical, use the highest as basic size. Thus 4/8, 4/6 and 4/4 cause explosion of 4/12 (8+6/2+4/3).
Electricity: no normal armor bonuses apply. In addition, each hit causes one extra electronics damage. Moreover, hits can be transferred via metal surfaces. Electricity "explosion" has effect area of given radius; all in the area are affected with same power and damage.
Roll d6 for each damage not saved by the varan.
Armor points: heavily armored varans can have extra armor points. These work like hit points with following special rules:
d6 | +d6 | effect |
1 | - | equipment damage (roll from below) |
2 | - | electronics damage (roll from below) |
3-4 | - | 1 hit point |
5 | 1-2 | 1 hit point; right arm wounded (-1 ranged (not thrown), special penalties for arm use) |
3-4 | 1 hit point; left arm wounded (as above) | |
5-6 | 1 hit point; legs wounded (-1 agility, halved move) | |
6 | 1-5 | 2 hit points |
6 | 2 hit points; head hit (-2 all, healing drugs applied) |
If result '5' is rolled more than once from the same directed attack, they all hit the same limb. 2 or more damage to same limb renders it useless (arms: -2 attacks, legs: no move, agility to -1). If the damage came from the same attack, it could tear the limb off.
Healing drugs: can be used at will (max once per game turn) and must be used when drops to 0 hit points or a head hit suffered. 2+ test to survive, -1 per successive use in the same mission. If survives, +1 hit point
Regeneration: initiated with quick first aid. Returns 1 hit point per 5 minutes (unless interrupted by heavy exercise) and one level of damage from my one location (order: head, legs, arm)
First, roll which equipment was hit:
d6 | slot |
1-4 | Equipment slot 1-4. Roll an extra d6 when needed to define hit sub-slot (ammo slots and heavy armament varan slot without heavy weapon) |
5 | Right arm tool |
6 | Left arm tool |
Roll d6 for each equipment hit. In a case of warhead slot, roll separately for each non-used warhead in that slot. In a case of other weapon ammo, the hit strikes the weapon itself, even if the ammunition is already depleted.
Each equipment has susceptibility marked. If it is a dash (-), the equipment cannot be exploded, so result 6 is same as 3-4. Otherwise the equipment has the damage marked is causes when it explodes plus possible extra susceptibility markings (s, h or e).
If normal (non-warhead) weapon explodes, all its ammunition goes in one big bang, including any extra ammunition for the weapon. Extra ammunition is so protected that the maximum damage from the ammo explosion is the same as without extra ammunition (exception: if the same weapon explodes twice, this rule does not apply and increase the total explosion damage if there is extra ammo). If the total ammunition of the weapon has been reduced from the original, the explosion damage is also reduced.
Equipment marked with 's' is super-safe and has -1 for the roll (roll 2d6, selecting the lower). Charged energy weapons lose super-safe status while charged.
d6 | result |
1-2 | Temporal failure. Not cumulative. |
3-4 | Damaged. |
5 | If the equipment has special susceptibility (e or h) and the attack is of that type, refer to 6. Otherwise refer to 3-4. |
6 | Explodes (note: electricity attacks can only cause this to equipment with 'e' susceptibility) |
d6 | slot |
1 | Sensors -1 (including scanning and ranged attacks). Cumulative. |
2 | Mapper (mapping, special sensor and communication problems). Cumulative. |
3-5 | Cloak temporal failure (not cumulative. If cloak already damaged, ignore this result). Highlighted (visible with electric currents) until end of the next turn. Roll d6 at the start of each subsequent turn until turned off and checked (see below): 6 cloak damaged (as below) and one extra electronics damage, 4-5 highlighted this turn. |
6 | Cloak damaged. |
Most damaged or temporal failure equipment can be repaired. This requires porper tools (like the varan toolkit), some quiet place and time.
Temporal malfunction: can be repaired as a 10-60 second operation (d6x10s). Not cumulative. If already damaged, ignore this result.
Damaged: can be repaired as a d6 minute operation; on a roll 6 the equipment cannot be repaired in-field. If the same equipment is hit several times, +1 to repair dice (i.e. roll several, selecting highest). If the equipment takes cumulative damage (sensors or mapper), each '6' means that one level cannot be repaired, other dice tell when each level fixed. i.e. 3x mapper is repaired and 3,5,6 is rolled. This means that after 3 minutes 1 level is repaired, two minute more and second level is repaired and third cannot be repaired at all.
Exploded: cannot be repaired.
Cybervarans are weapons, killing machines. They are created for one purpose: to fulfill their mission. They are grown in laborotories, equipped with highly advanced cyber systems and electronics, boosted with drugs and fitted with very durable armor and powerful weapons. They can continue despite heavy wounds and ignore pain and fatigue.
Most cybervarans do not live for many hours once deployed to mission.
Cybervarans are meant for covert assault missions. To places, where tanks do not fit, where normal soldiers are easily killed - or might have moral or ethical problems - and where their special equipment is needed. There is generally five different positions for cybervaran, and various boost-ups, armor and equipment is usually selected according to this position. These positions, roles, or types, are:
See start of the rules for notes on agility, sensors, target, move, jump, and other attributes. Lift is basicly how much stuff the varan can lift from the ground.
Varan Weight: 170kg + armor points x5 + hit points x5 + 40 if heavy load (190-260), naked 130 + hit points x5 (150-160) (plus minus up to ten percent)
Phases 4 and 5 can be done before phases 2 and 3. You can use varan laboratory to create cybervarans.
A varan is built-up from following base attributes:
Most attributes are modified with boost-ups and load.
Load level determines varan base (combat) move, agility (used for melee, too) and jump, without any other modifiers (heavy guns and boost-ups). Load level starts from 0, with following modifiers:
level | load | move | jump | agility |
0 | Minimal | 20 | 8 | +2 |
1 | Light | 15 | 7 | +2 |
2 | Moderate | 15 | 6 | +1 |
3 | Heavy | 10 | 5 | +1 |
4 | Max | 10 | 4 | +0 |
Varan with any heavy guns has -1 to agility (in normal cases). Thus a varan with heavy armament and heavy armor and with heavy guns has -1 agility (and target value 3) without boost-ups. See below for further explanations of various attributes.
Each varan is individually boosted. To reflect that, pick 3 boost-ups from the following list, but no more than 2 of each. Each boost-up applies after all load modifiers.
Varans which survive missions often get experience which is simply one new boost-up (but still max 2 of each). The equipment and armor of the varan can also be changed at this point, but the player must normally keep the varan type and role same. So, do not change a scout varan into melee varan, for example.
To ease up creation, you can use these steps to randomize one or more parts of your varan. Use these steps with precaution and reroll any completely stupid results. All modifiers are for the dice rolled, as usual.
d6 | scout | firepower | melee | assault | support |
1 | body | mobility | biotech | biotech | |
2 | biotech | mobility | |||
3,4 | mobility | ||||
5,6 | mobility | body |
Multiple choices: Roll a d2 or a d6 to select which of the sub-choices is used, including for tools and warheads, with following rules:
Each varan, as standard, has following things:
Slot is a special weapon or equipment module built for cybervarans. One slot typically has one weapon and some ammunition. The modular slot takes care of everything: reloading of the weapon, moving it handy, and putting it away when not in use. Thus, a cybervaran can change its used weapon from turn to turn without any penalties.
Each varan is also equipped with 4 slots. Heavy armament varan doubles each slot, so practically has 8 slots. Slots are selected from the following lists.
slot | size | equipment |
Light weapon | 1 | One light weapon from the list below |
Heavy gun | 2 | One heavy gun from the list below. Heavy armament varans must fill subsequent even and odd slot. Varan has -1 to agility if has any heavy guns |
Ammo slot | 1 | 3 sub-slots of ammunition and one-use weapons from the list below |
While in mission, entire slots can be moved between varans if need to, as can ammo. However, this takes some time (30-60 seconds per slot) and requires that varans are not cloaked. Single grenades, charges and similar systems can be given to other varans quickly but those cannot be put away then anymore.
light weapons | ||||||
weapon | range | ROF | power | ammo | sus | notes |
Chain Gun | 50 | 6+ | 4 | 10 | sh:4/3x | rapid. Short range machine gun |
Flamer | 25: | 6+ | 4f | 10 (5) | h:4/5xf | limited range, rapid, flame. If fired to enclosed space, count as explosion and can lap behind cover |
Nailer | 25 | 4+ | 5 | 10 (5) | h:4/4x | rapid. Explosive tipped projectile weapon |
Plasma Gun | 50 | 3+ | 5h | 12 | e:3/2e | rapid, heat. High energy weapon |
Rail Gun | 100 | 1 | 6/2b | 5 | e:3/2e | beam. Mass accelerator gun with uranium tipped ammo |
Rocker | 25s | 2 | 4/3x | 6 | h:4/5x | slow, explosion. Fires small grenades that can be fired indirectly |
Rocket Pack | 100s | 1 | (*) | 3 | - | slow. Select 3 rockets (see warheads below) which fill 1/3 slot. Can be fired in any order. |
Sniper Rifle | 100 | 1 | 4h | - | se:3/2e | heat. Stealthy IR laser (no visiblity in normal spectrum), can also fire plasma bolts (limited ammo and visibility as with plasma weapons). If all ammunition used in plasma mode, cannot use stealthy mode either. |
(plasma mode) | 5/2h | 20 | ||||
Power Blades | - | 3+ | 5 or 6 | - | e:3/3e | charged, rapid. Two mono-edged swords. When charged have power 6 field and are visible even when cloaked. Damaged or exploded power blades simply work without power fields, they are not normally rendered completely useless. |
heavy guns (2 slots each) | ||||||
weapon | range | ROF | power | ammo | sus | notes |
Assault Cannon | 200 | 1 | 5/4x | 10 (5) | h:4/5x | explosion. Heavy duty cannon firing 20mm explosives |
Cooker | 25: | 1 | 5/6bh | 30 | e:5/4xh | limited range, (wide) beam, heat. Micro-wave gun with wide beam (cone, 2m wide at end). Boils, melts and explodes targets |
Fusion Lance | 50: | 1 | 5/4bh | 10 | e:3/3e | limited range, charged, beam, heat. High energy melting pike weapon which can be used in melee as a spear, usually granting superior position. When in use, does not count as heavy gun for agility penalties. When charged has power 6 tip (visible even when cloaked). If damaged or no ammo left, cannot be charged. |
(in melee) | - | 2 | 4 or 6 | - | ||
Missile Launcher | 200st | 1 | (*) | 6 (2) | - | slow, tracking. Select 6 missiles (see warheads below, use extended column) which fill 3x 1/3 slots. Can be fired in any order. |
Plasma Rifle | 50 | 6+ | 5h | 12 (6) | e:3/3e | rapid, heat. High energy weapon |
Pulse Rifle | 100 | 10+ | 4 | 12 (6) | sh:4/5x | rapid. Machine gun |
special ammunition (ammo slot) | ||||||
weapon | range | ROF | power | slots | sus | notes |
MAW | 200st | (1) | 6/4s | 2/3 | sh:4/2x | slow, tracking, shaped. Discarded anti-tank weapon |
LAW | 100st | (1) | 6/3s | 1/3 | sh:4/1x | slow, tracking, shaped. Discarded light anti-tank weapon |
Grenade | 50:st | 1 or 2 | (*) | 1/3 | h:(*) | slow, limited range, thrown. 4 throwable grenades of selected warheads. When primed, detonates at the end of the next combat turn. Sticky, can be used in melee to attach to the target. Up to two can be thrown or sticked at the same time (with agility roll and -1 attack penalty) |
Charge | 25:st | (1) | (*) | 1/3 | h:(*) | slow, limited range, thrown, 2 bombs of selected types (use extended warhead column), with timer of selected turns (must be set when readied) and sticky surface. |
Rockets / Missiles | - | 1/3 | h:(*) | Extra rockets (3) or missiles (2), select warheads from the table below. Can be used by the main weapon as any primary ammunition. | ||
Extra ammo | - | 1/3 | as weapon | Extra ammunition for named light or heavy gun. Increases the ammunition as much as there is basic ammo, unless marked otherwise in parentheses. No special reload action required after original supply depleted. Any equipment damage to the extra ammo hits the weapon. | ||
Armor patch | - | 1/3 | - | Replacement for damaged armor point. Normal repair action is required to fit this. If this patch is damaged, it must be first repaired before fitting. |
tools | ||||||
tool | range | ROF | power | ammo | sus | notes |
Buzz-Saw | - | 1 | 5 | - | - | High-speed blade for cutting various things. If target pinned, increase damage by 1 each turn. |
Cable System | 10: | 1 | 4 | - | - | limited range. Spike/hook system and winch for up to 500kg liftings (slowly) |
Combat Blade | - | 2 | 5 | - | - | Retreactable mono-edge blade. ROF 3 with two. |
Extinguisher | - | - | - | 10 | h:* | To extinguish fires (see flame rules). Exploding just empties. |
Power Drill | - | - | - | - | - | Various tips, including screw drivers |
Welding Torch | - | 1 | 5h | - | sh:4/2h | heat. Requires pinned target for any combat use. |
warheads (for grenades, rockets, missiles and charges) | |||
warhead | power | extended | notes |
Anti-Tank (AT) | 6/2s | 6/3s | shaped. Shaped charge against heavily armored, note that ammo explosion damage is only 4/1x or 4/2x. |
Concussion (HE) | 4/5x | 4/8x | explosion. Basic defensive grenade |
Frag | 4/4xs | 4/6xs | explosion, shrapnels. Basic fragmentation grenade |
Inferno | 4/4xf | 4/6xf | explosion, flame. Big fuel explosion. |
Thermo | 5/3xh | 5/5xh | explosion, heat. Superheated concentrated thermite bomb |
range: basic range of the weapon, : = limited (to short range), s = slow,
t = tracking/thrown
ROF: rate of fire (per combat turn), (1) = one use, + = rapid
power: power/damage (or 1), x = explosion, s = shrapnels/shaped,
f = flame, h = heat, b = beam
sus: susceptibility, s = super-safe (-1 dice), h = heat, e =
electricity, (*) as warhead
attribute | explanation |
limited | Limited to short range attacks. |
slow | Slowly flying projectile, hits to distant moving targets hard to get |
tracking | If aimed for one extra turn, can track to moving target |
thrown | Thrown, can bounce and needs open space for maximum range |
charged | Can be energized but is then visible even when cloaked and loses super-safe status (if had any). |
rapid | Rapid fire weapon (causes d3 hits to densily packed targets) |
beam | Can hit all targets in line |
heat | Super-heated damage. Ignites susceptible targets, melts items. Very hot radiation. |
shaped | Shaped charge. Creates a directed explosion with no significant danger zone in other directions. If warhead explodes, reduce power to 4 and halve damage. |
explosion | Explosion effect (power 4, diameter equal to base damage) |
shrapnels | Special explosion (power 4, radius equal to base damage, extended danger zone). |
flame | As heat but includes burning material (ignites on a d6 4-6, keeps burning). If has explosion, as shrapnels. |
electricity | No normal armor applies, causes extra electronics damage per hit, conducted |
In a varan mission in which stealth is often crucial, it is often very important how loud or visible an attack is. Moreover, if enemies can see infrared (heat) spectrum, it is also important how much heat the weapons produce. Here are some simple guidelines and tips for that:
Basicly, using high ROF and/or energy weapons is a good way to get yourself spotted. And any weapon is clearly visible in heat spectrum, except for non-used projectile weapons and weapons like combat blades.
This chapter is devoted to gamemaster, the noble and sacrificing individual who keeps Neo-Troops sessions. Players are not adviced to read this section, but it is not that fatal if they do.
Various weapons not available to cybervarans. As such, slots etc. are ignored. Ammo is for normal use.
weapon | range | ROF | power | ammo | sus | notes |
Pistol | 50 | 1 | 3 | 3 | sh:4/1 | Light pistol ammunition. |
SMG | 50 | 3+ | 3 | 3 | sh:4/1x | rapid, Light pistol ammunition. |
Assault Rifle | 100 | 3+ | 4 | 3 | sh:4/1x | rapid. Rifle ammunition. |
Mounted Grenade Launcher | 50s | 1 | 4/3x | 1 | h:4/2x | Mounted on assault rifle or other gun. Smaller built-in version does 4/2x (but ammo 6) |
Mini Gun | 100 | 10+ | 5 | x | sh:* | rapid. Vehicle mounted heavy duty machine gun |
EMP warhead | * | * | 1/4ex | * | e:(*) | EMP grenade or rocket with 5 meter explosion radius. Missile or charge has 7 meter radius. |
This chapter is about heavy and big targets. These rules can also be used for other special targets than tanks, like heavily armored robots. Heavy targets often have high armor bonuses. Armor points are not usually used, these are reflected with higher armor.
As a general guideline, following system can be used:
Each vehicle has hit points like varans or humans. If they drop to 0 or below, the vehicle is destroyed and can explode.
d6 | +d6 | vehicle | bipedal |
1 | - | random weapon damaged (can explode) | |
2 | - | random electronics damaged (normally -1 sensors if no special equipment, cumulative) | |
3-4 | - | 1 hit point of structural damage | |
5 | 1-3 | 1 hit point, engine/tracks/wheels damaged (half move) | 1 damage, random arm damaged |
4-6 | 1 damage, legs damaged (half move) | ||
6 | 1-5 | crew hit (manned) or 2 hit points | |
6 | Fuel or AI hit. Destroyed. |
Base entity: all modifiers +0 (including armor), move 10, target 4, 1 hit point. Use these values unless noted otherwise, i.e. all entities have move 10 and target 4 unless noted otherwise and no attribute modifiers.
Trooper: move 10/30, Assault Rifle, grenades (HE/Frag/EMP)
Scientist: move 0/30, armor -1, sensors +1
Jeep: 2 hit points, move as vehicles usually
Basic "ED": bipedal 2 ton robot. Both arms have Chain Gun and Rocket Pack (with HE rockets) or can smash in melee for 4/4. Can use weapons on both arms at the same time but only one weapon per arm. 4 hit points, armor +1, target 3, agility -1 (melee +1), sensors +1
Combat 'Copter: armored helicopter. Armed with Mini Gun and 2 Missile Launchers with HE ammo. 3 hit points, armor +1, target 4, sensors +2, agility +1 (subjective), combat move 50 (in respect to its overall speed). Stealth version has cloak. Heavily armored has 4 hit points and armor +2, and additional 4x MAW.
To keep track of player varans, you can use varan track (Postscript file). This track includes "awards", special merits given in Author's Neo-Troops campaign. You can ignore them or check them out from Author's local campaign awards.
This chapter talks a bit about all kind of things in Neo-Troops space opera universum:
Teleporters: it is typical that cybervarans are teleported to mission area and can be later on teleported away. Usually this teleport is very limited. The gamemaster must choose how it is used in each scenario, and it is very common that it only works out-of-scenario-map.
IT systems: varan battlesuit includes a computer and automated hacking tools to open electrical locks and to hack computer systems. The success probability and time required is completely controlled by the gamemaster and is used as a scenario tool. So, sometimes varan battlesuit computer cannot help with locked doors and sometimes it can, depending on the scenario.
If several targets are affected, they could be rolled at the same time. If there is modifiers for each individual (from armor), simply reroll those dice.
Basic targets (armor +0, 1 hit point) get 6 hits of power 5. 6 dice are rolled and 1 succeeds. 5 targets are killed.
Armored targets (armor +1) get 10 hits with power 4. 10 dice are rolled for 3 results of 4+, 7 below. Those are rerolled for 4 extra successes and 3 failures. 7 hits are saved, 3 are not.
Unarmored targets (armor -1) get 10 hits. 10 dice are rolled for 4 results 4+, 6 below. Those successful are rerolled for 2 successes. 8 hits go through armor.
Attacks which cause more than 1 damage per hit aimed at 1 hit point targets can also be handled like negative armor:
6 normal targets (armor +0) each are hit with power 4 damage 3 attack (explosion). 6 dice can be rolled and each successful rerolled and then once again rerolled if successful. Those still successful save and rest are killed.