M. Jared Swenson Productions

This blog chronicles my projects, developments, and all things related to tabletop gaming. I will try to avoid rants and reviews. Mostly games I'm developing, and progresses from my campaigns.

Wednesday, February 6, 2013

Wartech Campaign: Introduction

Wartech is a game system and setting that Jarom and I have been working on for a while now. Since Jarom is home for winter break from college, we decided to run a campaign while he was still here. He is GMing it and my brother James, Jarom's friend (James A.), and I are the players. This campaign's purpose is to help explore and flesh out the setting more than paytest our RPG rules. So for simplicity we are using the Rogue Space system. We liked it during our MECHS campaign and modified it a bunch to fit the nuances of the setting. I am borrowing a lot of the mechanics and rules in my Star*Drive posts as a basis.

I may cover these in more detailed posts later, but these are some of the other things we have modified for it:
  • A skill system: Instead of backgrounds for your character, you have a list of skills. When creating your character you buy skill ranks with some skill points set by your GM, and when making an action, you add the skill's rank (if applicable) plus its appropriate FASER attribute. It's a little more structured and dynamic than character backgrounds.
  • Stun points: You still have your standard hit points, but you also have a second health track called stun points. Your stun points are half (rounded down) of your hit points. Some weapons and attack types (like stutter weapons, and unarmed attacks) do stun damage. When you run out of stun points, you are knocked out. They also can represent fatigue.
  • Two damage types: There are 2 damage types in this game. Energy and Physical. Laser, particle, and stutter weapons etc. do energy damage. And slug weapons, unarmed attacks, blades, etc. do physical damage. The only thing this factors into is armors have 2 protection values. So an armor may be L against physical attacks, but M against energy attacks, etc.
  • Different archetypes: Fitting with some of our original game's terminology, the archetypes are renamed. Technician stays the same; Warrior is renamed to Combatant; Rogue is renamed to Operative; and a fourth is added, Moderator. Which is the leader or diplomat type archetype.
  • Broad psionic skills: Psionics are changed with broad categories. Buying ranks in a category allows you to attempt any power under the category. I'll clarify the categories and powers another time.
  • Dynamic gear system: Jarom presented a neat system we are playing with that allows players to create the gear they get on their character, by buying traits of the weapons and armor. Credit costs for the traits helps to curb min-maxing but give the player freedom for defining what their character has. If it works well here, we will try implementing it with our original system planned.
  • Expanded ship rules: No real changes to how ship construction or combat works, just expanded upgrades, weapons, quirks, etc.
With these new mods, we got excited for our game. The basic premise is my brother James and I are independent traders. We built a ship that is more akin to the Millenium Falcon (we built it to make our own Kessel Run.) We called it the Needle, and rolled sturdy hull and haunted quirks. The haunting we're not sure what it means yet, but we know it will be giving the two of us strange dreams.

Here are the three of the player's basic dossier's.

Serro
Player: Jared (me)
Archetype: Moderator
Race: Fairin
As a child he exhibited some psionic ability, but in the nation of Saunos, psionics are known to suddenly disappear from families. His parents sent him to live with his uncle to work on a remote relay station for his early years, in hopes of evading government agents. He grew up there, saving his money, until he could buy a ship and became an independent trader, and captain of the Needle.

Gra'zeknum
Player: James (my brother)
Archetype: Combatant
Race: Cardoon
Like most cardoon, Gra' was born on his homeworld and conscripted into the Hezakian Combine. And like many cardoon, he was put into the shock trooper squads with low survivability rates. His specialized in taking on heavy armor. Despite all odds, he survived his term and like most cardoon, was given a crappy pension. He was later recruited to work for Serro as the muscle for when things get ugly. He takes the job seriously.

Jin'kins
Player: James A. (Jarom's friend)
Archetype: Operative
Race: Quiv
A Primeus escapee built for a specific purpose, and a hidden past. He hitches a ride on the Needle with the rest of the party in the first adventure when he gets caught up in things.

I will be posting journal entries of Serro, captain's logs, as they are happening.

Saturday, February 2, 2013

Star*Drive Saturday: Heavy Armor

Last week we covered the lighter conventional armor, this week it is:

HEAVY ARMOR

Heavy armor is restrictive and bulky. Those without proper training find them awkward to use. The following armors have Restriction values. That number is subtracted by your character's Fighting score and the resulting number is the penalty you take to your Movement and Initiative while wearing the armor. Example: The attack armor has a restriction value of 3. A character with a +2 Fighting score would take a -1 penalty to his Movement and Initiative. However, a character with a -1 Fighting score would be severely hindered by the armor, taking a -4 penalty to his Movement and Initiative. If you have a high enough Fighting score, you cannot have your Movement or Initiative increased above their normal value. Example: A character with a +3 Fighting score wearing cerametal armor (restriction value 2) does not gain a +1 bonus to Movement and Initiative while wearing the armor.

(Fighting Score) - (Restriction Value) = Penalty to Initiative and Movement while wearing the armor [maximum 0]


Attack Armor
Cost: 1,200 cr
Protection: V
Restriction: 3
Earliest forms of true attack armor are improvements of typical assault gear. A breastplate and helmet of lightweight polymere guards the user's vital areas, while flexible CF weaves cover the limbs.
  • At a cost of 1,000 credits, you may have the following electronic equipment built-in to this armor:
  • Targeting system - Built-in binoculars reduces the long range penalty -1.
  • Image enhancement system - The binoculars include night-vision and infrared capability, removing the penalty to shooting in low-light conditions.
  • Communication suite - Allows communication over long distances with others that have sync'd comm gear.
  • Trauma pack - Two med-kits are attached at the thigh packets, and one at the small of the back.

Cerametal Armor
Cost: 1,500 cr
Protection: V
Restriction: 2
One of the latest developments of heavy unpowered armor. Cerametal technology combines lightweight ceramic weaves with more standard armor materials. The cerametal plates cover most of the body, including the head. The protection is fantastic by previous standards for the weight, and is less restrictive.
  • At a cost of 1,000 credits, you may have the electronic equipment listed, under attack armor above, built-in to this armor.

Body Tank
Cost: 9,000 cr
Protection: X
Restriction: 6
Special: Grants a +3 bonus to strength checks.
The invention of sturdy, small, and powerful servos makes the powered "body tank" armor possible. Most of the armor consists of neutronite alloy plating, with only a few awkward joints made of carbonate fiber. A body tank is just that - a heavy, full suit of armor turns the soldier wearing it into a mobile fortress. Systems included in the body tank are:
  • Targeting system - Built-in binoculars reduces the long range penalty -1.
  • Image enhancement system - The binoculars include night-vision and infrared capability, removing the penalty to shooting in low-light conditions.
  • Communication suite - Allows communication over long distances with others that have sync'd comm gear.
  • Trauma Pack type II - Contains two automatic med-kits that activate when the suit's occupant suffers damage.
  • Threat receiver - An electromagnetic/infrared sensor detects active fire control and rangefinding systems directed at the wearer. You gain a +1 bonus to awareness tests to detect such threats.
  • Smart display - Geomapping system provides a view of the surrounding area, granting the user a +1 bonus to tactics tests.
  • Laser designator - Helmet-mounted device allows the soldier to instantly relay requests for fire support and air strikes through his data uplink.
  • Built in shoulder mounted Bantam Launcher

Recon Body Tank
Cost: 10,000 cr
Protection: X
Restriction: 5
Special: Grants a +3 bonus to strength checks.
The recon body tank is lighter and more expensive than the regular version, but somewhat more common. It features the same on-board systems as the standard body tank.

Zero-G Body Tank
Cost: 12,000 cr
Protection: X
Restriction: 7
Special: Grants a +4 bonus to strength checks.
The heaviest armor available and is equipped with all the features of the standard body tank in a suit slightly larger than the normal body tank. It also includes the following additional features:
  • Air/space radar - A small but powerful radar system allows a soldier to keep an eye on enemy aircraft or spacecraft movements.
  • Oxygen supply - Fully sealed suit and has a supply of oxygen for up to 10 hours.
  • Instead of the bantam launcher, the purchaser of the zero-g body tank can include any one of the following on the shoulder mount:
    • Grenade launcher - With 2 loads of 6. They feed into the gun independently, so the wielder can choose which load to fire from.
    • Heavy charge machine gun - Double load.
    • Arc gun - Double load.
    • Mass cannon - Double load.
    • Plasma gun - Double load.
    • Quantum mini-gun - Double load.

Khe! Burund (Weren Mail)
Cost: 500 cr (the cost does not need to be increased for fitting a weren)
Protection: V
Restriction: 1 (for weren), 4 (for everyone else)
Normally chain mail doesn't stand up to modern weaponry, but it's different for weren. Their variation of chain mail is much thicker and tougher than any ancient human designs. Developed within the last hundred years on their homeworld to resist musket balls, the khe! burund is a hauberk of chain mail with stiff leather straps woven between the links, worn over a leather arming coat. The coat covers the wearer's arms to the elbow, the legs to the knee, and includes a hood. Favored by many weren mercenaries and expatriates because it's an element of weren technology that stands up to human weapons. Just like the flintlock pistol, it has become an emblem of weren tradition in the face of overwhelming change.
 
Had'niltas (Mechalus Armor)
Cost: 1,100 cr
Protection: V (for mechalus), L (for everyone else)
Restriction: 0 (for mechalus, 2 (for everyone else)
Special: Grants a +2 bonus to strength checks for mechalus. No bonus for everyone else.
An outstanding example of alien technology, the mechalus had'niltas is a superior suit of powered armor. Unlike the bulky plated suits developed by human armorers, the had'niltas is light and flexible. It consists of a full-body jumpsuit or wrap of advanced fabric. Inside the suit's fabric is layers of liquid metal containing millions of nanocircuits. These instantly respond to any attack, hardening the suit at the point of impact and dissipating heat or energy. The suit reacts to mechalus biocircuitry, so it's worn like second skin for a mechalus, but awkward and unresponsive to anyone else.

Wednesday, January 30, 2013

Minis Showcase: Misc Warhammer

Just a few experiments I did with painting and color schemes.

I had just watched a video on creating a rust look, and this was the result of that. I went out and bought a single Necron metal blister to try it out. I figured they should look a little rusty after being buried for so long. Highlighting the face white was another experiment. The head should be the center of the miniature, to show the emotion (or lack thereof). Still the gun pulls the attention away, but I like the head being slightly different from the rest of the body.

The experiment here was the basing, which this would be one of my best base jobs ever. I saw a video mention using baking soda for snow instead of expensive hobby snow flock, and it blew me away. Sometimes the best solutions are the cheaper ones. Also I have always thought Grey Knights were some of the greatest looking space marine variations, so it was an absolute pleasure to paint this guy.

This miniature came in the special collectors edition box set of Warhammer Online: Age of reckoning. The set included an awesome artbook and comic book, and this mini. My college roommate had bought the set, and gave the mini to me because he didn't ever want to get into painting miniatures. It would take me many years before I worked up the courage to paint it, and then I gave it back to him. He graciously received it.

Saturday, January 26, 2013

Star*Drive Saturday: Conventional Armor

Last week I finished up the entries on weapons. This week we get into:

CONVENTIONAL ARMOR

Just as weapons improve over millenia, various types of armor emerge over time to protect the vulnerable hero from the deadly array of arms they might encounter. Armor isn't impervious, but it's better than nothing, and a complete suit can guard its wearer against all but the most well aimed blows.

Conventional is referred to as any of the basic non-powered armor. Some of it is meant to be easy to don and doesn't require any special training to use. They don't all offer full body protection, but give the wearer something to have without drawing too much attention. The Special line provides additional rules if any that apply while wearing the armor. Next week I will be getting into the much heavier armor.

Alien Armors
Most manufacturers make these armors for the common sizes and shapes for humans. Generally this means that fraal and mechalus don't have a hard time finding pieces that fit. The more exotic aliens, like t'sa and weren need theirs special made or special ordered. This generally increases the cost of the armor by about 25%. Same goes for sesheyan, but it is rare to find sesheyan wearing any armor at all.

Battle Vest
Cost: 220 cr
Protection: L
The vest uses strong ceramic alloy plates sandwiched in a weave of kevlar. It's meant to be pulled over anything worn and is very lightweight and cheap.

CF Longcoat/Shortcoat
Cost: 300 cr
Protection: M
Designed to resemble a well-made duster or jacket, the CF coat uses extensive weaves of resistant carbonate fibers to defeat slashing weapons and projectiles. The longcoat almost touches the ground, and it can pass for a duster or overcoat of some kind. The shortcoat comes down to the waist and can be worn as a simple jacket.

CF Softsuit
Cost: 500 cr
Protection: M
Special: Easily hidden underneath clothing.
Using the same materials of the CF coats, its woven tighter and thinner to make a body-tight undergarment that can be easily hidden under normal clothing.

Deflection Harness
Cost: 1,000 cr
Protection: --
Special: When active it grants the user a +1 to action checks vs. attacks, but only lasts 10 rounds before running out.
The deflection harness creates a powerful nondirectional gravitational field around the wearer. Physical objects are deflected away from the protected character, and even energy-based attacks may be bent enough to miss the user. The deflection harness is built in several different styles generally worn around the belt. Unfortunately due to its power usage it has a limited active time before the battery back needs replaced or recharged.

Ptokh K'se (T'sa Battle Vest)
Cost: 250 cr (the cost does not need to be increased for fitting a t'sa)
Protection: --
Special: When worn by a t'sa, it increases the t'sa's natural armor rating to M instead of L.
The t'sa version of a bulletproof vest or shortcoat. It consists of a dense weave of extruded alloy wire, woven into a heavy cloth and sandwiched between tough artificial weaves.

Bellweyn Sil (Fraal Longcoat)
Cost: 400 cr
Protection: M
A protective garment that embodies some of the elegance and aesthetics of the fraal species. It consists of a light arming of engineered molecular weave. Over this layers of stiffened molecular weave are fashioned into soft, overlapping bands that vaguely resemble ancient human armors. Richly adorned with embroidery and metallic finishes, the bellwyn sil is a spectacular garment suitable for many diplomatic or formal affairs. Fraal leaders, guards, and emissaries often wear this garment when dealing with less developed species. It just looks weird on anyone else though.

Riot Shield
Cost: 100 cr
Protection: --
Special: Grants a +1 to your armor roll when being attacked from the front while aware. Occupies at least 1 hand for use.
A lightweight full-body gripped shield that has a number of combat applications.

Particle Screen
Cost: 1,500 cr
Protection: --
Special: While active it degrades the attacks damage rating one step (V becomes M, M becomes L, etc.) before making an armor roll. Only lasts 10 rounds before running out.
Working differently than deflection harnesses, particle screens interpose a wall of subatomic matter contained within a magnetic field. Incoming attacks are scattered and absorbed by the particles, attenuating the attack. Like the deflection harness they have limited time of use before running out of power. Worn as a backpack unit.

Wednesday, January 23, 2013

Adventures of a C.P.A. (Episode 1)

It was Flint's first day on the job at Nightfall LLC, and he had to do a lot more than just balance their books. Even though this is our first game, the rest of the group is assumed to have been working together for several months now.

It is new year's day 2012, and Kent gets a heavy rap on the door. A Chicago policeman came seeking us because we work with unusual cases. A small airport reports that a small Cessna plane crashed on their tarmac during a red eye flight. The problem is, there is no plane, and no wreckage, nor its 6 passengers. Two pilots and a family of four. Upon investigation of the crash site, Flint notices a boot print. But this isn't any normal boot print the police forensics would have noticed. First off the boot print is about 4 feet long, and it's only visible by those aware of magic. We find the foot prints lead into a small grove of trees off the tarmac.

Upon entering the grove, we find ourselves in a seemingly endless forest. Due to the overpowering sense of magic all around us, it is likely that only those aware would have ended up in the same place once they walk through the grove of trees. The boot trail becomes invisible because the magical resonance of the forest overpowers our sense of it, so we are forced to follow other tracks, like the pieces of the fuselage of the Cessna wreckage.

The track brought us to an abandoned church in a clearing in the woods. Kody, the ex-army ranger, sneaks up to get a closer look. Once he gets back and tells us it is occupied, we devise a plan. Hank comes up with the idea to disguise himself as a lost wanderer, seeking water. Hank is a professional make-up artist and actor, whose primary career is with film production, and is a pretty good looking man, with slightly effeminate features. He played the part very well, getting into character, and collapses in front of the cabin door, moaning for water. The door smashes open and we get a sight.

What could be described to us as probably the ugliest man we have ever seen, about 12 feet tall, looks like he dressed for a Renaissance fair, and sports a massive mean axe slung across his back. He leans down over the prone actor and in a deep scottish accent, yells "Looks like we be havin' Elf tonight!"

Kent doesn't want to risk anything, and is very much a shoot first, ask questions later kind of guy. As the giant of a man picks up Hank and says "We'll eat this one first!", Kent lets off 3 precise shots from his rifle into the skull of the giant. Of course the likelihood of 3 penetrating shots to the cranium anyone would survive are astronomically low. The giant drops like a rag-doll, but right on top of Hank. The door slams shut.

At this, Kody comes bursting out of the forest into the clearing and barrels into the body of the dead giant to roll it off the struggling Hank. Kody musters his unique magical skills, and shapeshifts into a 12 foot tall, 1500 lb. Kodiak bear. As he burst into the door and knocks it off its hinges, he notices another giant waiting for him holding a crossbow more akin to a ballista, and lets a bolt off. It injures the bear, but he will endure. He ducks back out of the doorway.

Flint (my character), has been watching this all from the sidelines, mouth agape. But he had the presence of mind to prepare a special sticky note. He had written a well crafted incendiary spell on the sticky note. He rushes up to the cabin without standing at the doorway and gathers his nerve. Kody the Kodiak bear knows better than going through the door again, so he decides to go through one of the windows at the side of the cabin. The giant inside finds himself suddenly assaulted from a huge bear bursting through the window, and drops its crossbow. Flint notices this, and slaps the sticky note down on the weapon. It bursts into flames as though it was soaked in kerosene.

Kent with his rifle, and Kody with his bearclaws finish taking out the giant. It falls down on the burning crossbow and catches fire. Kent had noticed a third giant inside who was about to lower 4 bodies into a pot of boiling water, and with a precision headshot, takes him out.

Flint was feeling pretty good having disabled the crossbow, but he didn't notice the first giant outside the doorway stand up again. With little effort it backhands Flint and flings him across the room. He had never been in a fight before, so he ends up dazed, crippled, prone, with an asthma attack, and essentially demoralized. How could he fight such an awesome force in a world he knew so little about?

Kody confronts the giant outside, but its different this time. It's now 30 feet tall, even uglier, had grown tusks, and super pissed. It severely cripples John with a 'HULK SMASH' like maneuver. Hank checks up on Flint who had just used his inhaler for the asthma attack. He gets a grin on his face, and asks Flint "You ready to be a hero?" Before Flint could respond, he teleports the both of them outside and right behind the giant. Flint prepares another incendiary sticky note, and with his last reserves of strength he leaps up and slaps it on the giant. With a combination of Kent emptying his clip into the monster, Kody's vicious bear attacks, and my severe ignite spell, the creature falls.

Having vanquished our foes, we prepare to lick our wounds and wrap up this case. Unfortunately we weren't able to save everyone. The father of the family of 4 was sold off to another giant who had left and ate him, and the pilot was already consumed by the 3 giants we just killed. The co-pilot, mother, and two children were now safe.

From what they told us though, it sounds like the father was specifically targeted and sold off for food. Exactly why, though, we don't know yet.

Saturday, January 19, 2013

Star*Drive Saturday: Heavy Range Weapons

Last week I covered the lesser category of range weapons, Small Range Weapons, this week it is:

HEAVY RANGE WEAPONS

For destructive power, heavy weapons are unmatched. This category of weapons are generally military grade, and almost always illegal for civilian use (except maybe for within Austrin space). Their advantage is in the ability to penetrate armor and general stopping power, but they are heavy, cumbersome, expensive, and impossible to conceal on a person.

Heavy weapons cover indirect fire (like bantam and grenade launchers), and direct fire (like cannons and heavy version of the standard range.) These weapons cannot be concealed, they require 2 hands to use, and generally have limited load capacity. The load capacity is described in the Load line, and is how many shots the weapon can take before it needs to be reloaded. Generally players with this sort of firepower aren't going in with at least a few other loads strapped allover their body, and wont bother to hide it anyway. The Special line describes any rules unique to the weapon.

Flamethrower
Cost: 800 cr
Range: Short
Damage:V
Load: 10 (cannot reload, backpack needs replaced)
Special: Ignore up to 50% cover on targets of flamethrower attacks.
Commonly referred to as 'Flamers' in slang. It's fuel tank is worn as a backpack unit, and its high volume, high pressure discharge can ignite even the most flame-resistant objects and personal armor. While it doesn't have the range of many other heavy weapons, in close quarters there are few weapons that match the sheer terror and destructiveness.

Grenade Launcher
Cost: 800 cr
Range: Long
Damage: as grenade type
Load: 5
Grenades are small explosive or utility devices. They can either be thrown, or launched from a grenade launcher. The type of damage and effect of the round depends on the type of grenade loaded and what the character brought. It takes a full round to switch to a different grenade type. All grenade types below are not assumed to always be readily available on the launcher, as the player has to buy and load them separately. NOTE: The following grenades can be thrown by a character. They are activated on a 3 second timer by simply popping a cap and pressing a button.
  • Frag Grenade - Damage: X Special: Deals X damage to all within Short range of target. Cost: 30 cr for a load of 5
    • Designed to explode into lots of tiny deadly pieces of deadly shrapnel.
  • Concussion Grenade - Damage: V Special: The target and all within Short range of target get knocked down. Cost: 30 cr for a load of 5
    • It doesn't have any fragmentation pieces but its an explosive tightly wrapped, granting an explosion of concussive force.
  • Plasma Grenade - Damage: V Special: Everything within Short range of the target that can ignite on fire does. Cost: 50 cr for a load of 5
    • Contains a highly combustible chemical that ignites and throws shrapnel which continues to burn. 
  • Gas Grenade - Damage: -- Special: Fills an area around the target with a Short radius of toxic gas that incapacitates unshielded or unprotected targets. Cost: 40 cr for a load of 5
    • Considered a crowd control weapon, the gas grenade is filled with some sort of tear gas or irritant that has adverse effects to those not properly protected in sealed suits or masks.
  • Smoke Grenade - Damage: -- Special: Fills an area around the target with a Short radius of thick smoke, providing 75% cover. Cost: 30 cr for a load of 5
    •  A unique blend of chemicals ignite, not to deal damage, but provide a thick plume of smoke. Often used for quick cover or getaways.
  • Stun Grenade - Damage: X (non-lethal) Special: Deals X (non-lethal) damage to all within Short range of target. Cost: 40 cr for a load of 5
    • Releases a concussive wave of compressed air or special gas that has the capability of instantly knocking targets out without a lethal explosion.
  • Pulse Grenade - Damage: -- Special: All electronics within Short range of the target get knocked out unless they are properly shielded against electromagnetic pulses. Cost: 60 cr for a load of 5
    • Also known as an EMP grenade, it contains a powerful electromagnetic capacitor that releases a wave that's deadly to electronic equipment.
  • Tracer Grenade - Damage: V Special: +2 to attack roll and deals V damage to all within Short range of target. Cost: 80 cr for a load of 5
    • Known as a smart grenade. When launched it immediately seeks the nearest moving target and explodes like a frag grenade.

Bantam Launcher
Cost: 600 cr
Range: Extra Long
Damage: as load type
Load: 4
This portable launcher fires miniature bantam rockets. It is braced on the shoulder and is lightweight and easy to use. It contains 4 chambers to be loaded with any type of rocket, and the pistol grip contains 4 triggers. It can be loaded with a variety of different rockets, which need to be purchased separately. With a laser-guidance system, this weapon is accurate at long ranges.
  • Anti-Air - Damage: X vs vehicles and extra heavy armor, but fatal against personnel. Special: +2 to attack rolls vs aircraft. Cost: 70 cr per rocket
    • Contains additional lift and guidance systems to follow and attack low-flying aircraft. It can be either laser or heat guided.
  • Anti-Personnel - Damage: V to personnel, and ineffective against vehicles, aircraft, and structures. Special: Hits all creatures within a Medium radius of target. Cost: 80 cr per rocket
    • This rocket deals a low level radiation burst designed to inflict maximum damage on people while leaving buildings intact.
  • Anti-Vehicle - Damage: X vs vehicles and extra heavy armor, but fatal against personnel. Special: +2 to attack rolls vs vehicles and structures. Cost: 70 cr per rocket
    • Designed to destroy vehicles, but can also be used against bunkers and other hardened installations.

Heavy Charge Machine Gun
Cost: 700 cr
Range: Long
Damage: V
Load: 10
Special: -1 to attack rolls unless it is using the tripod mount.
Taking standard charge weapon technology and increasing its firing rate with a higher caliber shell makes this a deadly suppression weapon.

Arc Gun
Cost: 900 cr
Range: Medium
Damage: X
Load: 5
Special: Usable only in atmosphere. +2 to attack rolls against grounded targets.
This weapon is capable of delivering a powerful electrical shock in the form of a lightning bolt. It uses a built in low-power laser beam to ionize the air between the weapon and its target, creating a path for the electrical arc.

Stutter Cannon
Cost: 800 cr
Range: Medium
Damage: V (non-lethal)
Load: 5
Special: All within Short range of the target are also effected. +1 to attack rolls when it is using the tripod mount.
A heavy weapon designed to disperse or handle a crowd without the use of lethal force. It produces compressed sonic waves that deliver hammerlike blows against targets.

Mass Cannon
Cost: 1,000 cr
Range: Long
Damage: X
Load: 5
Special: Targets hit are stunned for a round. +1 to attack rolls when it is using the tripod mount.
A much larger version of the mass rifle. Has a longer range and more powerful shot.

Plasma Gun
Cost: 1,200 cr
Range: Long
Damage: X
Load: 5
Special: Ignites the target on fire regardless of any damage dealt. +1 to attack rolls when it is using the tripod mount.
Using a powerful electromagnetic accelerator, it throws blasts of superheated plasma generated by the delivery of an electric shock to a large electrochemical shell.

Quantum Mini-Gun
Cost: 2,000 cr
Range: Extra Long
Damage: X
Load: 5
Special: +1 to attack rolls when it is using the tripod mount.
Where most heavy weapons are larger versions of their counterparts, this is a miniature version of a ship mounted particle beam. It uses a small accelerator to fire subatomic particles at a target.

Wednesday, January 16, 2013

Minis Showcase: Warhammer 40k T'au

Before I started building my Dwarf army for Warhammer Fantasy, back in college I started building a T'au army for Warhammer 40,000. I have a lot of it built and painted, but only played it once. I played them against a Chaos Space Marines army and was steamrolled with little hope of survival. It was my very first game, and the opposing player was more concerned about stomping me than teaching me how to play. That was my first and last game of 40k. But I hold no ill will, these were fun to build. Since it was my first army, a lot of the painting is pretty shameful, and several of the pieces are broken over years of storage, but here are a few of my better turn-outs. I may have to dig through and find more to show.

I already showcased some of this army, in the form of the Lizardmen Kroot.


It is no lie that Games Workshop is expensive. And about this time I had already started to feel the effects of it on my student wallet. So I saw somewhere on the internet how a guy made his own stealth-suits, and tried to emulate it. A box of Fire Warriors converted to Stealth Suits was cheaper than buying an equal amount of Stealth Suits.
I really love the look of the crisis suits, but I wasn't opposed to spicing them up a bit. The cables on the sides are piano wire. In college there was no shortage of that lying around.