Delta Squad is a futuristic squad shooter with its roots in Iron Hearts. it uses a Modified version of Iron Hearts d10.
Rules
There are two phases to a turn, move and action. movement is dependant on the chassis/class/unit. Actions are shooting / using / entering.
Slower units move X/Y. X is how far you can move and shoot, Y is sprinting / top speed. Vehicles move x(y). X is how much MORE, or less, you can move than last. Y is your top speed. 1(10) would take 10 turns to get to its top speed. while 3(10) would only take 4.
Shooting is a roll under system, with the basic accuracy being 6. many weapons change this stat.
once you've hit you work out armour.
A weapon with 4 damage, 2 AP firing at someone with 4AP will have to roll OVER 2 (4-2 = 2) while shooting at something with 10ap they would have to roll 8+ (10-2=8)
You are Beta Squad. A team of highly trained individuals authorised to use any and all tactics and technology. Your actions will not be public knowledge and nobody will know you. But your role is instrumental in this war, and may be the beginning of the end for our foes.
Players: Harzipan CrazyMLC CaekDemon Maart3n Izen
Waitling list: Kebbit - Free Machines.
Factions
(This is for you to decide, will go with majority vote)
The Cybernetica: A "group", former political movement who began to augment themselves with replacement mechanical parts. not much remains of the former flesh in these, their combat models little more than torso's with life support in an armored form. They aggressively pursue all strands of science, a need to know all, master everything. Typically Robust and High tech.
The Holy Empire of Humanity: The Oldest faction, Empire had a strained relationship with Cybernetica that overspilt when they "corrupted" The Pope-General's son. The Holy Empire beleive in the purity of flesh, often sustaining their life through machines but never replacing their body parts. The body is a sacred vessel for the soul and infinitely more complex than a simple machine. Typically High AP and often weild more weapons at once.
Free Machines: Formerly Slave Machines created by The Holy Empire of Humanity and Cybernetica in a time of peace. An accident said to be a malicious virus gave a handful of machines sapience. As the virus spread efforts to put them down began to fail and the machines advocated for peace, rights and a place in society. Their leader at the time (Model Xk34-d) "Erick" Was a great leader however his disappearance in 2543 left his second in command a ruthless militaristic leader (Model CBG-93a) "Mars" began to take more aggressive actions and is blamed for the assination of the former Holy Empire Arch Bishop in 2549 Typically High HP, High Armour, Low Tech, Low speed
The Genetic Dynasty of Earth: The Genetic Dynasty styles themselves as the last remaining royalty. Taking Genetic modification to extreme levels and using bio-Engineering to enhance their capabilities. The Dynasty has removed all genetic flaws, one of their first actions, and have began to improve the human genome, "fixing natures errors" Many of the dynasty share the same features, many cloned from the former King and a few of the current king Genetic styling changing each generation as the king and queen change over the years. Typically High HP, Lower Tech
Liberated Humanity: Julius the leader, the outcast son of the Pope-General of The Empire, once lead a raid on a Cybernetica orbital research facility. They discovered a device able to record the human psyche into a mechanical vessel, After finding Cybernetica had been too cautious to use the device Julius and his staff used it on themselves, Creating the first "memory cores" 25cm diameter hexagonal containers of a special silicone compound mapped to the mind of the person and hooked up to a suitable power supply. In 2550 the original team Julius and his strikeforce disappeared, Rumor has it they discovered some form of teleportation device. Typically bleeding edge technology, lower AP, higher movement speed.
You have been given a Prowler class ship, the smallest ship available with a trans-light drive capable of "skipping" short distances at greater than light speed. Manufacturing facilities onboard are able to create units at a cost. Available to the player at the start are a light power armour unit, a light mech with a single weapon slot, a light vehicle with a single weapon and room for 2 people, a light gunship and a light aircraft. (Stats to come when faction has been selected)
Character Generation.
As you link up to the info mesh once more, updates on your first Delta Squad assignment have appeared, an encoded data burst begins. "Greetings and welcome to Delta team. I am TESSA (Model TE-54 Alpha) I will be your link to high command. The ship you will be traveling on is a Stealth Prowler, the first of its kind designed to get you across the star system as quietly and quickly as possible. I have your first missions here, however first our on board manufacturing facility is prepared to house your chassis in a unit of your choosing."
Each Player has 250xp to spend (you can trade to others) on a Chassis, Weapon(s) and any accessories or Modules.
Chassis Light Power Armour. A modified Hazardous Enviroment ExoSuit fitted with a single weapon mount. XP: 75 HP:+10 AP:2 Move: 3/4 Weapons: 1 Modules: 0
Light Mech. A Courier unit, modified with additional armour and a single weapon mount. XP: 125 HP+20 AP:5 Move: 3/5 Weapons: 1 Modules: 0
Light Vehicle. A lightly modified ground car. Can take a passenger for every Weapon or Module slot left free. XP: 150 HP:+20 AP:2 Move: 2(8) Weapons: 1 Modules: 2
Light Aircraft. An unnamed UAV, Camera array replaced with a weapon. XP: 150 HP+0 AP:2 Move: 3(12) Weapons: 1 Modules: 1
Light Gunship. A former hovercar now gunship. XP 150 HP+10 AP:3 Move: 2/5 Weapons: 2 Modules: 0
Weapons GyroRifle: A lightweight semi auto that fires small explosive packed gyrojet munitions. XP: 50 DMG:10 AP:1 RoF:1 Range:5 Special: None
GyroMG: A standard issue Pre-2550 gyrojet SMG. XP: 75 DMG: 10 AP:1 RoF:3 Range: 5 Special: 7+ to Hit (each bullet)
Alloycannon: Magnetically propelled shards of titanium are fired from the barrel of this gun in a roughly conical shape, Shredding anything in its range. XP 100 DMG:20 AP:1 RoF:1 Range:3 Special: 8+ To hit at 3 Hexes, 5+ at 2 hexes, 3+ at point blank.
Jet MarksRifle: Full name "hyper velocity Gyro Jet Marksman Rifle" XP: 100 DMG:10 AP:2 RoF:1 Range:10 Special: +1 to hit dice for every action spent aiming (move or shoot action)
Micro Rocket: Airburst munitions, designed for room clearing against "soft" targets. XP: 125 DMG:10 AP:1 RoF:1 Range:7 Special: 2hex AoE
Flame Thrower: It throws flames. XP: 100 DMG:10 AP:0 RoF:1 Range:4 Special: Hexes and Units hit by this are set alight, all units / units in burning hexes take damage per turn.
Hex3: High Explosive Compound No.3. Makes a nice boom. XP: 175 DMG:40 AP:3 RoF:1 Range:1 Special 10Hex Explosion.
Modules: 25XP Each (For Light units) Repair Nanites: Containes 40HP worth of Nanites that begin working turn after theyve been activated. and automatically deactivate can repair self / Allies / buildings
Dual Weild: Allows you to have two weapons of the same type in a single weapon slot(have to pay for both weapons)
JumpJets: Allows you to Jump or boost an additional 3 hexes a turn.
Character Sheet: Model Number: Name: HP: Chassis: Weapons: Modules: (If any are fitted) XP:
TESSA sends another data feed through the mesh.
"This is Free Command. There are 3 current deployments within you operational range; We have been give then location of a Lberated Humanity data stronghold, In order to gain access we need to gather intel on their defenses. Your mission will be to assault a listening post on the edge of their territory and gather data regarding their deployments in the area.
Alternatively We have also discovered the location of a Cybernetica Uplink station. Its sending data somewhere, The Free Navy cannot detect any orbital platforms or ships, we want that uplink and we want to know what theyre relaying, and to where.
And lastly a Holy Empire colony nearby has recently begun its counter campaign against the free machines, while our front line units are busy keeping them tied up, we need you to perform a surgical strike into their flank and upload the Free Machines counter virus to their systems."
TESSA adds to the message "we're ready to ship out when you are! "
Last edited by Psygnosis on Sun Nov 25, 2012 10:01 am, edited 16 times in total.
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Delta Squad [Introduction]
Good to see the top three are the interesting ones, at least.
Mon Nov 12, 2012 11:47 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Delta Squad [Introduction]
PSYGNOSIS WHAT ARE YOU DOING, THIS WASN'T PART OF THE PLAAAAAN
Alright. If we're abandoning the original idea and I'm not going to co-write anymore, can I join the waiting list?
If waiting list people can vote, I vote Free Machines.
Mon Nov 12, 2012 4:09 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: Delta Squad [Introduction]
Free machines it is.
Mon Nov 12, 2012 9:53 pm
Psygnosis
Joined: Thu Mar 22, 2012 4:02 pm Posts: 213
Re: Delta Squad [Introduction]
TheKebbit wrote:
PSYGNOSIS WHAT ARE YOU DOING, THIS WASN'T PART OF THE PLAAAAAN
Alright. If we're abandoning the original idea and I'm not going to co-write anymore, can I join the waiting list?
If waiting list people can vote, I vote Free Machines.
Waiting list cannot Vote, Maybe if i run Alpha squad. or if i get another 4 ill run them alternatly.
Also no, The "other" game is still in the PLAAAAAAAAAAAAANing phase. these games wont take too long each, you know how iron hearts works.
Tue Nov 13, 2012 6:38 am
Psygnosis
Joined: Thu Mar 22, 2012 4:02 pm Posts: 213
Re: Delta Squad [CharGen + War Room One]
I have also updated the OP with this.
Character Generation.
As you link up to the info mesh once more, updates on your first Delta Squad assignment have appeared, an encoded data burst begins. "Greetings and welcome to Delta team. I am TESSA (Model TE-54 Alpha) I will be your link to high command. The ship you will be traveling on is a Stealth Prowler, the first of its kind designed to get you across the star system as quietly and quickly as possible. I have your first missions here, however first our on board manufacturing facility is prepared to house your chassis in a unit of your choosing."
Each Player has 250xp to spend (you can trade to others) on a Chassis, Weapon(s) and any accessories or Modules.
Chassis Light Power Armour. A modified Hazardous Enviroment ExoSuit fitted with a single weapon mount. XP: 75 HP:+10 AP:2 Move: 3/4 Weapons: 1 Modules: 0
Light Mech. A Courier unit, modified with additional armour and a single weapon mount. XP: 125 HP+20 AP:5 Move: 3/5 Weapons: 1 Modules: 0
Light Vehicle. A lightly modified ground car. Can take a passenger for every Weapon or Module slot left free. XP: 150 HP:+20 AP:2 Move: 2(8) Weapons: 1 Modules: 2
Light Aircraft. An unnamed UAV, Camera array replaced with a weapon. XP: 150 HP+0 AP:2 Move: 3(12) Weapons: 1 Modules: 1
Light Gunship. A former hovercar now gunship. XP 150 HP+10 AP:3 Move: 2/5 Weapons: 2 Modules: 0
Weapons GyroRifle: A lightweight semi auto that fires small explosive packed gyrojet munitions. XP: 50 DMG:10 AP:1 RoF:1 Range:5 Special: None
GyroMG: A standard issue Pre-2550 gyrojet SMG. XP: 75 DMG: 10 AP:1 RoF:3 Range: 5 Special: 7+ to Hit (each bullet)
Alloycannon: Magnetically propelled shards of titanium are fired from the barrel of this gun in a roughly conical shape, Shredding anything in its range. XP 100 DMG:20 AP:1 RoF:1 Range:3 Special: 5+ To hit at 3 Hexes, 7+ at 2 hexes, 9+ at point blank.
Jet MarksRifle: Full name "hyper velocity Gyro Jet Marksman Rifle" XP: 100 DMG:10 AP:2 RoF:1 Range:10 Special: +1 to hit dice for every action spent aiming (move or shoot action)
Micro Rocket: Airburst munitions, designed for room clearing against "soft" targets. XP: 125 DMG:10 AP:1 RoF:1 Range:7 Special: 2hex AoE
Flame Thrower: It throws flames. XP: 100 DMG:10 AP:0 RoF:1 Range:4 Special: Hexes and Units hit by this are set alight, all units / units in burning hexes take damage per turn.
Hex3: High Explosive Compound No.3. Makes a nice boom. XP: 175 DMG:40 AP:3 RoF:1 Range:1 Special 10Hex Explosion.
Modules: 25XP Each (For Light units) Repair Nanites: Containes 40HP worth of Nanites that begin working turn after theyve been activated. and automatically deactivate can repair self / Allies / buildings
Dual Weild: Allows you to have two weapons of the same type in a single weapon slot(have to pay for both weapons)
JumpJets: Allows you to Jump or boost an additional 3 hexes a turn.
Character Sheet: Model Number: Name: HP: Chassis: Weapons: Modules: (If any are fitted) XP:
TESSA sends another data feed through the mesh.
"This is Free Command. There are 3 current deployments within you operational range; We have been give then location of a Lberated Humanity data stronghold, In order to gain access we need to gather intel on their defenses. Your mission will be to assault a listening post on the edge of their territory and gather data regarding their deployments in the area.
Alternatively We have also discovered the location of a Cybernetica Uplink station. Its sending data somewhere, The Free Navy cannot detect any orbital platforms or ships, we want that uplink and we want to know what theyre relaying, and to where.
And lastly a Holy Empire colony nearby has recently begun its counter campaign against the free machines, while our front line units are busy keeping them tied up, we need you to perform a surgical strike into their flank and upload the Free Machines counter virus to their systems."
TESSA adds to the message "we're ready to ship out when you are! "
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