The Red Star The Red Star

AW: The Red Star

WTA Fahrzeuge, erste Teil:

WTA Vehicular Weapons

Code:
 Weapon                Damage  Critical  Damage      Range Increment   Rate of  Magazine   Hardpoints  Purchase  Restriction
                                          Type       (Area of Effect)   Fire                              DC
Backdrop              2d10x10   19-20  Concussion   250m (10m radius)     1        1            1         27      Mil (+3)
Duelist               1d4x10    19-20  Concussion  1200m (10m radius)     1        1            1         28      Mil (+3)
Earthquake            1d4x10    20     Ballistic    100m                  A     2000 int.       1         24      Mil (+3) 
Firestarter           1d6x10    19-20  Concussion   150m (10m radius)     A       50 int.       1         22      Mil (+3)
Forward Cannon 244mm  1d8x10    19-20  Ballistic    120m                  S      100 int.   Structure      -      Mil (+3)
MAW                   2d6x10    19-20  Concussion    20m (20m radius)     S        3 int.   Structure      -      Mil (+3)
PARC                  1d12x10   20     Ballistic    250m                  S      500 int.       4         30      Mil (+3)
SAW                   5d6x10    19-20  Concussion    20m (50m radius)     1        1        Structure      -      Mil (+3)
SDA                   5d10+5     -     Force         50m                  S        -            1         29      Mil (+3)

Code:
 Ammunition Type (Quantity)   Weight  Purchase DC
Earthquake (1000)             250 kg      20 
Forward Cannon 244mm (10)     750 kg      27
PARC (10)                    1000 kg      22

Backdrop
Backdrop Ground Attack Missiles provide WTA fighter bombers and light airships with much of their capacity for inflicting harm on hard ground targets. The shaped charge armor piercing warhead deals only half damage to targets within the blast area but not directly hit.

Duelist
The Duelist is the WTA's premier anti aircraft missile, boasting a higher range than the URRS Shadow, while packing the same punch. This mastercraft weapon grants a +1 bonus to attack rolls.

Earthquake
Earthquake miniguns are a standard fixture on many WTA military vehicles. They are used aboard airships to defend against boarding and attack by aircraft, act as main guns for APKs and are mounted as cannon on fighter bombers. The extermely high rate of fire of an Earthquake results in special rules for autofire. An autofire attack with an Earthquake affects an area 8m x 8m instead of 4m x 4m and the Reflex Save DC for taking half damage is 20 instead of the usual 15. Autofire expends 100 rounds of ammunition, burstfire expends 50 rounds of ammunition.

Firestarter
The Firestarter automatic rocket launcher fires waves of light semiguided high explosive rockets.

Forward Cannon 244mm
The main gun of WTA Krawls such as the Optimus, the 244mm Forward Cannon makes up for its low calibre by using rocket assisted ammunition to achieve a destructive potential roughly equal to that of a URRS 315mm cannon. The WTA uses armor piercing ammunition as standard in their Forward Cannons.

MAW
Multiple Attack Warheads are one of the two usual payloads of the WTA's Hunting Spear Long Range Delivery Systems. A MAW actually consists of three separate powerful shortrange missiles.

PARC
The Protocol Accelerated Rail Cannon is a high calibre cannon shooting massive (non-explosive) projectiles powered by a comibination of conventional magnetic and protocol firing mechanisms.

SAW
A Single Attack Warhead is a actually a very powerful shortrange missile, that is usually brought into range via a Long Range Delivery System.

SDA
Ship Defense Arrays are light vehicular protocol weapons primarily designed to shoot down enemy missiles and light combat aircraft that threaten WTA airships. A SDA is powered directly by the sorceress firing the gun, causing 1 point of non-lethal damage with every autofire or burstfire attack. It requires the Protocol Gunnery feat to use.

mfG
nsl
 
AW: The Red Star

Cool. Frage mich, ob man irgendwie auch so eine Art Strategiespiel realisieren könnte, ohne das es in eine Herkulesarbeit ausarten würde.
 
AW: The Red Star

Einzelne Schiffskämpfe sollten eigentlich ganz gut mit den regulären Regeln funktionieren. Darüber hinaus wird es dann aber natürlich schwieriger. Der Heroes of Battle (D&D) Ansatz vermeidet ja gerade den Strategiespiel Aspekt fast völlig, lässt sich aber dafür sehr einfach ins Rollenspiel einbinden. Aber es gibt ja auch ansonsten einige - wenn auch meist auf Fantasy getrimmte - d20 Regelsätze für "Strategie".

Wenn es um die ganz grossen Auseinandersetzungen geht, hatte ich übrigens schon einmal überlegt Axis & Allies auf The Red Star umzumünzen. ;)
(Skyfurnaces wären dann einfach eine Kombination aus Schlachtschiff und Transporter, die sich auch über Land bewegen können.)

mfG
nsl
 
AW: The Red Star

WTA Fahrzeuge, zweiter Teil:

WTA Military Vehicles

Code:
       Name                     Crew   Pass      Cargo    Init  Maneuver  Top Speed  Defense   Damage     Hit    Size    Weight    Harpoints  Purchase  Restriction                               Weapons                                                                              Extras
                                                                                              Reduction  Points                                  DC

Air Vehicles

Air Carrier                     10000  15000  150000 tons  -8      -8      150 (15)     2      60 (+12)   1500     C  300000 tons   1450 (0)     66       Mil (+3)   PARC (25), Earthquake (800), Duelist (200), Backdrop (300), SDA (50)  advanced Crypsis system, protocol reinforced armor, Salamander Self-Regenerating Armor
Overstriker                       500    100   10000 tons  -8      -8      200 (20)     2      40 (+8)     300     C   30000 tons    100 (0)     64       Mil (+3)   PARC (10), Earthquake (20), Duelist (20), Backdrop (20)               advanced Crypsis system, protocol reinforced armor, Salamander Self-Regenerating Armor
Black Lightning Fighter Bomber      2      0      30 kg    -1      -1     1200 (120)    8      10           30     H      25 tons      5 (0)     53       Mil (+3)   Earthquake, Duelist (2), Backdrop (2)                                 advanced Crypsis system
Hubert Dropship                     3     24    5200 kg    -4      -4      500 (50)     6      15 (+3)      40     G      40 tons      1 (0)     50       Mil (+3)   Earthquake                                                            advanced Crypsis system, protocol reinforced armor
Hunting Spear LORD                  0      0       0 kg    -1      -1     2500 (250)    9      20           20     L      10 tons      0 (0)     49       Mil (+3)   MAW or SAW                                                            advanced Crypsis system
Razorback Attack Plane              1      0      20 kg    -2      -2      900 (90)     8      10 (+2)      35     H      30 tons      4 (0)     52       Mil (+3)   PARC                                                                  advanced Crypsis system, protocol reinforced armor
YT Spyplane                         1      0      10 kg    -1      -1     1800 (180)    9       5           20     L      20 tons      0 (0)     54       Mil (+3)   -                                                                     advanced Crypsis system, Whisper system

Land Vehicles

Bantam Utility Vehicle              1      3     400 kg    -1      -1      100 (10)     9      10           20     L       5 tons      1 (1)     29       Res (+2)   -                                                                     Crypsis system, Whisper system
Optimus Class Krawl                 4      0     200 kg    -4      -4       70 (7)      6      40 (+8)      90     G     100 tons      3 (0)     52       Mil (+3)   Forward Cannon 244mm, Earthquake (3)                                  advanced Crypsis system, protocol reinforced armor, Salamander Self-Regenerating Armor, Whisper system
Scott APK                           3      6     800 kg    -2      -2       90 (9)      8      20 (+4)      40     H      10 tons      2 (0)     51       Mil (+3)   Earthquake, Backdrop                                                  advanced Crypsis system, protocol reinforced armor, Salamander Self-Regenerating Armor, Whisper system

Air Vehicles

Air Carrier
The air carriers of the WTA, while the equal of the feared URRS skyfurnaces in most regards, are armed and outfitted to better fulfill the role they play in WTA military doctrine. Air carriers are to deliver troops, serve as bases of operation to combat aircraft, and provide precise fire support as well as massive destruction at long ranges via the use of LORDs. Thus air carriers lack the ventral blast chambers of URRS skyfurnaces. Isolator Tunnels are also absent from these Western skyships, as the WTA traditionally lacks the strong sorcery corps of the URRS, and TFPs never came into use by the West. While the number of infantry soldiers carried is similar to a skyfurnaces, with three to six thousand soldiers on board, the vehicles typically carried are another matter entirely. Instead of the large number of krawls and SPGs an air carriers usual complement of ground vehicles consists of 250 Optimus krawls, 250 Scott APKs and another 250 Bantam utility vehicles. The large number of infantry carrying vehicles is due to the fact, that ground forces are so often deployed far from their carriers, which makes deployment via gating impractical and calls for a much better mobility of the infantry forces themselves achieved by the high grade of mechanization. The number of aircraft carried is much higher than on a skyfurnace, as they provide much of the offensive capacity of the carrier. A typical ship may have 200 Black Lightnings, 100 Razorbacks and 200 Huberts onboard, as well as 10 YTs for reconnaisance missions. Finally, 64 Hunting Spear LORDs are mounted on an air carrier, providing massive firepower at extreme ranges, and enabling a single air carrier to literally sunder a mountain.

Overstriker
WTA overstrikers differ from their URRS counterparts mostly in their usual weapons load.

Black Lightning Fighter Bomber
The Black Lighting is the combat aircraft most often stationed on WTA air carriers. The Black Lightning presents a good mix of speed, maneuverability and firepower, allowing it to be fielded in a variety of roles. Besides its standard weapons load consisting of a single Earthquake cannon, two Duelist air attack missiles and two Backdrop ground attack missiles, other usual configurations include one intended for supporting ground troops with Firestarters replacing the Duelists, and one for achieving air superiority also retaining the Earthquake but supplementing it with four Duelists. Its crew of two consists of a pilot and a weapons operator.

Hubert Dropship
Hubert dropships provide short range airlift for the WTA armed forces. They are used to transport men and material from air carriers or ground installations to their target areas. In its usual configuration a Hubert can comfortably carry 24 centurions and their equipment as well as a single Bantam or other cargo. When no infantry is carried, a second Bantam can be loaded, or alternatively a fully equipped Scott APK can be carried.

Hunting Spear LORD
The Hunting Spear is the most advanced Long Range Delivery system used by the WTA armed forces. LORDs are unmanned launch vehicles usually deployed from air carriers. They can carry various payloads, the most common for the Hunting Spear being MAW or SAW high explosive warheads. The autopilot of a Hunting Spear has a +4 modifier for Pilot checks and a +4 attack bonus for using the mounted weapons. Alternatively the Hunting Spear can be remotely piloted from the launching air carriers, using the Pilot skill and attack bonus of the remote operator albeit with a -4 penalty. A LORD cannot be reused.

Razorback Attack Plane
The Razorback is used for attack runs against enemy skyships and heavily armored ground targets. For this it carries one of the massive PARC gun usually found on WTA air carriers and overstrikers modified for use in such a light aircraft.

YT Spyplane
The YT is used for long range reconnaisance flights and is equipped with superior sensor systems for this, providing a +5 equipment bonus on all relevant Computer Use, Search and Spot checks made by the pilot. YTs are in use with the armed forces and the BCI. The WTA train some of their sorceresses to fly these planes providing the plane with yet greater stealth and detection capabilities, as well as jump gate access.

Land Vehicles

Bantam Utility Vehicle
The Bantam is a light utility vehicle often used as a light transport or for reconnaisance by the WTA. The vehicle is open topped and provides only one quarter cover for its occupants, at the same time it allows them to use their personal weapons from the vehicle. If the hardpoint is fitted with a weapon, one of the passengers can act as the gunner.

Optimus Class Krawl
The Optimus Class krawl is the mainstay of the WTA's krawl forces. Slower than the krawls fielded by the URRS, its advanced Crypsis and Whisper systems (+10 to the DC of spot and listen checks to detect the vehicle) provide it with superior stealth and the Salamander Regenerating Armor make it one of the best protected military vehicles anywhere in the world. Its crew of four consists of a commander, driver, gunner and loader.

Scott APK
The Scott can transport a squad of six men and all their gear in reasonable comfort and can provide fire support to them with its vehicular weapons. These usualy consist of an Earthquake cannon and a single Backdrop missile, though other configurations are common, most often exchangig the Backdrop for another light vehicle weapon. The three men crew consists of a commander, a driver and a gunner.

mfG
nsl
 
AW: The Red Star

Kommentare sind erwünscht (ausser zu den Purchase DCs - ich weiss, dass die merkwürdig sind :p).

mfG
nsl
 
AW: The Red Star

Warum findest du sie merkwürdig?

Aber prinzipel find ich es jut...
 
AW: The Red Star

WTA, vorläufiger letzter Teil:

Drei spezielle WTA Protokolle:

Explosive Enhancement Protocol (EEP)
WTA

Nonlethal Damage: 2d6
Component Purchase DC: 22
Component Weight: 0.5 kg
Kast Check DC: 20
Kasting Time: 1 standard action
Range: Close (Kast check result x 1 meter)
Target: One weapon with an area of effect
Duration: (Kast check result) x 1 round or until the weapon is fired
Saving Throw: N/A
Sorcery Resistance: No

The protocol causes the radius of the area of effect of one weapon to double.

Overkast: For each grade of overkasting the multiplier applied to the area of effect radius increases by one. I.e. overkasting to grade I results in a tripled area of effect radius, overkasting to grade II in a quadruple radius, and so on.


Flashfire Protocol (FFP)
WTA

Nonlethal Damage: 1d10
Component Purchase DC: 20
Component Weight: 0.5 kg
Kast Check DC: 15
Kasting Time: 1 standard action
Range: Close (Kast check result x 1 meter)
Target: One weapon causing concussion damage
Duration: (Kast check result) x 1 round or until the weapon is fired
Saving Throw: N/A
Sorcery Resistance: No

The protocol changes the damage type of a weapon from concussion to fire.


Remote Operation Protocol (ROP)
WTA

Nonlethal Damage: 1d6
Component Purchase DC: 16
Component Weight: 0.25 kg
Kast Check DC: 18
Kasting Time: 1 standard action
Range: Personal
Target: Self
Duration: Concentration (to a maximum of 1 minute)
Saving Throw: N/A
Sorcery Resistance: No

A ROP, also called rope, negates any penalty for remote operation of a vehicle the sorceress would normally incur.

Overkast: Overkasting a ROP provides a +1 bonus per grade on all skillchecks and attack rolls involving the remotely operated vehicle made by the sorceress.

mfG
nsl
 
AW: The Red Star

Weiter im Text:

Was für Klassen könnte man denn noch gebrauchen? Ich denke die ganze Zeit über einen Kommissar nach, das wäre dann wohl eine Advanced Class. Aber wie sieht es mit anderen Klassen aus?

mfG
nsl
 
AW: The Red Star

Für den Kommissar würde ich gerne ein wenig anders vorgehen. ;)

Nicht lange brüten, um dann eine Klasse vorzustellen, sondern die Entwicklung direkt hier im Thread vornehmen.
Dazu vielleicht erst einmal die Grundüberlegungen, die ich bisher angestellt habe:

Der einfachste Weg in die Klasse sollte über den Red Fleet Officer laufen, aber auch andere Charaktere (vor allem Zauberinnen) sollten auf die Klasse zugreifen können. Wie die meisten Advanced Classes sollte der Kommissar ausserdem schon ab einer recht frühen Stufe (vier oder fünf) zur Verfügung stehen.

Die verschiedenen Hooks des Kommissariats, wie sie im Campaign Setting beschrieben sind, sollten unterschiedliche Sonderfähigkeiten erhalten, so wie es auch beispielsweise bei den Spezialisierungen der Zeks der Fall ist. Also vielleicht auf den einzelnen Stufen abwechselnd eine Spezialisierung für den Hook (nicht die Waffe, sondern die Abteilung) und ein Bonus Feat.

Gute Skill Points und eine breite Auswahl an Class Skills halte ich für ein Muss, genauso wie einen guten Will Save.

mfG
nsl
 
AW: The Red Star

Haben Kommissare eigentlich einen Rang in der Armee..?

Wenn ja ein paar Beförderungen wären nicht schlecht...
 
AW: The Red Star

Zusätzlich zu Bonus Feats/Spezialisierungen oder stattdessen?

Vielleicht einen bestimmten Rang als Vorraussetzung für die Klasse?

mfG
nsl
 
AW: The Red Star

Kommt drauf an... an wieviele Bonus Feats hättest du gedacht... Prinzipel denke ich das passt so nebenher... Rang als Voraussetzung find ich gut...

Spezialisierungen ja sicher 3... Als was eigentlich...?
 
AW: The Red Star

Mein erster Gedanke waren (siehe oben :p) fünf Bonus Feats und fünf Spezialisierungen (sowohl fünf verschiedene (first, second, fourth, fifth und sixth Hook) als auch fünf Stufen (I-V)). Da wären dann allerdings keine Berförderungen dabei.

mfG
nsl
 
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