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Bane Root
January 30th, 2016, 04:45
Battlelords of the Twenty-Third Century is a sci-fi roleplaying game of mercenaries, heroes, misfits, and explorers out amongst the stars - where you play one of over twenty five differently races hired by a mega-corporation and thrown into a mercenary unit. You may hate each other, but if you want to survive you have to work together. The company ships you off to parts unknown to perform various missions. They don't care about your methods, only your results. The company gets all the press, and if you report back alive you get to collect another paycheck. That's the life of a Battlelord. Some love you, while others think you are scum. It's all in a days work. In the twenty-third century the Humans have joined the other member races in the Alliance, a loose defense organization formed to protect the member races from the encroaching Arachnids and their minions. Their motives are shrouded in mystery while some say they are not our true enemy. What is the truth and can you make a difference? The Universe offers up its bounty only to those brave enough to challenge it themselves. Are you a Battlelord?



Players will take up the roles of mercs' in the vaunted Black Guard, a mercenary company employed by the second largest Mega-Corporation in the universe, SSDC (Space Systems Development Corporation). As notorious members of the 9th squad in the Black Guard, players will initially play pre-made characters as I run a series on one shot adventures to gauge player interest and "teach" new players the game.

FG License: full license (anyone can play).
Game System: Battlelords of the 23rd Century (d100 based).
Time Zone: Eastern Standard Time
Day of week and time: To be decided by group. Will be flexible but on alternating days.
Planned start date: Mid-February 2016
Planned Frequency: Weekly
Term: planning a series of one shot adventures to acclimatize new players to the system. Then once we have a group of dedicated players, I plan on a long term, on-going campaign.
Text or Voice: both.
Voice software used: i.e. Skype, Teamspeak3
Roleplay & Combat mix: Aiming for a 50/50 split
Number of Players in game & needed: Have 2 players, need 3-4 more.
Character starting level & equipment: Pre-made characters are built on 100,000 exp and 250,000cr worth of gear.
Character restrictions: No starting characters from "Beyond the Rift" supplement.
Details of scenario: The exploration and development of the known universe is going on at a fantastic rate. The Galactic Alliance has prophesied com- plete control of the local group of galaxies by the turn of the millennium. Huge, powerful mega-corporations run it all from behind the scenes. The Twelve Races of the Alliance work as caretakers, shaping and expanding the horizon of knowledge, extending to touch the farthest reaches of space. Frontier Colonies populate neighboring galaxies: Andromeda, Fornax, Spirax (M33), and the Magellanic Clouds. Outposts dot M32 and the cluster galaxy of Talcos in Ursa Major, some 200,000,000 light years from the Core Worlds. The continuing battle rages on to drive out the Arachnid presence. Strange reports of ghost ship sightings, robot warriors, and evidence of ancient human cultures all filter their way across the vast, empty stretches of nothingness to the hearts of the bold, strong, and curious. There is a demand for warriors, for men and women with the mettle and vision to protect the lives of the innocent. The call for assistance can be heard across the galaxies, as colony worlds struggle to survive in a morass of conflict, uncertainty, and danger. The word goes out from the isolated reaches of The Thendrax Empire in Spirax to the urban centers of the Industrial Provinces of the Fornax galaxy. “Come. Bring your weapons. Bring your courage. Bring your honor!”


And so the mega-corporations have hired on a few good men to get the job done. They are referred to as Battlelords. Some are veterans of war; others are not. But they all have one thing in common. Each believes that he can make a difference. They come from everywhere: from the vast savannahs of Cashoulis, to the infernal volcanic regions of Trishmag, from the methane hell of Eridine, to the great Seas of Pythos. They are energy controllers, bounty hunters, Swordsaints and changelings, aliens from different worlds with different agendas, thrown together in a morass of danger to carve out a common destiny.


From behind the scenes, Mega-corporations wield more power and influence than the central government, which acts more as a figurehead than a leading body. Loyalty is not to the Alliance as much as it is to the company. Loyalty to the company never upstages loyalty to the team. The mercenary team embodies everything that is valued in society: esprit de corps, honor, and valor. At least, that’s what the papers say. In reality, it is nothing more than a bunch of individuals, usually allied by common needs than by common goals. The mercenary’s job is a simple one: do anything and everything to stay alive. And when in doubt, lock-n-load. Balance is the key to everything, and a well trained mercenary unit can take on just about anything. The company gets all the press. The merc picks up his paycheck. And nothing is usually said about methods and tactics, as long as the job is done on time!






Battlelords of the 23rd Century is a futuristic roleplaying game designed to simulate the life of explorers and combatants in the not too distant future. Your playground is the Milky Way, the Fornax Galaxy, and more. The system was designed to provide a gaming environment which is a mixture of roleplaying and combat action. It is my belief that players will enjoy the system more if they concentrate on the roleplaying aspect instead of the combat aspect, but that is up to you. Battlelords of the 23rd Century has 12 fully developed character races (with sub-species). The game system works efficiently, utilizing percentile dice for combat and skill checks, with critical hit tables. This effect makes gaming more realistic, yet not tedious. The focus of generating special powers is accomplished by using a point system. If you’ve got the points, then you’ve got the power! This system provides a balanced environment for combat and roleplay action. Experience is awarded more for roleplaying than for killing. This is how roleplaying at its best should be.


Link to Gamecalendar page: https://www.fantasygrounds.com/calendar/?id=1807

Any questions please feel free to PM me or post in the Battlelords thread;
https://www.fantasygrounds.com/forums/showthread.php?27953-Battlelords-of-the-23rd-Century

Dr_Babylon
January 30th, 2016, 05:27
Well that sounds pretty cool. The intriguing setting, well-thought proposal, and general excitement of exploring an unfamiliar game system are all enormous points in your favor. I could always use more scifi action in my life.

Indeed, you had me until I read the abominable words "pre-made characters". Bah! Honestly, that's a moot point as I've never had much use for voice-based communication which makes me more burden than boon among most online games these days.

In any event, I wanted to say I hope this goes wonderfully for you and your team of gritty, hard-nosed soldiers-of-fortune. Give 'em hell.

Bane Root
January 30th, 2016, 05:45
It's only pre-made for the one shot adventures I plan to run for the players new to Battlelords. Since the system is, as I refer to it, chunky when it comes to character creation, without purchasing the main rule book, creating a character in Battlelords would be extremely time consuming, complicated and frustrating. The pre-made characters will allow new players to experience the system without bogging us down with hours of explanation and character creation over Teamspeak3 chat. Also, the premade characters will live on as NPC members of the Black Guard. Once we've run through the one shot adventures, players are more then welcome to create their own original character. In fact, if you're feeling up to it, I'm more then willing to accept premade characters built on 100,000 exp and 250,000cr worth of gear. Baring in mind that I won't have the time or inclination to aid you in character creation and that come game day, your character must be ready to play and fall within the established guidelines.

Lekkric
January 30th, 2016, 07:00
This sounds very interesting. I love sci-fi, and learning a new system is always fun. The pre-made characters and one-shots to learn the game are a great idea as well. The only problem is time. You're EST, which means I can't start till 9pm your time on weekdays, and I can't do saturdays at all. Sunday is open, so let's hope that works lol.

Bane Root
January 31st, 2016, 02:27
What time Sunday would work for you?

Lekkric
January 31st, 2016, 02:42
I'm available all day Sunday, but earlier is better.

IrishBouzouki
February 3rd, 2016, 02:07
-Jenna 2063-E : Genhuman, Heavy weapons operator
-Urgh : Ram Python, Heavy weapons
-Maximuss Power McGilicutty : Orion Rogue, Urban combat specialist

I am up for any of these pre-gens if for some reason I don't get my own character, probably Orion, made offline before then.
Thanks.

Lekkric
February 3rd, 2016, 02:35
Sorry, I have to withdraw, because my schedule has changed a little and I'm not able to make it.

Have fun, and good luck!

Bane Root
February 3rd, 2016, 20:23
With Lekkric gone, we are now fully flexible in our game times. With IrishBouzouki busy wednesday and GunbunnyFuFu busy alternating Tuesdays and Wednesdays, we can work out timing which works for everyone.

GunbunnyFuFu, what tuesdays are you free this month?

Bane Root
February 4th, 2016, 02:23
How about alternating Saturday/Sunday gaming days?

Bane Root
February 4th, 2016, 02:37
Disregard my last.

I meant how about an alternating game date of Monday one week and Saturday or Sunday then next week.

IrishBouzouki
February 4th, 2016, 03:18
I have games Saturday morning and afternoon. But Monday/Sunday (or Monday/Tuesday?) would be okay if that works for everyone else. Have to be after about 5:30 EST on weeknights though for me but I think we discussed that before.

Bane Root
February 4th, 2016, 10:31
Looks like an alternating Sunday/Monday game schedule is the winner. Baring any Valintines Day obligations, does sunday Feb 14th work for a first one-shot? With Monday February 22nd being the next one and so on and so forth?

IrishBouzouki
February 4th, 2016, 12:50
I asked and I think my saint of a wife will allow that.

Vhok
February 4th, 2016, 23:37
sunday/Monday works great for me

IrishBouzouki
February 6th, 2016, 22:29
-Maximuss Power McGilicutty : Orion Rogue, Urban combat specialist
Okay having gone thru the character generation routines I think I'd better play a pre-gen the first one-shot, if that is okay. So I will play Maximus Power McGilicutty for the first game. If someone else decides they want the Orion then I will try to handle playing the Ram Python!
Do you want us to shop for equipment using the stated budget or do the Pre-Gens have equipment assigned?
Thanks.

Vhok
February 7th, 2016, 06:59
where are the pre-mades at? I'm pretty much fine with whatever

IrishBouzouki
February 7th, 2016, 12:11
where are the pre-mades at? I'm pretty much fine with whateverAll of the Pre-Gens are listed here (https://www.fantasygrounds.com/forums/showthread.php?27953-Battlelords-of-the-23rd-Century&p=251244&viewfull=1#post251244) in a post on the ruleset thread.

IrishBouzouki
February 7th, 2016, 18:23
Looks like an alternating Sunday/Monday game schedule is the winner. Baring any Valintines Day obligations, does sunday Feb 14th work for a first one-shot? With Monday February 22nd being the next one and so on and so forth?
What time on Sunday February 14th do you want to start, and approx what time would you expect to end?

Ahoggya
February 7th, 2016, 22:56
I am interesting in playing but I too am on PST. so on a weekday I would be available 7:30-8:00 pm weekdays. My wife is also interested in playing. I have the 3rd edition rulebook. The only real commitment I have is on Saturday, 1:00pm - 5:00pm for a game I run on FG and not available on Mondays. Been working with FG for 2 years and make all my maps in ProFantasy. Currently I have something that is every other Sunday with the next game on 2/21 at 12:00 PST. So we would like to play in the one shot games with regenerated characters and see how the time slots pan out. We're both very interested in the game though. My wife is interested in playing a Cizerack and I'm still open.

Ahoggya
February 7th, 2016, 22:58
Sorry, didn't notice the Sunday Monday alternating so probably won't be able to do it. I can't cancel my commitment on Monday. Let me know if things change from Monday. I will check back to find out.

Bane Root
February 8th, 2016, 15:08
Sorry, didn't notice the Sunday Monday alternating so probably won't be able to do it. I can't cancel my commitment on Monday. Let me know if things change from Monday. I will check back to find out.

no worries. We will be running one shot adventures, so feel free to drop in on a Sunday and pick up a pre-made PC.

Bane Root
February 8th, 2016, 15:17
I am interesting in playing but I too am on PST. so on a weekday I would be available 7:30-8:00 pm weekdays. My wife is also interested in playing. I have the 3rd edition rulebook. The only real commitment I have is on Saturday, 1:00pm - 5:00pm for a game I run on FG and not available on Mondays. Been working with FG for 2 years and make all my maps in ProFantasy. Currently I have something that is every other Sunday with the next game on 2/21 at 12:00 PST. So we would like to play in the one shot games with regenerated characters and see how the time slots pan out. We're both very interested in the game though. My wife is interested in playing a Cizerack and I'm still open.

Also, we could rearrange the game schedule so that it fits mine, yours and Irish's schedule. I'm flexible. I'd rather fix the schedule then miss out playing with people interested in Battlelords of the 23rd Century. Your Sunday schedule fits perfectly with mine, so moving monday is a possibility.

Bane Root
February 8th, 2016, 15:24
We will be having our first one shot adventure on February 14th, from 1300hrs to 1630hrs. I know it's valentines day, but with schedules being the way they are, the next time I'm available is the 22nd, so valentines day it is...

The second one shot will potentially be held on the 22nd, with the third on the 28th. And so on... I'm aiming to play on a rotating Sunday/Monday schedule, with Monday most likely being changed to another day to accommodate players schedules. We can sort out the details later. I will be on TS tonight and tomorrow night after 2100hrs EST if you have any questions or want to chat.

GunbunnyFuFu
February 9th, 2016, 00:37
I sadly have other commitments on Monday as well, so I'll have to bow out.

GunbunnyFufu

Bane Root
February 9th, 2016, 02:13
I sadly have other commitments on Monday as well, so I'll have to bow out.

GunbunnyFufu

No way man. I'm flexible about the days and we can work something out that fits wth everyone. So far we are good for every other Sunday. All we need to do is settle on a second day and we are golden.

Bane Root
February 9th, 2016, 02:16
Besides...
with a name like GunbunnyFuFu I foresee a Fott in your future should you game with me...

https://www.ssdc.com/battlelords/fott

Bane Root
February 9th, 2016, 02:39
I will be on TS at 2200hrs. Group name Battlelords of the 23rd Century, password = omega

Bane Root
February 9th, 2016, 22:35
Ok guys. So here are the available pre-Gens for the one shot. Pick who you'd like to play (first come first serve) post your pick her and then PM me an email address and I'll send you the excel file character sheet. So far we have people calling dibs on;

-Maximuss Power McGilicutty : Orion Rogue, Urban combat specialist
-Tera'Gon'Ah : Cizerack, Scout
-Death Dancer : Tza Zen, Close combat specialist


Still on the table are;

-Black Hat : Chatilan Matrix user/Espionage specialist
12980

-Ozo : Mazian, Espionage Specialist
12981

-Johnny "Scumbag" Smith : Human, General Infantry
12982

-Jenna 2063-E : Genhuman, Heavy weapons operator
12983

-Jakko : Python Lizard, Heavy weapons operator
12985

Bane Root
February 9th, 2016, 22:52
Also available are:

-Urgh : Ram Python, Heavy weapons
12997

-Exer-Idan : Eridani, Close Combat specialist
12998

-Taa'lan'ooross : Mutzachan, Matrix user/computer specialist
12999 13000

Bane Root
February 9th, 2016, 22:55
and:

-Slainiouss Phentari : Sniper/Scout
1299112992

Bane Root
February 9th, 2016, 23:06
Irish has dibs on:
-Maximuss Power McGilicutty : Orion Rogue, Urban combat specialist
1299312994

Ahoggya has dibs on:
-Tera'Gon'Ah : Cizerack, Scout
12995

I will be NPCing the "leader" of the group for the One Shots only;
Death Dancer : Tza Zen, Medic/Close combat specialist
12996

Bane Root
February 14th, 2016, 00:00
Sorry for the delay. Will be emailing out characters this evening. On course to play tomorrow.

IrishBouzouki
February 14th, 2016, 00:02
Twiddling my 14 fingers in anticipation!
- Maximuss

Skillkoil
February 14th, 2016, 00:12
picked my character on the Calendar

Ahoggya
February 14th, 2016, 05:18
My wife Sarah is taking the Cizerack Scout. You can send me what you want. I'll play any of them. It will be a better learning experience and challenge.

Ahoggya
February 14th, 2016, 05:20
My wife Sarah is taking the Cizerack Scout. You can send me
-Slainiouss Phentari : Sniper/Scout

Ahoggya
February 14th, 2016, 05:21
My wife Sarah is taking the Cizerack Scout. You can send me
-Slainiouss Phentari : Sniper/Scout

Thawing
February 14th, 2016, 05:31
I have not played Battlelords before but it sounds pretty sweet. I would love to play if you still have room next week but I could not make 14th because I have Church and then plans with my wife for Valentines day.

I could play after 9 eastern during the week and Sunday and Saturday afternoons.

Bane Root
February 14th, 2016, 16:26
Hey guys,

I'm really sorry todo this last minute, but my daughter is sick and I'm going to have to postponethe game.

I am available thefollowing dates;

-Wednesday the 17th
-Thursday the 18th
-Monday the 22nd
-Tuesday the 23rd
-Friday the 26th
-Saturday the 27th
-Sunday the 28th

From February the29th until March 13th I am available anytime in the evenings. Please let meknow what days work for you and we can arrange with the other players for are-do of this the first one-shot…

Bane Root
February 14th, 2016, 16:36
I'm sorry about the last minute cancellation. So disappointed. But unavoidable.

IrishBouzouki
February 14th, 2016, 17:02
Please let meknow what days work for youHope she feels better soon. I sent you an email reply with my availability. Might want to set up some candidate time slots on the Game Calendar and let people indicate yea/nay/tbd there?

Bane Root
February 26th, 2016, 06:19
Hope she feels better soon. I sent you an email reply with my availability. Might want to set up some candidate time slots on the Game Calendar and let people indicate yea/nay/tbd there?


Will do. Thanks Irish!

Bane Root
February 26th, 2016, 06:20
This game is not dead. I'm working to sort out the best date/time for us to play.

Bane Root
February 26th, 2016, 06:36
Towards our first one-shot gamer, I'm posting some combat tactics basics to keep in mind while we play...



Combat in the Battlelords of the 23rd Century universe is vicious and deadly. Weapon systems can easily dish out enough damage to splatter a person from one end of Kingdom to the other end of Come in fractions of a second. Modern combat employs a variety of weapons. The majority are discharge weapons that fire rounds. Still, archaic hand combat retains its merits and is popular among certain cultures. The following section is dedicated to combat and how it works on the hyper-violent battlefields of tomorrow.

Combat Round
The Battlelords combat round is three seconds long, each second being called a “segment.” Characters will have the choice of either two half actions (one segment each) or one full action (three segments. See below for more about actions.) A typical combat round has three phases:
1.) Initiative Phase.
2.) Declaration Phase.
3.) Action Phase.

Initiative Phase
At the beginning of a new round each player will roll a d10 for initiative. To this number the PC’s and NPC’s initiative modifiers (from their Agility statistic) will be added or subtracted to arrive at the modified initiative number. Other mod- ifiers, such as being wounded, encumbered, and others could also be added at this point. The final number for initiative will determine when characters take action and how well they react to the events transpiring around them. The low- est initiative number acts first.
Initiative Modifiers
+1 Lightly Encumbered
+2 Moderately Encumbered
+2 Wounded
+4 Heavily Encumbered
+5 Critically Wounded (having taken a Critical Hit, or 1/4 of your body points)

Declaration Phase
In order of initiative, from highest (slowest) to lowest (quickest), players announce actions for the round. The BM will announce the actions for the NPC’s that the players can see. PC’s or NPC’s announce either a full action or two half actions for the round. In this format, players will be able to react more directly to the actions of others.

Actions
All characters involved in combat can choose to use two half actions. These actions are simple and do not require the character’s full attention. Or they may chose a single full action. Full actions are complex and may require a skill roll to complete. Full actions can not be combined with any other form of actions. Below is a general list of actions available:

Note: You cannot change declared actions after the Declaration of Action Phase. You must do the actions you declared. However, you can choose not to execute a declared action.
Full Actions
-Full move (three times the sprint number in meters.)
-Fire on full automatic fire (three times the weapon’s ROF.)
-Attentive movement action (climbing, repelling, or some other movement that might require a skill roll to complete.
-Most skill checks
-Engage in Melee (Archaic Hand or Hand-to-Hand) Combat.
-Generate a matrix power. (see Matrix Combat below)
-Aim with scope (see Establishing Aim below.)
-Ready something that is not easily accessible (something in a backpack, on downed personnel, etc.)
-Draw a body-mounted weapon.
-Die dramatically.
Half Actions
-Short move (the PC’s sprint number in meters.)
-Fire a single shot or burst
-Change targets
-Draw a weapon
-Ready something accessible, like a grenade or clip from web gear.
-Aim without scope (see Establishing Aim below.)
-Throw a grenade, or other object.
-Change stance (drop to the ground, stand up, etc..)
-Die quickly.

Action Phase
The Action Phase is broken up into three segments. Half actions take place on segments one and two. The first half action is on segment one the second half action will take place during segment two. Full actions that require the whole round to complete, such as reloading weapons or a skill check, will execute during the third segment. Other full actions, such as a full move or full automatic fire, will act on all three segments. All the actions during each segment will go in the order of initiative from lowest (fastest) to highest (slowest).

Bane Root
February 26th, 2016, 06:49
Types of cover

Prone unsupported position
The prone unsupported firing position affords good protection when the ground is flat. It should not be used in deep grass, small hummocks, or where there are distinct changes in ground elevation over a small area. In such circumstances, vision is obscured and combatants won’t be able to properly engage targets. The prone unsupported firing position provides a -60 penalty to opponents’ attack rolls beyond range brackets 1-2, given that you are presenting a small silhouette to actually aim at. A log, tree, big rock, etc., is an excellent object to use while in the prone unsupported firing position. Lying prone behind such an object adds +10 to hit (assuming you can use it to brace your weapon against) and produces an additional -20 of cover, for a total of -80 to opponent’s attack rolls beyond brackets 1 and 2. The -20 from the cover is applied to incoming fire at all range brackets.
Downside: It takes two half actions to get into or out of the prone unsupported position. You may fire your weapon while moving into or out of this position, but may not aim (all shots are considered snap shots, even in range bracket 1). Exception: Cizeracks only need to spend one half action to change position in this way, but are only afforded a -30 penalty to opponents’ attack rolls (the silhouette reduction is not nearly as dramatic as with a biped). The cats may aim while changing position only if a look-and-shoot BMH is employed. Oh, and indirect fire weapons (mortars, thrown grenades, etc.) are not penalized when employed against someone in this position.

Kneeling unsupported
This position is much quicker for a soldier to get into and out of than prone unsupported, but offers less protection. Opponents only have a -20 penalty to hit a kneeling target beyond brackets 1 and 2. As with the prone position, kneeling behind a tree or other similar obstruction provides an additional -20 penalty to incoming fire at all ranges and a +10 to the kneeling soldier’s shots at all ranges (assuming a braced position).
Downside: It takes one half action to drop into a kneeling position or rise from it back to standing. During this time, you may fire your weapon, but may not aim (all shots are snap shots, even at range bracket 1). On the plus side, it only takes one half action to drop from kneel- ing to prone, or to rise from prone to kneeling. The same rules about firing during this time apply. Exception: Cizeracks have no equivalent to the kneeling unsupported position. The cats are either standing or prone unsupported in combat.

Prone entrenchment
A modification of the prone unsupported firing position is the prone entrenchment firing position. The combatant fires his weapon while lying on his stomach in a shallow hole dug in the ground. He gains the same benefits as the prone unsupported position (including the benefit of +10 to attack rolls because he can brace his weapon on the lip of the hole) and hits against the person are at a -60 as with the prone unsupported firing position. However, an entrenchment provides bonus protection against attacks such as mortars, grenades, artillery shells, etc. The number of fragments that strike targets from these types of attacks are halved (round fractions down) and all concussion damage is quartered (unless a direct hit is scored, in which case you’re browned).
Downside: The same rules regarding moving into and out of the prone unsupported position apply to this position. The other downside, of course, is that the hole must be dug in advance (you could hunker down in a nice artillery crater, but that’s not so safe, now is it?). Hole digging times will vary according to terrain (BM’s discretion).

Entrenchment
In this position, the combatant fires his weapon while standing or kneeling within a deeper hole than used for the prone entrenchment position. The weapon, head, shoulders, and arms of the combatant are the only parts of him that are visible (if hit by a direct fire weapon, re- roll any hit locations that indicate a part of the body other than these). Enemies are at a -90 penalty to hit someone in an entrenched position, while they in turn may take advantage of a +15 to all attack rolls thanks to being able to brace their weapon firmly on the lip of the hole in a more comfortable manner than while prone. In addition, the entrenchment position affords complete protection from all grenades that do not land directly in the hole: you suffer no frag or concussion damage, even from near misses, unless you’re dumb enough to still be looking over the top of the hole when the grenade goes off (damage is taken as in the prone entrenchment position in that case). To land a grenade directly in the hole, the attacker must have made his attack roll by 20 or more. And even if this happens, there is still another benefit to entrenchment. Most smart hole-diggers will dig what is known as a “grenade sump” in the bottom of the hole. This consists of a small hole in the center or side of the foxhole, into which grenades may be kicked (see Advanced Grenade Rules in Galactic Underground). Of course, if the grenade hits the hole and you miss your kick, you’re just SOL.
Downside: It takes a full action to climb out of the hole, during which time you may not take any other actions. The same applies if you climb into the hole. Of course, the option here is to just jump in... in which case you’ll need to roll an Agility check to make sure you didn’t break anything. Jumping in only takes one half action. Exception : Cizeracks only need to spend one half action to enter or exit the hole, and do not need to make an Agility check. They may not, however, take any other actions during that time. Finally, the time it takes to dig the hole will be much greater than with the prone entrenchment, too. And remember: a hole big enough for a human to kneel down in is not big enough for a Ram to kneel down in. You must tell your BM how deep you’re digging your hole. If not, most BMs will assume you only dug it deep enough for your faithful Pascian sidekick, Juan Bobo.

Bane Root
February 26th, 2016, 06:49
Bunker
Excellent protection! Persons inside bunkers are all but invulnerable. Discharge weapon attacks are at a -100 against personnel inside a bunker. Bunkers are generally made of three different substances: wood, cement or sandbags. Wood has a threshold of 5, cement 8, and sandbags 4 (per bag). The number of fragments that strike targets from grenade or missile attacks, as well as concussion damage, is cut to 1/4 If you are firing at someone inside a bunker and miss your attack roll by less than 30, roll for damage. If you exceed the threshold of the bunker, you have hit your target. Any damage exceeding the threshold is applied to the target in question.
Downside: Bunkers are typically enclosed positions, and therefore need to have a way in and out. If the enemy is able to reach the entrance, your nice little bunker has become your nice little tomb. Furthermore, explosives and flamethrowers are perfect for taking out your little hidey hole. Any explosive that detonates inside the bunker inflicts double concussion damage to all inside (BM’s, don’t forget that the bunker will be damaged too). Flamethrowers only receive a -20 penalty to hit targets in a bunker, as the attacker simply has to aim for an opening in the bunker. Those inside take full flamethrower damage (half damage if the flamethrower is at its maximum range bracket). And finally, a reminder: you can only shoot out of a bunker where you have built the openings. And the more openings you have, the more vulnerable you are.

Slit
at times persons hiding in urban areas will fire through slits or small holes where there is little room for anything but the weapon to fit through. Persons firing through a slit fire at a -50 penalty. Attempting to fire through the slit from the outside incurs a -110 to -150 penalty, depending on the size of the slit (BM’s discretion). On the other hand, city walls are generally made of mortar and cement and have an 8 threshold, though in high tech cities they may have as high as a 15 threshold. You can always just fire right through the wall if you have a big enough gun. Damage is reduced by the threshold and then applied to the person beyond. This requires an Intuition check to tell where exactly to hit the wall. If you are trying to fire through the slit and miss by less than 20, roll damage anyway. If you exceed the threshold of the wall, you have hit your target. Subtract the threshold from your damage and apply the remainder to the target.
Downside: You have a very narrow field of fire from within. Thus it’s best to be sure of a ‘kill shot’ before revealing your presence, as a wounded target can easily move out of your line of fire. Remember that the enemy can always sneak into the building and snuff you out from behind, too. That is if they aren’t carrying the hardware to just blow up the wall and you with it. You don’t need to stick the muzzle of your weapon out of the hole either; it’ll give your position away.

Window
Persons firing from a window are difficult to hit. There is a -40 to -80 penalty when trying to hit anyone inside a window (depending on the size of the window. BM’s discretion). If the shooter inside wishes, he may use the windowsill to brace his shot, affording him a +10 at all range brackets. Doing so, however, makes him more visible, lowering his opponents’ penalties to hit him by 10 (-30 to -70 total). The same rules regarding shooting through the walls (intentionally or with a near miss) when the target is behind a slit apply to shooting at targets behind windows.
Downside: Windows offer a wider field of fire than a slit, but of course you are much more visible. And it’s easier to toss a grenade in through a window than through a slit. Bang. Double concussion damage (if the room is 5m by 5m or smaller). Also, shooting from the window of a room with its lights on affords an opponent a +30 to hit the firer.

Tree (or equivalent)
Soldiers often hide behind trees when they fire. Standing behind trees, columns, boulders, etc., allows them to retreat quickly without having to get up from the prone or kneeling positions. Combatants gain a tripod bonus of +10 to hit if they use the tree to steady their weapon. Trees offer a -20 to opponents’ attack rolls and have a threshold of 5 to 10, depending on the size of the tree.
Downside: Trees are pretty common, and it’s easy to ditch behind one when the Chunga starts flying. Drawing back behind a tree all the way can take you completely out of the opponent’s line of fire (see the Pop Up under Other Tricks below). Problem: if you’re planning on returning fire at all (and you should if you plan on living), a tree can only provide so much cover. Stay behind it, and someone will eventual- ly just blow it up to get to you. Don’t let it fall on you when that hap- pens. Also, there are several known semi-sentient tree species in No Man’s Land that don’t like people hiding behind them. Be careful.

Rocks and boulders
Rocks offer the same -20 to incoming attack rolls, assuming the soldier behind the rock is attempting to return fire (if you don’t attempt to return fire, a big enough rock can provide complete coverage from incoming fire). They have a threshold of 10 to 50, depending on type of stone. The +10 bracing bonus is also usually available.
Downside: Well, rocks are better than trees. At least they’re harder for the bad guys to blow up in front of you. Still, 23rd century firearms can move mountains, almost literally. That rock might not be as big as you think. Besides, it’s easy to get pinned behind your cover when things go bad. Remember to watch your six!

Grass
Offers no threshold reduction but produces anywhere from a -10 to -100 to incoming attack rolls. It’s hard to hit what you can’t see.
Downside: It’s grass, for crying out loud. Don’t stay in there too long. A bunch of bloodthirsty mercs with pulse weapons can turn a field of tall grass into a wasteland in seconds. If they know you’re out there, you need to do something fast or get out of there. Of course, the smart soldier watches the tops of the grass stalks for movement, and knows right where to drop the grenade.

Thick foliage
Found in jungles or pine forests; produces a -80 to hit and has an over- all 1 to 5 threshold.
Downside: Watch your feet. Jungles aren’t known as places to trip the light fantastic—just as places to trip. All those leafy branches and vines that hide you from the enemy can really slow you down if you need to leave in a hurry. Running through thick foliage requires an agility check every round. Fail, and you’re on your face. Oh yeah, don’t forget about the local animal life either; your sadistic BM won’t.

Medium Foliage
Found in deciduous climates. Produces a -50 to hit. No threshold reduction.
Downside: Well, it’s better than nothing. Hope your camo unit is working.

Light foliage
Scattered undergrowth such as that found in lightly wooded areas. Produces a -20 to hit, no threshold reduction.
Downside: Is it better than nothing? Hope your will is filled out.

Water
Generally reduces damage yield by 1/4 for each 15cm of depth (not cumulative).
Downside: Not all weapons are affected negatively by water. Atomic Particle weapons are unaffected, and Thunderbolt Generators have their damage amplified by 50%. And have you ever gone fishing with dynamite? Concussion damage from explosives, and the range of the concussion, is doubled underwater (although any fragmentation damage, both in number of fragments taken and in damage, are reduced to 1/4). Further, any weapon that has a threshold reduction does not have its damage reduced.

Bane Root
February 26th, 2016, 06:51
Other Tricks

Grenade Screens
Mesh netting placed over a window or slit to prevent a grenade from entering the room.
Note: anyone throwing a grenade from within half of their maximum grenade range who makes a Strength check at -100 can put the grenade right through the mesh. (Sometimes it pays to be a Python.)

The pop up
A shooter using any type of hard cover (tree, rock, window, slit, etc.) may use it to pop up or to the side quickly, take a shot, and drop back out of sight. This affords the shooter a -5 initiative. He is only visible for the moment he is shooting, and has 100% cover otherwise. A sighting check must be made at -40 to even see where the shot came from (this is reduced by 10 for every consecutive shot, until the penalty is gone). However, every shot taken in this way is a snap shot (if you take the time to aim, you’re not “popping up,” are you?). And remember, walls can be shot through. Oh, and drawing a bead on the slit from outside affords an opponent his own -4 initiative bonus... and he is aiming. Moral of the story? Don’t pop up from the same place twice if you can manage not to. Eventually someone will be waiting for you to “gopher” again, and your number will be up.

Formations
here are a variety of formations that combat teams utilize for movement. Each formation has its specific strengths, and thus a reason to chose it over others. Each also has its own weaknesses. Given below are some of the common formations employed by small unit combat teams.
Spearhead: The heavy weapons officer trails behind the formation and covers the rear.
Benefit: With the exception of the heavy weapons rear guard, the entire team has a clear forward-facing fire arc.
Downside: Only around half the team has an unobstructed fire arc to either side.
Arrowhead: The heavy weapons officer is deployed on the weak flank where an attack is most expected. Machineguns or automatic lasers are the most effective weapons for the heavy weapons officer to carry.
Benefit: The addition of the heavy weapons officer helps shore up the side where (you hope) the attack is going to come from.
Downside: You leave your “six” uncovered.
Single File: Single file is the most common method of small unit movement. It is excellent when moving along the edge of woods or forests. Mostly used at night.
Benefit: The entire team has an unobstructed fire arc to either side, and might be less visible from in front and behind.
Downside: Only one member of the team has a good fire arc forward or backward. Also, because it’s such a common formation, it’s easy for a skilled demolitions expert to wipe out a whole team moving in single file. Most traps are laid out for teams in Single file.
Extended Line: Extended line formations allow a team to bring the greatest amount of firepower to bear on a target in short order. Combat teams use this formation when expecting frontal attacks or when assaulting enemy positions.
Benefit: The whole team has a clear forward fire arc.
Downside: Unexpected attacks from either side can be devastating.
File: File movement is the fastest formation but leaves the group susceptible to fire. It is often employed at night, but seldom used during the day.
Benefit: Similar to the spearhead, providing balanced firepower on either side.
Downside: Essentially two single file lines. Forward and rear-facing firepower is limited.
Diamond: Diamond provides excellent all-around firepower. Units operating in areas where they don’t know the enemy’s location use this formation to prevent surprise attacks from all directions.
Benefits: Gets the team out of a single file, thus avoiding a lot of demolitions traps. You might lose one to a trap, but you probably won’t lose the whole team. A reasonable number of soldiers have clear fire arcs in all directions.
Downside: A maximum firepower response is not available in any direction.

Bane Root
February 26th, 2016, 06:54
The route
The route to and from the objective should be carefully planned out in advance. Always vary the approach and withdraw routes if you have to hit the same or similar objectives more than once. The route should be broken up into legs, each leg being about 1,500m long. Use a compass and count paces as you go, or bring an Ashanti along. (The person counting paces and using the compass incurs a +6 to initiative rolls and can only carry a sidearm at the ready, unless the compass is part of helmet optics). Try to select a ground feature such as a hill or tree as a frame of reference for each leg of the mission (e.g. the big oak at the base of the cliff marks the next leg). Lastly, before embarking on the next leg of any journey, specify an RV (rendezvous point) in case people get lost or separated. Helmet optics and Tac-Nets can cover most of these things but they are good to practice anyway since you never know when you could be jammed, EMPed, or worse, and have your electronics crutch removed. There are a wide variety of obstacles that should be avoided. First, never approach across a wide open area or through a narrow defile. You have no cover in the first and nowhere to run in the second, and enemy patrols or posts are likely to be encountered there. Second, never, ever walk on the road! The BM will punk your character on the road if he gets the chance! Roads are the easiest paths to travel on, so the enemy will try to cover them or deny them to you first. Assume that road and paths are always, always mined and well-covered. Use as much cover as possible. When moving through woods, walk parallel to the edge of the woods. Don’t walk along the edge itself. The party should be about 20m inside the tree line. If you have to cross a ridge or any other position like a wall or fence where you provide a high silhouette, crawl over the obstacle remaining as low as possible.

Urban Combat
Urban combat is by far the most dangerous place for a warrior to ply his trade. Street-to-street combat is the most dangerous tactical situation a merc can face. Each nook and cranny may shelter mines and booby traps. Rooftops and windows hide heavy automatic weapons while the enemy may be lurking in force behind the corner of some half-destroyed building or in a basement. K-sats in dumpsters, a bomb masquerading as a wounded animal, combatants dressed as terrified civilians; it’s all here. A city in the hands of the enemy can be a deadly place, where even a small band of guerrillas can hold off or even destroy a much larger force. The technological advantage of vehicles and air cover can almost be completely removed in a tight urban environment. Familiarity with a city’s layout give the denizens a huge force multiplier. Experience with urban settings and low-intensity combat is essential for warriors in the twenty-third century.

The approach
Approaching a built-up area is as dangerous as operating within the city itself. Mine fields may be prepared and enemy positions concealed from even the most sensitive electronics. The greatest threat is the likelihood of heavy weaponry opening up on you as you make your approach. The enemy will wait for the most opportune moment, then open fire on you when you are the most vulnerable (remember the rule about moving through open areas!). Consequently, it is always best to obtain as much information about the objective before going in. Your best method of reconnoitering the objective is electronic surveillance. A two-man recon team, equipped with infrared dampeners, camouflage units, sonic suppressors, and long-range binoculars advances toward the target while the rest of the group readies themselves to lay down suppression fire should a retreat be necessary. The first man wears night vision goggles and usually carries a metal or explosives detector, as well as his weapon. The second man operates a motion detector or radar. A few surveillance k-sats with their own camo-units is also a good idea. Use the terrain to cover your approach. You don’t want to get hit before you ever even get close to your objective. Lasers are a favorite urban standoff weapon because of their long range, silence, and invisibility. A perfect sniper weapon because it is nearly impossible to know where you are being hit from. Laser range is typically anywhere inside of 700m. Someone in the suppression group should always wear UV goggles to detect the presence of a beam weapon and thereafter direct fire against it. Within 400m, the threat of enemy fire increases drastically as many weapons are effective at that range. Omega and pulse weapons only become reasonably effective at 100m. A word of caution: Don’t approach within 100m unless you are fairly sure the defenders aren’t packing stuff that can blow you to smithereens in a fraction of a second. At 100m, you make as many observations as possible, jotting down likely ambush points, killing zones, etc. The recon team takes as many electronic measurements as possible and then returns, leaving position markers behind to trace the safest route in and out.

Assault
Entering the target area, requires swift and decisive action as a group. You must make sure to carry the impetus of the action. In other words, keep moving! The moment you stop, your attack stops. The enemy can control the tempo of the battle from a good defensive position. Much of the time you will be forced to move in the open city streets. In this case, the squad should split, each half moving along one side of the street. In theory, a sniper or heavy weapon hidden in a building on either side will only have a shot at half of the team. Again, always hug the wall and be aware of fire from above. Short range weapons are the best bet in urban assault operations. Enemy encounters are going to take place typically within 100m, so Pulse and Omega weapons shine here. Omega weapons are great for opening holes in walls so you can avoid using the easily booby-trapped doors. The greatest thing to remember is you can never have too many grenades. Anytime their is an opening or room you are not sure about, toss in a grenade. As soon as it goes off (or before, if you know your armor can’t be harmed by the grenade) crash into the room with your weapons at the ready. A grenade detonation typically disorients the enemy or causes him to be out of position ducking for cover, giving you a momentary advantage.

Bane Root
February 26th, 2016, 07:27
https://i208.photobucket.com/albums/bb213/Veritas904SD/Mobile%20Uploads/image_zps3jqjqkrd.png (https://s208.photobucket.com/user/Veritas904SD/media/Mobile%20Uploads/image_zps3jqjqkrd.png.html)

Bane Root
February 26th, 2016, 17:19
Sunday it is. 1200hrs to 1600hrs

Bane Root
March 2nd, 2016, 00:50
Second one shot. Decidedly different and more difficult...

Saturday March 5th 1800hrs to 2200hrs work for everyone/anyone?
Or Sunday March 6th? Same time...

As usual I'm fairly flexible.

IrishBouzouki
March 2nd, 2016, 01:23
Saturday the 5th is out for me. And Sunday the 6th would be okay but would have to be an earlier time, would have to wrap up by about 7:30pm Eastern.

Bane Root
March 2nd, 2016, 02:16
What about friday the 4th? 1800-2200? I work til 1730 all weekend.

Thawing
March 2nd, 2016, 02:26
Sunday is out for me but I could probably make late Saturday. Starting around 8 Eastern.

IrishBouzouki
March 2nd, 2016, 02:33
I could make it Friday the 4th 6pm Eastern, sure.

Bane Root
March 4th, 2016, 01:09
Group created.

https://www.fantasygrounds.com/forums/group.php?groupid=52