Armored Warriors
Armored Warriors
Armored Warriors
Written by TA-KEED E-
Mail: [email protected]
MSN: [email protected]
Thanks:
-To all those who posted messages on the Forum: Thanks, guys!
-To Daemon and Gizmo, for the
chance; -To Felipe “Kurt” Storino, and Fausto “Zell” Lira, for destroying
Raia... ^___^; -To Victor Hisamoto, for the attention given to this project.
*CONSIDERATIONS*
To use this net-book you will need the basic module, distributed free of charge on the website:
www.daemon.com.br.
All material contained herein is used for advertising purposes only. The brands and names
mentioned here belong to their respective companies (Daemon publisher and Capcom).
This book was created for the purpose of dissemination; its sale is expressly PROHIBITED.
*REFERENCES*
-http:// www.arcadeflyers.com/
-http:// www.gamefaqs.com/
-Dragão Brasil #49
Machine Translated by Google
Certainly, players will take part in the war that Asaka is mixed race, with short, straight, black hair; one
is starting between the Earth Union and the unknown troop tall and strong woman, with a slender appearance; despite your
who took Raia. Characters must be constructed from size, she is extremely agile, and can tolerate situations
normal form: 100 attribute points +1 per level, 5 points adverse. However, she tends to be self-centered and extremely
improvement and a maximum of 500 skill points. A proud, never accepting help from others. In the end, it remains
Unless the DM says otherwise, VA's are granted something like:
for free, with no cost in enhancement.
Step-by-step instructions will be given to create a Attributes Value
character, along with an example of a character who Constitution (CON) 14
we will create now. Follow: Strength (FR): 12
Dexterity (DEX): 12
Agility (AGI): 15
Intelligence (INT): 11
your birth until the start date of the Campaign. Write to Perception (PER): 13
birth, the name of your parents and siblings (if you have one), how
how you grew up, what kind of education you had, and your
goals).
The next step is to flesh out the story a little more
“Codename: GALE.” your Character. This is what the points of
Enhancement. Following the defined standards, each
Nome: Asaka Shisuke Character has 5 Enhancement points, (which can
Height: 1.87 m reach up to 8 positives, with Negative Enhancements to
Weight: 82 kg balance the account).
Age: 23
Date of Birth: 05/12/2259 Enhancements Cost
Blood type: Status 1
As previously stated, 101 points will be used Asaka is 23 years old and has INT 11 (285 skill points).
to distribute among its eight characteristics. The Attributes
should be distributed according to your conception of the Expertise Spent Total Attribute
Character. What do you imagine he is like? Strong as a Martial arts 30/30 AGI 45/45
bull, or thin and frail? Intelligent? An expert in Swords 45/30 DEX 57/42
stunts? Attributes serve to put your ideas into the Pistols* —- —-
30%
imaginary world of your Campaign... Enter these values Rifles*
—- —-
30%
next to each corresponding Attribute. At this stage, none Heavy artillery* -- —-
30%
attribute can have less than 3 points and more than 18. Military Science** —- —-
90%
Piloting 40
—-
40%
Machine Translated by Google
Combat System 40 —-
40% in the back, used for his martial arts training. She has NO weapons
Explosives 20 —-
20% except decorative, blunt Katanas.
Stealth 30 AGI 42%
First Aid 20 INT 31%
Here the main breeds involved will be presented. lighting, no matter how small.
in conflicts. Other breeds may be used with DM approval.
Raians tend to be extremely careful and precise:
their technology and art reflect a special zeal. Furthermore,
they tend to have a haughty and distant behavior, with no
inclination towards war. But, when it is necessary to
Cost: 0 points go to war, they are formidable opponents, who fight to the end
Starting Age: 14+3d6 for the cause they consider just.
Attributes: Normal
Advantages: None
Disadvantages: None
Cost: 1 point
Starting Age: 14+3d6
The human race is the race coming from planet Earth.
It is on average 1.70 m tall and weighs 70 kg, and lives for Attributes: -1 in CON and FR, +1 in AGI and DEX
approximately 70 to 90 years. The human race suffered heavy Advantages: Infravision.
damage during the war against Raia, and is still rebuilding itself. Disadvantages: None
And, even with the peace agreement made between the two
forces, many humans still harbor a strong antipathy towards the Raians. Keeping the appropriate proportions, humans and
rays are relatively similar, having a very similar biological
It will certainly be the most used race in an “Armored structure. So, it is not unexpected that half-rays would
Warriors” match . appear, the result of crossing between Humans and Rays.
As time passed and the future arrived, there were many For now we have a Chassis, a body, but no other
advances in human science. And, fortunately or unfortunately, function: it has no arms, legs or weapons.
military science was one of those that evolved the most, and So, at this stage, we will place the missing pieces so that the VA
thanks to it, war encountered a devastating change. Currently, can start operating. The remaining parts are called
wars are no longer decided by man-to-man combat, nor “optional”.
with vehicles, but rather through “Variant Armors”, or simply
VA Options are divided into three categories: ARM, LEGS
and WEAPON options. Each one has a cost in points, ranging
from zero (free) to up to three (3) points. A newly created pilot has
TWO (2) option points to distribute between the parties.
VA's are the ultimate war machines in 2281; They are,
basically, servo-motorized war armor. The vast majority have
a humanoid shape (head, torso, two arms and two legs), but An observation to be made is that optional items can be
the design can vary. changed whenever the situation allows (like being at the base, for
On average, they are 3 to 6 meters tall, and weigh 6 to 10 tons; example). Thus, players can add different options, according
usually, the cockpit is between the torso and the head; A to the mission to be performed; however, the final cost of the
powerful atomic reactor powers the unit. options cannot exceed your option points (you cannot remove
a two-point option to add a 3-point option, if your option points
With the evolution of models, current VA's are are two, for example).
extremely fast and, depending on the model, can reach
astonishing speeds; The fastest models can reach approximately
150 km/h. IMPORTANT: the same VA cannot have two options of
the same type (it is not allowed to have TREADS and TURBO-JET
VA's are classified according to their chassis and the legs at the same time, for example).
type of function for which it was developed: Light (scout and
assault units), Medium (multipurpose units), Heavy (direct shock “To equip his VA, he decides, with his three points,
units) and Junior (tactical support units). to add POWER BUG as an optional leg option (1 point), and
VULCAN as a weapon (1 point). As his two points have already
The most striking feature of VA's, however, is been spent, all that’s left is for Mark to install the POWER KNUCKLE
the quality that gives it its name: the capacity for Variations. as an arm (zero cost).”
An VA has a formidable arsenal and range of options at its
disposal, and, depending on its configuration, opens up new ways
to battle and new strategies to execute. The VA is ready for action! Just a few adjustments left
on the sheet. All data, such as weapon damage, some
modifier and, mainly, the test value when the pilot is in that unit,
must be done now.
A unit is put into use when:
“Mark has VA [50% pilotage] and [aircraft systems]
1st: The pilot determines the combat 40%]. With the Chassis and the current
Chassis; 2nd: The pilot determines the configuration chosen (Blodia has DEX 12, now 15, due to the Power
options; 3rd: Adjusts the data; Bug) he will have [piloting 65%] and [combat systems 55%], as
long as he remains with this unit.”
The player, during the character creation phase, Once the form is adjusted, just start the game.
You must choose which chassis (Body) you will start the game with.
Remember, however, that it does not mean, under any
circumstances, that he will REMAIN with that unit until the end of
the game! There are infinite situations where the pilot will AVs themselves form a rather unique field of military
be forced to leave that unit, or even take on another. science. Here you will be shown what is necessary to know and
control these machines.
Below, the most well-known and used Chassis models are
presented; however, the player can create their own Chassis. All the necessary knowledge comes from an expertise
Rules for creating your own Chassis will be seen in the topic new and singular called simply “VA”, and has four subgroups.
“Creating a VA”. The skill and its subgroups will be explained in more detail below.
*Engineering (0): The counterpart of Mechanics, this skill is direct: the executor does not need to do tests to get it
used for the construction and development of VA, as well as right); a target under this maneuver can only escape if it
its equipment. Remember, you have the knowledge, but you passes a FR vs FR test of the maneuver's executor,
WILL need resources, such as an industry or place or if the target uses the Mega-Crush maneuver: if it
prepared for it, and experts, to create something. uses Mega-Crush, the target is released automatically, without tests.
Obviously, the person executing the maneuver must be well
*Mechanics (0): Expertise used to repair VA and its close to the target, within close combat distance.
components, as well as identify errors and look for possible
solutions. This is the only known way to restore PV to an *ARM-RIPPER: A maneuver considered dirty by some
AV, that is, by repairing it. However, it is worth mentioning VA pilots, it allows you to rip off an opponent's arm. The Pilot
that the mechanic may need special components, such as who performs this maneuver must make a normal attack
new parts or tools: the Master must define what can be test; if you get it right, you must test the attacker's FR vs the
fixed, in the current situation. target's CON; if the attacker wins, the limb will be ripped off.
It also causes 1d10 damage, piercing any IP.
*Piloting (VA DEX): This is the primary skill for anyone who The Mega-Crush maneuver can prevent, in
wants to be a pilot; this subgroup enables the pilot to emergencies, that your limb be torn off.
command, but not fight, with an AV. A special mention
that should be made, however, is that the modifying *MEGA CRUSH: A risky maneuver, but very effective in
attribute is the MACHINE'S Dexterity, not yours: this emergency situations; With this maneuver, the VA will, by
reflects the maneuverability of the AV, and will change overloading the reactor, discharge a strong wave of
according to the machine the pilot is commanding at that time. energy, hitting everyone who is very close to it (within close
combat distance). The energy wave deals 4d10 damage (no
*Combat Systems (AV/Piloting DEX): This is the skill that need to roll dice, it hits automatically), but consumes
enables the pilot to fight with an AV All combat-related 10 HP of AP
tests, such as physical attacks, ranged attacks and blocks, Typically, VA pilots only use this maneuver if they are
MUST be done with this skill. Again, the modifying attribute surrounded by many enemies.
will be the DEX of the VA that the pilot is currently using; but
most importantly, this skill is limited by the Piloting value: *GIGA CRUSH: Maneuver similar to the previous one, but
the value of the “Combat Systems” skill will NEVER be much more powerful and dangerous for the pilot; When
higher than the Piloting value, so, to have “combat systems”, activated, it sends shock waves that hit everything
it is mandatory to have “piloting” before. and everyone within a 7 meter radius! Giga Crush deals
6d10 damage (no need to roll dice to hit), but consumes
20 HP of AP, and the pilot suffers 1d6 damage.
*SPECIAL ATTACKS: The vast majority of options have All machines initially have “Ranking-1”;
special maneuvers; just read their description! This means that the machines have not undergone any
modifications. Every time a VA is upgraded, it will increase in
*GRAB: With this maneuver, the pilot grabs the enemy unit, Ranking.
making him vulnerable to any other blow. The performer
of the maneuver must make a test to land a hit, and Each time a VA rises in rank, she will receive +1 in
the target has the right to dodge. If the target fails, the all attributes - she gains one (1) more point of
executor traps his enemy, dealing no damage. Therefore, in extra option, which can accommodate more options. The
the following rounds, the person executing the maneuver maximum possible Ranking is FIVE (5), never going beyond that.
will be able to attack the target without it being able to defend itself (play the damage
Machine Translated by Google
VA Ranking Table
Ranking-3 +2 on all +4 +6 +4 +2
Ranking-4 +3 to all +6 +4 to all +9 +6 +3
Ranking-5 +8 +12 +8 +4
ATTENTION: the values presented in this table are ACCUMULATED: when your VA goes from Ranking two to three,
she will win three VPs, not six!
ATTENTION: don't forget to adjust the CON and FR “In the Earth Union research laboratories, the
effective! One point of CON and real FR equals two points Dr. Joshua Sollace leads a group of experts. Your
of effective CON and FR. The objective is to create a medium-sized VA, but one that is as
as powerful as an AEX-10H unit.”
Raising a VA's ranking, however, is a big
challenge: Once you have defined what your unit will be, it can only
climb the Ranking in a campaign, through experts, or in
special situations. And, the higher the ranking, the more difficult (or Having defined a basic concept, let's start defining
more expensive) will be finding people with the knowledge and in rules your VA. Classes identify the type of VA, and
equipment necessary to carry out the modifications. what is your function. Choose the class according to the concept
Rank 1 and 2 machines are relatively easy to use. that was developed for your machine. Further, in
find, while rank 5 machines are almost step 4, the choice of class will translate into rules, but this
legendary. It's not important now.
*VARIANT ARMORS RANKING TABLE*
“After a series of intense battles, Asaka freed, The classes are:
alone, a border industrial city under the rule of
rebel troops. As a thank you, the experts LIGHT: VA's recommended for assault missions and for
remaining decide to modify their “Reptos” unit, rapid incursions, VA's of this class stand out for their
using their knowledge. excellent maneuverability and high speed.
The unit, once ranking-1, was elevated to ranking-
2: Your normal Reptos Unit now has CON: 09/34, AVERAGE: In this class are the most popular VA models
FR09/34(+10), DEX: 18, AGI:18(9 m/ s), IP:16, PV:36 and up balanced, being the most versatile and useful in any
three optional points: this greatly increases the variations and occasion.
her options. It's a shame that the Raianos, in their current condition, don't
have options available for it...” HEAVY: Class that produces VA models
specific for close-range combat; the strength of VA's
of this class is unmatched, and their armor allows them to withstand
a great punishment.
Here are the common chassis in the universe
from “Armored Warriors”. However, the player can ignore them and JUNIOR: The last class produces the VA's of
create your own custom VA. To build it, just artillery and tactical support; units with excellent system
follow the steps: steering and control, with good speed and armor
satisfactory, with standard long-range combat units being
1st: Define a Concept; distances.
2nd: Choose the Class;
3rd: Distribute 40 points to the characteristics; “The objective of building a new model is a
4th: Adjust the other parameters: strong but versatile model. The Class will then be chosen
a: class settings; Average".
b: Protection Index;
c: average speed is maximum;
d: effective CON and FR; Here the calculations will begin. A VA has
e: Life Points; only physical attributes (CON, FR, DEX, and AGI); a pilot
5th: Add the finishing touches. uses his own mental attributes when in VA De
At the beginning, allocate 40 attribute points to these four attributes.
What does this new VA look like? Who built it, and FR: 11
a: Adjustments by Class
Continuing, we will have to adjust
the attributes of your VA according to the
chosen class, simply adding the
class bonuses with your attributes. Class
modifiers are:
Classes: Attributes
Light: DEX+5, AGI+5
Medium: FR+3, CON+3, DEX+2,
AGI+2
Heavy: CON+5, FR+5
Junior: DEX+4, AGI+3, CON+3
“The Class chosen for the new model was average. Don't forget to write down next to the FR the bonus
damage.
Using their modifiers, the attributes look like this:
Class: Average “The model under development has CON 38 and FR 38[+12]
WITH: 14 (11+3) (14+24=38); is a powerful model for a VA of its class.”
FR: 14 (11+3)
DEX: 11 (09+2)
AGI: 11 (09+2) e: Life Points (PV)
Hit Points define the resistance of the structure
An observation to be made, as well as the creation of internal; are calculated identically to a normal character: add
a character: attributes must be between 3 and 18, including CON + EFFECTIVE FR and divide them by 2. Add +1 for being in
bonuses. Rank-1
b: Protection Index (IP) “The internal structure of the new project has 39 PVs
The IP shows the external shielding of the VA, and is defined (38+38/2+1=39)”
adding CON with 6 points (1D6)
TIP: It is not mandatory, but if you want to know how much “Developed as an option between the power of a GULDIN
your VA runs in km/h, simply multiply the result in m/s by 3.6. and the versatility of a BLODIA, this is a direct combat unit with great
destructive power, but without sacrificing maneuverability and
guidance systems. Its appearance was designed similar to the
d: Effective CON and FR AEX-10M, but with the appearance of a paladin.”
The Resistance and Strength of an AV are much
higher than that of a human being; So far, these attributes are
normal. This is the REAL attribute. To transfer them to the EFFECTIVE Your unit is ready for the war front.
attribute, that is, the one that will come into effect as soon as the
machine is ready, add CON and FR with 24 points. That
Machine Translated by Google
35 1420 +1 1
36 1600 +1 1
7D 37 38 39 1800 +12
2000 +12
2200 +13
40 2500 +13
41 2800 +14
42 3200 +14
8D 43 44 3600 +15
4000 +15
45 4400 +16
46 5000 +16
47 5600 +17
48 6400 +17
9D 49 7200 +18
50 8000 +18
51 8800 +19
52 10000 +19
53 11200 +20
54 12800 +20
10D 55 14400 +21
56 16000 +21
57 17600 +22
58 20000 +22
59 22400 +23
60 25600 +23
11D 61 28800 +24
62 32000 +24
63 36000 +25
64 40000 +25
65 44800 +26
66 51200 +26
12D 67 68 56000 +27
69 64000 +27
72000 +28
70 80000 +28
71 88000 +29
72 100 t +29
13D 73 112 t +30
74 128 t +30
75 144 t +31
76 160 t +31
77 176 t +32
78 200 t +32
Machine Translated by Google
Class: Medium
Height: 4.66m
Weight: 8.2t
ATTRIBUTES:
WITH: 13/39
FR: 13/39 (+13)
DEX: 12
AGI: 12 (6m/s)
STATS:
IP: 19
PV: 37
Maximum Speed: 24m/s (86.4 km/h)
DETAILS:
Developed as a unit of
close-range combat, Blodia is capable of operating
under the most varied conditions, through the use of
optional equipment; This is an extremely balanced unit.
Class: Light
Height: 5.09m
Weight: 6.2t
ATTRIBUTES:
WITH: 9/27
FR: 9/27 (+7)
DEX: 16
AGI: 16 (8m/s)
STATS:
IP: 15
PV: 33
Maximum Speed: 32m/s (115.2 Km/h)
DETAILS:
Originally a Raiana combat unit, the armor
itself forms the main structure of the chassis, and is
coupled directly with the steering system. This design
makes the VA extremely light, making it the best unit
for high-speed combat.
Machine Translated by Google
Class: Heavy
Altura: 4,23m
Weight: 9.7t
ATTRIBUTES:
WITH: 16/48
FR: 16/48(+17)
DEX: 9
AGI: 9 (4,5m/s)
STATS:
IP: 22
PV: 40
Maximum Speed: 18m/s (64.8 Km/h)
DETAILS:
Thanks to special generators placed in each arm
in addition to the main body, this unit has overwhelming
strength, and particularly shows its value during strong
raids.
Classe: Junior
Height: 3.81m
Weight: 6.7t
ATTRIBUTES:
CON: 11/33
FR: 11/33 (+10)
DEX: 14
AGI: 14 (7m/s)
STATS:
IP: 17
PV: 35
Maximum Speed: 28m/s (100.8 Km/h)
DETAILS: In
addition to the use of a lightweight chassis, the unit
itself has a compact design, making this model extremely
mobile.
It is possibly the fastest model manufactured by humans, and
is often used as a support unit, attacking from a distance.
Machine Translated by Google
DEATH DRILL:
Originally developed for civilian use, this terrible weapon
has been adapted for the field of combat. She hits the
COMMAND WALKER: The pattern used by most VA's is the
opponent several times, and has long-range combat
pair of legs in the known humanoid pattern.
capabilities.
*Extra: none
*Cost: none *Damage: 1d10+FR, damage is played three consecutive
times as if there were three attacks. Attention: the player only
POWER BUG: Also known as “insectroid” or plays once for the three ATTACKS, but the DAMAGE must
be calculated one by one with the opponent's IP!
“Spider-legs”, this model replaces the common set with a
*Extras: the Death Drill can open to fire small missiles, with
set of quadrupedal legs, granting greater stability and
2d10 Damage. These secondary missiles have
some new abilities.
unlimited ammunition.
*Extra: DEX and AGI+3pts, gains the ability to climb
*Cost: 1 point.
walls (note: be careful! Not every wall will support the
weight of the VA!)
FORCE CLAW: A gigantic claw, designed for close and
*Cost: 1 point.
medium-range combat; It is slow, but powerful, being one of
the preferred weapons of “Abre-Alas” pilots.
TREADS: Replaces the common set with tank treads.
*Damage: 2d6+FR, reduces DEX and AGI by
These legs limit the VA a little, but make it more resistant.
1D *Extras: The weapon can extend up to 5 meters; This tends
to surprise enemies quite often...
*Extra: DEX+3 pts, IP+5, makes jumping impossible.
*Cost: 1 point.
Experienced pilots, however, often use their own arms to
jump.
CHAIN SPARK: Metal pincers charged with
*Cost: 2 points.
electricity, this is one of the weapons that does not use the
force of the VA. This weapon is used to discharge electricity
TURBO JET: A buoyancy unit is placed in place of the
into opponents, paralyzing their systems.
common assembly, causing the VA to float slightly above the
*Damage: 5d6 (NO FR bonus!), paralyzes the opponent if it
ground. This option is by far the fastest, and brings many
fails a CON x 10D test. The paralysis is released if the
other possibilities.
paralyzed target takes damage, or when 3 turns have passed.
*Extra: DEX+3, AGI+6pts, can stay in the air for 1d6-1 turns.
*Extras: Chain Spark can charge a sphere of
Additionally, it can fire explosive charges while high up,
electricity and attack enemies from a distance; Deals 2d10
dealing 2d10 damage to anyone nearby and below its
damage, and can concentrate energy to deal more damage
AP.
(+1d10, maximum damage 5d10). However, the
*Cost: 3 points
pilot can do absolutely nothing other than stand still. If you
are attacked and/or take damage, the energy is destroyed.
*Cost: 2 points.
Machine Translated by Google
HEAT ROD: A rod sectioned at several points, functioning *Extras: Causes paralysis (target's CON vs 10D). The paralysis
like a whip, and charged with superheated plasma. It is a lasts 3 turns, or if the target is attacked.
dangerous, fast and long-lasting weapon. *Cost: 1 point.
range.
*Damage: 2d6+FR BURNER: This cruel weapon fires merciless conical flames at
*Extras: The Heat Rod can extend up to 5m. opponents, being able to hit several enemies at the same time.
*Cost: 2 points.
*Damage and ammo: 3d10, 16 shots.
SHIELD CANNON: The most defensive weapon in existence *Extras: can hit up to 1d4 opponents at the same time.
consisting of a powerful, extremely resistant titanium shield, *Cost: 2 points.
with a built-in cannon, allowing attacks from a distance.
BOMB: this weapon creates a powerful wall of explosions,
*Damage: 1d4+FR, IP+5 devastating enemies. This weapon is often used for demolitions.
*Extras: the built-in cannon can fire both explosive projectiles
(Damage 2d10) and kinetic pulses (Damage 3d10, 20% penalty *Damage and ammunition: 4d10, 16 shots.
on the attack roll). Ammunition is unlimited. *Extras: none specific.
*Cost: 2 points.
*Cost: 2 points.
HOMING MISSILE: The legendary guided missiles, their
ROCKET ARM: Many believe this to be the most aggressive operation is simple, through the heat of the target; This weapon
weapon in this category. Rocket Arm consists of a gigantic fist is the terror of the slowest VAs...
(Bigger than the VA itself!), equipped with several propellants, *Damage and Ammo: 3d10, 20 shots.
to increase damage. *Extras: +20% bonus to hit *Cost: 2
*Dano: 3d6+FR points.
*Extras: None. The characteristic of the weapon is precisely its
high damage. WIDE-RANGE MISSILE: also called ballistic missiles, this
*Cost: 3 points. weapon has no extra mechanisms, but is the best for pure
destruction.
LASER BLADE: The dream of many pilots, this is the second *Damage and Ammunition: 5d10, 12 shots.
weapon that does not use force, consisting of a concentrated *Extras: none. This is the weapon with the highest possible damage.
energy generator, replacing the hand and a large part of *Cost: 3 points.
the forearm. It is extremely fast, and highly penetrating.
*Damage: 3d6 (NO FR bonus!), cuts IP in half. LASER CANNON: The Laser Cannon creates an extremely
*Extras: Laser Blade can charge energy, and fire a much more penetrating beam of concentrated energy that destroys everything
powerful blow (+1d per turn, maximum 6d6). in its path. This is the best weapon against targets that
However, the pilot can do absolutely nothing other than stand have resistant armor.
still. If you are attacked and/or take damage, the energy is *Damage and Ammo: 3d10, cuts the target's IP in half; 8
destroyed. shots.
*Cost: 3 points *Extras: This weapon follows its trajectory, destroying
everything in its path: it will hit the target and continue
forward, piercing other targets (including allies!).
*Cost: 3 points.
VULCAN: a powerful machine gun, this weapon is considered
standard for most pilots. NAPALM: The definitive weapon for collective combat, it fires
*Damage and Ammo: 4d6, 3x per round, 60 shots. a bomb loaded with a special version of Napalm, which hits
*Extras: none specific: the rate of fire is this weapon's EVERYTHING within a radius of approximately 10 meters! This
greatest asset weapon is not common, and many innocents and Allied pilots
*Cost: 1 point. paid with their lives due to the misuse of this weapon... It is
impossible to completely escape Napalm; your
BIT: A small floating robot, capable of firing energy shots. He Its operation is similar to that of a grenade, with a pulse.
is not known for being powerful, but he can be extremely useful
in critical situations. *Damage and Ammunition: 4d10, pulse 5/2, 8
*Damage and Ammunition: 2d10, 20 shots. shots *Extras: Napalm has an extremely large area of action,
*Extras: a simple advantage of a BIT is that it can be pointed and being able to hit several targets at the same time.
commanded in any direction; however, it will not move more *Cost: 3 points.
than 10m away from the AV
A BIT can be overloaded in a single extremely powerful
shot; This laser shot will cause 4d10 damage, but will render the
BIT useless for 3 turns. If it is overloaded before this time Players may, with the DM's permission, create
passes, it will explode, dealing 4d10 to the pilot holding it. new optionals: to do this, they must find someone who has the
necessary knowledge (read: engineering expertise) and
*Cost: 1 point. resources. Furthermore, the DM must make the final judgment
on the values and powers of the optional (no making a cannon
ELECTRIC NET: A specially prepared mine: when the that deals 20d10 and costs 1 optional point!). Just use the
target approaches, it releases an electrical web, trapping existing ones as an example and have fun!
them for a short period.
*Damage and Ammunition: 2d10, 12 shots.
Machine Translated by Google
In the year 2281, the war that had lasted for half a century
The rulers of the entire world, as a counter-offensive between the government of the “Earth Union” and the “Empire of
measure, united under a single flag, following the example of their Raia” finally came to an end. A ceasefire agreement was signed between
competitors; a single government composed of a complex hierarchy, the two forces, putting an end to the cycle of hostilities. New rulers
called the “Earthly Union”. And so, the war lasted 20 years, when Earth rose to power to ensure that peace would be maintained. And over
finally subjugated the “Federation of Colonies” in 2219, in a maneuver time, the races became allies again.
that shocked humanity, violently destroying the colonies, one by one,
killing millions of people in the process.
However, this peace would not last. A year after the truce
was signed between the two forces, the 18th patrol group reported that
The Earth Union became the victor in this war, but Earth Raia was at war with a rebel unit; With the consent of Raia's ambassador
itself had felt the effects of the clashes: The great centers were in to Earth, Earth intelligence units were sent, who made important
ruins, millions died, and the planet's ecosystem was weakened, discoveries: the former captain of Raia's army, Azrael, who had
with its natural resources scarce. converted himself into a cyborg in an attempt to become the
"soldier" perfect”, had organized thousands of other cyborgs and
declared war on the Raia Empire. Stealing mobile weapons from the
Things that didn't matter at all to the current high command army, this group of rebels invaded the capital of Melkide and began
of the terrestrial union... abducting civilians.
In the year 2225, researchers and explorers from the The Earth Union government, days later, received an
Earth Union discovered a new planet; it had an ecosystem very similar emergency message from the planet Raia; After a tense meeting, they
to that of Earth itself and was inhabited by a race of humanoid decided to carry out a military intervention on the planet Raia.
beings, similar to humans, but slender and with bluish skin: Raia. Quickly, the Earth Union organized and sent a troop made up of
elite members, a group called “Red Shield”, to put a quick end to a
likely war, eradicating enemy forces and rescuing civilians.
Humanity's first contacts with the race of the “Empire of
Raia” were reasonably friendly; Soon a small cultural exchange
between the two races formed.
However, the Earth Union government's intentions were And then, in October 2282, Earth Union forces began
others... attacks on the planet Raia. However, everything is still a mystery:
Why are Azrael's forces abducting civilians? How did he manage to
Earth's natural resources were scarce, and the commanders gather so many cyborg soldiers? And what will be the true intentions of
of the Earth Union saw Raia as a great chance to obtain them, taking the terrestrial union government in this war, since its opponent
them by force; and, during 2231, a series of events, culminating in the from years ago is now weak and defenseless?
assassination of Raia's ambassador to Terra, led Terra and Raia into a
bloody war that lasted for 50 years.
The most intense battle in human history is
to begin...
Machine Translated by Google
Name: Azrael
Height: approximately 1.85
Weight: currently unknown
Age: 29
Date of Birth: 05/11/2252
Blood Type: R
Nationality: Raia
Graduation: former captain of Raia, rebel commander
Name: *****
Height: unknown
Weight: unknown
Age: 3
Date of Birth: unknown Blood Type:
unknown Nationality: Earth (believed
to be USA)
Degree: Weapon of War
Soon after being sent against Raia, she was never heard
from again.
Machine Translated by Google
Class: Medium
Height: approx.
4m Weight: approx. 7t
ATTRIBUTES:
WITH: 3/27
FR: 3/27 (+7)
DEX: 7
AGI: 7 (3,5m/s)
STATS:
IP: 4-9
PV: 16-28
V.MAX.: 14m/s
STANDARD EQUIPMENT:
*Power Knuckle (1d10+FR)
*Command Walker (***)
DETAILS:
This is the standard unit used by the rebels,
being used as infantry; it is capable of using
practically any option without major losses.
Typically, Gaits Units are used in sets of 1d6 units.
Class: ***
Height: Human (1.80-1.90)
Peso: aprox. 100kg
ATTRIBUTES:
CON: 16
FR: 16 (+1)
DEX: 10
AGI: 10 (5m/s)
STATS:
IP: 6-8
PV: 10-17
V.MAX.: 20m/s
STANDARD EQUIPMENT:
*Micro-Missile (3d10)
*Cyber-Jets (***)
DETAILS:
These enemies are soldiers in cybernetic
armor; They have unusual resistance and heavy equipment,
capable of causing serious damage even to an AV
Machine Translated by Google
Class: Medium
Height: approx. 3.5m
Weight: approx. 6t
ATTRIBUTES:
WITH: 8/32
FR: 12/36 (+11)
DEX: 8
AGI: 12 (6m/s)
STATS:
IP: 9-14 PV:
23-35 V.MAX.:
24m/s
STANDARD EQUIPMENT:
*Custom Gauntlets
(Custom arms: 2d6+FR)
*Turbo-Jets (allows
you to float)
DETAILS:
These VAs are relatively
valued from a strategic point of view; Among
its noteworthy features are the flight capacity
offered by the “turbo-jet” and the customized arms,
which do a lot of damage.
Class: Medium
Height: approx. 3.5m
Weight: approx. 7t
ATTRIBUTES:
WITH: 10/34
FR: 10/34 (+10)
DEX: 7
AGI: 7 (3,5m/s)
STATS:
IP: 11-16
PV: 23-35
V.MAX.: 14m/s
STANDARD EQUIPMENT:
*Force Claw (2d6+FR)
*Command Walker (***)
*Flying Mode (3d6+FR, loses defense)
DETAILS:
More powerful, resilient, and destructive soldiers than
the Gaits, Tortus are often used in conjunction with some Gaits,
as a spear leader, or as infantry, when rebel commanders
deem it necessary.
Machine Translated by Google
Class: Medium
Height: approx. 3.5m
Weight: approx. 6t
ATTRIBUTES:
WITH: 12/36
FR: 12/36 (+11)
DEX: 14
AGI: 14 (7m/s)
STATS:
IP: 13-18
PV: 25-37
V.MAX.: 28m/s
STANDARD EQUIPMENT:
*Laser Cannon (3d10, cuts target's IP in half)
DETAILS:
Powerful units, “insects” are most often used as
“guardians”. Many invaders have already been surprised by
these units, thanks to the fabulous arsenal they carry and especially
their jumping ability.
Middle class
Height: approx. 5.5m
Weight: approx. 7t
ATTRIBUTES:
WITH: 15/39
FR: 15/39 (+13)
DEX: 14
AGI: 14 (7m/s)
STATS:
IP: 16-21 (+5 com Shield Cannon)
PV: 28-40
V.MAX.: 28m/s
STANDARD EQUIPMENT:
*Shield Cannon (Dano 2d10/3d10)
*Command Walker (***)
DETAILS:
Possibly the most powerful assault units
in the hands of the rebels, the Blue-Workers are extremely
balanced units; Add to this the fact that these units are usually
always equipped with top-of-the-line options and we have units
that should be respected and feared.
Machine Translated by Google
Class: Unknown
Height: approx.
4m Weight: Unknown
ATTRIBUTES:
WITH: 18/42
FR: 15/39 (+13)
DEX: 20
AGI: 12 (6m/s)
STATS:
IP: 24 PV:
41-63 V.MAX.
24m/s
STANDARD EQUIPMENT:
*Tentacle (2d6+FR, up to 3x per turn)
*Custom Missile (Custom Missiles: 4d10, 3x per
shift)
*Custom Bombs (Custom Explosives: 3d10, 4x per
turn)
DETAILS:
Agmiss is just one of several secret weapons in
power of cyborgs; Originally a VA in development phase,
its projects were stolen by the rebels.
This AV was created with the design of an octopus, and, experts
believe, for aquatic environments. It has no arms, but as legs
it has five powerful tentacles, which end in very sharp
spurs and, in addition, it has a formidable arsenal.
ATTRIBUTES:
WITH: 18/42
FR: 18/42 (+14)
DEX: 18
AGI: 18 (9m/s)
STATS:
IP: 24
PV: 43-65
V.MAX.: 36m/s - 54m/s voando
STANDARD EQUIPMENT:
*Custom Knuckles (Custom Arms: 3d6+FR)
*Custom Laser Cannon (Custom Laser Cannon: 3d10,
cuts target's IP in half)
*Pulse Bomb (Pulse Bomb: 3d10, 4x per turn)
*Chopper Mode (Turns into a Helicopter)
DETAILS:
Another secret weapon, developed by the
rebels, consists of a humanoid/ helicopter hybrid
VA. Its speed is astonishing, being able to change shape
quickly, and its arsenal is extremely dangerous; This is
certainly one of the hidden assets of cyborgs in this
war.
Machine Translated by Google
ATTRIBUTES:
CON: 16/40
FR: 16/40 (+13)
DEX: 16
AGI: 16 (8m/s)
STATS:
IP: 22 PV:
41-63 V.MAX.:
32m/s - 48m/s flying
STANDARD EQUIPMENT:
*Command Walker (***)
*Raven Knuckle (3d6+FR)
*Twin Vulcan (4d6, 6x per turn!)
*Back-Jets (allows you to fly)