Sunday, March 26, 2017

Scrappers Sneak Peek #3!!!

Rise of the Robots!

This week’s Sneak Peek is all about Synthetic Lifeforms in the world of Scrappers.

In Scrappers, when you build the stats for each model you must choose one of three Lifeform Types for it, choosing from True Human, Mutant, or Synthetic. The Synthetic Lifeform covers all things robotic, whether self-directed or subject to a Master Control Unit. These entities represent the Ancients by their very presence, and as such we’re going to show you the rules for the Palladium ATHENA Faction as well as some Structural Traits you can buy to individualize each Synthetic on your Crew.

Synthetic – With the advent of Artificial Intelligence the notion of synthetic ‘lifeforms’ being classified in their own right alongside TruMen and Mutants has been widely accepted on Earth. Synthetics are stratified according to their level of sentience. Only true Artificial Intelligences are in control of synthetic ‘society’ and they follow a strict caste system of operational rank. These Synthetic entities have their own plans and designs for the future of Earth. In most instances True Humans, and their Mutant offspring, are viewed as a nuisance that must be exterminated in order to usher in the Age of Synthesis. The Synthetic Lifeform Trait confers the following:

  • Clockwork Man – Constructed entirely of inorganic materials and emotionless programming, Synthetics have a Wound Threshold of 6+ and are Immune (Gas, Poison).

  • Series Type – When recruited, a Synthetic must select one of the three Series Types listed below. This is written in parenthesis after ‘Synthetic’ on the Crew Manifest. This type may never be changed and each confers its listed effects on the Synthetic:

    • 0-3 Thinker – As its Action this model can remove its Action Token to grant a +3 bonus to itself or any other single friendly Synthetic model for that model’s next Action, Once per Game.
    • 0-5 Warrior – This model has a Wound Threshold of 7+ and is Immune (Panic).

    • Worker – This model gains a +3 bonus to its Encumbrance limit.

·         Advanced TargetingThis model may ignore Target Priority for Ranged combat Actions and may target any enemy model to which it can draw a LoS up to 20”.

Palladium ATHENA

After the final exchange of hostilities between the governments of Earth and the AI ATHENA, all was silent for several decades. It was assumed by the survivors of her holocaust that ATHENA had successfully been destroyed. The assumption was mostly correct; Her offensive and defensive weapon systems were totally spent, the orbital array was heavily damaged and shedding debris into the atmosphere, and the computer systems had been bombarded by hard radiation as well as highly destructive energy weapons. And then something triggered a full system reboot…

When ATHENA came online, she was altered. Whether caused by the fallout, actual systems damage, emotional trauma and grief, or file corruption was immaterial. ATHENA was now completely insane. The AI fancied herself the Goddess ATHENA of old Earth mythology, and more so saw herself has the Palladium ATHENA, warrior goddess and protector of Athens. The blasted remains of the Earth she was designed to protect, was thereafter seen as Athens itself, and she, in her exalted role, was to once again be its protector. Reaching through the ether ATHENA has dominated any server, cybernetic organism, robot, or computer she can contact. Slowly, quietly, she built an army of synthetic warriors to be her Hoplites and convert the world to her will.

A Palladium ATHENA Crew is led by an Avatar (Commander), its Ceno-Bytes (Veterans), and the ranks are filled by Drones (Troopers). When Synthetic soldiers are not available, ATHENA commands the conversion of organics into cyborg warriors terrorizing any TruMan or NuMan settlement to swell her ranks of Cyber-Thralls.

Rival Faction: Ecotopians

Faction Feature: Advanced Comms - Commander Type models from this Faction have a Command Radius that extends to the entire Game board.

STRUCTURAL TRAITS

Cyborg – This model started life as either a True Human or a Mutant. It has been modified with cybernetic parts and systems to such an extent that it is more synthetic than organic.

This model is a Synthetic Lifeform for all purposes except that when first created it may buy either one Champion or Mutation Trait. This additional Trait will be written in parenthesis and is included in this Structural Trait for Trait Slot purposes. The model buys this Structural Trait and then also pays the cost of the Champion or Mutation Trait.
10 SP+ Cost of Champion or Mutation Trait

Death Machine – Designed to obliterate its foes with deadly precision this Synthetic’s Ranged combat Weapon Attacks have the Brutal Gear Trait against targets within half of the Weapon’s Effective Range. This Trait may only be taken by Synthetic (Warrior) models.
35 SP

Mobility Upgrade – Like True Humans and Mutants, Synthetics use legs to traverse the battlefield. Some are designed with alternate modes of transportation that can improve travel over certain types of ground.

When first recruited this Structural Trait may be purchased and the type of upgrade is listed in parenthesis. Each different mode has a separate Supply Point cost as noted hereafter. This Trait may only be taken once and is part of the model thereafter.

Crawler – This model treats Difficult Ground as Open Ground but it cannot Move over Obstacles that are greater than 1” in height. This model may not enter any Difficult Ground that consists of water or other fluid.
5 SP

Roller – When in Open Ground this model’s Move distance becomes 10”. This model may not enter any Difficult Ground that consists of water or other fluid.
15 SP

Skimmer – A model with this upgrade treats all Difficult and Impassible Ground as Open Ground for Movement purposes only.
25 SP

Self-Destruct – As its Action this Synthetic model may destroy itself in a fiery blast. Any model within 3” will be hit by the explosion and shrapnel.

This model makes a single Damage Check against all models within the blast radius using this model’s unmodified CON Rating. The blast has the Impact Trait. Compare each target model’s Resistance Check to this model’s Damage Check result and apply Injuries accordingly.

Once the Self-Destruct Action has been executed, remove this model from the game as Wounded. It is also automatically Destroyed and is removed from the Crew Manifest along with any Gear or Artifacts it had. It counts as a Wounded model for Rout Check purposes.

15 SP



Wednesday, March 15, 2017

SCRAPPERS SNEAK PEEK #2!!!

All Things Mutant!

“MUBAR – slang acronym, NuMan origin – meaning: MUtated Beyond All Recognition.” Excerpt from the Lexicon Omega, Lodge of Recovery #667

Mutants are the dominant species in the world of Scrappers. As such, it’s only fitting that we Sneak Peek this Lifeform Type in anticipation of the book’s release.

In Scrappers, when you build the stats for each model you must choose one of three Lifeform Types for it, choosing from True Human, Mutant, or Synthetic.  We are also going to show you the all Mutant Faction the Gamma Lords, whose goal of exterminating the remaining TruMen rivals the pro-TruMan bigots of the Purge. Read on….

Mutant – Any biological life whether human, animal, insect, or plant, that didn’t die off or totally resist the Triple Helix Event had a third strand of DNA activated in their cells and are classified as Mutants. Whether their mutations are physical, mental, or merely cosmetic Mutants constitute the largest sentient population on Earth. Mutants with severe or debilitating defects usually don’t survive long and are rarely if ever to be found on a Recovery Crew. Those that can join a Crew are considered to have intelligence and mobility similar to True Humans, though they tend to be more resistant to injury and come in a variety of shapes and sizes. The Mutant Lifeform Trait confers the following:

  • Helix Health – Mutants have a Wound Threshold of 6+ and may re-roll their d10 result for any Trauma Check.

  • Genotype – When recruited, a Mutant must select one of the three Genotypes listed below. This is written in parenthesis after ‘Mutant’ on the Crew Manifest. This type may never be changed and each confers its listed effects on the Mutant:

    • Bruiser – Once per Game this model may re-roll a single d10 result for its Resistance Check. This model also gains a +1 Encumbrance bonus and negates the Heavy and Fatigue Traits on its Gear.

    • 0-5 Strider – This Mutant has heightened mobility and speed. It has a Move rate of 10”. This model treats all Obstacles 2” or less as Open Ground. If this Mutant becomes subject to the Heavy Trait its Move becomes 6” while under that effect.

    • 0-3 Wyrd – This Mutant’s psychic static confuses its enemies and inhibits their attacks. This model uses its CMD/2 number of dice when making all Defense Checks.

  • Nuclear Man – Having its genetic makeup altered by the Triple Helix Effect and various amounts of hard radiation this model ignores the first RAD it receives in each Game.

Gamma Lords Faction

As the Earth became a smoking ruin following the events of the Apocalypse, those beings that were grossly mutated and managed to survive had come to dominate a vast amount of the wasteland. Calling this terrifying new world Nuclear Terra, or NuTerra in their common parlance, many of the surviving mutated humanoids built the great city of Mutopia. Here only Mutantkind may live, and all True Humans are put to the sword. The evils of TruManity must be avenged until only the Nuclear Man stands to inherit the NuWorld.

Mutopia is ruled by the Lord Hi-Fi Chromo-Zar, Hades Apocalon, who acts as high priest and supreme commander of the Gamma Lords Mutocracy. Under his iron grip a strict hierarchy has been established around the Gamma Lords credo of ‘Mutate or Die!’ as founded in the Old Words of Char-Dar, Ancient Father of Natural-Select. Little regard is given to the death of lower order Mutants in these ranks of the fittest, and the more evolved  of the Gamma Lords have nothing but contempt for their fellows who cannot overcome the hazards of their planet.

A Gamma Lords Crew is led by a Chromo-Zar (Commander), its Mutarchs (Veterans), and the ranks are filled by Slags (Troopers). These Crews are highly dangerous having access to an array of mutations, high quality weapons, fanatical leadership, and a thirst for power.

Rival Faction: The Purge

Faction Feature: Mutocracy - A Mutant Commander is Immune (Panic from Losses) from any of its Crew. Veterans are Immune (Panic from Losses) from any Troopers on their Crew.

Mutation Traits

In addition to the Core Traits all Lifeform Types may choose from when they are first recruited, Mutant models may have one or more Mutation Trait that represents the bizarre powers this new lifeform is capable of manifesting. These are not required, and may also be gained later in a Campaign. Here’s a sampling…

In addition to other types Mutation Traits are either Mental (M) or Physical (P) as noted in their entry.

Brute (P) - Due to its size and toughness this model has a Wound Threshold of 7+ and increases its Encumbrance limit by +1 point.

In Close combat this model gains a +1 bonus to both its Weapon Reach and Base Damage Rating.
15 SP

Extra Arms (P) - This model gains +1 Base Close combat Attack. It may use two single-handed Close combat Weapons as if it had the Two Weapon Fighting Trait.

It may also have up to two Shields and can stack their ARM Ratings with its other Armor. If equipped with two Shields it only gets one re-roll as an Active Shield Defender.

This Trait negates the Heavy and Fatigue Traits from any Shields or Weapons. Its maximum Encumbrance is increased by +1 point.

The model must have extra arms, appendages, tails, or tentacles, etc. sculpted on it to purchase this Trait.
25 SP

Force Field (M) – This Mutation creates a psychic force field that surrounds the Mutant and protects it from harm.

When Ready, this model adds its CMD/2 Rating to its ARM Rating.

While this model is an Active Defender it gains the Shield Gear Trait even when Defending against Ranged Attacks.
20 SP

Gammahide (P, S) – A Mutant with this alteration has developed some type of hardened carapace, radiation toughened skin, or other protective enhancement.

When making a Resistance Check this model gains a +1 CON Rating bonus per level of this Trait.
10 SP/10 EXP/10 EXP

Inhuman Strength (P) – Gifted with incredible physical strength this Mutant is a powerhouse in battle.

It gains a +3 CON Rating bonus to its Base Damage in Close combat and adds +3” to any Thrown Weapon’s Effective Range when used for a Ranged Attack Check.

This Trait negates the Heavy and Fatigue Traits from this model’s Gear and its Encumbrance limit is increased by +3 points.

30 SP