Read the news here:
http://brinkofbattle.blogspot.com/2019/12/permanent-price-reduction-announcement_7.html
Scrappers: Post-Apocalyptic Skirmish Wargames
Blog for all things Scrappers PA skirmish game from Osprey Games.
Sunday, December 8, 2019
Sunday, August 27, 2017
Scrappers is part of Osprey Summer Sale!
FRIDAY'S GAME COMPANY CLOSURES...
I'm very sad to see the announcement that our friends at
Spartan Games closed their doors today. As many of you who own our Scrappers
game know, Spartan Games scenery is highly featured throughout. They were one
of our first and very generous product sponsors, and we were proud to feature
their scenery in our product.
It is with much empathy that we wish them all good luck in
their future endeavors, whatever they may be.
And then to read the same thing about Tor Gaming. Again, as
a small crew of volunteers who love this hobby, we deeply understand the
increased difficulty in today's crowdfunding fueled consumer market to fight
for the 'mind share' of customers.
So we wish the folks at Tor the best as well.
My brother-in-arms Mike Todd, owner of The Launchpad Comics
& Games in Lodi, CA, and I have been conversing the past few weeks as to
how flooded today's wargame/boardgame/role-playing game market has become with
so many new products and companies fighting for the same dollar. Add to that
the foundational companies who have built the industry over the past 30 years
with their time tested product lines, and we have a serious barrage of things
to spend your money on, and you can't buy them all....
In fact, I was lamenting that we haven't sold out our first
print run of Scrappers yet, and then a few days later realized its only been
available for just over 4 months! ONLY 4 months! I think it feels much longer
because of the enormous amount of competing products that have hit the market
since we dropped Scrappers April 17th. It feels like much longer, but its still
in its infancy as a live product, so I'm not feeling so bad.
I honestly think my expectations were artificially high,
because of the other print runs of other books I've seen that sold out in a few
weeks. Now I have reset my timeline. :)
Over the next few days we will be posting spotlight snaps of
miniatures and scenery in our Scrappers book from our strategic partners.
Please check them out and if so inclined get them some business!
All my best,
Bob Faust
Wednesday, July 12, 2017
Scrappers "how to" videos!
Finally did some amateur videos which was way outside my comfort zone.
https://www.youtube.com/channel/UCjlTRMMSBSzaC92yymCGBNQ
https://www.youtube.com/channel/UCjlTRMMSBSzaC92yymCGBNQ
Saturday, April 15, 2017
SCRAPPERS SNEAK PEEK #6 – ALL THINGS TRUE HUMAN!
While
we are rapidly approaching the release date for the rulebook (Yay!), we have
here our sixth and final Sneak Peek featuring none other than us, 350 years
from now! That’s right, True Humans are the fittest survivors of our species
who are bravely fighting to stay alive in a world gone mad. We’ve also listed
The Purge Faction of human zealots hell bent on killing off every mutie on the
planet. And we’ve added ALL of the Champion Traits in the book.
True Human – Survivors of the Triple Helix event
who were not mutated or killed are known as True Humans or TruMans in common
parlance. True Humans have evolved over the years in order to survive the
horrors of Earth, and as such are the strongest, smartest, and fittest paragons
of Homo sapiens. Amongst the pro-TruMan rhetoric of the Purge, True Humans have
been scientifically renamed Homo Sapiens
Invictus. The True Human Lifeform Trait confers the following:
- Aptitude – True Humans may use Alpha User
Gear. Once per Game, this model may re-roll a failed Gear Check.
- Survival Instinct – Whenever this model has a Defense Check result that is exactly equal to the opposing
model’s Attack Check result, this model will win the contest by 1 point.
This will result in a missed Attack from the opposing model.
·
Just
Won’t Die – True
Humans have a Wound Threshold of 5+. It takes 3 Shocked results in the same Turn to
cause an automatic Wound on this model.
The Purge
Almost
from the Beginning of TruManity’s recovery from the Triple Helix Event and
subsequent holocaust, there has been a stark resistance, nigh fervent hatred,
of any and all Mutantkind. The chief archivists of the Architech lodges
disagree on whether it was the Ancient text called Malleus Malficarum, the
Hammer of Witches, or its rival script, Mein Kampf that was the Holy Word for
the True Humans identifying themselves as specist bigots collectively known as
The Purge.
This
Faction is a schism to the more open-minded Architechs group who see TruMan and
NuMan on a more equal footing. The Purge preaches ‘Death to the Mutant’ as a
pre-emptive defense against what in earlier times was the literal extermination
of the Human Race. They hold that Earth is now an actual Purgatory, and that
only when the Mutant is exterminated will the world return to its former glory.
A
Purge Crew is led by an Inquisitor (Commander), its Prefects (Veterans), and
the ranks are filled by Zealots (Troopers). The Purge will stop at nothing to
eradicate any Mutant they encounter, and take great pleasure in finding and
using weapons of the Ancients in this task.
Rival Faction: Gamma Lords
Faction Feature: Righteous Zeal! - As long as there is a single Mutant
enemy model in play, all Broken members of this Crew automatically Steady at
the start of the next SitRep Phase.
CHAMPION TRAITS
Only
True Human models may access Champion Traits.
Athlete (S) – When making Terrain and Falling Checks this model
gains a +1 CBT Rating bonus per level of this Trait. This model’s Encumbrance
limit is increased by +1 point irrespective of level.
5 SP/5 EXP/5 EXP
Crushing Blow - When making Close combat Attacks with a Close
combat Weapon, this model’s Weapon gains the Impact Gear Trait.
10 SP
Gunsmith - This Trait allows a model armed with a Longarm or
Sidearm to immediately re-roll a single failed Weapon Gear Check Once per Turn.
15 SP
Hack & Slash - When executing a Charge Action this model may add
+4” to his Charge Move distance. It may not use this if subject to the Heavy
Trait. This model may not use this extra Charge Movement to enter Difficult
Ground.
10 SP
Hawkeye - This model never suffers from any Long Range
penalty when executing a Take Aim Action with a Ranged Weapon.
25 SP
Myrmidon - This warrior is trained to fight several enemies at
once in melee combat. This model uses its full CBT Rating when Engaged with
Multiple Opponents in Close combat. It is also Immune (Panic from Outnumbered
Checks).
10 SP
Paragon - This model embodies a superior ability in one
particular attribute that exceeds those of its peers.
When this Trait is first taken the Player must
choose one of its three Ratings that will be noted after this Trait in
parenthesis. For example, if the Player chose Combat he would list it as
Paragon (CBT) on the Crew Manifest.
Once per Game this model may add a +3 Rating bonus
to any Check that is made with his chosen Rating. This bonus may be added after
the Check result has been determined. This Trait may only be taken once by a
model.
10 SP
Stubborn – When Broken this model automatically stops fleeing
during the Recovery step of the next SitRep Phase as if it had been the target
of a Steady Action. It may be Ordered an Action normally later that Turn in the
Orders Phase. This Trait does not confer the Move component of a Steady Action.
10 SP
Targeteer - Whenever this model executes a Take Aim Ranged
combat Action it may re-roll its Attack Check result Once per Turn.
20 SP
Weapon Expert - Choose a Weapon Category from the list below. This
model gains a +1 CBT Rating and Base Damage bonus when using a Weapon from that
group. This counts on Ranged Attacks for Ranged Weapons and both Attack and
Defense Checks for Close combat Weapons.
Include the Weapon category in parenthesis next to
Weapon Expert on the Crew Manifest.
Weapon Groups:
- Archery (Includes Bow, Hand
Crossbow, and Crossbow)
- Bludgeons (Includes Bludgeon, Great
Bludgeon, Flail, and Great Flail)
- Cleavers (Includes Cleaver &
Great Cleaver)
- Kung Fu (Kung Fu)
- Longarms (All types)
- Sidearms (All types except Hand
Crossbow)
- Swords (Sword & Great Sword)
- Thrown (All with the Thrown
Trait, whether used in Close or Ranged combat)
15 SP
THE PURGE FACTION TRAITS
All Out Attack - Throwing his entire body into the effort, this
warrior trades a balanced defense for an overbearing strike.
This Trait may be used when this model executes a
Stand & Fight Action, and it gains a +3 CBT bonus for its Attacks.
However, if a Defender’s Defense Check result
exceeds this model’s Attack Check result by any amount, it triggers a
Counter-Attack.
5 SP
Fanatic - The model with this Trait is a crazed fanatic for
its cause, whatever that might be. So resolute is his mind that he ignores even
the most terrifying of circumstances.
This model is Immune (Panic).
20 SP
For TruManity! – When executing a Charge Action this
model gains +3 to its Weapon Reach in Close combat.
5
SP
Friday, April 7, 2017
How To Build Your Scrappers Crew!
Example
of Building a Scrapper Crew
Before Players can start a game of Scrappers,
each needs to ‘build’ or ‘recruit’ his Scrapper Crew. This is a step by step process that is done
for each miniature on the Crew. All of the Game statistics for each model are
written down on the Crew Manifest.
For this example of Crew building, Phil will
start with a general theme of a Freelancer Crew that was recently formed by
their leader Anton Jaeger. (Naming your models and giving your Crew its own
backstory or theme enhances the overall Player experience).
Consulting the Crew Organization Table, Phil sees
that his Crew must have a minimum of 3 models and no more than 15. He also must
have 1 Commander and can have 0-2 Veterans and any number of Troopers. So,
armed with his starting pool of 750 Supply Points, Phil starts assembling his
force.
Choose a
Faction
Phil chooses to make a Freelancer Scrapper Crew
led by Anton Jaeger his Commander. He likes the idea of a team that goes after
high value relics of the past that may not have much practical function but
that will fetch a high price, such as Ancient art or cultural effects. He
decides to call his band ‘The Reliquarians’. This thematic backstory does
nothing mechanically, but enhances the experience as Phil rounds out the
members on his Crew.
The Freelancer Faction gives Phil an extra
Veteran model he can recruit, so now his Crew could have up 0- 3 Veteran models
to start. Phil will also be able to start the Campaign with 0-2 Scarce pieces
of Gear.
Choose
Model Types & Lifeforms
Starting with his Commander, Phil decides he
will build Anton as a True Human Lifeform. He notes this on his Manifest. After
he finishes purchasing Anton’s Ratings, Traits, and Gear he will then move on
to his next model of choice and go through the same steps for each model until
he runs out of Supply Points. If he doesn’t use his entire starting SP
allowance, then the remaining points go into his Crew’s bank of unspent SP’s.
Anton’s
Ratings, Traits, & Gear
Next Phil will buy Anton’s Ratings. He wants a
capable Commander in all three areas. Since this model is a Commander his
Maximum Rating to start is 6. Phil buys a 5 Combat Rating for 15 SP, a 6
Command Rating for 18 SP, and a 5 Constitution Rating for 13 SP. Anton’s
Ratings are filled in on the Crew Manifest as CBT 5, CMD 6, CON 5 for a
combined total of 46 SP’s that are subtracted from his 750 total.
Next up are Jaeger’s Trait options. As the
Commander of the Reliquarians, Anton Jaeger automatically gets the Commander
Trait for free, but it does take up one of his 3 Trait Slots. Phil wants to buy
a couple of Traits for Anton, and since he is a True Human those Traits can
come from the Core and Champion Trait lists. As the Crew is a Freelancer
Faction, Phil may also choose from the Freelancer Faction Trait list for Anton.
After reviewing the available Traits, Phil buys
Weapon Expert (Longarms) for 15 SP’s and Dauntless+1 for 5 SP’s. This uses up
all of Anton Jaeger’s Starting Trait Slots. In subsequent Games, Phil will be
able to use any of Anton’s Experience Points to buy up higher Ratings and/or
Traits.
Finally, Phil looks at the model he picked for
Anton and buys the Gear he’ll need to survive the dangers of the Omega Zones.
The figurine has a longarm rifle of some type, a sword, and some kind of body
armor. Phil buys Anton a Tac-Suit for
protection at 20 SP, a Sword for 5 SP and an Assault Rifle for 40 SP. The model
does not have any type of head gear other than a cloth beret, so Phil cannot
buy Anton a Helmet because that would break the What You See Is What You Get rule.
Phil also buys a piece of Scarce Gear for Anton in the form of Extra Ammo for
15 SP.
Adding all of the Supply Points up for Anton
Jaeger, Phil will subtract 146 SP from his 750, leaving 604 SP to buy his remaining
Crew. Phil checks the Encumbrance limit Anton has of 5 and compares it to the
Gear he purchased. The Tac-Suit (1), Sword (1), Assault Rifle (1), and Extra
Ammo (1) all add up to 4 pieces of Gear. This leaves Anton with 1 remaining
Encumbrance to use for either carrying Scrap during a Game or for another piece
of Gear acquired later in the Campaign.
Wash,
Rinse, Repeat
Now that his mandatory Commander model has been
purchased and logged on his Crew Manifest, Phil will move on to his next model.
He decides to recruit his Crew’s first Veteran and chooses the Mutant (Bruiser)
Lifeform Type. He names this model Hank the Tank and buys his Ratings. Since
this is a Veteran model type the starting Maximum Rating is 5. So, Phil buys
Hank a CBT 5, CMD 4, CON 5 Ratings Profile for a total of 36 SP.
Next Phil consults the Core, Mutation, and
Freelancers Trait lists to see what Traits he can buy for Hank. He wants to
capitalize on Hank’s ability to have Mutations and buys him the Gammahide+1 and
Brute Mutation Traits for a total of 25 SP.
For Gear, Phil uses his second Scarce Gear
feature from his Freelancer Faction and buys a Machinegun for Hank the Tank. He
then adds a Scrap Metal Armor, a Great Cleaver, and a Helmet for a total of 110
SP.
Phil adds up Hank’s Ratings, Traits, and Gear
costs which total 171 SP. Subtracting this from Phil’s 604 remaining SP brings
the new remainder to 433 SP.
Phil looks at the Gear on Hank and totals up
the Encumbrance. The Scrap Metal Armor and Machinegun are Heavy and count as 2
pieces of Gear each. However, since the Bruiser Mutant Genotype allows Hank to
negate the Heavy and Fatigue Traits on his Gear, those two items will only
count as one Encumbrance each. Since the Helmet Gear is Light it does not count
as a piece of Gear for determining Encumbrance. Hank the Tank’s total
Encumbrance is 3 out of a maximum of 6 leaving him plenty of room to carry
Scrap Tokens.
Remaining
Models
Phil has two models built for his Scrapper Crew
and 433 Supply Points remaining. He must have a minimum of 3 models on his
starting Crew, but experience has taught him he should have a good number of
additional bodies to help with his Rout Check threshold and also to be able to
grab as much Scrap as possible to sell later for more Crew and Gear.
Keeping numbers in mind, Phil opts to just buy
some Troopers instead of maxing out his available Veterans. He wants a fairly
standard build for these Troopers since he will be able to tailor their Ratings
and Traits between Games with Experience Points. This will also allow him to
adapt his Crew to fight his friends’ Crews once they reveal what their guys can
do in the first Game of the Campaign.
He wants to make a couple of Synthetic (Worker)
models to carry more Scrap Tokens than the rest, and then one or two additional
Troopers to round out his Crew. Phil’s Freelancer Crew can have any mix of each
Lifeform Type limited only by the sub-type restrictions.
He takes 2 Synthetic (Worker) Trooper models
with CBT 3, CMD 2, CON 4 for 16 SP. He gives them both the Mobility Upgrade
(Roller) Structural Traits for 15 SP apiece. He then buys them each a
Submachinegun and Piece Metal Armor for 40 SP each. Each model costs 71 SP. He
names the two Synthetics Cargobot-X2 and Cargobot-X43.
Subtracting both from his remaining balance,
Phil sees he has 291 SP to use for his last models. He wants to start the Game
with 7 members on his Crew so he divides the remaining 291 by 3 and gets 97 SP
to spend on each one.
He decides to make these rank and file TruMans.
He gives them a CBT 4, CMD 3, CON 4 Ratings Profile for 22 SP each. He buys
them the Marksman+1 Core Trait for 5 SP each. Finally Phil equips them each
with a Tac-Suit, Helmet, Knife, Gas Mask, Ruck Sack, and Submachinegun for a
total per model of 68 SP. Adding this up for all 3 models brings the total to
285 SP. He names them Bruce Was’ton, Dane of Vol, and Gritz Hammond. Since
their Tac-Suits and SMG’s are the only Gear that isn’t Light, each Trooper has
an Encumbrance of 2 leaving room for a couple of Scrap Tokens each.
Phil adds up all of the spent Supply Points on
his Crew and totals 744 Supply Points. Phil writes down 6 SP on his Manifest to
use later and his Reliquarians look like this:
The Reliquarians
Freelancer
Faction
Anton
Jaeger, True Human Commander
Ratings: CBT 5/CMD 6/CON 5 ARM
3
Traits: Commander, Weapon
Expert (Longarms), Dauntless+1
Gear: Tac-Suit, Assault
Rifle, Sword, Extra Ammo
Hank the
Tank, Mutant (Bruiser) Veteran
Ratings: CBT 5/CMD 4/CON 5 ARM
4
Traits: Brute, Gammahide+1
Gear: Scrap Metal Armor,
Machinegun, Great Cleaver, Helmet
Cargobot-X2,
Synthetic (Worker) Trooper
Ratings: CBT 3/CMD 2/CON 4 ARM
2
Traits: Mobility Upgrade
(Roller)
Gear: Piece Metal Armor,
Submachinegun
Cargobot-X43,
Synthetic (Worker) Trooper
Ratings: CBT 3/CMD 2/CON 4 ARM
2
Traits: Mobility Upgrade
(Roller)
Gear: Piece Metal Armor,
Submachinegun
Bruce
Was’ton, True Human Trooper
Ratings: CBT 4/CMD 3/CON 4 ARM
3
Traits: Marksman+1
Gear: Tac-Suit, Helmet, Gas
Mask, Knife, Ruck Sack, Submachinegun
Dane of
Vol, True Human Trooper
Ratings: CBT 4/CMD 3/CON 4 ARM
3
Traits: Marksman+1
Gear: Tac-Suit, Helmet, Gas
Mask, Knife, Ruck Sack, Submachinegun
Gritz
Hammond, True Human Trooper
Ratings: CBT 4/CMD 3/CON 4 ARM 3
Traits: Marksman+1
Gear: Tac-Suit, Helmet, Gas
Mask, Knife, Ruck Sack, Submachinegun
Saturday, April 1, 2017
Scrappers Sneak Peek #4 – All things GEAR!!!
As we count down to release day,
the overwhelming response to our latest Sneak Peek poll was that y’all wanna
see the goodies you can equip your Crew with to lay down the hurt when they
scrum with other Crews. So here it is in all its gory glory!
GEAR
Gear is
the composite term that summarizes the Weapons, Armor, and Equipment carried by
the members of your Crew. This section will detail the important points of
different types of Gear and the rules for using these instruments of war in
your games.
ARMOR DESCRIPTIONS
Common Armor
Helmet – This head armor ranges in style, substance, and
function. Any type of head adornment shown on the model may be used for this
Gear.
5 SP
Leathers – Perhaps the most common garb in the Zones is an
assortment of leather clothing or light armor reinforcements to ordinary
clothing collectively referred to as Leathers.
5 SP
Piece Metal – This armor is a collection or hodgepodge of
different metal, ceramic, or Plast-Iron pieces cobbled together to provide some
increased measure of protection.
10 SP
Scrap Metal – This improvised heavy armor is an assortment of
Plast-Iron scraps and various metals and fabrics used to provide greater
protection at the cost of comfort.
30 SP
Shield – This device is worn on one appendage and is
useful in providing protection against most muscle powered Weapons.
5 SP
Tac-Suit – This armor is primarily made from high density
ballistic fabrics and impact resistant plates. It comes in many configurations
and is most commonly used by the more successful Scrapper Crews.
20 SP
Scarce Armor
Blast Shield – Made from Plast-Iron sheeting this shield can
resist greater damage from attacks than mundane equivalents.
15 SP
Combat Armor – The manufacture of this armor is a closely held
secret of the Architechs. The suit is made of multiple Plast-Iron carapace
pieces over a ballistic cloth body sleeve.
50 SP
Artifact Armor
Battle Armor – The mainline protection for precursor ground
troops this is a heavier full carapace armor system with sealed life support
body sleeve.
Bonded Hull – Reserved for war and security robots this
defensive system is impervious to most forms of attack.
Force Shield – This wrist mounted protection generates a round
shield of force that deflects and absorbs damage.
Intruder-Suit – Designed for infiltration and sabotage missions,
this battle suit has advanced holographic and thermal camouflage projectors
that confuse and disrupt all manner of detection methods.
Powered Armor – This is Battle Armor that has been enhanced with
a fully powered bio-feedback exoskeleton that increases the wearer’s strength
and endurance allowing for thicker armor to be added.
Skin-Suit – Used primarily as vacuum and hostile environment
life support, these form fitting suits provide basic protection from physical
harm as well.
War-Shell – The ultimate development in personal protection,
this battlesuit dominates any battlefield. Completely covered in reinforced
Plast-Iron carapace, bonded on the molecular level, and powered by an advanced
bio-feedback exoskeleton around its fusion powered core, few enemies can stop
this technological Titan.
WEAPON DESCRIPTIONS
Common Weapons
Close Combat
Bludgeon - Blunt force trauma Weapon or tool such as a
mace, large wrench, chain, or hammer.
5 SP
Cleaver – Heavy edged cutting or chopping implement such
as an axe, scimitar, or machete.
5 SP
Great Bludgeon, Cleaver, or Sword – These are two-handed versions of their
respective single-handed namesakes.
10 SP
Grinder – This covers any chainsaw, buzz-blade, or other
high speed hand-held device that grinds through flesh and metal alike.
20 SP
Knife – A Scrapper’s best friend. Don’t go into a Zone
without one.
1 SP
Spear – A sharp blade fixed to a two-handed length of
stick.
5 SP
Sword – The King of Weapons, this covers all varieties
of cut and thrust double edged blades between two to four feet in length.
5 SP
Ranged Combat
Assault Rifle – A rifle designed for full or semi-automatic
bursts, this longarm is prized among most Crews.
40 SP
Auto-Pistol – The staple small arm of the Zones, this Sidearm
fires medium caliber rounds reloading semi-automatically.
20 SP
Auto-Shotgun – This combat shotgun fires like a semi-automatic
rifle without having to manually chamber the next round.
30 SP
Boomsticks – A favorite ballistic Weapon of the Sons of
Entropy, these are contact detonation explosives strapped to a light javelin or
similar stick used to throw the device at short range.
15 SP
Bow – One of the oldest weapons crafted by Ancient
Man, this quiet, versatile weapon can be surprisingly lethal in the hands of a
trained archer.
15 SP
Crossbow – This represents all low-tech archery weapons
firing from a stock with a bow across the front providing propulsion for the
quarrel or bolt.
15 SP
Hand Crossbow – A smaller version of the crossbow, this is small
enough to be fired with one hand or from a wrist mount.
10 SP
Revolver – These are medium caliber revolving chamber
pistols that are manually loaded.
15 SP
Rifle – This category covers most self-loading rifled
longarms.
30 SP
Submachinegun – This is a compact firearm used for close quarters’
engagements. It’s abbreviated as SMG.
30 SP
Scarce
Weapons
Flamethrower – A favorite of The Purge, this device fires a
stream of flaming death that immolates anything or anyone in its path.
85 SP
Grenade Launcher – This gun fires 10mm grenades in a semi-automatic
fashion. It includes Concussion, Fragmentation, and Smoke grenade types which
may be chosen prior to the declaration of a Ranged combat Action. Buying this
Weapon grants enough Grenades to use in each Game without need to repurchase.
40 SP
Grenade – A small hand-held device that detonates upon
impact or by timer to release its effect in all directions. This may also be
projected from a Grenade Launcher. Buying Grenades by themselves grants enough
to use in each Game without need to repurchase.
- Concussion – Flashbang shock and awe effects.
5 SP
- EMP – Designed to knock out electronic systems
this version is very effective against Synthetics.
15 SP
- Fragmentation – Made to hurl shrapnel in all directions.
10 SP
- Prismatic – Smoke enhanced with reflective particles
that disrupt laser fire.
5 SP
- Smoke – Billows obfuscating gas through the air in
any color.
5 SP
Machinegun – This is the man-portable version of a machinegun
used for squad support or to create a beaten zone of fire to discourage enemy
activity.
55 SP
Rocket Launcher – While there are many variations of this device
the basic principle is a tube that fires an explosive projectile.
100 SP
Sniper Rifle – This gun is a large caliber Longarm capable of
hitting targets up to a mile or more.
60 SP
Artifact
Weapons
Blaster Cannon, Pistol, and Rifle – Using a focused beam of hypersonic energy this
Weapon strips flesh from bone and shatters inorganic materials. Each type
varies in its range, rate of fire, and damage output.
Bonded Blade – This blade’s edge has been bonded on the
molecular level to provide superior sharpness.
Devastator Pistol – The beam from this gun causes horrendous
destruction to flesh and circuits alike. It is rightly feared by those who
covet its power.
Energy Baton – This bludgeon is wreathed in a powerful energy
field that amplifies its lethality in combat.
Fusion Rifle – The ultimate in man-portable combat arms, this
gun creates a fusion reaction that is channeled down the barrel to incinerate
its target with the heat of a sun.
Gauss Pistol, Rifle, and
Submachinegun – This family of guns fire a
small caliber high velocity round with an armor piercing core by using a
magnetic field to accelerate the bullet and impart spin.
Gravity Gauntlet – A gravity enhancer has been incorporated into
this battle gauntlet to increase the force of its strikes.
Laser Cannon, Pistol, and Rifle – These Weapons all utilize a power cell to
concentrate light energy into a destructive beam.
Some
versions of this Weapon family use x-ray laser technology to bypass traditional
laser defenses.
Plasma Flamer – Replacing liquid fuel with super-heated plasma,
this ‘flamethrower’ sprays a highly destructive inferno that consumes anything
it hits.
Common
Equipment
Climbing Rig - This is a general term for any combination of
devices and rope that assists in climbing sheer surfaces. The model with this
Gear should have some kind of rope and/or harness modeled on the figure proper.
When
making Terrain Checks for the Climb Action this model gains a +3 CBT Rating bonus.
5 SP
Extra Rations - Nothing improves a Scrapper’s morale and fitness
like an abundance of good quality food or a full fuel cell, depending on how
they swing.
Extra
Rations must be purchased for all models in a Crew. If this has been done, then
this Crew’s Player gains one extra Break that can be used Once per Game.
Extra
Rations only work for one game at a
Supply Point cost of 5 points per model in the Crew. They can only be purchased
if the Crew does not have any at that time and may not be purchased in
multiples.
5 SP/each
model
Gas Mask - This piece of Gear comes in many
forms and is useful in filtering out dangerous fumes and gases.
A
model using this Gear gains a +3 CON Rating bonus when making a Resistance
Check against an Attack bearing the Gas Source Trait.
10
SP
Ruck Sack - Scrappers tend to use some fashion of backpack,
bag, or satchel to carry their extra food, equipment, and loot. The Ruck Sack
represents these various items. Some form of back pack, large sack, or satchel
must be modeled on the miniature for this Gear to be purchased.
A model
with a Ruck Sack increases its Encumbrance limit by +1 piece of Gear.
2 SP
Tactical Harness - A model with a Tactical Harness increases his
Encumbrance allowance by +1 piece of Gear and gets a +1CBT Rating bonus on any
Terrain Check for the Climb Action.
5 SP
Tool Kit – A Tool Kit grants a +1 CMD Rating bonus
to any Gear Check this model makes.
10
SP
Scarce Equipment
Comm Unit – A Commander model with a Comm Unit
can extend its Command Radius to anywhere on the tabletop for any of its Crew
members who also have purchased this Gear. All conditions for using a Command
Radius still apply, they just have increased range.
10
SP/model
Extra Ammo - Running out of ammunition is never a good thing. Scrappers
sent on special missions often take greater than normal amounts of ammo to
compensate for a lack of access to their normal supply chain.
A model
can use its Extra Ammo to automatically pass a Weapon Gear Check for a Longarm
or Sidearm. This is usable only Once per Game and must be purchased between
games as normal. A model may only have one piece of Extra Ammo Gear at one
time.
15 SP
Hot-Suit – Designed to protect its wearer from
the worst radiation, chemical, or biological attack this suit grants the model
the Immune (Gas, Poison, Radiation) Trait.
20
SP
Laser Sight - A Laser Sight is purchased for a Sidearm or
Longarm. It grants a +1 bonus to the user’s CBT Rating when making Ranged
combat Attacks at up to Effective Range for the Weapon.
15 SP
Scope - A model may purchase a Scope for any Longarm he has,
as long as the Scope is modeled on the Longarm.
When
executing a Take Aim Action with a Scope, this model may use his Weapon’s
Effective Range or 20” whichever is farther, for determining the Long Range
penalty of CBT/2.
25 SP
Artifact Equipment
Auto-Doc – One of the greatest pieces of
surviving Ancient technology, an Automatic Doctor is a self-contained,
non-networked robotic physician capsule that will diagnose and treat any
organic lifeform placed within.
This
Gear is part of the Crew’s Stash and may only be used by True Human models.
In
the After Action Report the Auto-Doc aids in healing injured members of the
Crew. When making the Random Check on the Trauma Table, this Artifact lets the
Wounded model’s Player roll 2d10 and take the result of his choosing. This may
not be re-rolled by any means.
Auto-Fac – The Holy Grail of Ancient tech is the
Automated Factory, or Auto-Fac. This automaton can replicate any item imagined
by turning ordinary matter into compatible supplies.
A
Crew will add this Artifact to its Crew Stash. Once per After Action Report, before
any Scarce Gear Checks are made or Scrap Tokens are sold, the Crew’s Commander
appoints one model from the Crew to make a Gear Check. The opposed roll Difficulty
is based on the Artifact’s Condition.
If
the Gear Check is passed then the Crew may either have Extra Rations for all
members in the next Game, or may generate Extra Ammo to give to a number of
models equal to the Condition of the Artifact. Good Condition produces 3 Extra
Ammo Gear pieces that the Player may either put in the Crew’s Stash or assign
to its members that can use it. An Auto-Fac in Fair Condition produces 2 Extra
Ammo Gear, and one in Poor Condition only produces 1. This type of Extra Ammo
will apply to any type of Ranged Weapon whether Common, Scarce, or Artifact.
Bio-Scanner – When attempting to Detect enemy
models in Ambush, this model’s Detection range is 3x its CBT Rating in inches.
This does not increase if the enemy in Ambush is a Synthetic Lifeform.
Crash-Pack – When this model is first Wounded
during a Game, this Artifact triggers and the model ignores the Wounded result
turning it into a No Effect result instead. If the model ends the Game without
being further Wounded, it will still need to make a Trauma Check in the After
Action Report. One use only. Non-Android Alpha User only.
Grav-Compactor – Used in Ancient times as a rapid
method of sanitation containment, this hand held device uses a high gravity
field to attract any debris or personnel to its shielded micro-singularity.
As
its Action, a model with this Artifact may Move up to 3” and throw the device
to any open spot not occupied by models or Terrain that is within a number of
inches equal to the model’s base CON Rating. Or it may throw the device first
and then Move up to 3”.
Once
this has been done, the controlling Player places a 1” diameter Grav Token on
the desired spot within Range. All models within 3” of the Grav Token are
immediately moved into base contact with the Token. This is in a straight line
by the most direct route. If any other models are already in contact with the
Grav Token and there is no clear direct route to the Token, then move the
models into base contact. This does not allow them to become Engaged as they
are pinned together by the high gravity field.
Any
Active models in that area lose their Action Token and all models drawn into
the field are subject to the Heavy Trait while trapped within this area.
The
effect of this device may persist in subsequent Turns based on the condition of
the Artifact. In the SitRep Phase of the next Turn, after any Rout Checks have
been made, the Players make a Random Check. If this Artifact’s condition is
Good then the Random Check result must be 7+ for this effect to stop. If the
condition is Fair the result of 5+ will end this effect. And if the condition
of this item is Poor then a 3+ result will end the effect.
If
the effect persists after this Random Check, then the Players will need to
repeat this every Turn until the effect ends.
In
subsequent Turns if this effect persists, any Ready models within the area of
effect may be Ordered an Action Token, but may only use it to execute a Move
Action to get out of the field in a straight line directly away from the Grav
Token, as if fleeing from a source of Panic.
Any
models that Move within the area of effect are immediately moved to the Grav
Token as described above.
This
Artifact is a single use item and is removed from the model’s Gear once used.
No-Rad Dose – This is an anti-radiation serum
which removes all RADS from one model’s entry on the Crew Manifest. May be used
at any time. One use only. Non-Synthetic models only.
Rad-Scanner – A model equipped with this Gear will
detect a Radiation Event prior to it being triggered. This allows the model to make
both Players re-roll the Event. If it is another Radiation Event, then that
must be used normally.
Stim Dose – This medical stimulant energizes the
user and allows them to return to the fight temporarily.
If
a model has this Artifact and is Ready, then it may use this dose to Order an
Action Token to itself. This is removed from the Crew Manifest once used.
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