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  1. LEMAN RUSS CAMPAIGN QUICK REFERENCE
  2.  
  3. Type: Tracked Vehicle
  4. Tactical Speed: 12m
  5. Cruising Speed: 35kph
  6. Manoeuvrability: –10
  7. Structural Integrity: 55
  8. Size: Massive (+30 to hit, -30 Stealth)
  9. Armour: Front 40, Side 32, Rear 20
  10. Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle
  11. Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon)
  12.  
  13. The following rules apply to Tracked Vehicles:
  14. • Vehicles with the Tracked Vehicle Trait suffer a –10 penalty to all Tests involving Manoeuvrability.
  15. • Vehicles with the Tracked Vehicle Trait gain a +10 bonus to all Tests involving Difficult Terrain.
  16. • To represent their more robust nature, whenever a vehicle with the Tracked Vehicle Trait suffers critical Damage to its Motive Systems that results in the vehicle being slowed, the result of the roll to determine how much Tactical Speed is lost is halved (rounded down).
  17. • The motive systems of vehicles with the Tracked Vehicle Trait are often far more complex than simple wheeled mechanisms, and therefore repairing Critical Damage to the vehicle’s Motive Systems, as well as any lasting Motive System damage (such as Motive Systems Damaged, Motive Systems Crippled, etc.) takes twice as long as normal (see Repairing Vehicles on page 281)
  18.  
  19. Robust power systems, modular armour plates, and redundant fuel systems can make a vehicle far easier to repair, saving time and resources and allowing the vehicle to be put back into the field far quicker than more specialised designs. All Repair Tests made to repair a vehicle with the Rugged Vehicle Trait gain a +20 bonus.
  20.  
  21. The vehicle’s armour and vital locations have been internally reinforced with additional layers or ceramite and adamantine. Vehicles with the Reinforced Armour Vehicle Trait that receive Critical Damage halve the total (rounding up) and then apply the result. This ability does not affect rolls on the
  22. Vehicle Critical Hit Charts caused by Righteous Fury.
  23.  
  24. The greater majority of vehicles are completely enclosed, keeping their crew and passengers safe from the outside elements with thick slabs of armour, bulky hatchways and heavy ramps. Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless
  25. they have some way of getting outside of the vehicle, be it through a hatch, doorway, or firing slit. Within an Enclosed vehicle, crew and passengers cannot be specifically targeted by those outside the vehicle (unless there is a particularly good reason, such as a mind-based Psychic Attack).
  26.  
  27. Battle Cannon 750m S/-/- 3Full
  28. (50 shells)
  29. HE 3d10+10X Pen8 Blast (10), Concussive (3), Reliable
  30. AP 5d10+10I Pen12 Reliable, Accurate, Proven 5
  31. HEI 2d10+10X Pen6 Blast (10), Flame, Reliable
  32.  
  33. Lascannon Front Facing 300m S/–/– 5d10+10E Pen10 2Full Proven 3
  34. (Infinite ammo unless Motive Systems are Impaired, Crippled or Destroyed)
  35. OR
  36. Heavy Bolter Front Facing 150m –/–/6 1D10+8X Pen 5 Clip60 Full Tearing
  37. (10 clips)
  38. OR
  39. Heavy Flamer Front Facing 30m S/–/– 1d10+5E Pen 4 Clip 20 Flame, Spray
  40. (1 clip)
  41.  
  42. Heavy Stubber 100m; –/–/8 1d10+4I Pen 3 Clip80 2 Full
  43. (2 clips)
  44. OR
  45. Storm Bolter 90m; S/2/4 1d10+5X Pen 4 Clip 60 Full Storm, Tearing
  46. (2 clips)
  47.  
  48. Commander
  49. INSPIRE
  50. A charismatic commander can try to inspire his followers to greater efforts through praise, careful direction, or threats of violence. As a Full Action, the character can make a Challenging (+0) Command Test to inspire one or more of his followers. Inspired followers receive a +10 on their next Skill or Characteristic Test.
  51.  
  52. TERRIFY
  53. A commander can use the Command Skill to terrify his followers into fearing him more than a Fear-causing foe. As a Reaction, a character can try to counter the effects of Fear (see page 305) in his troops should they fail their Willpower Test against a Fear-causing foe. Make a Command Skill Test opposed by the Willpower of the Fear-causing creature. Both the character and the creature add +10 to their rolls for each level of Fear they possess. If the character is successful, his followers ignore the effects of Fear from this creature for the encounter.
  54.  
  55. EXTERNAL VOX-LINK
  56. As a Half Action, the character can make an Easy (+30) Tech-Use Test to get access to friendly comms within effective vox-range.
  57.  
  58. KNOW YOUR ENEMY
  59. As a Half Action, the character can make a Hard (-20) Tech-Use Test to get access to hostile comms within effective vox-range.
  60.  
  61. TARGET ACQUISITION
  62. As a Half Action, the character can make a Routine (+20) Awareness Test opposed by Stealth Test to spot enemy vehicles within line of sight.
  63.  
  64. SOMETHING IS NOT RIGHT
  65. As a Full Action, the character can make a Hard (-20) Awareness Test opposed by Stealth Test to spot enemy ambush within line of sight. Characters with Paranoia Talent get a +10 bonus.
  66. As a Full Action, the character can make an Arduous (-40) Awareness Test to spot enemy land mines or improvised explosives within line of sight. Characters with Paranoia Talent get a +10 bonus.
  67.  
  68. AIM
  69. The active character takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack.
  70.  
  71. ATTACK
  72. Any shooting from the vehicle suffers a –10 to hit if the vehicle moved its Tactical Speed in its previous Turn.
  73. Any shooting from a vehicle suffers a –20 to hit if the vehicle moved twice its Tactical Speed in its previous Turn.
  74.  
  75. Driver
  76.  
  77. TACTICAL MANOEVERING
  78. This is a Vehicle’s basic move action. The Vehicle moves either its Tactical Speed (Half Action) or twice its Tactical Speed (Full Action). A vehicle must move directly forward or back at least its own length before turning 90 degrees in any direction (it can turn more than once, provided it makes the move each time).
  79.  
  80. EVASIVE MANOUVERING
  81. The vehicle weaves and dodges, presenting a hard target. The vehicle must move its Tactical Speed (following the limitations given for Tactical Manoeuvring). While doing so, the driver makes a Challenging (+0) Operate Test as a Full Action. On a success, and for every additional Degree of Success, the vehicle imposes a –10 penalty on all attacks against it until the beginning of its next Turn. Any shooting the vehicle performs during the Turn suffers the same penalty in addition to the standard penalties for vehicle movement. If the driver fails the Test by five or more Degrees of Failure, the vehicle goes out of control.
  82.  
  83. FLOOR IT!
  84. The vehicle moves twice its Tactical Speed, and can only turn once. The driver makes a Difficult (–10) Operate Test as a Full Action. If he succeeds, at the end of his move he can move an additional five metres, plus five metres for every additional Degree of Success. If he fails, the vehicle does not gain any additional movement. In either case, all shooting at or from the vehicle suffers a –20 penalty until the beginning of its next Turn. If the driver fails the Test by five or more Degrees, the vehicle goes out of control.
  85.  
  86. JINK
  87. The driver sees a threat and jinks suddenly, hopefully throwing his vehicle out of the line of fire. This action can only be taken if the vehicle has moved at least its Tactical Speed during its previous Turn. The driver must be aware of the attack in order to make the Test (and cannot be Surprised). The driver makes an Operate Test, with a -30 penalty. For each Degree of Success, he avoids one shot from a single
  88. source, as with an Evasion Reaction. If the driver fails the Test by five or more Degrees, the vehicle goes out of control.
  89.  
  90. RAM!
  91. The vehicle attempts to ram a person or another vehicle. The vehicle must move at least its Tactical Speed in a straight line, and the driver must make a Challenging (+0) Operate Test as a Full Action. If he succeeds, his vehicle hits his target, doing Damage equal to the AP on the vehicle’s facing that hit plus 1d10. If the vehicle moved twice its Tactical Speed, it gains an extra 1d10 Damage for every 10 additional meters moved. If the vehicle is ramming another vehicle (or something equally large and solid, such as a plascrete wall or promethium storage tank), it also takes Damage equal to half of the AP of the vehicle it hit plus 1d5. For every point of Damage the ramming vehicle inflicts, it also moves its target 1 meter. This attack can be Dodged, but it cannot be Parried. Force Fields can protect the wearer from any Damage caused, but they can still be pushed back by the attack.
  92.  
  93. Gunner
  94.  
  95. RANGE TO TARGET?
  96. Leman Russ is equipped with sophisticated ballistic control system. Before making TARGET IN SIGHT!
  97. or AIM actions, gunner can make an Easy (+30) Tech-Use Test as a Free Action, calculate range and relative elevation to target within line of sight. However, rangefinder is prone to overheating if used in active mode longer than a few seconds. If the gunner fails the Test by five or more Degrees, the Battle Cannon suffers Targeting Systems Destroyed condition.
  98.  
  99.  
  100. TARGET IN SIGHT!
  101. Leman Russ is equipped with sophisticated ballistic control system. Gunner can use his personal sights as a Best Craftmanship Magnoculars.
  102.  
  103. AIM
  104. The active character takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack.
  105.  
  106. ATTACK
  107. Any shooting from the vehicle suffers a –10 to hit if the vehicle moved its Tactical Speed in its previous Turn.
  108. Any shooting from a vehicle suffers a –20 to hit if the vehicle moved twice its Tactical Speed in its previous Turn.
  109.  
  110. TARGET, NINE O’CLOCK!
  111. The gunner makes an Ordinary (+10) Operate Test as a Half Action. If he succeeds, at the end of his move he can turn the turret up to 90 degrees, while failure means the move takes a Full Action instead. If the gunner fails the Test by five or more Degrees, the turret suffers Turret Locked condition.
  112.  
  113. CHECK YOUR SIX!
  114. The gunner makes a Challenging (+0) Operate Test as a Full Action. If he succeeds, at the end of his move he can turn the turret up to 180 degrees. If the gunner succeeds the Test by five or more Degrees, this move takes a Half Action instead. If the gunner fails the Test by five or more Degrees, the turret suffers Turret Locked condition.
  115.  
  116. Loader/Gunner
  117.  
  118. RANGE TO TARGET?
  119. Leman Russ is equipped with sophisticated ballistic control system. Before making TARGET IN SIGHT!
  120. or AIM actions, loader/gunner can make an Easy (+30) Tech-Use Test as a Free Action, calculate range and relative elevation to target within line of sight. However, rangefinder is prone to overheating if used in active mode longer than a few seconds. If the gunner fails the Test by five or more Degrees, the Hull Weapon suffers Targeting Systems Destroyed condition.
  121.  
  122.  
  123. TARGET IN SIGHT!
  124. Leman Russ is equipped with sophisticated ballistic control system. Loader/gunner can use his personal sights as a Best Craftmanship Magnoculars.
  125.  
  126. AIM
  127. The active character takes extra time to make a more precise attack. Aiming as a Half Action grants a +10 bonus to the character’s next attack, while aiming as a Full Action grants a +20 bonus to the character’s next attack. The next Action the Aiming character performs must be an attack or the benefits of Aiming are lost. Aiming benefits are also lost if the character performs a Reaction before making his attack.
  128.  
  129. ATTACK
  130. Any shooting from the vehicle suffers a –10 to hit if the vehicle moved its Tactical Speed in its previous Turn.
  131. Any shooting from a vehicle suffers a –20 to hit if the vehicle moved twice its Tactical Speed in its previous Turn.
  132.  
  133. LOAD!
  134. The Loader/Gunner is responsible for reloading a Battle Cannon and can load it with shell of any type. This does not require a Test, but the character cannot take any Actions for 3 Rounds. Additionally, if the Gunner performs TARGET, NINE O’CLOCK! or CHECK YOUR SIX! Actions while gun is being loaded, the procedure is interrupted and time already spent is wasted.
  135.  
  136. UNLOAD!
  137. The mechanism of a Battle Cannon allows for extraction of loaded shells. This does not require a Test, but the character cannot take any Actions for 3 Rounds. Additionally, if the Gunner performs TARGET, NINE O’CLOCK! or CHECK YOUR SIX! Actions while gun is being unloaded, the procedure is interrupted and time already spent is wasted.
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