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Praeilor

BFERULES

Jan 4th, 2013
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  1. _-=Battlefront: Equestria=-_
  2. [WARNING: A no holds barred combat scenario, this will be bloody]
  3. Era: Futuristic-Modern
  4. Factions:
  5. Equestrian Coalition Armed Forces, led by Princess Celestia.
  6. Separatist Consortium Liberation Army, Led by Queen Chrysalis
  7. Chaos Incorporated, Led by Discord [All races]
  8.  
  9.  
  10. -=Races=-
  11. Earth Pony [Coalition or Consortium]
  12. Tough: passive; Earth ponies take an additional hit before becoming helpless (for a total of 6), and they can lift, carry and move heavier objects than unicorns or pegasi.
  13.  
  14. Pegasus Pony [Coalition or Consortium]
  15. Pegasus Flight: Pegasi can fly wearing up to medium armor, and get a +1 bonus to actively evade and dodge midair. This is about as taxing as running at full speed.
  16.  
  17. Unicorn [Coalition only]
  18. Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.
  19.  
  20. Crystal Pony [Coalition only]
  21. Crystal Emotions: passive; +1 to all rolls next turn after a critical hit. -1 to all rolls next turn after a critical miss. Does not stack with itself.
  22.  
  23. Buffalo [Coalition or Consortium]
  24. Huge: passive; if a buffalo has more than one hit remaining till helpless, any attack that would normally render a character helpless instead reduces a buffalo to one hit remaining.
  25.  
  26. Diamond Dog [Coalition or Consortium]
  27. Burrowing: Diamond dogs can dig tunnels and holes with ease, setting traps, moving unseen and fleeing in unexpected directions.
  28.  
  29. Donkey [Coalition or Consortium]
  30. Unbreakable Will: passive; famously stubborn, donkeys are immune to mind control, domination, intimidation and suggestion.
  31.  
  32. Goat [Consortium only]
  33. Goatcraft: passive; DC -1 for all climbing and agility rolls, and can use anything as food, including non-food items.
  34.  
  35. Changling [Consortium only]
  36. Change Form: On successful roll, take the form of X being for 3 turns, recharge 2 turns after disguise falls off.
  37. Changling Flight: Able to fly, though unable to carry much more weight than their own body
  38.  
  39. Griffon [Coalition or Consortium]
  40. Griffon Flight: Griffons can fly wearing up to heavy armor, and have a +1 bonus to divebomb attacks from high altitude. This is about as taxing as running at full speed.
  41.  
  42. Zebra [Coalition or Consortium]
  43. Racial Talent: Heightened Senses: Passive: +1 to perception rolls
  44.  
  45. -=Classes=-
  46. [Depending on your race, certain classes are made available]
  47.  
  48. Frontline Infantry- All Races, excluding Crystal Ponies.
  49. Masters of their rifles and the Kings of battle. Gets a bonus for Mid range Combat (MRC).
  50. Ability-Comraderie
  51. The infantry never leave a man behind, if a team mate goes down [helpless] you can carry them to safety with a roll of 4 or higher.
  52.  
  53. Shock Trooper- Buffalo, Earth Pony, Donkey, Goat, Griffon
  54. Ministers of death, wielding heavy weapons with little regard for life of any type. Gets a +1 bonus with SAW LMG's, can don heavy armor.
  55. Ability-Spread Fear
  56. Shock Troopers were born to kill. Violently. they let the enemy know. Upon killing an opponent with a crit, the witnessing enemies fall into panic, how badly is based on a roll by the DM.
  57.  
  58. Combat Medic- Unicorn, Crystal Pony, Changling, Goat, Zebra
  59. The true heroes of the battlefield, Brave soldiers with one mission: Save lives. Gain no combat bonuses, get bonuses for healing and carrying others short distances.
  60. Ability-SABC Expert
  61. Your job is to save lives! Not take them. You can make rolls to heal others with your medical kit. You can also cure radiation poisoning, nerve agent exposure, and biological sickness.
  62.  
  63. Skirmisher- Dog, Unicorn, Pegasus, Goat
  64. Close range combat fanatics, experts on clearing buildings with light weapons. Gets Close Range Combat (CRC) bonuses.
  65. Ability- Hoof-to-hoof, Paw-to-paw,
  66. You can make rolls to knock enemy combatants out (helpless) in CRC. You get a plus +2 roll when fighting with your bare [hands] or knife or some other melee weapon.
  67.  
  68. Company Designated Marksman- Dogs, Pegasus, Unicorn, Goat, Changling, Zebra
  69. Scouts, Snipers and Long range combat experts. Gets LRC bonuses. And may engage targets in Extreme Range Combat (ERC) with a sniper rifle.
  70. Ability- One. Perfect. Shot.
  71. Once per game, you may declare a perfect shot with your sniper rifle, the attack autocrits.
  72.  
  73. Comm. Trooper- All races
  74. Special Item- Field Radio Comm Backpack
  75. Comm. Troopers gain no combat bonuses, however if they are in possession of a working radio, they can make calls to HQ for guidance and may contacts other units that may be in the area. No rolls needed for radio calls, always successful provided that there IS someone to contact and the radio isnt damaged or being jammed.
  76. Ability-Rainmaker
  77. Provided that support is nearby, Comm Troopers can call out enemy coordinates to deliver an artillery or airstrike. Success on a +5 roll. Can use only once per firefight.
  78.  
  79. Marine- All races, excluding Crystal Ponies and Zebra
  80. Marines much like Shock Troopers were born to kill, however Marines are more nimble, agile, and somehow even more aggressive.
  81. Ability- KILL. KILL. KILL.
  82. After scoring a crit roll that kills an opponent, Your next attack autocrits.
  83.  
  84. -=Special Classes=-
  85. [Consist of Vehicle specialists, must satisfy the set number of crew members to use the vehicle]
  86.  
  87. MechWarrior- Unicorn, Changeling, Crystal Pony, Goat.
  88. Personnel bred for heavy frontline infantry support. The Mechwarrior is as diverse as his/her machine, and just as deadly.
  89. Ability- Mech' Pilot
  90. May climb into the cockpit of any Mech' and control it.
  91.  
  92. Tanker- Earth Pony, Unicorn, Dog, Goat, Donkey, Crystal Pony, Changling.
  93. The tread-heads. Some of the most experienced soldiers around. All thanks to their 'Iron Dragons'. Its a win-lose relationship. Win for the tankers, lose for the bastards on the receiving end.
  94. Ability- Tank Crewman
  95. May climb into any position on any 'Armor' type vehicle.
  96.  
  97. Pilot/Aircrew- Griffon, Pegasus, Changeling, Crystal Pony
  98. Death from above! Pilots and aircrew work together to operate the most deadly airborne instruments of war around.
  99. Ability- Airborne
  100. Pilots can climb into the cockpit of any aircraft and operate it. Aircrew may take command of any airborne weapons systems
  101.  
  102.  
  103. -=Vehicles=-
  104. [There are three types of vehicles. Mechs, Armor, and Aircraft. All of which have three sub-classes, Light, Medium and Heavy. Armor being the exception with the Superheavy and Ultraheavy. Can only be operated by the appropriate classes.]
  105. [While operating a vehicle, Change your [Race/Class] on your screen name to the type of vehicle you are in and what position of said vehicle you are occupying. Example: "Boris Ivanov [Earth/Shock Trooper]" to "Boris Ivanov [Rockfort/Driver]."]
  106.  
  107. -=Mechs=-
  108.  
  109. Raptor SniperMech' [Light]
  110. Crew Members- 1
  111. Weapons- x1 30mm sub-sonic sniper cannon. x2 7.62 chin mounted machine-guns.
  112. Specs- 8/3, Boasts light armor, best used FAR away from combat. Engages hostiles at ERC with its sniper cannon, chin MG's best used for personal defense. Can recover helplessness.
  113. Ability- ERC Engagement
  114. May engage targets located within the Extreme Range Combat range.
  115.  
  116. Belial Combat Walker [Light]
  117. Crew members: 1
  118. Specs- x2 Gatling guns, x4 Anti Tank SRM's
  119. Overview- 8/5 can roll to recover helplessness, very versatile can accompany ground forces anywhere
  120. Abilities- Firefight Suppression
  121. Keep their heads down with sustained fire, gives the enemy a -1 on their attack rolls. Stackable.
  122.  
  123. -=Armor Vehicles=-
  124. Rockfort 4x4 [Light]
  125. Class- All classes.
  126. Crew Members- 4(5), 1 Driver + 3 Passengers. (+1 Gunner. On Rockfort variants, a weapon is sometimes mounted on top)
  127. Weapons- 50. Cal Machine gun, Or 30mm automatic grenade launcher.
  128. Specs- 8/0, Outclasses every other vehicle in the Armor category in speed. Also boasts a 4x4 capability giving it the Terrain Traversal ability.
  129. Ability- Terran Traversal
  130. Easily traverses terrain with no problems, can climb hills, mountains, etc.
  131.  
  132. Tortoise AAPC (Amphibious Armored Personel Carrier) [Light]
  133. Crew Members- 8, 1 Driver, 1 Gunner, 6 passengers.
  134. Weapons- 20mm autocannon.
  135. Specs- 10/0, Built more for personnel protection and mobility more than combat. Armored to protect the troops inside. Can traverse across rivers, lakes, and to some extent oceans when used in coastal landing operations
  136. Ability- Amphibial Movement.
  137. Can cross water. Rivers, lakes etc.
  138.  
  139. Razorback Main Battle Tank [Medium]
  140. Crew Members- 2
  141. Weapons- 105mm Autoloading Cannon, 7.62 anti personnel MG.
  142. Specs- 15/0, The spearhead of any assault, can bulldoze over enemy emplacements, buildings and personnel. Crew members include the driver and the gunner. Teamwork is imperative.
  143. Abilities- Bulldoze
  144. The Razorback driver can make rolls to plow through enemy emplacements and small buildings.
  145.  
  146. Behemoth Battle tank. [Superheavy]
  147. Class- Tankers
  148. Crew Members- 4, 1 Driver, 2 Gunners
  149. Weapons- x4 150mm Autoloading Cannons
  150. Specs- 20/0, Truly a sight to behold. A slow-moving, heavily armored terror of the battlefield. Lays cities, armies, and the landscape itself to waste. Due to its heavy armor and low speed it has trouble traversing uneven terrain, best used in open country.
  151. Ability- Lay Waste (Fires a four shot SALVO to completely decimate an area. The two cannon gunners must roll a 12 combined die roll for success)
  152.  
  153. The Armageddon (Unique) [Ultraheavy]
  154. Classified
  155. HUEHUEHUEHUEHUE
  156.  
  157. Aircraft-
  158. Firehawk Fighter/Bomber [Medium]
  159. Class- Pilots/Aircrew
  160. Crew Members- 1
  161. Weapons- x1 20mm Gatling gun, x2 Air-to-Air missiles.
  162. Payload- Laser assisted napalm strike.
  163. Specs- 6/0, Can only be engaged by other aircraft and missles air or ground based due to its high speed and maneuverability. Ejection seat guarantees survival following destruction, no roll needed. After the Napalm strike is used, it will take 4 turns (returning to base, rearming, and returning to the combat zone) to fire again.
  164. Ability- Fry em' (When friendly ground forces paint a target with the Laser Designator, the Pilot may choose to saturate the target and the surrounding area in flames)
  165.  
  166.  
  167. Vehicle- Vampire Gunship [Helicopter]
  168. Crew Members- 3
  169. Weapons- Pilot operated x16 Hellfire Missles, Door Gunner operated x2 7.62 Gatling Guns.
  170. Specs- 8/0 Maneuverable and fast, packing quite a punch from the air.
  171. Provides fire support for ground forces wherever it is needed. Crew Members include 1 pilot and 2 Starboard and Port Door Gunners.
  172. Abilities- Firefight Suppression
  173. Keep their heads down with sustained fire, gives the enemy a -1 on their attack rolls. Stackable.
  174.  
  175. -=Weapon Types=-
  176. [Weapons (as races) are limited to certain classes. Players can use weapons outside of their class but suffer negative bonuses.]
  177. [Refer to the chart for weapon ranges and bonuses: http://www.majhost.com/gallery/BorisIvanov/Charts/untitled.png ]
  178.  
  179. Pistols [Light]- All Classes
  180. Simple, reliable sidearms. Medics and Special classes gain bonuses with this weapon.
  181.  
  182. SMG's [Light]- Skirmishers, Pilots, Aircrew, Mechwarriors, Comm. Troopers
  183. Small light machine-guns.
  184.  
  185. Shotguns [Medium]- Frontline Infantry, Skirmisher, Shock Trooper, Marine.
  186. Devastating in CRC, useless in any other range. Makes a good sidearm.
  187.  
  188. PDW's [Light]- Tankers, Frontline Infantry, Skirmishers, Marine.
  189. Weapons in an SMG package, packing an Assault Rifles firepower. Tankers receive a bonus with this weapon.
  190.  
  191. SAW LMG's [Heavy]- Shock Troopers, Frontline Infantry, Marine.
  192. Bullet breathing dragons. Grants the user the Firefight Suppresion ability. Shock Troopers get a +1 with this weapon.
  193.  
  194. Assault Rifles [Medium]- All classes, Excluding Special Classes.
  195. A soldiers best friend. Easy to use, powerful and reliable.
  196.  
  197. Rocket Launchers [Heavy]- Shock Troopers.
  198. Portable, shoulder fired. Makes light work of enemy armor (tanks) and fortified emplacements.
  199.  
  200. Sniper Rifles [Special]- Marksmen
  201. A soldiers nightmare. Gains a bonus when used with a spotter. Can fire in Extreme Range Combat (ERM) suffers a negative bonus when used in CRM or MRC.
  202.  
  203. Frag Grenades- All Classes
  204. Thrown to rattle and damage the enemy in out of sight locations. WARNING, Critfails may result in loss of a limb.
  205.  
  206. Smoke Grenades- All Classes
  207. Thrown to conceal movement, give yourself and your teammates a +2 towards evading enemy fire through the smoke cloud.
  208.  
  209.  
  210. -=Abilities=-
  211. [Abilities can be inherited by all races and classes. Choose wisely, you only get two. Additional abilities may be obtained when certain pre-set conditions are met]
  212.  
  213. Berserk- Upon becoming helpless, you may roll a counter-attack against the enemy who took you down. DC-6, if the attack is successful it autocrits, if the attack killed your opponent, reset your hits to 2.
  214.  
  215. Hero- Once per game, you may make a roll towards an imperative task. Ignores all penalties and bonuses, adds a +3 to the roll. Youre helpless afterwards. A successful roll can cause allied troops to become Inspired.
  216.  
  217. Situational Awareness- Your sixth sense for combat grants you a +1 bonus for dodging ambushes.
  218.  
  219. CBRN Resilient- You've seen what chemical, biological, radiological, and nuclear effects have on the living, you've prepared for the worst. In the event of a CBRN attack, you receive a no-roll needed bonus for donning your gas mask.
  220.  
  221. Locate- Spotting and Searching DC-3
  222.  
  223. Living Shield- Rolled for protecting your squad mates from enemy fire. Automatically sets your hit/wound counter to 0/1 in exchange, your squad mate receives no damage.
  224.  
  225. Firefight Suppression [LMG SAW Skill]- Keep their heads down with sustained fire, gives the enemy a -1 on their attack rolls. Stackable. Suppression DOES NOT damage enemies, upon a successful suppression roll the enemy suffers only the penalty
  226.  
  227. Steady Aim- You take no penalties when under Firefight Suppression
  228.  
  229. Cool Headed- You take no penalties when faced with Panic.
  230.  
  231. Weapon Clearer- In the event your weapon jams [renders that weapon useless], you receive a +2 while attempting to clear it.
  232.  
  233. Interrogator- Can force information out of captured or dying enemies. The higher the rank of the interrogated, the better the information.
  234.  
  235. Bluff- Whatever you say, they firmly believe it.
  236.  
  237. Stealth- During night operations, you move silently and invisibly. Deactivates after you shoot a firearm.
  238.  
  239. Weapon Specialist- You may wield every weapon type, however you forfeit all +X bonuses you would normally get.
  240.  
  241. Grenadier- critfails with grenades will never occur, gives a +1 bonus towards hitting your target.
  242.  
  243. Kind Hearted- Can cure other players suffering from Emotional Distress. (Medics get a +1 bonus Female medics get a +2 bonus)
  244.  
  245. Spotter- You are a trained spotter. When partnered with a Marksman you offer tips and suggestions for a better shot. If a Marksman misses his shot you give him a +1 bonus towards his next shot, if he fails that shot his next turn receives a +2 bonus until he hits his target. While spotting you cannot attack or move, you may choose to do so, however your Marksman will lose his bonus.
  246.  
  247. -=Combat conditions=-
  248. [These are global effects that can be detrimental to the enemy or your squad. These conditions are declared by the DM and can't be initiated any other way.]
  249.  
  250. Suppressed- they've got you pinned with machine-gun fire, you suffer a -1 penalty when trying to return fire or move from your position.
  251.  
  252. Panic- can affect the entire battle group. When all seems hopeless and death seems inevitable, Panic sets in, giving a -3 (-1 to donning gas mask rolls) penalty to all rolls. Caused by exposure to sustained artillery fire, extremely loud noises, ambushes, and even some vehicles may incite Panic. Other penalties do not stack when under panic.
  253.  
  254. CBRN Exposure- May incite Panic. players have one chance to don gas masks to save themselves from exposure. Penalties may range from Radiation poisoning to inhalation of blister agents. CBRN attacks guarantee kills, be very cautious when CBRN conditions may exist.
  255.  
  256. Emotional Distress- If your character becomes Emotionally Distressed, you have three options to choose from.
  257. 1. Breaking down- You sit motionless and attempt rolls to get back up.
  258. 2. Berserking- The opposite, you charge at the enemy in anger to kill or be killed. This WILL result in someone dying.
  259. 3. Instability- You become mentally unstable for a turn, firing on allies. Returning to normality afterwards.
  260. You may choose your method and roll for recovery/attack in the same post.
  261. "I choose Break Down, rolling to recover"
  262. "I choose Berserking, rolling to attack"
  263. "I choose Instability, rolling to attack"
  264.  
  265. Inspiration- You and your men witness something that rekindles your desire to fight! The Inspired gain a +1 bonus to all rolls. And are immune to critfails.
  266.  
  267. -=Factions=-
  268. [Similar to alignments, you must satisfy certain criteria to become eligible for aligning with a faction.]
  269.  
  270. _-=The Equestrian Coalition Armed Forces =-_
  271. Faction Commander- Princess Celestia of Equestria.
  272. Alignment Criteria- All neutral and good alignments.
  273. Rank Structure- NATO standard
  274.  
  275. Overview: An alliance of nations concerned with the number of growing Separatist sympathy in their own backyards, the Coalition was organized to help combat the violent civil uprisings occurring in almost every nation in the world. Peacekeepers by doctrine, the Coalition has strict Laws of Armed Conflict (LOAC) that dictate how they can engage the enemy legally. The Coalition boasts firepower and impressive military might, gathered from the nations of all races.
  276.  
  277. Equipment Characteristics- Any clothing you wear inherits the following traits: A digital White, Grey, and Blue camoflage pattern with a white sun in a pentagonal frame of black on the left shoulder of your armor. All Coalition forces will have a pair of dog tags in your inventory, stating your name, rank, operating number and blood type.
  278.  
  279. _-= The Separatist Consortium Liberation Army =-_
  280. Faction Commander- Queen Chrysalis of the Changeling Empire
  281. Alignment Criteria- All evil alignment, chaotic neutral
  282. Rank Structure- NATO Standard
  283.  
  284. Overview- The Consortium struck first. The Changeling Empire equipped and incited riots and rebellions against the Equestrian government. As the rebellions grew in an alarming rate, countries across the world began doubting their own governments strength and the countries tore themselves apart resulting in a massive civil war engulfing the entire world. The Consortium draws much of its strength from the Changeling Empire, it boasts a staggering number of operatives across the world all fighting for anarchy.
  285.  
  286. Equipment Characteristics- Any clothing you wear inherits the following traits: Black, green, and teal digital camouflage pattern. All Consortium fighters have a tattoo of the Consortium emblem somewhere on their body.
  287.  
  288. _<>Chaos Incorporated<>_
  289. Faction Commander- Discord
  290. Alignment Criteria- All alignments
  291. Rank Structure- Veterancy Time-in-Service
  292.  
  293. Overview- In the modern world, veteran soldiers are hard to come by, as many veterans simply retire and live quiet lives elsewhere. However some soldiers never die, and the desire for war is always burning inside of them. Discord saw the conflict rising and watches it with pleasure, he offered an opportunity for veteran soldiers to keep fighting, but not for glory or for country, for cold hard cash and the sake of fighting itself. Chaos Inc. Is the largest mercenary company in the world and boasts an army, air force, and space capable naval corps for the highest bidder. Discord doesn't care who wins or loses, as long as there is war, he's making money.
  294.  
  295. Equipment Characteristics- Discord gives no fucks, wear whatever you want.
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