AN ONGOING NEWSLETTER July 2002


Replicants in Combat Zone
By Robin Dear
There is something quite unnerving about being attacked by a Chrome plated Skeleton..

Replicants are the machine elite, with ultra-sophisticated neural net processors and the latest alloy skeletons. With biological camouflage they are easily capable of passing as a human.

Able to infiltrate deep inside enemy territory and providing a devastating punch once they reach their objective, they do not know fear and will carry out their mission at all costs.

This makes them effective allies and fearsome enemies.

Replicant design is based on a motorised Titanium alloy skeleton covered with artificial tissue to make it look human. This tissue is known as biological camouflage (BIOCAM) and replicants can be supplied with or without BIOCAM. The BIOCAM can be moulded into an infinite number of designs enabling the Replicant to assume a multitude of guises. Replicants without BIOCAM are known as 'Hard-shells'.

BIOCAM Repliants are easily able to pass for human, making them able to hide a crowd. At the start of a game, a player with BIOCAM Replicants does not have to declare which individual figures are the BIOCAM Replicants. Note: The player must record which figures are BIOCAM Replicants before the start of the game.

There is something quite unnerving about being attacked by a Chrome plated Skeleton. To represent this:

Any Green or Average quality figures suffer an additional 1 to any Reaction tests while in Close combat with a Hard-Shell replicant.

There is something quite unnerving about being attacked by a Chrome plated Skeleton. To represent this: Any Green or Average quality figures suffer an additional 1 to any Reaction tests while in Close combat with a Hard-Shell replicant.

Replicant class robots or Replicants as they are commonly known follow all the rules set out in the rulebook unless otherwise stated in the following sections. Replicants are counted as individuals when determining the number of groups and individuals in a force.

If a corporate army has five squads then up to five replicants may be used

If a corporate army has five squads then up to five replicants may be used

Replicant class robots are programmed with the most sophisticated artificial intelligence programs and the advanced neural net computers. They can be used in any type of mission.

Replicant class robots cannot 'Drop Down' or take aimed shots as described in the rulebook. Replicants are much smaller than Enforcers are. Consequently they cannot withstand as much damage as an Enforcer. Replicants have two damage categories: major and critical.

When a replicant suffers major damage roll on the Replicant Damage table.

When a replicant suffers critical damage, the replicant is destroyed and removed from play.

Replicant class robots cannot 'Drop Down' or take aimed shots as described in the rulebook.

Replicants are much smaller than Enforcers are. Consequently they cannot withstand as much damage as an Enforcer. Replicants have two damage categories: major and critical.

When a replicant suffers major damage roll on the Replicant Damage table.

When a replicant suffers critical damage, the replicant is destroyed and removed from play.

Replicant Damage Table
Roll 1D6 and refer to the below chart
1-2 Arm: One of the replicant's arms is destroyed. Close combat Attack and Wound modifiers are reduced by 1D6 to a minimum of 1D6. The arm may no longer be used. If the replicant is using a heavy weapon it may no longer be used to fire a burst. Single shots are still alloweda
3-4 Leg: One of the replicant's legs is destroyed. Movement actions cost double the normal number of AP. Turning up to 90o now costs 1AP. If both legs are destroyed the replicant may not move. Example: Moving up to 5cm will cost 2AP.
5 Power: The replicant's power unit has been breached and it is losing power. The replicant may only use 3AP per turn. If the replicant's power unit is damaged again it will be destroyed along with the replicantThere is no limit to how many times a single prisoner may be interrogated.
6 CPU: The replicants memory units have been disrupted. It will treat all other models as enemy groups. The replicant will move to attack the nearest group. If the replicant's CPU is damaged again it will be destroyed along with the replicant.

Replicant Damage Table
Roll 1D6 and refer to the below chart
1-2 Arm: One of the replicant's arms is destroyed. Close combat Attack and Wound modifiers are reduced by 1D6 to a minimum of 1D6. The arm may no longer be used. If the replicant is using a heavy weapon it may no longer be used to fire a burst. Single shots are still alloweda
3-4 Leg: One of the replicant's legs is destroyed. Movement actions cost double the normal number of AP. Turning up to 90o now costs 1AP. If both legs are destroyed the replicant may not move. Example: Moving up to 5cm will cost 2AP.
5 Power: The replicant's power unit has been breached and it is losing power. The replicant may only use 3AP per turn. If the replicant's power unit is damaged again it will be destroyed along with the replicantThere is no limit to how many times a single prisoner may be interrogated.
6 CPU: The replicants memory units have been disrupted. It will treat all other models as enemy groups. The replicant will move to attack the nearest group. If the replicant's CPU is damaged again it will be destroyed along with the replicant.

Availability
Available replicants must be purchased at standard costs.
Equipment is purchased at standard costs.
Replicants can only use weapons and equipment they have been programmed to use.

    Military 5000 Close Assault Replicant

  • DMF Always Available
  • OSL 75% Chance of 1D4 Available
  • Bionetica Always Available

    Trooper Law Enforcement Replicant
  • DMF 50% Chance of 1D2 Available
  • OSL Always Available
  • Bionetica 75% Chance of 1D4 Available

    Dragoon Heavy Support Replicant
  • DMF Always Available
  • OSL 75% Chance of 1D2 Available
  • Bionetica 75% Chance of 1D4 Available

    Guardian Utility Replicant
  • DMF Not Available
  • OSL 50% Chance of 1D2 Available
  • Bionetica 50% Chance of 1D2 Available
  • Brat Gangs Always Available, one per gang

Replicant Types

The Military 5000 Close Assault Replicant
- 70 pts + Weapons cost per Replicant

Manufacturer: Lancaster Systems

Tactical Profile: The Military 5000 is the standard urban combat replicant for most of the major corporations, being designed for frontal assaults and other high-risk combat zones.

Like most replicants they do not fare well against opponents equipped with anything except small arms.

Military 5000 Replicants can be supplied with or without BIOCAM at no extra cost. Replicants without biological camouflage make the ideal terror weapons against poorly equipped gangs.

The Military 5000 Close Assault Replicant
- 70 pts + Weapons cost per Replicant

Manufacturer: Lancaster Systems

Tactical Profile: The Military 5000 is the standard urban combat replicant for most of the major corporations, being designed for frontal assaults and other high-risk combat zones.

Like most replicants they do not fare well against opponents equipped with anything except small arms.

Military 5000 Replicants can be supplied with or without BIOCAM at no extra cost. Replicants without biological camouflage make the ideal terror weapons against poorly equipped gangs.

Damage Threshold
Action Points
CC Attack Mod
CC Wound Mod
Major Damage
Critical Damage
5
4D6
3D6
13 - 16
16+
The Military 5000 Replicant is programmed to use all assault rifles, medium pistols, heavy pistols, Autocannons and autoshotguns.

The Series III "Trooper" Law Enforcement Replicant
- 70 pts + Weapons cost per Replicant

Manufacturer: Automated Armaments

Tactical Profile: While not as heavily armoured as the Military 5000, the Trooper is no less a threat. It has been designed with a high situational awareness, capable of switching from directing lost tourists to busting cybered up psychos in an instant.

The main Purchaser of Troopers is OSL and so comes with OSL design specifications as standard.

Troopers are always covered with BIOCAM so that they interact with the public without causing alarm. BIOCAM is fitted at no extra cost.

The Series III "Trooper" Law Enforcement Replicant
- 70 pts + Weapons cost per Replicant

Manufacturer: Automated Armaments

Tactical Profile: While not as heavily armoured as the Military 5000, the Trooper is no less a threat. It has been designed with a high situational awareness, capable of switching from directing lost tourists to busting cybered up psychos in an instant.

The main Purchaser of Troopers is OSL and so comes with OSL design specifications as standard.

Troopers are always covered with BIOCAM so that they interact with the public without causing alarm. BIOCAM is fitted at no extra cost.

Damage Threshold
Action Points
CC Attack Mod
CC Wound Mod
Major Damage
Critical Damage
6
4D6
3D6
11 - 13
14+
Trooper class Replicants are programmed to use all close combat weapons, all pistols and autoshotguns.

The 'Guardian' Class Utility Replicant
- 40 pts + Weapons cost per Replicant

Manufacturer: Lancaster Systems

Tactical Profile: Designed as a general purpose Replicant. Guardians are commonly used as personal servants and bodyguards for Corp Executives and Media Personalities. While not primarily designed as full combat units, Guardians are sufficiently equipped to operate in low intensity combat situations.

Unlike human guards, their loyalty can be guaranteed.

Guardians are always equipped with BIOCAM at no extra cost.

The 'Guardian' Class Utility Replicant
- 40 pts + Weapons cost per Replicant

Manufacturer: Lancaster Systems

Tactical Profile: Designed as a general purpose Replicant. Guardians are commonly used as personal servants and bodyguards for Corp Executives and Media Personalities. While not primarily designed as full combat units, Guardians are sufficiently equipped to operate in low intensity combat situations.

Unlike human guards, their loyalty can be guaranteed.

Guardians are always equipped with BIOCAM at no extra cost.

Damage Threshold
Action Points
CC Attack Mod
CC Wound Mod
Major Damage
Critical Damage
5
2D8
2D8
8-10
11+
Guardian class Replicants are programmed to use Tazers, machine pistols, light pistols and medium pistols.

The Dragoon Class Heavy Support Replicant
- 100 pts + Weapons cost per Replicant

Manufacturer: Automated Armaments

Tactical Profile: The Dragoon is one the most heavily armoured replicants on the market. Designed to withstand nearly all small arms, it can often be found supporting Assault units during clearance operations.

Dragoon class Replicants can be supplied with or without BIOCAM at no extra cost.

Dragoon class Replicants have heavy-duty frames, which enables them to use specially modified assault rifles single-handed, thus being able to use two assault rifles at the same time. (Both assault rifles are purchased at normal points cost)

When firing two assault rifles, take one Hit roll and if successful, the Dragoon may make two Wound rolls (one from each assault rifle).

The Dragoon Class Heavy Support Replicant
- 100 pts + Weapons cost per Replicant

Manufacturer: Automated Armaments

Tactical Profile: The Dragoon is one the most heavily armoured replicants on the market. Designed to withstand nearly all small arms, it can often be found supporting Assault units during clearance operations.

Dragoon class Replicants can be supplied with or without BIOCAM at no extra cost.

Dragoon class Replicants have heavy-duty frames, which enables them to use specially modified assault rifles single-handed, thus being able to use two assault rifles at the same time. (Both assault rifles are purchased at normal points cost)

When firing two assault rifles, take one Hit roll and if successful, the Dragoon may make two Wound rolls (one from each assault rifle).

Damage Threshold
Action Points
CC Attack Mod
CC Wound Mod
Major Damage
Critical Damage
5
4D6
3D6
15 - 17
18+
The Dragoon class Replicant is programmed to use all assault rifles and heavy weapons.

Availability
Available replicants must be purchased at standard costs.
Equipment is purchased at standard costs.
Replicants can only use weapons and equipment they have been programmed to use.

Military 5000 Close Assault Replicant

DMF Always Available

OSL 75% Chance of 1D4 Available

Bionetica Always Available

Trooper Law Enforcement Replicant

DMF 50% Chance of 1D2 Available

OSL Always Available

Bionetica 75% Chance of 1D4 Available

Dragoon Heavy Support Replicant

DMF Always Available

OSL 75% Chance of 1D2 Available

Bionetica 75% Chance of 1D4 Available

Guardian Utility Replicant

DMF Not Available

OSL 50% Chance of 1D2 Available

Bionetica 50% Chance of 1D2 Available

Brat Gangs Always Available, one per gang


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