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  AN ONGOING NEWSLETTER October 2008


The Power of Armour
by Derek Hill

Combat Zone currently lacks any rules for power armour, yet they produce some great Space Rangers....

So I thought it was time to drum some up: After lurking on the mailing list for over a year I figured I should contribute something.eM-4 Space Ranger

General Rules for Power Armour

Any force wishing to begin a campaign with power armoured figures must have at least one Tech; he may service a number of power armour suits equal to his Tech level, and all suits must be serviced in order to take part in a battle.

Power armour is not readily available, even to corporate forces. Corporate forces must make rarity rolls as gangs do (2d6) to obtain the necessary funding (Bionetica may re-roll both the availability and number available)

Corporate Forces 1-4 5-7 8-10 11+
1D3 Tactical Power Armour N/A N/A 25 pts 20 pts
1D2 Support Power Armour N/A N/A N/A 25 pts
Gang Forces
1D2 Tactical Power Armour N/A N/A N/A 25 pts
1 Support Power Armour N/A N/A N/A 30 pts

If a model in power armour is wounded, there is a chance that the damage is done to the armour instead of the individual.

    Roll 1D6
  • 1-4 the model is taken out of action
  • 5-6 the armour is damaged.
    Make a roll on the Replicant Damage table and apply the results, though rolling a 6 on this table will instead cause Critical Damage to the armour, which will effectively render it useless for the remainder of the campaign.

Power armour follows the same repair rules as Replicants.

    Tactical Power Armour - 20 pts
    (May only be worn by Veteran and Elite Figures)
  • Armour Rating - 4
  • +1d4 Attack Modifier and +1 Wound Modifier in Close Combat
  • Dropping Down requires 2 AP
  • Firing Heavy Weapons is reduced to 1 AP, and Burst Firing Heavy Weapons is reduced to 2 AP
  • May replace up to one arm with an Enforcer Weapon pack at the normal cost, in which case the figure may no longer use that arm for anything else.
  • Equipment Capacity: 1 Equipment pack
    Support Power Armour - 25 pts
    (May only be worn by Veteran and Elite Figures)
  • Armour Rating - 5
  • Like with Combat Suits, the figure may only take 4cm of movement per AP
  • +1d4 Attack Modifier and +1 Wound Modifier in Close Combat
  • May not Drop Down, or cross obstacles more than half the figures body height.
  • Figures in Support Power Armour may fire all Enforcer Weapon packs as they it were a machines, as such they may burst fire all Enforcer Weapon packs at once for 4 AP
  • May replace up to 2 arms with an Enforcer Weapon pack at the normal cost, in which case the figure may no longer use that arm for anything else.
  • May equip an Enforcer HE Missile pack on a center mount for +15 pts, or a Heavy Claymore for +X pts
  • Equipment Capacity: 2 Equipment packs

New Weapons, Equipment Packs, and Gear

Close Combat Weapons
Weapon Attack Mod Wound Mod
Cestus (6 pt) 1d6 +5
Designed primarily for power armoured troops, this hydraulically augmented gauntlet allows soldiers to crush skulls and pull triggers with equal ease. Note: Figures armed with cesti are able to hold other weapons in the same hand, however, to use the cesti in Close Combat, they must holster/sling their other weapons first for 1 AP).

Heavy Weapons
Weapon ROF Damage Point Short Long Points
Heavy Claymore 2 uses 4D6 Special N/A N/A 17
This powerful shoulder weapon is designed specifically for the bulky Support Power Armour suits. The twin drum-shaped launchers rapidly spew thousands of small steel shards in a small area directly in front of the user, shredding bare flesh and reducing lesser armour to scraps. Note: May only be mounted on Support Power Armour, or a Street Tiger's Center Mount (+2 pts)
    Firing Procedure:
  • It costs 2 AP to fire a Heavy Claymore.
  • Quality bonuses do not apply to Area Effect weapons
  • Place the 2.5 cm template directly in front of the firing model, touching its base
  • Roll 1D6, on a roll of 1-5 the blast fires directly forward, on a 6, the shot deviates 1D2 cm to the left or right of the firing model, opponent's choice.
    Effects:
  • Each figure 50% or more under the template takes an automatic 4D6 Wound roll, 5D6 if they're wearing anything less than a Flak Jacket.
  • Each figure less than 50% under the template takes an automatic 2d6 Wound roll, or 3D6 if they're wearing anything less than a Flak Jacket.
  • Any surviving member receives an automatic Panic reaction.

Equipment Packs (For Enforcers and Power Armour)

    Jump Pack (15 pts):
  • Figure may spend 5 AP to make a boosted jump in a straight line up to 35 cm, ignoring any intervening obstacles under 3 cm in height.
  • Alternatively the figure may make a vertical jump up to 15cm, and may otherwise act normally (you may need to combine horizontal movement and a jump to get on top of a structure).

eM-4 Space Ranger confronts an eM-4 prepainted alien

New Weapons, Equipment Packs, and Gear

Close Combat Weapons
Weapon Attack Mod Wound Mod
Cestus (6 pt) 1d6 +5
Designed primarily for power armoured troops, this hydraulically augmented gauntlet allows soldiers to crush skulls and pull triggers with equal ease. Note: Figures armed with cesti are able to hold other weapons in the same hand, however, to use the cesti in Close Combat, they must holster/sling their other weapons first for 1 AP).

Heavy Weapons
Weapon ROF Damage Point Short Long Points
Heavy Claymore 2 uses 4D6 Special N/A N/A 17
This powerful shoulder weapon is designed specifically for the bulky Support Power Armour suits. The twin drum-shaped launchers rapidly spew thousands of small steel shards in a small area directly in front of the user, shredding bare flesh and reducing lesser armour to scraps. Note: May only be mounted on Support Power Armour, or a Street Tiger's Center Mount (+2 pts)
    Firing Procedure:
  • It costs 2 AP to fire a Heavy Claymore.
  • Quality bonuses do not apply to Area Effect weapons
  • Place the 2.5 cm template directly in front of the firing model, touching its base
  • Roll 1D6, on a roll of 1-5 the blast fires directly forward, on a 6, the shot deviates 1D2 cm to the left or right of the firing model, opponent's choice.
    Effects:
  • Each figure 50% or more under the template takes an automatic 4D6 Wound roll, 5D6 if they're wearing anything less than a Flak Jacket.
  • Each figure less than 50% under the template takes an automatic 2d6 Wound roll, or 3D6 if they're wearing anything less than a Flak Jacket.
  • Any surviving member receives an automatic Panic reaction.

Equipment Packs (For Enforcers and Power Armour)

    Jump Pack (15 pts):
  • Figure may spend 5 AP to make a boosted jump in a straight line up to 35 cm, ignoring any intervening obstacles under 3 cm in height.
  • Alternatively the figure may make a vertical jump up to 15cm, and may otherwise act normally (you may need to combine horizontal movement and a jump to get on top of a structure).

eM-4 Space Ranger vs. eM-4 prepainted Alien


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