Monday, March 16, 2015

The DCC Road Warrior

 
Back in January, I posted the characters (part 1 part 2) for my DCC Thundarr campaign. One of the archetypes I had outlined was a Road Warrior. After the first set went up, +Reid San Filippo offered me a sneak preview of his latest Crawling Under a Broken Moon zine. It's all about the post-apocalyptic roadways. I promised Reid I wouldn't post about the Road Warrior before he released Issue Six. It's out now!  Here's a set of iconic vehicles and the Road Warrior for your DCC game. See CUABM Issue #6 for a full explanation of the vehicle stats. 
  
Raider Motorcycle: Beater Motorcycle Init +5; Atk rundown +1 melee (2d4+Ram); AC 12*; HD d4; HP:6 Speed cruise 3/ max 5; Act 1d20; SV Fort +0, Ref +3, Will NA; Fuel Tank 1d5; Guzzle 1.
* Vehicle only, passenger(s) use individual ACs
Basic Traits: Very Nimble, Very Dangerous, Open, Off Road; Armored +2 AC to driver. 
Raiders often weld metal plates onto their bikes for added protection.

Raider Buggy: Beater Buggy: Init +4; Atk rundown +2 melee (3d5+Ram); AC 14*; HD d5; HP:9 Speed cruise 3/ max 5; Act 1d20; SV Fort +1, Ref +2, Will NA; Fuel Tank 1d6; Guzzle 2.
* Vehicle only, passenger(s) use individual ACs
Basic Traits: Nimble, Dangerous, Open, Off Road, Armored (+2 ac to passengers); Ram plate
Weapon mount: compressed air arrow launcher - Atk: as gunner  Dam:1d6 Fires 3 arrows at the same time, one shot only until reloaded, takes two turns to reload. 
An armored raider buggy with a multi-shot compressed air arrow launcher. 

Raider Warlord Truck: Keeper Truck: Init +1; Atk rundown +6 melee (3d10+Ram); AC 16*; HD d12; HP:36 Speed cruise 3/ max 5; Act 1d20; SV Fort +6, Ref 0, Will NA; Fuel Tank 1d12; Guzzle 6.
Basic Traits: Open, Armored (+2 AC for passengers ); Dangerous, ramplate ; 3 Weapon Mounts 
2X  compressed air arrow launcher - Atk: as gunner  Dam:1d6 Fires 3 arrows at the same time, one shot only until reloaded, takes two turns to reload. 
Flamethrower: Atk: as gunner Dam:3d6 Close range only Ref save DC15 or catch fire; 1d6 damage per turn until save is made or fire is put out by other means. 
The raider warlord keeps all the best parts for himself.  This vehicle requires a minimum crew of 4. The warlord often sits on top or in the rear on a custom built throne of car parts.
 Last of the V-8 Interceptors: Custom Large Car Init:+4 Atk:+4 rundown Dam:2d7+ram AC15 HD:9d8 HP:36  Speed: cruise 7 / max 10 Act 1d20 SV Fort +2 Ref +3 Will N/A Fuel:1d8 Guzzle:4
Traits:High Performance Engine; Enhanced Handling 
The Petrol head's dream car.  Petrol heads add +1 to their Ace and Mojo die rolls when driving this car. 
The last of the surviving muscle cars. Highly prized by petrol heads. 

Car Warrior: Keeper Large Car: Init +2; Atk rundown +4 melee (3d7+Ram); AC 19; HD d8; Speed cruise 3/ max 5; Act 1d20; SV Fort +2, Ref +1, Will NA; Fuel Tank 1d8; Guzzle 3.
Traits: Ramplate; Heavily Armored Ac +4 ; Hvy Weapon Mount - Machine Gun Atk: as gunner Dam:1d12 ROF:5(A) Ammo:100 
A heavily armed and armored car used by petrol head auto-duelists. 

The Road Warrior

Tuesday, March 10, 2015

Cyber T-Rex for DCC


For my Crawling under a Broken Moon game, I wanted a BIG monster for the players to fight.  What's better than a T-Rex? A Cyber T-Rex!
 
Cyber-T-Rex: Init +1; Atk Bite +6 melee (2d6+1) Dual Head-Lasers +4 ranged attacks two targets 1d8 damage; AC 18; HD 5d10+4;  39 HP MV 40’;
Act d20+d20; SV Fort +6, Ref +2, Will +1;


(The image above is from Atomic Robo by Brian Clevinger and Scott Wegener.  Which is awesome and you should go read it.)

Wednesday, February 25, 2015

Dark Heresy Debriefing


I wrote this "in-character" message to my Dark Heresy Players after their last few missions. Despite my grousing about the Dark Heresy rules, I like the setting quite a bit.  Slight spoilers for a few of the published Dark Heresy adventures.
+++++EYESONLYEYESONLYEYESONLY+++++++
Encryption Level Theta

Transcript of Throne Agent debriefing by Inquisitor Globus Vaarack 

Transcript Begins

"I sent you on a simple mission to recover and investigate an artifact on Barasapine. In this course of your investigation you AWOKE A TITAN which proceeded to destroy much of the city of Kephistron Altis! You report that this all occurred during a battle with a Greater Daemon of the ruinous powers. Then you send an astropathic communique to me saying you have vital eyes-only information to share. I dispatched a Rouge Trader vessel to retrieve you. On it's return trip this vessel was destroyed along with an Ecclesiarchy battle barge. It is unclear at this time whether these two ships were enaged in a battle or were destroyed by an outside force. What is known is that you and the remaining crews of both ships crashed on the Agri-world of Secticus IV. On Secticus IV, you encountered a xeno-form (XREF: NECRON) previously unknown is this sector. By rallying the remaining crews and the colonists, your cadre managed to fight off the xenos and send a distress call.  (XREF Deathwatch kill team dispatched to Secticus IV) A nearby Ecclesiarchy ship responded and again you reported to me that you were en-route to Scintilla. 
This ship never reached Scintilla. I assumed you and you cadre were lost. Months later, you turn up on Quaddis claiming you had been captured by the Beast House. On Quaddis, you witnessed the death of Inquisitor Karkalla and terminated an attempt by the Pilgrims of Hayte to take control of the Haarlock legacy.  When you contacted me from Quaddis, I wasn't taking any chances, which is why I am here now.
The information you have brought me is very troubling.  If Arch-Cardinal Ignato is a heretic, it could mean sector-wide unrest.  Also, your discoveries on Quadddis point to the return of  Haarlock himself.  That old devil coming out of hiding may be worse than anything else you've discovered. 

My question for you now is  Where do you go from here?  After Harlock or Ignato?"