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Gears

1686065540

Edited 1689667359
Gear Combat works the same as personal combat. If a Gear is destroyed (0 hp) excess damage is applied to the pilot. When a Gear is hit,  PCs can choose to take up to half of incoming damage off their own hit points rather from Gear hp. A prone Gear does not receive Disdvantage to be hit, or to hit others. On flat terrain a Gear can move double speed on foot wheels if they move in a straight line & don't split move. A WEAPON THAT HAS THE  BURST   FIRE PROPERTY CAN MAKE A NORMAL SINGLE-TARGET ATTACK, OR IT CAN  SPRAY  A 2x2 HEX (4 METER) AREA WITHIN NORMAL RANGE WITH SHOTS. EACH CREATURE OR VEHICLE IN THE AREA OR THAT ENTERS THE AREA BEFORE THE ATTACKER'S NEXT TURN HAS AN ATTACK ROLLED AGAINST THEM. THIS ACTION USES 3 BURSTS.  A WEAPON THAT HAS THE  SALVO   or EXPLOSIVE FIRE PROPERTY AFFECTS A 4 HEX (8 METER) AREA WITHIN NORMAL RANGE. EACH CREATURE OR VEHICLE IN THE AREA HAS AN ATTACK ROLLED AGAINST THEM.  Maximum range: the listed maximum long range assumes a moving target of from roughly human to tank size. against large static targets such as landships and large buildings, attacks at (1) Listed short range always hit, attacks to (2) listed maximum range have advantage, and (3) attacks may be made normally at up to double listed maximum range. exception: due to beam attenuation, particle accelerators cannot make effective attacks beyond listed maximum range. CNSC Coalition of Northern City States AST Alliance of Southern Territories SCOUT GEARS ( CNSC   CHEETAH ) CP 1 ARMOR CLASS: [15] Max Dex +4 HIT POINTS: 40 Hardness 10 MOVEMENT: 16 hexes/32m (65/91.6   K PH) 25mm M25 Pack Gun Autocannon dam 4d12 (26) rng 40/160  hexes  80m/320m Mag 10  burst (30r) 52mm RP-109 rocket pack (advtg) dam 7d8 (31) rng 20/80 hexes 40m/160m Mag 8  salvo (24r) Vibroknife dam 4d6 (14) STR 18 AST  Iguana : As Cheetah, except AC 14   Max Dex +3  Hit Points 44, Hardness 14 , Movement 13 hexes/26m  (52/84.2 KPH)   Cheetah   Iguana GENERAL PURPOSE GEARS ( CNSC  Hunter , AST  Jager ) CP 1 ARMOR CLASS: [13] Max Dex +3 HIT POINTS: 45 Hardness: 15 MOVEMENT: 10 hexes/20m  (42/72 kph) 20mm Autocannon  dam 4d12 (26) rng 40/160  hexes  80m/320m Mag 20  burst 52mm Rocket Packx2 (advtg) dam 7d8 (31) rng 20/80 hexes 40m/160m Mag 2x4=8 salvo Vibroknife dam 4d6 (14) STR 20                                                         Hunter & Jager ELITE GP GEARS CNSC  JAGUAR   CP 2 ARMOR CLASS: [14] Max Dex +3 HIT POINTS: 46  Hardness: 16 MOVEMENT: 13 hexes/26 meters   53.1/81 kph 30mm Machine Autorifle (MAR) dam 6d12 (39) rng 60/240 hexes 120m/480m Mag 13 burst 52mm Rocket Packs (advtg) dam 7d8 (31) rng 20/80 hexes 40m/160m Mag 11  salvo Vibroknife dam 4d6+5 (19) STR 21 AST BLACK MAMBA: AS JAGUAR EXCEPT  HIT POINTS: 47  speed 55.4/84 kph BLACK MAMBA & JAGUAR FIRE SUPPORT GEARS CNSC   GRIZZLY   CP 1 ARMOR CLASS: [11] Max Dex +2 HIT POINTS: 48  Hardness: 20 MOVEMENT: 9 hexes/18m  (38/65 kph) 30mm Autocannon dam 6d12 (39) rng 60/240 hexes 120m/480m Mag 12 burst CP 1 OR 40mm  HAC  Autocannon dam 8d12 (52) rng 60/240 hexes 120m/480m Mag 10  burst CP 2 71mm Rocket Pack (advtg) dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 4 salvo Heavy Guided Mortarx1 dam 3d20 (31) rng 80/800  hexes  160m/1600m Mag 12 ( explosive )  Slow: 1 action to aim, 1 action to fire. Vibroknife dam 4d6 (14) STR 23 Heavy : Disadvantage on Stealth checks. AST   SPITTING COBRA : As Grizzly, except Hit Points 51, Hardness 21, Movement 8 hexes/16m  (35/62 kph)  HEAVY ASSAULT GEARS CNSC  HACS-02KG-AST ASSAULT  GRIZZLY   CP 3 ARMOR CLASS: [11] Max Dex +2 HIT POINTS: 65  Hardness: 23 MOVEMENT: 9 hexes/18m  (38/65 kph) 1. 40mm  HAC  Autocannon dam 8d12 (52) rng 60/240 hexes 120m/480m Mag 10  burst  CP 2 AND 1. Heavy  Guided  Mortar dam 3d20 (31) rng 80/800  hexes  160m/1600m Mag 12 ( explosive ) CP 1  Slow:  1 action to aim, 1 action to fire. OR 2. Riley B-300 Bazooka dam 9d12 (58.5) rng 40/160 hexes 80m/320m Mag 30 (10 3-round clips)  explosion  CP 3 AND 2.  25mm M25 Deployable Pack Gun dam 4d12 (26) rng 40/160  hexes  80m/320m Mag 10  burst  (30r) CP 1 71mm Rocket Packx2 (advtg) dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 2x4=8   salvo anti-personnel HMG (chest pod) dam 3d12 rng 20/80 hexs (40m/160m) Mag 100  burst Vibroknife dam 4d6 (14) STR 23 Heavy : Disadvantage on Stealth checks. Introduced in 1913 during the early War of the Alliance, the Assault Grizzly is transitional between the standard Fire Support Grizzly 1875 and the Kodiak 1916 elite Gear. It is intended for extended heavy and sustained assault operations where repair and resupply may not be available., where it will deliver and sustain a high volume of continuous fire. In the normal configuration the Assault Grizzly replaces the Grizzly's HAC with an advanced recoilless bazooka. The bazooka itself holds a disposable 3-round clip. The fire support Grizzly's back mortar is replaced with a massive bazooka magazine housing an additional 9 3-round bazooka clips (1 action to reload).   Spitting Cobra & Grizzly ELITE FIRE SUPPORT/HEAVY ASSAULT GEARS CNSC  HACS-10HG KODIAK CP 5 ARMOR CLASS: [12] Max Dex +2 HIT POINTS: 65  Hardness: 25 MOVEMENT: 9 hexes/18m  (38/65 kph) 71mm Rocket Pack (advtg) dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 6  salvo (6) 1. LOKI RL 3mm Light Railgun range 125h/500h (250m/1000m) damage 6d20 (63) Magazine 20 burst OR 2. Particle Accelerator range 80h/160h 160m/320m damage 7d12 (45) & target Hardness halved. Magazine  Magazine 20 capacitor (burst) . The particle accelerator fires a continuous charged particle stream, with highly ablative effects against armour. PLUS 2.  Heavy Guided Mortarx1 dam 3d20 (31) rng 80/800  hexes  160m/1600m Mag 12 ( explosive )  Slow:  1 action to aim, 1 action to fire. Vibroknife dam 4d6 (14) STR 25 Heavy : Disadvantage on Stealth checks. AST ORCS-12X King Cobra CP 6 ARMOR CLASS: [13] Max Dex +2 HIT POINTS: 60  Hardness: 28 MOVEMENT: 9 hexes/18m  (36/67 kph) 71mm Rocket Packs (advtg) dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 12  salvo (6) 1. 3mm Light Railgun range 125h/500h (250m/500m) damage 6d20 (63) Magazine 20 burst (back capacitor) OR 2. Particle Accelerator range 80h/160h 160m/320m damage 7d12 (45) & target Hardness halved. Magazine 20 capacitor (burst). The particle accelerator fires a continuous charged particle stream, with highly ablative effects against armour. PLUS EITHER a 60-shot back mounted capacitor, OR 2.  Heavy Guided Mortarx1 dam 3d20 (31) rng 80/800  hexes  160m/1600m Mag 12 ( explosive )  Slow:  1 action to aim, 1 action to fire. Vibromachete dam 5d6 (17) STR 23 Heavy : Disadvantage on Stealth checks. ___________________________________________ est. Cost - Northern Gears (Marks/$) Cheetah 198,750 Hunter 221,590 Jaguar 471,750 Grizzly 634,286 Kodiak 1,233,750 Mammoth Strider 3,666,667 est. Cost - Southern Gears (Dinars/$) Iguana 389,333 Jager 221,667 Black Mamba 503,250 Spitting Cobra 525,857 King Cobra 3,142,857 Naga Strider 1,233,750
1686209400

Edited 1688622569
Standard Order of Battle Gear Squadron: 4 (3-5) Gears. Command: Ranger or  2nd Lieutenant . Sub-Command: Corporal.  2-3 Troopers. Gear Section: 3 Squadrons (9-15 Gears). Command: 1st Lieutenant or Captain. Sub-Command: Senior Ranger. Gear Company: 3-4 Sections (27-60 Gears) including 1 Command Squadron. Command: Captain or Major.  Sub-Command: Sergeant. Gear Regiment: 4 Companies (108-240 Gears) plus Support Company & Command Section. Command: Colonel. Sub-Command: Regimental Sergeant. A Regiment normally maintains at least one Company's worth of replacement Gears (27-60). A Gear Regime nt typically has a minimum of 1 Colonel, 1 Major, 3 Captain, & 12 Lieutenant.
PCs can choose to take up to half of incoming damage off their own hit points  - this seems a good idea at high level, maybe not so much when you have 15 hp.  An average 20mm cannon hit does ca 28 damage, if your Gear has Hardness 15 & 1 hp left when it gets hit that's an average of 28-16=12 damage to the pilot, survivable. But a critical hit averages 54 damage which would be 54-16=38 to the pilot. 
GENERAL PURPOSE GEARS SCOUT GEARS ELITE GEARS FIRE SUPPORT GEARS STRIDERS
Gear Neural Network Neural Networks or NNets are flexible electronic circuitry which mimics natural neural pathways and form the basis for 62nd-century computing.  The Heavy Gear neural net is housed in a removable armoured casing the size of a small briefcase, and is normally transferred from Gear to Gear to maintain continuity of operations. Prior to deployment the NNets are trained by specialised Gear Trainers, similar to dog trainers.  The NNet housing is located in the upper torso of the Gear right behind the pilot's head and connected by cable to the pilot helmet interface.
Northern Gears
SOUTHERN GEARS
Target Designation The designating Gear (usually a Cheetah) can transmit the laser tagging data to any other allied Gear, but it only makes a difference (grant advantage) for guided weapons that can adjust in flight, eg Grizzly guided mortars, or the single-shot ATGMs (Anti Tank Guided Missiles) used against enemy tank forces. A Visigoth tank will shrug off normal Gear weaponry and even light field guns, but is vulnerable to ATGMs.
1689403482

Edited 1689666838
Advanced Weaponry FS Fire Support FS-E Fire Support-Elite COMBAT PRIORITY  5 LOKI RL 3mm Light Railgun range  125h/500h (250m/1000m)  damage 6d20 (63) Magazine 20 burst. The LOKI can be hand carried by the heaviest Northern Gears. A large back-mounted capacitor replaces the guided mortar. FS Using the same trusted magnetic acceleration technology found on the Aller MBT heavy railgun, the LOKI remains very popular with elite CNSC Heavy Gear units. COMBAT PRIORITY  6 Light Particle Accelerator range  80h/160h 160m/320m  damage 7d12 (45) & target Hardness halved. Magazine 20 (burst). The particle accelerator fires a continuous charged particle stream, with highly ablative effects against armour. The integral capacitor can charge 20 shots. An optional back-mounted capacitor can supply an additional 60 shots (80 total). Kodiak XPA-001, FS-E. The Northco  XPA-001 is an experimental design developed from captured CEF technology. It is issued on a limited basis to Kodiak elite strike/assault units.
1689404325

Edited 1689666621
Gear Designation S/R  Scout/Recon GP  General Purpose GP-E General Purpose-Elite FS - Fire Support Standard Weaponry   COMBAT PRIORITY 1 25mm M25 Pack Gun dam 4d12 (26) rng 40/160  hexes  80m/320m Mag 10  burst  Single Shot 3d12 (disad)      S/R 20mm LAC Autocannon  dam 4d12 (26) rng 40/160  hexes  80m/320m Mag 20  burst Single Shot 3d12 (disad)    GP 30mm MAC Autocannon dam 6d12 (39) rng 60/240 hexes 120m/480m Mag 12  burst  Single Shot 5d12 (disad)  FS 52mm LRP-24 Paxton RP-109 rocket pack (advtg) dam 7d8 (31) rng 20/80 hexes 40m/160m Mag 8  salvo  (24r) S/R 71mm Vesper-A rocket pack (advtg)  dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 4  salvo ( 12r) GP-E COMBAT PRIORITY 2 30mm MAR Machine Autorifle dam 6d12 (39) rng 60/240 hexes 120m/480m   Mag 13  burst.  Single Shot 5d12 GP-E 40mm HAC  Autocannon dam 8d12 (52) rng 60/240 hexes 120m/480m Mag 10  burst Single Shot 6d12 (disad)   NG:  40mm Riley M225 AST: Paxton MR60. FS  52mm LRP-32 Paxton RP-109 rocket pack (advtg) dam 7d8 (31) rng 20/80 hexes 40m/160m Mag 11  salvo  (32r) GP-E 71mm MRP-18 Vesper-A rocket pack (advtg)  dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 6  salvo  ( 18r) FS 7.5mm  anti-personnel LMG gatling dam 2d12 rng 20/80 hexes 40m/160m Mag 200  burst  S/R (FS: chest pod) Armour-Piercing Incendiary Tracer (A-PIT) rounds (LAC MAC or HAC): d12 off initial damage, but if the A-PIT penetrates at all then d6 off armour hardness in subsequent attacks. If a Gear is reduced to 0 hp by an Incendiary weapon, the cockpit is set ablaze. The pilot is on fire and takes 2d6 Fire damage at the start of each of their turns. The pilot can extinguish this fire by first dismounting the Gear (half Move), then using an Action and succeeding on a DC 10 Survival check. COMBAT PRIORITY 3 Riley B-300 Bazooka dam 9d12 (58.5) rng 40/160 hexes 80m/320m Mag 30 (10x3-round clips)  explosion  CP 3. FS (magazine replaces guided mortar) 71mm MRP-36 Vesper-A dual rocket pack (advtg)  dam 8d8 (36) rng 24/96  hexes  48m/192m Mag 12  salvo  (36 r) FS (heavy: replaces guided mortar) 12.5mm anti-personnel HMG gatling dam 3d12 rng 20/80 hexes 40m/160m Mag 100   burst  S/R (FS: chest pod) COMBAT PRIORITY 4 106mm Paxton LGPC Snub Cannon dam 21D12 (136) rng 20/100 hexes (40m/200m) Mag 3r single shot GP-E The most powerful weapon that can be carried by General Purpose - Elite (GP-E) Gears such as the Jaguar and Black Mamba, the Snub Cannon is assigned to tank hunter/killer teams of elite, but often short lived, Gear pilots. Inaccurate but able to destroy the heaviest enemy Gear with a single shot, it is normally banned from even the most bloodthirsty Duelling circuits.
1689498085

Edited 1689498150
COMBAT PRIORITY A PC's Combat Priority is normally equal to their Gear Pilot level plus half any multiclass levels, rounded down. So eg a Pilot-5/Rogue-5 or    Pilot-5/Fighter-5  would typically be CP 7. NPC PILOT SKILL RATING: NPC COMBAT PRIORITY (typical) RESERVE (1)   0 QUALIFIED (2) 1-2 VETERAN (3) 2-3 ELITE (4) 4-6 LEGENDARY (5) 7+ So a CP 5 Elite Gear like the Kodiak would typically have an Elite (4) pilot. Legendary (5) Pilots have access to the best experimental and prototype weaponry (CP7+).