Homebrew: Warglory, 2119ad - Black Marines

   
Warglory, 2119ad - Walkers



Foreward

Warglory is a game of soldiers, of fighting, of choosing to follow the rules & survive or break them and earn a name, a reputation with life longer than yours.
Walkers is in a future. Maybe our future. Man spreads upon the stars and takes war with him, bloody and brutal and full of danger. Air denial is king, nothing flys the future's skys for fear of the guns below. Denied helicopter support, air strikes and with artillery struggling to deliver it's ordinance upon defended targets the powered suit found new purpose; strong enough to fight with jetpack fitted and carry deadly armament, the jump troops (called walkers) became the new light cavalry. Airmobile, able to duck under air denial when targetted and advance on it by foot, fly low & safe, hop streets and offer fleeting targets to the AD guns they've been an important weapon in all wars since the mid 21st century - into, through & beyond WW3.

They hunt infantry. They fight the enemy's own walkers. They find and track heavy armour, picking at it when necesary and avoiding it when not. And they are the commando, the hit & run force of every army worth naming. In the future's system-spanning Human realms they are the first in for a planet-drop, the first on site for a <classified> engagement, and the natural predator of anything on two legs that can't fly away. This game - Walkers - is about those troops. This is their fight.

Walkers don't dominate the battle. But they sure as heck get the most action!


Warglory, Walkers 2119ad

Warplanes are denied the future’s skies, where artillery scratches darkening cloud and bombs fall with callous disregard. Ground cracks under monstrous weight as tanks crush brick and bone, men hide like hunted wolves from deadly war machines… for where tanks can’t drive Walkers tread, where choppers once flew the Walkers soar. With bloody hands and deadly bombs they fight the urban war, with bayonets and volley guns they butcher what men they can. When tanks come and shells fall they flee 'pon wings of fire then dive before the guns can snatch them, dive to the streets below.

Welcome to Walkers, 2119ad. This game uses D10 Warglory rules and is set in the next century. Players are soldiers in the future’s light cavalry, flying fast and low into brutal close range firefights they hit and run before death can catch them up.

Base Stats

Grit = A measure of a character's physical & mental toughness, fighting spirit & will to live.
Grit is a melee modifier, and also used for some saving throws
Black Marines start with +2 Grit

Reflex = Speed and alacrity of a characters reactions, and quickness of thought in combat.
Reflex is used to achieve Snap Shots against fleeting or charging targets and to deny them when charging someone else.
Reflex is also a used for some saving throws
Black Marines start with +2 Reflex

















Character Creation & Advancement






Recon Walkers

Generally ~250kg mass, able to enter most buildings (with care regarding weak floors), can pick up and throw a man 10m pretty easily or murder him barehands.
1 turn fall recovery (Or less via Grit check)
Silent running. Most are battery powered with sneak shoes, they make barely any servo noise. Even the flight units are (fairly) quiet.
Can operate unpowered.
1st world armies generally have 10 infantry for every 1 Walker, making pilots an elite.
Recons are used for infiltration, scouting & building sweeps. Police tac units employ Recon walkers in some cities.
Recons in a Marines platoon make good scouts and double as the DET (Designated Entry Team) for building sweeps.



Assumed kit
1 Utility Knife. +3 Melee, Light piercing damage.
Dynamic Camouflage. Pick a spot, from >50m you're invisble from there & obvious from others; visible (barely) when moving. Otherwise it uses a general cammo pattern suitable to the environment.
Extracton tools - AKA "Can Openers". Standard kit for removing armour from severly wounded friendlies.
Slick-suit & drug injector. Automated pressure suit that controls blood loss, fluid replacement & basic drug injection.








Assault Walkers

Generally ~1ton mass, cannot enter many buildings without the floor caving in
1-2 turn fall recovery
Mainstay of "dragoon" (airmobile infantry) & black marine outfits for the superpowers. A typical platoon might have 24 Assaults and 6 Recons, the ratio varies by theatre.



Assumed kit
Longknife. +4 Melee, Light piercing damage
Dynamic Camouflage. Pick a spot, from >50m you're invisble from there & obvious from others; visible (barely) when moving. Otherwise it uses a general cammo pattern suitable to the environment.
Extracton tools - AKA "Can Openers". Standard kit for removing armour from severly wounded friendlies.
Slick-suit & drug injector. Automated pressure suit that controls blood loss, fluid replacement & basic drug injection.
MIC. All Assault Walker primary weapons feature built-in Magnetic Inductor Coils. See Recon walkers, Primarys, HMR & Friedemann gun; they are as-described but without the Snapshot penalty








Heavy walkers

Generally ~10ton mass, some buildings can support them; car parks, some malls, etc
2-4 turn fall recovery
Some 1st world armies have 30-50 Recon/Assault walkers to every 1 heavy. Others don't have the technology.
Russia, China & Europe are the only powers confirmed to be manufacturing 2nd generation Heavy walkers; 1st gen could barely fly, very rare. 2nd gen do via a new technology.
Heavy walkers are comparable with armoured cars, sacrificing some armour for B-drive capability & higher mobility in urban & dense terrain.





Assumed kit
Life Support. Heavies are well capable of keeping a pilot alive for several days, even after the power runs out.
Parachutes. Heavies in Earth atmosphere can achieve a safe landing from >500m height by using failsafe mechanical paracutes triggered manually by the pilot. They carry 3 sets.
Holdouts. If forced to leave the Walker a survival pack, gasmask & infantry carbine are in the cockpit floor lockers. Due to fumes gasmask should be put on before opening the pilot egress hatch.
MIC. All Heavy Walker weapons feature built-in Magnetic Inductor Coils (+2 for using >1 at once). See Recon walkers, Primarys, HMR & Friedemann gun; they are as-described but without the Snapshot penalty, @ +4 Detect (+5 when used with EW Control Suite)















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