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    R o u g e E l e m e n t s

    champion combat in the far future

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    Rouge elements

    It is 2000 years in the future; humans have spread out into theempty universe, to avoid any mass conflicts the Sol government

    has set up Rouge elements, a game where the champions fightacross cities and planets in a one on one struggle not even deathcan release them .

    Table of Contents

    Rouge elements ................................ ................................ ................................ .....2

    Intro. ................................ ................................ ................................ ......................... 2

    The characters ................................ ................................ ................................ .......3

    A ctivation ................................ ................................ ................................ ................4 M ovement ................................ ................................ ................................ ......................4

    A ttacking ................................ ................................ ................................ .................4 S hooting ................................ ................................ ................................ ......................... 5 Close-Combat ................................ ................................ ................................ ...............5 Critical rolls ................................ ................................ ................................ ...................6 M oral tests ................................ ................................ ................................ .....................6 F lee! ................................ ................................ ................................ ................................ 6 G et back to the fight champion! ................................ ................................ ................6 To hit modifiers ................................ ................................ ................................ .............6 S potting Distance ................................ ................................ ................................ .........7 Damage ................................ ................................ ................................ ........................... 7

    Damage modifies ................................ ................................ ................................ ..........7

    M agic ................................ ................................ ................................ ............................... 8

    W eapons ................................ ................................ ................................ .................8 B urning ................................ ................................ ................................ ........................... 9 K nock down ................................ ................................ ................................ ...................9 Corrosion ................................ ................................ ................................ ....................... 9 Template weapons ................................ ................................ ................................ ..... 10 A rea of effect ................................ ................................ ................................ ............... 10

    A oE weapons affect large areas, the weapons A oE radius is shown onthe weapons profile. If an attack is missed role a scatter dice and a D6the weapon will hit at that many inches away in the scatter dies

    direction. ................................ ................................ ................................ ...............10

    B ecause the explosive force is lost with range, every inch the A oEtravels reduces the S tr by 1. ................................ ................................ .............10

    eavy ................................ ................................ ................................ ............................ 10

    ow many points? ................................ ................................ ..............................10

    Character creation ................................ ................................ ..............................10 B ase characters ................................ ................................ ................................ .......... 10 Character upgrades ................................ ................................ ................................ ... 11

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    S pecial upgrades ................................ ................................ ................................ ........ 12 Character abilities and skills ................................ ................................ .................... 12 Character faults ................................ ................................ ................................ .......... 13

    A rmoury ................................ ................................ ................................ ................13 W eapons-close combat ................................ ................................ ............................. 13 Ranged weapons- pistol ................................ ................................ ........................... 14 Ranged weapons- rifles ................................ ................................ ............................. 15 Ranged weapons- special ................................ ................................ ......................... 17 Ranged weapons- explosives ................................ ................................ .................. 17

    W eapon upgrades ................................ ................................ ............................... 18 S tandard upgrades ................................ ................................ ................................ ..... 18 U nusual upgrades ................................ ................................ ................................ ...... 18 W eapon F laws ................................ ................................ ................................ ............. 19

    Equipment ................................ ................................ ................................ .............19 A mour ................................ ................................ ................................ ........................... 19 B ionic limbs ................................ ................................ ................................ ................. 19

    M agic lore ................................ ................................ ................................ .............19 F ire ................................ ................................ ................................ ................................ 20 Tech ................................ ................................ ................................ .............................. 20 Darkness ................................ ................................ ................................ ...................... 21 L ight ................................ ................................ ................................ .............................. 21 Chance ................................ ................................ ................................ .......................... 22

    S ample characters ................................ ................................ ..............................23 S cenarios ................................ ................................ ................................ ..................... 25

    The charactersT he 35mm models (mounted on a round base) used in the game are referredto as characters; they are the champions of different factions within theuniverse, technically immortal as whenever they die, there memories,experience and skills get put into another body and they return to duty. Everycharacter gets a stat line, like the one shown bellow.

    Name- points cost

    RA CA M AV S L A AP W4 6 4 8 4 5 5 5 15

    RA= Ranged attack- for hitting ranged targets

    CA= Combat attack- for hitting target targets in close combat

    M= Movement- how far a character can move

    S= strength- used for working out damage in Close Combat

    AV= Avoidance- how well a character can avoid being hit

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    L= leadership- the moral of the character, (tested by rolling a 2D6, it is passedif you get less then the Ld of the character)

    A= armour- how well protected the character is

    AP= Action points- points that allow extra actions

    W= wounds- the amount of damage that can be taken, once it reaches 0 thecharacter dies.

    Some characters will have special rules shown below the main stat line. Alsoadditional information is show bellow, such as skills and abilities. nocharacteristic can be above 15 or below -5 , excepts wounds, which have alimit of 35 and cannot be 0 or lower.

    A ctivationEach turn every character may activate. T hey move first and then a ttacks.Characters activate in leadership order.

    M ovementCharacters can move up to their movement characteristic in inches every turn.It can stop and turn as many times as you wish. Movement takes up 1-actionpoints, regardless of how far was moved.

    Moving over difficult terrain counts as using up twice as much movement asusual, so moving 1 inch would be counted as using 2.

    Sprinting or running allows a character to move at twice its M plus 1D6,

    however it takes up 1 AP and the character cannot attack at range.Skills roll can be undertaken after a fall or jump to reduce the damage takenby 2D6. Skill rolls allow a character to move half their move but due to their unpredictable movement all attacks directed at them incur a -2 modifier totheir to hit roll.

    A character has to jump when confronted by a gap more than 2 wide. T o jump roll a D6 and add the M of the character and take away the A of thecharacter, this is how far the character will jump. Bear in mind that once youdeclare that a character will jump, he must jump.

    Falling more than 1 inch causes falling damaged. T he character takesdamage equal to its a value plus 1D6 for every complete inch fallen. Anycharacter that takes fall damage is also knocked down.

    When moving a Character cannot move within 1 of a enemy character.

    A ttackingT his being a wargame, attacking is an integral part, and you can attack in two

    ways; shooting or close combat.

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    S hootingShooting is when a character uses their ranged attack to harm targets.

    Roll 2D6 and add the RA of the character. If the total beats the AV of thetarget plus 2D6 then it is a hit. T he RtF of the weapon limits shooting attacks.

    Characters can aim by spending 1 AP to increase the total of the dice by one. Alternatively, a character could spend the AP on increasing or decreasing theresult of the random location by 1

    Close-Combat

    T o attack in close combat, a character must move into close combat, they canonly do this after movement and shooting. T o see if you can move into closecombat roll a D6 and add the characters M values. If the total is equal or morethan the distance to the target you can move the character into base contactwith the target. You can then make your close combat attacks,

    Roll 2D6 and add the CA of the character. If the total beats the AV of thetarget then its a hit.

    A close combat attack uses the Ap value of the weapon to be used, a closecombat weapon can be used as many times as the AP of its user allows.Having more than one of the same types of weapon allows them to be used atthe same time, so a character armed with two hand weapons would get twoattacks for 1 Ap

    If a character does not have a close combat weapon, just use their strength towork out the damaged caused.

    T o move out of close combat the character must make a leadership test is it ispassed then you can decide whether the character moves out of closecombat. If however the test is failed, then roll a D6 and consult the tablebellow.

    D6 score Result

    1 W here do you think your going ? T he person attempting torun is knocked down, and if they stand up, they must run away.

    2-5 Not done yet! T he character attacks in close combat, and

    doesnt run away6 Run away, Run A way! T he character flees

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    Critical rolls Any natural roll of a double 6 on a 2D6 is called a critical success; where as anatural roll of double 1 is a critical failure. Often weapons have critical effects,but these only happen with the to hit rolls. If a critical is rolled for damage, rollanother D6, if it was a critical success then add the result, if it was a criticalfail, take it away.

    T here are some universal critical fails; weapons that are affected will have thekeyword under their critical fails effect.

    Overheat! Roll a D6:D6 Result

    1-2 Explodes! T he character counts as shooting himself in the firing arm.Resolve damage and injuries in the normal way. T he weapon is destroyed.3-4 Critical overheat. T he character drops the weapon and takes D6 damagein the arm. T he weapon is too hot to be used up for D6 turns.

    5-6 Overheat. T he character drops the weapon.

    Grenade! Roll a D6:D6 Result1-2 T he grenade explodes in the characters hand. Resolve its effectscentered on the character.3-4 T he character drops the grenade. It scatters D6 inches in a randomdirection from the character before exploding.5-6 T he grenade is a dud and does not explode

    M oral testsSometime a character has to take a moral test to avoid fleeing or pan icking.

    T o test for moral roll a 2D6 and if you get equal or lower than the charactersL. If a character is killed or knocked down within 6 of another character (thatdidnt do the damage), that character must take a moral test, likewise if knocked down after being standing up from a previous knock down. If either of these tests is failed the character will flee

    F lee!If a character flees it must move towards the nearest table edge at full speed,they will be able to fire and fight, but incur a minus three to their to hit rolls. If itleaves the table, it is considered dead.

    G et back to the fight champion!

    At the beginning of every turn a fleeing character may take a moral test, if passed they will pull themselves back together and return to the fight.

    To hit modifiersBelow is a compendium of ways that a to hit roll can be modified

    Cover -1 for soft-2 for medium-3 for heavy-D6 shifting

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    T arget moved -1T arget sprinted -2T arget is knocked down +1Every action point spent on aiming +1Critical hit + 1D6

    T emplate weapon +2

    Aiming for specific body part -1 For body-2 for arms and legs-3 for head, groin and vitals

    S potting Distance At the beginning of each turn roll 2D6 and add the Ap value of your character.T he result is the number of inches the character can see clearly in this turn.Special scenarios or war gear may add or take away from the total.

    A character has two 180-degree arcs a forward and rear arc. A character canonly attack another character that is in its forward arc.

    DamageHowever the damage is done, it is worked out the same way.

    T o damage the target role D6 and add to the Dam of the weapon, if this beatsthe Arm of the target then the target takes as much damage as its Arm wasbeaten by in a random location as worked out b y rolling a 2D6 and consultingthe table. And applying the effects

    2 3-4 5-8 9-10 11 12Groin Legs Body Arms Vitals HeadKnocked downX2 Wounds

    -2 M 1x damage -1 actionpoint

    -2 APX3 wounds

    , x4 wounds

    T he legs and arms of a character can be crippled. T o cripple the location musttake the equivalent of a fifth of the characters total W, if crippled then thelocation becomes useless, place a marker next to the character to show this.

    Both locations can be crippled twice, and when each is crippled twice thecharacter is dead (well, considered dead, with no arms or legs they can texactly do much). T he effects of crippling are shown below.

    Location 1 st cripple 2 nd cripple Arm Unable to use 2 handed

    weapon or 2 weaponsUnable to use weapon

    Leg Movement halved Unable to move

    Damage modifiesT arget Knocked down +1

    T arget skill rolled -2

    T arget arm is more than 0 - T argets A

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    Cover -1 for soft-2 for medium-3 for heavy-D6 shifting

    T arget is burnt + 1

    T arget is corroded + 2

    M agic

    T he Magic in the rouge elements universe is not magic. It is the term given topowers used on other, and can be from any source, nanobots, sub dermalimplants or other strange items.

    If a character is a magic user, it will have a magic level. Magic levels showhow many spells a mage can bring into the game. T o cast a spell role 2D6and add the magic level of the character to, if the result is higher than thecasting value of the spell then it has be cast successfully.

    It is possible to dispel the spell before its devastating effects can happen,dispels can be attempted by any mage. T o dispel roll a 2D6 and add themages magic level. If the result is higher than the score for casting the spell isdispelled.

    It costs 1 Ap to cast or dispel a spell, you can boost the number of dice rolledto cast or dispel a spell by one, spending 1 Ap to do so.

    T here are three types of spell; Direct, missile, and augment.

    Direct- the spells effect happens automatically after its cast. It can hit anyenemy within the casters front arc

    M issile- the spell has to roll to hit using the casters RA. Has a range and canonly hit targets within the front arc

    A ugment- the spell does no damage but effects characteristics of the target. All augment spells have a range of 12 and can be cast on the mage

    Some spells last for a certain number of turns, this is shown in brackets nextto the spells casting value.

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    W eaponsWeapons have the profile like the following:

    Seismic cannon- 5 points

    Range: 3 inch Pow: 6 RoF: 1

    Special: if hit the targetis sent back D6 andmust take a leadershiptest to avoid beingknocked down

    Critical success:extra D6 Damand instant knockdown

    Critical Fail: no fire,shooter is hit byattack as if itoriginated at target.

    Range- how far a weapon can shoot.

    Pow- the strength of the weapons

    RoF- how many shots a ranged weapon gets per turn

    A character can only carry one two handed or two one handed weapons per

    weapon slot. All characters start with 1 weapon slot.

    Normally a character has two hands (wounded characters may have less,some bionics or mutants may have more). Generally, a character can carrysomething in each hand, which you should note on the characters profile.Some items listed later in the Armory require both hands to hold, or use to fulleffect, and this is noted in the description of the item.It normally takes one action to change what the character is holding or using.

    A character can swap which weapons are in which hand as part of a shootingaction

    B urning

    If a character is hit and damaged by an attack that has Knockdown as aweapon effect, then it is knocked down- place a suitable marker next to it. T hecharacter will take D6, S-2D2 every turn until it is put out. T o put out a burningmodel, you must spend 1 AP and then roll a dice, if the dices total is equal or lower than the number of turns the character has been burning, then the fire isput out.

    K nock downIf a character is hit and damaged by an attack that has Knockdown as aweapon effect, then it is knocked down- lay the model on the side or place asuitable marker next to it. T he character cannot move or attack; it can onlyspend 1 Ap to stand up in its next activation.

    CorrosionIf a character is hit or damaged by an attack that has corrosion as a weaponeffect, then it is corroded- place a suitable marker next to it. T he character loses 1 Arm for every turn it is corroded, and the corrosion lasts for D6 turns

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    Template weapons A template weapons use a spray template, which is a triangle that is 10 longwith a 1 wide base. All weapons that use spray templates roll to hit asnormal, but hits every target within its spray with a number of attacks equal toits RoF.

    A rea of effect AoE weapons affect large areas, the weapons AoE radius is shown on theweapons profile. If an attack is missed role a scatter dice and a D6 theweapon will hit at that many inches away in the scatter dies direction.

    Because the explosive force is lost with range, every inch the AoE travelsreduces the Str by 1.

    Heavy A weapon with the heavy keyword is too large or unwieldy to be used in thenormal way. A character with a heavy weapon cannot run, nor skill roll . Also if the character had moved before firing then they incur a -2 penalty to hit.

    How many points?Rouge elements is a bit different to most war games as each player only hasone character, but you still need to keep it somewhat fair. T hat does not meanthat all games only have to be one on one, you could have a three way oneon one on one, or a two Vs two.

    Every game you should agree a points limit with you opponent, a small gameusually consists of 10 points of character and equipment. A game of this sizewill only use a 1 by 1 size board. Normal games are usually 25 points anduse a 2 by 2 square board. Many scenarios will have a suggested limit.

    A game will need a lot of terrain, otherwise everyone would be dead by turn 2and that is not fun.

    Character creation

    T he main attraction, Character creation is you chance to create the championof your dreams, simply select a base character and add anything you think itneeds; weapons, armour, add-ons and other such things.

    B ase characters

    T rooper- 1 points

    RA CA M AV S L A AP W3 3 4 4 3 6 0 3 14

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    Mage- 2 points

    RA CA M AV S L A AP W2 2 4 3 2 8 0 4 13

    Magic level 1Super soldier- 6 points

    RA CA M AV S L A AP W5 6 4 6 5 9 0 6 20

    Sharp shooter- 3 points

    RA CA M AV S L A AP W5 2 4 3 3 7 0 4 12

    T ank- 3 points

    RA CA M AV S L A AP W0 4 5 3 4 5 1 5 17

    Monster- 7 points

    RA CA M AV S L A AP W2 3 5 2 7 8 2 5 22

    Drones- 9 points

    RA CA M AV S L A AP W2 2 4 3 2 5 0 2 10

    Instead of being a single model, Drones are actually three characters, thatshare weapons and equipment, but to swap weapons they must be within 6of each other

    Character upgradesBasic upgrades:

    +1 to RA -1 point

    +1 to CA -1 point

    +1 to M -2 point

    +1 to AV -2 point

    +1 to S -1 point

    +1 to L -1 point

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    +1 to AP -3 point

    +1 to W -3 point

    S pecial upgrades+1 to magic level -2 points

    +1 to putting out rolls when on fire - 1 points

    -1 to number of turns corroded- 1 points

    +1 to weapon slots- 2 points

    +4 weapons slots (grenades only)- 2 points

    Character abilities and skills A character is able to purchase and use skills during the game; normally skillsdo not use Ap to be preformed but Abilities do.

    Abilities:

    Evade- can skill roll during the enemies activation if targeted for 1 Ap. - 2points

    Charge- if this character assaults an enemy, it inflicts an S 2D6 hit for 1 Ap. -2 points

    Summon- Make a Leadership test and if successful place D3 drones armedwith a single hand weapons within 3 of the user. - 5 points

    Active stealth- for 1 Ap per turn roll a D6, any opponents ta rgeting you incursa penalty to their to hit rolls equal to the result. - 3 points

    Force Field- every turn pay 2 Ap, the champion gains +5 A against attacksthat originate from 1 away from the champion- 5 points

    Skills

    Armstrong- can hold two-handed weapons in one hand. - 1 pointParry- gains +D6 Av against close combat attacks. -2 points

    Regenerate- regains D6 wounds every turn. -4 points

    Hawkeye- gains +5 to SD rolls. -2 points

    Assassin- if attacking the targets rear arc, you gain and extra D6 S - 2 points

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    Feast- roll a D6 for every wound caused in close combat, on the result of a 6you regain a wound. - 3 points

    Blast master- if killed, place a D6 strength D6 AoE of the position of the slainchampion. - 4 points

    Intangible- opponents have a -3 modifier to hit and damage. 3 points

    Parry- T he character uses his Av plus CA for working out if they are hit inclose combat. 3 points

    Lucky- once per game, the character can add or subtract D6 from any diceroll. -5 points

    Character faultsFlammable- a penalty to putting out rolls of -1. +1 point

    Bulky- a penalty of -1 to Av and M. +2 points

    Slow- a penalty of -3 to CA. +3 points

    Stupid- take a leadership test at the beginning of turn, if failed the character may not attack. +5 points

    A rmouryW eapons-close combatHand weapon- 1 point

    Range: combat Pow: 1+ S of user AP=1Special: single handed Critical success:

    extra D6 DamCritical Fail: -1 toDam

    Large Hand weapon- 3 points

    Range: 1 Pow: 2+ S of user AP=2

    Special: none Critical success:extra D6 Dam

    Critical Fail: 1 damon user

    Energy weapon- 4 points

    Range: combat Pow: 1+ S of user AP=3

    Special: - 2 to A of target single handed

    Critical success:extra D6 Dam

    Critical Fail: 2 damon user

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    Heavy Energy weapon- 6 points

    Range: combat Pow: 2S of user AP=4

    Special: - 3 to A of

    target, -1 to hit, +1 todamage, single handed

    Critical success:extra D6 Dam,extra D6 to A of target

    Critical Fail: 2 damon user

    Large Energy weapon- 5 points

    Range: combat Pow: 3+ S of user AP= 4

    Special: - 2 to A of target

    Critical success:extra D6 Dam

    Critical Fail: 2 damon user

    Chain weapon- 4 points

    Range: combat Pow: 1+ S of user AP= 3

    Special: - 2 to A of target

    Critical success:extra 2D6 Dam

    Critical Fail: D6 damon user

    Ranged weapons- pistol All pistols are single handed unless noted

    Stub pistol- 1 point

    Range: 14 inch Pow: 5 RoF: 1

    Special: Critical success:extra D3 Dam

    Critical Fail: no fire

    SMG- 2 point

    Range: 12 inch Pow: 5 RoF: 2

    Special: Critical success:extra D3 Dam

    Critical Fail: no fire

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    Revolver- 2 point

    Range: 12 inch Pow: 6 RoF: 1

    Special: Critical success:extra D6 Dam

    Critical Fail: no fire,must spend 1 Ap to

    fire again

    Flame pistol- 3 point

    Range: 12 inch Pow: 5 RoF: 1

    Special: Burning Critical success:extra D3 Dam

    Critical Fail: no fire

    Acid pistol- 3 point

    Range: 6 inch Pow: 5 RoF: 1

    Special: Corrosion Critical success:extra D3 Dam

    Critical Fail: no fire

    Plasma pistol- 4 point

    Range: 12 inch Pow: 6 RoF: 1

    Special: Critical success:burning

    Critical Fail:Overheat!

    Ranged weapons- riflesrifles are two handed weapons

    Bolt-action Rifle- 3 points

    Range: 24 inch Pow: 7 RoF: 1

    Special: adds or

    subtracts 1 from therandom hit chart

    Critical success:extra 2D6 Dam

    Critical Fail: no fire

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    Auto rifle- 2 points

    Range: 12 inch Pow: 6 RoF: 2

    Special: Critical success:extra D6 Dam

    Critical Fail:

    Shotgun- 2 points

    Range: 8 inch Pow: 7 RoF: 1

    Special: -1 to thetargets Av

    Critical success:extra D6 Pow,knockdown

    Critical Fail: no fire

    Sniper rifle - 6 points

    Range: 48 inch Pow: 6 RoF: 1

    Special: heavy Critical success: one instantcripple if it hits arm or leg.

    Critical Fail: no fire

    Frag rifle - 6 points

    Range: template Pow: 6 RoF: 1

    Special: -3 totargets armor,Heavy

    Critical success:extra D6 Pow

    Critical Fail: no fire

    Energy rifle - 6 points

    Range: 24 Pow: 6 RoF: 1

    Special: -3 totargets A, Overheat!

    Critical success:-extra 3 to targets

    A, corrosion

    Critical Fail: No Fire

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    Ranged weapons- specialspecial weapons are two handed

    Flame thrower- 4 points

    Range: template Pow: 7 RoF: 1

    Special: burning Critical success:+1 to the puttingout rolls

    Critical Fail: the user is hit with a Pow 8flame attack

    Seismic cannon- 5 points

    Range: 3 inch Pow: 6 RoF: 1

    Special: if hit the targetis sent back D6 andmust take a leadershiptest to avoid beingknocked down

    Critical success:extra D6 Pow andinstant knockdown

    Critical Fail: no fire,shooter is hit byattack as if itoriginated at target.

    Acid cannon- 6 points

    Range: template Pow: 5 RoF: 1

    Special: corrosion Critical success:+ 2D6 Pow

    Critical Fail: no fire,1 W to user

    Minnigun - 6 points

    Range: 16 Pow: 5 RoF: D6

    Special: Heavy Critical success:extra D6 shots

    Critical Fail: no firethis turn or next

    Ranged weapons- explosivesGrenade launcher-anti infantry - 4 points

    Range: 10 Pow: 5 RoF: 1

    Special: 4 Area of effect (AoE)

    Critical success:1+ to AoEdistance

    Critical Fail: no fire,the user is hit with aPow 5 attack

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    Grenade launcher-tank-buster - 4 points

    Range: 10 Pow: 7 RoF: 1

    Special: 2 Area of effect (AoE)

    Critical success:1+ to AoE

    distance

    Critical Fail: no firethe user is hit with a

    Pow 7 attack

    RPG - 3 points

    Range: 36 Pow: 5 RoF: 1

    Special: 2 Area of effect (AoE), oneshot

    Critical success:1+ to AoEdistance

    Critical Fail: no fire

    Grenade - 1 point

    Range: 6 Pow: 3 RoF: 1

    Special: 2 Area of effect (AoE), oneshot

    Critical success:1+ to AoEdistance

    Critical Fail:

    Grenade

    W eapon upgradesS tandard upgrades+1 range -1 point

    +1 Pow -1 point

    +1 RoF 2 points

    +1 critical damage- 2 points

    U nusual upgradesShoulder mounting, +1 weapon slot, which is always ready, however theweapon cannot be swapped 3 points

    Corrosion -2 points

    Burning -2 points

    +1 AoE- 2 points

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    W eapon F lawsHeavy +2 points

    Remove Burning +2 points

    Remove Corrosion +2 points

    -1 AoE +2 points

    -1 range +1 point

    -1 Pow +1 point

    Swap template for 10 range- 3 points

    Add Overheat! +3 points

    Equipment

    A mour Light armour: +3 A, -2 Av - 2 point

    Medium armour: +6 A, -2 Av- 4 points

    Heavy armour: +9 A, -3 Av - 6 points

    Power armor: +10 A, - 2 Av - 8 pointsPower armor increases a characters Strength by a fifth (this has no effect onbionic arms)

    B ionic limbs

    Bionic arm- +2 S, +1 A, +2 W in arm- 2 points

    Bionic leg- +1 M, +2 A, +2 W in leg- 3 points

    Bionic Organs- +3 W, +1 S, +1 Ap- 3 points

    Bionic Eyes- +2 RA, +2 for spotting distance- 2 points

    Cybernetic brain- +2 L and +3 W- 3 points

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    M agic lore A mage can only use spells from a single lore.

    F ire

    Name Effect T ype Casting value

    Flame storm A Pow 3, template with burning Missile 5+

    Coat of flame All close combat attacks made by the caster are burning. T hey also counts as being inshifting cover

    Augment 9+ (3)

    Flaming Fury T arget gains +1 M, +1 Ap and +1 CA Augment 8+ (2)

    Molten Hell T arget is hit with an attack with Powequaling their A

    Direct 10+

    Flamingmeteor

    Range 24, Pow 8, 4 AoE. Missile 12+

    Tech

    Name Effect T ype Casting value

    Static charge All targets within D6 takes 2 Pow 5 hit Direct 5+

    Override T arget loses any bonuses for bionics Direct 8+ (3)

    Overload T he targets weapons suffer from theOverheat! weapon critical effect

    Augment 9+ (D6)

    PlasmaShield

    T arget Gains 2D6 A Augment 10+

    Blessing of tech

    T arget gains +5 to A, plus anycharacteristics effected by bionics areincreased by 2

    Augment 11+

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    Darkness

    Name Effect T ype Castingvalue

    BlackmarkT

    arget loses 1 Ap Augment 5+ (D6)

    Seepingwounds

    All attacks from the target have corrosion Augment 7+

    Blood of theinnocent

    T he target must pass a moral test or flee Direct 8+

    Screamingterror

    All targets within 8 must take a L test or be knockeddown

    Missile 9+

    T hebreath of hell

    An attack with the following profileRange: template Pow: 8 RoF: 1

    Special:Corrosion

    Critical success: +1 tocorrosion turn length

    Critical Fail: Noeffect

    Missile 10+

    L ight

    Name Effect T ype Casting

    valueBarrier T arget gains D6 A Augment 6+ (3)

    Banishment 6. T he target is takes D6 W automatically Missile 8+

    Light Speed T arget gains D6 Av, M and Ca Augment 9+

    Reflect If target is attacked, roll a D6, on the result of a 1,2 or 3, the damage is done to the attacker

    Augment 10+(D3)

    Solar beam Range: 36 Pow: 13 RoF: 1

    Special: burning Critical success: Critical Fail: No

    effect

    Missile 12+

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    Chance

    Name Effect T ype Casting

    valueHeads or tails

    Roll a D6. on a 1-3 T arget gains D3 Ap, on a 4 -6 targetloses D3 Ap.

    Augment 6+

    Feelinglucky?

    12 , T he target is takes D3 W automatically Missile 8+

    T ime willtell

    In D6 turns, the target will lose D6 Ap Augment 9+

    return If target is attacked roll a D6, on a 1 -2 the target takesfull damage, on a 3-4 the damage is shared between

    target and attacker, and on a 5-6 the damage is takenby the attacker

    Augment 10+

    All or nothing

    Roll a D6. On a 1-3 the target loses D6 Ap, A, and L.On a 4-6 the target gains D6 Ap, S, and W.

    Augment 12+

    Time

    Name Effect T ype Castingvalue

    Ageing -1 to targets S, CA, and RA Augment 6+

    T imeshift

    12, T he target can be moved D6 inches in anydirection into clear terrain.

    Direct 8+

    T eleport T arget can move up to 24 in any direction. Direct 9+

    Glimpseof thefuture

    Roll a D6, on a 1 the mage is struck by the horrors of the future and suffers from the stupidity flaw for therest of the game. On any other result the mage gainsthe evade ability.

    Augment 10+

    Rewind Every attack and spell that happed in the last ro und isdiscounted. T his applies to both sides.

    Augment 12+

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    S ample charactersSam Casso ( T rooper)- 5 points

    RA CA M AV S L A AP W3 3 4 2 3 6 3 3 14

    Light armour: +3 A, -2 Av

    Hand weapon

    Range: combat Pow: 1+ S of user AP=1

    Special: single handed Critical success:extra D6 Dam

    Critical Fail: -1 toDam

    Stub pistol

    Range: 14 inch Pow: 5 RoF: 1

    Special: Critical success:extra D3 Dam

    Critical Fail: no fire

    Sam here represents the most basic of builds, basic weapons, basic armor,no upgrading. Considering that a game is usually 15 points there is a lot of opportunity to modify him.

    Master chief (Super soldier)- 26 points

    RA CA M AV S L A AP W5 6 4 4 5 9 10 6 20

    Power armor +10 A, - 2 AvPower armor increases a characters Strength by a fifth (this has no effect onbionic arms)Lucky- once per game, the character can add or subtract D6 from any diceroll.

    Force Field- every turn pay 2 Ap, the champion gains +5 A against attacksthat originate from 1 away from the champion

    Assault rifle (Auto rifle)

    Range: 12 inch Pow: 6 RoF: 2

    Special: Critical success:extra D6 Dam

    Critical Fail:

    T his just show that you dont have to completely make up a character, youcan just borrow from games, stories, T V, whatever takes your fancy really.

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    Nightmare (Monster) - 37 points

    RA CA M AV S L A AP W2 3 5 2 7 8 2 5 22

    Mage level: 2

    Regenerate- regains D6 wounds every turn.Spells: T he breath of hell, screaming terror

    2x Large Hand weapon

    Range: 1 Pow: 2+ S of user AP=2

    Special: none Critical success: extra D6 Dam Critical Fail: 1 dam on user

    Shoulder mounting

    2x Heavy Energy weapon

    Range: combat Pow: 2xS of user AP=4

    Special: - 3 to A of target,-1 to hit, +1 to damage,single handed

    Critical success: extra D6 Dam, extra D6 to A of target

    Critical Fail: 2 damon user

    Of course, humans are not the only option for characters, as this rather powerful beasty proves. Feel free to experiment, while the setting is not asrich in alien life as other universes, it does have its fare share of extraterrestrials.

    Benedict (Mage) - 12 pointsRA CA M AV S L A AP W2 2 4 3 2 8 0 4 13

    Magic level 2

    Summon- Make a Leadership test and if successful place D3 drones armedwith a single hand weapons within 3 of the user.

    Spells: Overload,

    Large Hand weapon, static charge

    Range: 1 Pow: 2+ S of user AP=2Special: none Critical success:

    extra D6 DamCritical Fail: 1 damon user

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    Roark ( T ank) - 11 points

    RA CA M AV S L A AP W0 4 5 3 4 5 1 5 17

    Charge- if this character assaults an enemy, it inflicts an S 2D6 hit for 1 Ap.

    Heavy Energy weaponRange: combat Pow: 2S of user AP=4

    Special: - 3 to A of target, -1 to hit, +1 todamage, single handed

    Critical success:extra D6 Dam,extra D6 to A of target

    Critical Fail: 2 damon user

    Carman Skiric (T

    rooper) - 15 pointsRA CA M AV S L A AP W3 3 4 4 3 6 0 3 14

    Parry- T he character uses his Av plus CA for working out if they are hit inclose combat.

    Evade- can skill roll during the enemies activation if targeted for 1 Ap.

    Large Hand weapon

    Range: 2 Pow: 3+ S of user AP=2

    Special: Corrosion,Burning Critical success:extra D6 Dam Critical Fail: 1 damon user

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    S cenarios

    I have talked a lot about characters but this game requires more than that.Firstly, it requires an objective. Normally the objective is to kill the opposingcharacter, but it gets more complicated than that, and that is what these

    scenarios are for.

    Scenario 1: Duel

    Characters: one per player Points: 15Board size: 2 foot by 2 footObjective: Kill all opposing characters, most kills wins.Set up: champions start at opposite corners

    Scenario 2: hold ground

    Characters: two per player Points: 20Board size: 2 foot by 2 footObjective: hold the objective in the center of the board. T o hold the objective,you must be in base contact with it.Set up: champions start at opposite sides, one per corner. One terrain featureor marker must be designated as the objective and placed equal distanceaway from all the players.

    Scenario 3: high stakes

    Characters: one per player Points: 45Board size: 2 foot by 2 footObjective: Kill all opposing characters, last one standing winsSet up: champions start at opposite corners