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| Grimgrin04-26-07, 04:29 PM | Ring of Red D20 Discription of the Video Game: (Taken from: http://en.wikipedia.org/wiki/Ring_of_Red ) Ring of Red is set in the 1960s in the aftermath of World War II. According to the alternate timeline, Japan did not surrender in 1945, and the United States of America did not deploy the atomic bomb, although it was still produced and the plans stolen by the USSR. Instead, Japan was captured after a daring invasion costing many lives on both sides in Operation Downfall by the Allied Forces. With the Cold War looming over the horizon, Hokkaidō was ceded to the Soviet Union, and north part of Japan was partitioned into Communist North Japan and Democratic South Japan, with both fighting each other in the Great Asian War. North Japan was supported by Soviet Russia and Communist China, America supported the democratic South while Germany made engineering contributions to both sides. In 1950, a terrible war occurred in Japan. It lasted 3 years and killed half of the population when Soviet-backed North Japan invaded the USA-backed South. Just like the Korean War, the Japanese War ended with a strategic victory for South Japan & its Western Allies. A significant development in this timeline is the design and deployment of "Armored Fighting Walkers", or AFWs. AFWs are mechanised self-propelled artillery with high mobility and durability. They were used with negligible effect in the European theatre of war, but in the rugged Japanese terrain in the Great Asian War, AFWs were used with devastating effect, acting as the backbone of military forces of both sides. The game begins in 1964, 14 years after the Japan War has ended, with players assuming control of the protagonist, half-Japanese, half-German pilot named Masami von Weizegger, as the leader of a team of AFW pilots in a mission to retrieve a prototype AFW, stolen by a North Japanese agent. As the game progresses, Weizegger and his team must overcome North Japanese reinforcements and deal with the possibility of all-out war as they try to prevent the cutting-edge AFW from falling into the wrong hands. Armored Fighting Walkers AFWs are mechas armed with powerful weapons such as artillery and machine guns and powered by diesel engines. Some have arms, allowing them to engauge in melee combat. In Ring of Red, AFWs are the units that players directly control, and are supported by infantry and crew members. There are several types of AFW, each with their own unique properties and abilities. In a D20 campaign, an AFW pilot is the same as a "Mecha Jockey" given in the D20 Future book. Standard AFW Standard AFWs are bipedal mechas designed for all-round performance. Physically, a Standard AFW has a humanoid appearance, with distinctive legs, arms, and head. The right arm is usually replaced with a powerful cannon and a machine gun as secondary armament, while the left arm is protected by a shield that absorbs damage. The main character, Weizegger, drives a Standard AFW armed with an 88mm cannon. Standard AFWs have moderate speed in and out of battle, have a fair amount of hit points and possess high damage potential with their cannons. Additionally, Standard AFWs receive reduced damage with their shields, but lose the defensive bonus after the shield sustains too much damage. Being all-round designs, Standard AFWs are effective at all ranges. However, they are best at medium range, but can also perform well in short range and close combat. Their Maximum Attacks reflect this general-purpose ability, with skills such as Quick Shot and some Close Combat skills. While not specialising in any one area, Standard AFWs are the backbone of the player's force and are potent stand-alone units. In D20, maximum attacks are represented by the pilot spending ACTION points during combat encounters. Light AFW Light AFWs are designed as light reconnaissance and scouting units. On the strategic map, Light AFWs have the most movement points and in battle they have very fast movement speeds. Light AFWs are usually armed with machine guns, although some are armed with light artillery to combat AFWs. In appearance, Light AFWs are bipedal platforms but lack arms and a distinctive head. The strength of the Light AFW lies in their speed and deadly anti-infantry ability, making them good recon and fast-response units on the battle map. In combat, Light AFWs have the fastest reload times for their main weapons. However, Light AFWs are poorly armored, and machine gun-armed Light AFWs do little damage to enemy AFWs. Furthermore, because of their light weight, Light AFWs can be knocked back very easily. They are best used at short range, but cannot engage in close combat, making it risky to attack Standard AFWs and Anti-AFWs. Light AFWs are not effective and are especially vulnerable at long range. As a result, their Maximum Attacks focus on high-power anti-infantry attacks that gain bonuses from short range, and also feature the "Dodging" ability, allowing them to avoid an attack. 4-Leg AFW 4-Leg AFWs are heavy artillery platforms. 4-Leg AFWs are used as long-range artillery, possessing the highest damage per shot and the highest base accuracy at long range. At long range, the 4-Leg AFW outmatches other types of AFW. Their main disadvantage is their slow speed, which renders them vulnerable to short-range and close combat attacks. While they do possess the highest damage per shot, 4-Leg AFWs have the slowest load times, giving them only 3-4 shots in each combat round compared to the 5-6 of other AFWs. For Maximum Attacks, 4-Leg AFWs feature numerous bombardment abilities that can devastate infantry units and make more precise shots against AFWs. 4-Leg AFWs have the "Emergency Load" ability, which instantly loads a shell ready to fire, bypassing the usual long loading time. Anti-AFW The newest development in AFW technology, Anti-AFWs are designed to engage enemy AFWs in close combat and destroy them with powerful melee attacks. Anti-AFWs are bipedal and have two large mechanical arms which they use as their primary weapon. However, they are also armed with a light cannon mounted on the top of the AFW. When firing, Anti-AFWs lean backwards and deploy their arms into the ground to form a stable firing platform for the cannon. As combat units, Anti-AFWs have the fastest movement speed, necessary for engaging in close combat, and the most powerful close combat attacks. Anti-AFWs sacrifice ranged ability, with their cannon being less powerful than the Standard AFW and only slightly more powerful than Light AFWs. Anti-AFWs also feature powerful shields, but have relatively small amounts of hit points after the shield is destroyed. Their Maximum Attacks provide instant movement to close range and several very powerful melee attacks. Infantry In addition to AFWs, players can recruit and deploy infantry units to assist in combat. Each AFW can have up to three squads attached to it. One for additional crew, and two more who provide combat support. On the strategic map, different infantry units provide different abilities, such as increased repair and healing rates. Each squad also comes with a number of special abilities, a Vanguard skill when they are called to the front line, a Rearguard skill when behind the AFW, and a number of specialty shells that can be used when acting as crew. The infantry types are: Soldiers (Light Infantry) - Good all-round anti-infantry units. Armed with Springfield M14 Rifles, which are less effective against the hardness of AFWs. Can use many anti-infantry tactics. In D20 Modern, the "Soldier" class represents a PC of this infantry type. Recon (Scouts)- Increase base accuracy of AFWs, can often snipe enemy infantry, and if on the ground, will allow your AFW to start at the best distance for the engagement range. Armed with M712 Maxi pistols, but they can use several support weapons such as Flares or Flash-bangs as well. In D20 Modern, the "Explorer" class represents a PC of this infantry type. Medic (Field Medics) - Provide defensive support bonuses and increased healing ratio to infantry. Armed with M712 Maxi pistols. Can use many support weapons such as Flash-bang, illumination flares or White Phosphorus weapons. Can equip infantry with gasmasks or give them pills that increase their defence. Strangely, they have the highest armor rating of all infantry. In D20 Modern, the "Field Medic" class represents a PC of this infantry type. Shooter (Anti-Tank Infantry) - Effective against AFWs but weak against infantry. Shooters are armed with Anti-AFW bazookas. The have the weakest armor of all infantry types, therefore suffer most casualities in combat. They can use many anti-armor weapons such as wire guided missiles (Homing Shot), HE grenades, and AP rockets. They are commonly equipped with HEAT , APCR or APC artillery shells. Other than their special shells, they are poor loading crews because they are very slow. In D20 Modern, the "Soldier" class equiped with anti-tank weaponry represents a PC of this infantry type. Mechanics (Combat Engineers) - Provide essential AFW repair skills. They are armed with Springfield M14 rifles with attachable rifle grenades and different types of land mines. They can repair any damage the AFW sustained and clean up enemy mines or wires that bind to the legs of AFWs and stop from moving. They occasionally carry artillery shells (See Shooter). In D20 Modern, the "Technosavant" class represents a PC of this infantry type. Supply (Supply Troops) - Best as crew, has fastest loading times. In combat map, they increase the movement tange of AFWs. On the ground, they can often lay down landmines. They are armed with Springfield M14 rifles with attachable rifle grenades. Like Shooters and Mechanics, they carry artillery shells. In this campaign, the "Engineer" class represents a PC of this infantry type. Infantry are classified as either Anti-AFW or Anti-Infantry, referring to their target priorities. Anti-Infantry troops (Infantry, Recon, and Medic) will fire mainly on enemy troops in the Vanguard, only shooting at the AFW if there are no other targets available. Anti-AFW troops will only fire at the enemy AFW. Ring of Red D20 Game Ring of Red can be played with the standard "D20 Modern" rules, but the D20 Future is utilized for Mecha Combat and certain advanced classes. D20 Past and D20 Future Tech are also useful. Classes: Standard D20 Modern Core Classes (Infantry usually have a few Strong or Tough class levels, Pilots usually have Fast class levels) Common Advanced Classes: Soldier, Infiltrator, Dare Devil, Field Medic, Field Scientist, Techie, Ambassador, Dogfighter (1960's Aircraft), Engineer, Explorer, Field Officer, Swindler, Technosavant, Tracer, and Mecha Jockey. AFW Combat Combat in Ring of Red is centered around AFW supported by infantry. The player characters are usually mecha pilots, but can be any character class. AFW are PL4 (Industrial Age) mecha technology. The rules presented later in this document will be describe creating Low PL (1 to 4) mechas in the "D20 Modern" campaign. AFW Combat is the same as standard mecha combat, but infantry squads participate as well. Up to three infantry squads can be assigned to your AFW based on your "Leadership" score. Table: Leadership Leader- # of # of # of *Total HD ship Green Hardened Veteran Available Score Squads Squads Squads for Infantry 10 1 0 0 5 11 1 0 0 6 12 1 0 0 8 13 2 0 0 12 14 2 0 0 17 15 2 1 0 27 16 2 1 0 32 17 1 2 0 43 18 1 2 0 48 19 0 3 0 63 20 0 3 0 82 21 0 2 1 100 22 0 2 1 125 23 0 1 2 151 24 0 1 2 178 25+ 0 0 3 220 *Note: Divide the total HD ammong all availlable infantry troop squads (Three squads maximum) An AFW pilot with the Leadership Feat can battle with up to three squads of infantry troops. Her leadership score determines the number of squads that accompany here and the total HD available for her troops. The total hit dice is divided amoung all available troops. A Green squad can have no more than 8 HD per squad. Hardened Squads can have no more than 32 HD each, and Veteran Squads can have no more than 48 HD each. Up to three squads accompany a AFW onto the field of battle. Each squad must determine its placement before battle. It can be either part of the loading crew, or fight on the battlefield. While in the crew, the squad can utilize any "Crew" feats. While in the rearguard, the infantry squad can prepare "Vanguard" attacks or utilize "Reguard" feats. Infantry Squad Template An infantry squad is a group of 5 to 8 troops that have similar abilities. A infantry squad acts as a single unit for protection and effeciency. To create an infantry squad you take a single soldier and apply the template to him to create a single Huge "creature". Unlike a normal huge creature the squad can move through any allied creature's space with no difficulty. Squads have three postitions in battle: Crew, Rearguard, and Vanguard. As "Crew", the squad acts as loaders for the AFW. This means that as a full-round action they can supply the AFW with a special artillery shell. In addition, the crew can add their INT modifier to the Initiative Roll of the AFW pilot each round. As "Rearguard", the squad puts itself behind the AFW. In this position it is immune to normal attacks from enemies in front of the AFW. The squad can perform any Rearguard talent as a full round action. In addition, the squad can prepare to use any "Vanguard" talent as a full round action as well. While in rearguard, the squad is flat-footed versus any attack. As "Vanguard", the squad puts itself in front of the AFW. In this postion the squad can attack the enemy AFW and any enemy squad in Vanguard postion. Generally Anti-AFW squads target the mecha, while anti-infantry squads target enemy troopers. If the troop has prepared any abilities while in Rearguard, they will utilize them as soon as possible when they move to Vanguard. Type: Squad (Augmented Humanoid) Size: Huge (15ft x15ft, Reach: As base creature) Speed: 30ft (Motorized transport can increase this value) Hit Dice: No more than x8 the HD of the base creature BAB: As base creature Saves: As base creature Skills: As base creature Feats: As base creature Ability Modifiers: The infantry squad has the attributes of its average member (base creature) Armor and Weapons: Same as base creature. The most common weapons are the Springfield Rifle (Soldier/Supply/Mechanic), the Maxi Pistol (Medic/Recon), the Bazooka (Shooter), and Rifle Launched Grenades (Supply/Mechanic). Personal Firearms Damage Critical Type RI RoF Mag Size Weight Pur. DC License M712 Maxi Pistol (7.62mm): 2d6 20 Balistic 30ft S 9 box Small 2 lbs. 15 Mil (+1) Springfield M14 Rifle (.30): 2d10 20 Balistic 80ft S 6 box Large 8 lbs. 17 Mil (+2) Exotic Weapon M493 Bazooka (rocket launcher) 8d62 — — 150 ft. 1: Full Rnd Action to Reload 1 int. Large 10 lb. 14 Mil (+3) Rifle Launched Grenades: See Text Rifle Launched Grenades: These grenades have the same effect and cost as regular grenades but have "10" RI equal to half the RI of the rifle. It is a full round action to load a grenade onto the end of a rifle. Shooting the rifle launches the grenade. Squad Attack: One squad attack per round at the attack bonus of the base creature. Damage: Green: Base x3, Hardened: Base x4, Veteran: Base x5. Special Abilities: All infantry troops possess at least one talent. This talent can be choosen from amoung three categories (Crew, Vanguard, and Rearguard). The number of times this talent can be used per combat encounter depends on the quality of the infantry squad. Green Troops can only choose one talent from one category.CREW, VANGUARD, and REARGUARD talents. They can use this talent twice per day. Hardened Troops can choose one talent from two different categories. They can use this talent three times per day. Veteran Troops can choose one talent from all three categories. They can use this talent four times per day. Infantry Squad Talents Vanguard Talents Focus - Soldier only The entire squad will aim for a single trooper in an enemy squad. If the squad the attack hits, the squad inflicts 50% more damage on the enemy squad. Cooperation - Soldier only The squad will join forces with another squad. Both of your squads will attack the enemy squad. Both of your squads must be in the Vanguard as well as the enemy. This talent increases the number of squad attacks per round by one for both squads in the Vanguard. Rapid Fire - Soldier Everyone in the squad will open fire on both enemy ground squads. This is attack only affects both enemy infantry units if both are in the Vanguard. Grenade - Soldier/Shooter Everyone in the squad will rush at the enemy AFW and throw a thermite grenade. The closer the enemy the more likely the grenades will reach the foe. Homing Shot - Shooter One shooter aims for the AFW while another helps aim the shot. Multiply the damage of the bazooka per each RI between the squad and AFW. Charge Shot - Shooter A shooter runs at the enemy AFW and fires her bazooka at point blank range. This attack inflicts double damage if the AFW is within 30ft of the squad. Flash Shot - Medic/Recon The entire squad fires flash shells from their flare pistols at the enemy AFW blinding the pilot and his loaders. This attack decreases enemy AFW accuracy for about 20 seconds ( -1 AB for 1d4+1 rounds) and the AFW can't make are standard range attack as its next action. Useful if you don't have "Dodge". Smoke Shot - Medic/Recon Everyone in the squad rushes to the AFW and throws a smoke grenade at it, which decreases its AB by half for (1d4+1 rounds) about 20 seconds. During a night fight, it removes the enemy's Illuminated Shot and decreases enemy accuracy back to half. TG Shot - Medic/Recon Similar to Flash Shot, except they fire TG (Tear Gas) Grenades from their flare pistols, which release tear gas and forces enemy soldiers to retreat to the Rearguard and "nauseates" troops for 1d4+1 rounds. This can only be countered by Gas Neutralization and Gas Mask Snipe - Recon A soldier from your squad attaches a stock to the pistol grip, aims for an enemy soldier in the enemy unit and attacks the soldier, immediately killing him. Not only can this attack enemy soldiers in the Vanguard, but also in the Rearguard. The recon unit must attack a Vanguard target before a Rearguard. Any target in the Rearguard is caught flat-footed by the attack and may suffer "Sneak Attack" damage. Illumination Shot - Medic/Recon Similar to Flash & WP Shot, only this time it fires a shell that lights up the night sky, giving the same fighting conditions that you had during the day. The bad thing is that it lasts only 60 seconds (10 rounds). Mine - Mechanic/Supply Plants a row of mines in front of you and the enemy. Any AFW that engauges in melee combat will detonate the mines. The mines inflicts 4d6 HP and damages to the legs of the AFW (Reduce any AC Dodge bonus and speed by half) . "Damaged Legs" condition on an AFW is negated by Fast Repair. Mines are countered by Cleanup. Adhesion Mine - Supply Plants magnetic mines in front of the AFW. Adhesion mines inflict 2d6 damage and "Destroy Legs". If legs are destroyed the enemy AFW can not move or make melee attacks. The "Destroyed Legs" condition can be negated by Full Repair. Countered by Cleanup. Chain Mine - Mechanic/Supply Planted similarly to the mine and adhesion mine, except that this time, it inflicts 4d6 to the AFW and any ground troop squads. Countered by Cleanup. Wire - Mechanic/Supply A single soldier from the squad attaches a rifle grenade and fires it. This grenade splits into a metal bolo, which wraps around the enemy AFW's legs and stops them from moving. Negates any AC Dodge bonus and negates any attempt at a melee attack. This attack lasts for 1d6 rounds. Countered by Cleanup Electric Wire - Supply A single soldier from the squad attaches a rifle grenade and fires it. The grenade changes into an electrified bolo, which wraps around the enemy AFW's legs and stops from moving by damaging its legs. "Damaged Legs" reduce speed and any AC Dodge Bonus by half. "Destroyed Legs" (damaging damaged legs) negate any AC Dodge Bonus and reduce speed to zero. Countered by Repair (Fast Repair: Damaged Legs) and Cleanup Rearguard Talents Hype - Infantry/Shooter/Medic Grants the both ground squads a +4 CON bonus. Helps protect your ground forces from skills such as Focus, Cooperation and Rapid Fire. Lasts throughout the entire combat encounter. Cleanup - Soldier/Shooter/Mechanic/Supply Eliminates all types of mines and wires from the battlefield. This is useful for all of your AFWs, especially to your Anti-AFWs, since mines and wires reduces the chance of your Anti-AFW to do Close Combat to your enemy. Fast Repair - Soldier/Shooter/Mechanic/Supply Fixes any damaged weapon systems or legs as an immediate action. It'll only repair one system per round (For example, Damaged Legs - Normal Legs), but does not repair a "destroyed" system. Full Repair is required to restore destoyed systems. Full Repair - Shooter/Mechanic/Supply Similar to the skill Fast Repair, only it completely fixes any damage done either to the AFW's weapon systems or to its legs. It requires the squad a "Full Round Action" to restore legs or weapons to normal status. Like all Rearguard talents, the squad must start the round in the rearguard postition to utilize. Gas Neutralization - Medic/Recon This is only useful if the enemy squads contain the TG Shot technique. This talent will only be activated when a Vanguard unit retreats back to the Rearguard due to the TG Shot. They'll use their respirators to breathe in oxygen so that the TG won't affect them (negate any "nausea"). Gas Mask - Medic/Recon Better than Gas Neutralization, TG Shot has no effect on either ground unit for the duration of the combat encounter. Unfortunately, Gas Masks reduce visibility and inflict a -1 AB penalty while worn. Crew Talents HEAT Shell - Shooter HEAT (High Explosive Anti Tank) Shells inflict double damage on any AFW but reduce weapon range by half. Recommended for Short Range, this shell does "fire" damage when the shell explodes on impact on the enemy AFW. Anti-AFW and Light AFW can make good use of the shell, provided that they close with the enemy. APC Shell - Shooter/Mechanic/Supply APC (Armor Piercing Casing) Shells carry a heavy metal rod inside that is better able to penetrate armor. Therefore, using this shell reduces mecha hardness by five. APCR Shell - Shooter APCR (Armor Piercing Casing Redoubled) Shells negate any object hardness but inflict less damage (reduce damage by 10%). Shrapnel - Soldier/Recon Shoots a shell with shrapnel over the enemy vanguard. Inflicts equal damage to all enemy vanguard units present equal the the AFW cannon's normal damage.. Incendiary Shell - Soldier/Recon Similar to the Shrapnel, except that it inflicts double "fire" damage to one specific vanguard squad. Incendiary Shrapnel Shell - Recon The most dangerous anti-infantry shell that can be used, this shell can gives the most damage and it can eliminate your soldiers if they're sent to the vanguard. This shell inflicts double "fire" damage to both Vanguard units. Unlike the other shells this talent is only available half as many times per day. TG (Tear Gas) Shell - Medic/Recon When fired, it'll fire a shell filled with tear gas that will force the enemy soldiers to retreat from the vanguard to the rearguard temporarily. Like its vanguard version, it can be countered by using either Gas Neutralization or by Gasmask. Same effect as a tear gas grenade but effects a 60ft by 60ft area. Illumination Shell - Infantry/Shooter/Medic/Recon When fired, it'll fire a shell that contains a flare, which will light up the night sky during night combat. Unlike its vanguard version, this'll last for the entire combat encounter. |
| Grimgrin05-10-07, 05:46 PM | PDF of d20 Ring of Red (http://grimgrin4488.tripod.com/sitebuildercontent/sitebuilderfiles/d20_ring_of_red.pdf) for easier reading |