Burning Rim Rules

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    BURNING RIM RPG

    CONTENTS

    Basic Characteristics. .............................................................................................................................................................................. Physical Statistics: ....................................................................................................................................................................................

    Physical Traits: ...........................................................................................................................................................................................

    Skill Statistics: ............................................................................................................................................................................................

    Skill Traits: ...................................................................................................................................................................................................

    Equipment .....................................................................................................................................................................................................

    Equipment Descriptions ......................................................................................................................................................................

    Power Armour: ..................................................................................................................................................................................

    Power Armour Modifications: ................................................................................................................................................. 12

    Weapons: ..............................................................................................................................................................................................

    Equipment: ..........................................................................................................................................................................................

    BASIC CHARACTERISTICS.

    These are NOT designed to limit your character in any way. These are designed to demonstrate acharacters levels and skills at the beginning of the RP, it would naturally be appreciated anddesired that your characters background reflect any extra-ordinary level of development in aparticular area.Now there will be FOUR separate categories.

    1: Physical Statistics : The stats for your physical and mental abilities like strength,intelligence etc.2: Physical Traits : If you are par ticularly good in a single statistic you get trait points topurchase special traits reflecting your condition. (EG: Someone with high Intelligence might buy the photographic memory trait.) 3: Skill Statistics : The stats for your skills, such as Mark smanship, Language skills etc.4: Skill Traits : As with the Physical Traits any particular talent in your skills will give you pointsto spend on Traits to accent those skills. (EG: Someone with high Marksmanship mightpurchase the sniper trait.)

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    PHYSICAL STATISTICS:

    Physical Statistics are important, they show what your character is capable of physically and mentally. Donot that they are just a reference and, GM discretion excluded, arent for mainstream use. (Youshouldnt, (and in my case wont) be interrogated as to each and everything you do to see if your Characterhas the stats to do it. Special items and equipment you come across may be assigned a minimumrequirement by the GM to understand or manipulate but your everyday crap should not be regulatedso.

    It is considered that every Stat starts at 5 and the player has 50 points to spend on Stats. (5 Is consideredto be the middle range of most peoples. 10 is the normal high -end, the maximum of 20 is considered tobe approaching freakish.)

    You are not required to spend all the points.

    Strength : This is your raw physical ability to either move things, force things or do damage. A strength of 1 would indicate a dangerously unhealthy weakling, A strength of 20 would be near-superhuman.Agility : This is your ability to REALLY move your ass and in ways many might not expect. An Agility of 1would indicate someone with SEVERE motive disorders, like having no legs... An agility of 20 would be anOlympic acrobat.

    Dexterity : Fine motor control, and similar. Familiar to lockpicks and purse-snatchers. An agility of 1would suggest that holding a cup was a really bad idea. Dexterity of 20 would mean that no mechanicallock was beyond your means.Constitution : Just how tough are you is the question. A constitution of 1 would indicate Osteo-porosis ormaybe Leprosy. A Constitution of 20 would be highly resistant to damage and able to soak a lot morebefore going down.Intelligence : 2+2=??? Do you know? Do you really? An Intelligence of 1 would indicate a barely playableimbecile, perhaps severely autistic? An Intelligence of 20 would be a Quantum Physicist or Neuro-surgeon.Wisdom : Its not a matter of can you do it and more one of SHOULD you do it. A wisdom of 1 isdangerously gullible and likely prone to doing whatever theyre told. A wisdom of 20 would be capable of rapid-on-site decision making with chances of it being a wiser move.Luck : Do you feel lucky? Well DO YA? Luck is important but not critical. A Luck of 1 means that whenever

    something bad is going to happen itll likely look you out every time. A Luck of 20 is its opposite, whenevergood things happen itll look you up. (This is a GM/DM stat.)

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    PHYSICAL TRAITS:

    For each 5 points in a stat the player is given a single point to spend on traits for that Statistic. (EG: If aplayer has a Strength of 15 he has 3 Strength Trait points.) Each trait costs a single point unless it isspecified otherwise. Many traits MAY come with a downside as well or restrict your ability to choosecertain other traits.

    Strength :

    Boxer : Your Character is skilled with his fists and hits like a freight train.Heavy-Load : Your Character is used to moving lots of heavy shit, in special situations they count ashaving double their strength for the purpose of moving things (to a maximum of 20.)Bender : Your character can bend metal with his hands within reason. (He aint bending no starship hullplate no matter his strength. Requires Strength 10+)Wrestler : A Hardcore Wrestler, sure you could get the shit kicked out of you or boxed into oblivion, but if

    you get hold of those pretentious asses its all over, for them.Batter : Whether a nanocarbon base-ball bat or a 2x4 you picked out of the bin you swing like a pro.Bonesnapper : You love the sounds of things snapping, like bones. As such youve got a predeliction, andskill, for doing just that.

    Agility :

    RUN FOREST RUN! : You run, fast! If called upon a sudden need to run you have the talent to do just thatmuch better than anyone else.Professional Athlete : Whether the 100m Sprint, Pole Vaulting, Hurdling or some other Atheltic talent

    youre good enough at it to be professional. (Requires Agility of 10) Acrobat : Flip, flip, flip , flip TADA! You can jump around like a bloody loon! You dont see walls asobstacles but as just another direction you can move in!Martial Artist : You can take this as often as you wish, each time you take it (to the Stat -max of 4) isanother Martial Art your character knows.Contortionist : You can contort yourself in ways that make others go WTF? you can fit and move inspaces nobody even considered protecting.Freerunner : You can move in urban environments in ways even Acrobats would applaud at. While they can move in such environments you can move FAST.

    Dexterity: Lockpick : Four tumblers, thirty seconds, one hairpin. Easy as. (Requires Dexterity 10)Knife-thrower : You can throw knives accurately and skilfully, something youll find handy in anemergency.Repeat-Operations : You can seemingly program your muscle memory to do repeat tasks more easily thanothers. Of course it takes time to train a new task.Ambidextrous : You have no prevalent hand, each is as good as the other at anything you choose to do.Predeliction for Fine Work : Your hands are skilled at fine work, you get 4 free points to spend on a singleSkill that requires fine work, like First Aid or Surgery . (Common Sense Encouraged. GM must beinformed what these points were spent on. These points to not count towards gaining a Skill Trait.)Sewing : Your character can sew, and well, clothing or wounds it matters not to them.

    Constitution :Brickhouse : Your character is a goddamn brick shithouse and probably eats nails and bullets for hiscereal. (Requires Constitution 20 Intelligence

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    Intelligence: Eidetic Memory : Also known as a Photographic Memory, you remember everything you see and hear.Whether you want to or not.Routine : You have a routine, you do not deviate from this Routine under any circumstances, however youdont lose anything ever... unless its sto len or something.Quick-Learner : You learn quite quickly, very quickly in fact. You get 4 free points to spend on a singleSkill that requires training or education. (Common Sense Encouraged. GM must be informed what thesepoints were spent on. These points to not count towards gaining a Skill Trait.)Scholar : You are FULL of knowledge, nothing so useful as a skill but if someone needs to know something

    youve probably got it to tell. (Players with this likely start with a computer packed with information o r asmall bookcase etc.)Teacher : Over time you can teach others your own skills! (Requires Intelligence 10)Penny-pincher : You know money. You like money. You keep as much as possible at all times but alsohave a skill for using it to get more. (However Penny-pinchers may never help out anyone monetarily unless there is a DIRECT monetary return at least twice what was spent.)

    Wisdom :Strategist : You can see the flow of events and guess the moves of others and plan for the futureaccordingly.Tactician : Same as Strategist but on a far smaller scale in a far faster time, your character can cleverly deduce the events as theyre happening and plan accordingly. Cost/Benefit Analyst : Your character has a talent for balancing risk-vs-reward.Convincing : Your character is persuasive, even charismatic and can convince others that his outcome isthe best. Just dont expect it to work all the time. FALL BACK! : Your character DEFINITELY can identify the moment a battle begins to turn against them.Often viewed as cowards they just know when its time to get out of dodge.How bout we talk? : Your character can convince otherwise non-interactive NPCs to open up a dialogueinstead of just trying to kill you dead.

    Luck :Gambler : Youre a compulsive Gambler, whether with yo ur credits or your life those are just pesky details.Of course you dont ALWAYS win.... That close! : You might get shot at a lot but most of the fire coming your way always seems to fall into theIt was that close category. Apocalyptically Good Luck! : What in fucks name is that? You might ask. That is when your characterSEEMS to be the constant victim of bad luck that saves their lives! (Tripping on a body thus causing thesniper lined up on your braincase to miss for example.)Twist of Fate : Youll fin d yourself happening to overhear just what you need more often than you cancount! (Requires Luck 15)HOLY SHIT! : Most of the time you dont notice your luck working for you but then there are those timesthat all you can do is sit back and go Holy shit, did that really happen? (All cases of this MUST besuitably epic.)Subtle Luck : Luck that you never ever realise has occurred. Such as crossing within metres of someonelooking for you but neither of you ever notice the other.

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    SKILL STATISTICS:

    Skill Statistics are important as they reflect the skill level of your characters in any particular skill. LikePhysical traits the highest number you can have is 20. However you do not start with ANY points in any skills, at all as skills are learned (obviously).

    It is advised but by no means required that a player consider their skills VERY carefully. There are a lotmore skills than there is physical stats so consider them wisely, and even look at the traits they grant to

    see how these will suit your character.

    Every player begins with 80 Points to spend on skills.

    NOTE: It is suggested that players have a diversity of skills, not necessarily spend on all skills but morethan just a couple.

    Armour Specialisation : How good you are with powered armour. A score of zero = Rookie level training, ascore of 20 has no difficulties and an almost natural predilection for power armour use.Marksmanship : How good you are with a firearm. (Heavy Weapons not included.) A score of zero = donttouch that youll just shoot yourself in the *BANG*... and there it is... A score of 20 is Smith from Shoot -Em- Up... almost.

    Heavy Weapons : Heavy MLA and Particle Beams and other non-Man-portable non-explosive weapons arein this category. A score of Zero = dangerously unable and a score of 20 = Extreme skill with heavy weapons.Explosives : Rocket Launchers, Grenade Launchers fall under this skill. A score of zero =... actually, justkeep well away from them youd be more a danger to ally than enemy. A score of 20 = an Elite Vehiclehunter.Demolitions : Fusion, Launched and other placed explosives, including mines, fall under this skill. A scoreof zero = . .. DONT TOUCH THAT!... A score of 20 is a Demolitions expert. (REQUIRES Intelligence 8.) Military Training: Military training, pretty self explanatory, it shows how much, if any, training yourcharacter has had in the military. A score of 0 Is a civilian, a Score of 20 is Elite Spec-Ops.First Aid : Basic level Medicine. A person with a 0 in first aid isnt qualified to even apply ba ndages. Aperson with 20 is extremely skilled at Triage and first aid and can often keep someone alive long enough to

    see a surgeon. IF they have the right equipment.Technician : Works with technical items, especially ones with lots of small moving parts. A person with 0is tech-illiterate a person with 20 could fix a nanotech watch. (Requires Intelligence 10) (Specialty Dependent on Traits)Driver : Ground Vehicles. A person with 0 has no ability behind the wheel. A person with 20 is either very very very skilled or something similar.Navigator : Navigators, as you might have guessed, navigate. It is they who could and do guide you safely.A person with 0 gets lost easily. A person with 20 is like a walking GPS.Augment : You have Cybernetic Parts. What those parts are depends on the traits chosen. A person with 0in this is not a Augment. A person with 20 has at 4 major body parts replaced with Cybernetics. (There isno benefit to anything except 5 *1 Cybernetic trait*, 10 *2 Cybernetic Traits*, 15 *3 Cybernetic Traits*, 20*4 Cybernetic Parts*)(REQUIRE: Constitution 15.)

    Survivalist : Your character is trained to survive in hostile environments. A person with 0 skill shouldavoid camping, a person with 20 dives with the Sharks (so to speak.)

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    SKILL TRAITS:

    As with the Statistic Traits, for every 5 points you have in a skill you have one point to spend on traits forthat skill to customise and individualise that skill to suit your character. IF you cannot find a trai t that fitsa special skill you would like your character to have dont hesitate to ask the GM and see if hell allow it ornot. (NOTE: Some skills may have more traits than others. Some may not have many at all! All howeverwill have at least 4)

    Armour Specialisation: Power Armour Prodigy: You're an expert in the use of the regular power armor, in such a way it almostseems it's truly your own body and you know expertly what it is capable off. Power Assault Mobility Armour : Youre skilled in the use of PAMA armour and as such likely have yourown set.Powered Stealth Armour : PSA is normally just Power Armour with Optical Camouflage and ThermalMasking modules attached. But youre highly skilled in its use. Drone Integration : Youre trained in the use of Aerovette and Aerohawk Drones in combination with yourarmour. Controlling the microdrone swarms comes naturally to you.Neurohacker : (Requires Intelligence 15 and the Hacker Trait) You are a Neurohacker, specialised in theuse of a Personal Electronics Warfare Suite.

    Marksmanship :Sniper : Your character is talented with Sniper Rifles, the bigger the better.Assault Specialist : Your character is specialised with MLA-R and Particle Beams.CQB Specialist: Your character prefers weapons with a more close-in-attitude, such as the MLA-F,though most soldiers prefer not to get up close, youre good at it. Beam Bastard : Youre skilled in using particle beams like a mop or broom to sweep a battlefield clean of the enemy.

    Heavy Weapons:Whaddya Mean its Heavy? : Your Character carries around a heavy MLA like its an Assault Rifle, they must still Emplace it to fire however. (Requires Strength 15)Scything Fire : Your character has been trained to Scythe heavy automatic fire in a side-to-side pattern to

    maximise hits against enemy targets.Crewed Aid: You can either teach others to feed your weapon or do it for someone else. As such reloadtimes and jamming are greatly reduced.Suppressing Fire: You are of the old school of thought. Hold down the trigger and keep the stream overthe enemies heads, either theyll get dumb and stand up or theyll cower behind fortifications while yourfriends flank them. Unless you run out of ammo... that can be a bummer.

    Explosives:BOOM BOOM BOOM! : You LOVE your grenade launchers, especially the ones with multiple shots. Nowwhile normally this wouldnt matter in your case youre damned good at it and can group shots likenothing else.Great Bouncing Grenades Batman! : Oh dear, the enemy are hiding around the corner.... never fear, awell placed grenade is here! Your character knows the knack of getting the Grenade to bounce once ortwice before fireworks time!KRAKOOM !: Your Character is skilled with Rocket Launchers and knows it few can stand up before theirmighty FML-ATY!SHOOMP Whistle BOOM! : Your Character is experienced in the use of the Fusion Pulse Mortar and canput rounds down exactly where needed, if the data given is right.Missile Pack Use : Many, if not most, soldiers train in the use of Micro- Missile Packs. Youre one of them.

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    Demolitions: Humpty Dumpty: Fell of a wall... why? Because you blasted its primary stress point bringing the wholefrakking thing down, the reason they never put Humpty back together again? They never found all thepieces. (Your Character is skilled at targeting the correct Stress points.)Civil Demolitions: Your characters demolition ability was civilly trained, as such he/she will have apredeliction for bringing it down via implosion minimising the damage to the target obstacle.Sequential Demolitions: Your character knows how to rig his/hers explosives to detonate in a presetsequence to achieve some objective or another.Smokescreen Demolitions: Need a Smokescreen to escape? Bring down a large building. And yourcharacter does!Apocalyptic Demolitions: Your character was trained in specialised demolitions. Nuclear. From using

    Tactical Fusion Missiles to Surface-to-Orbit nukes.(Requires Intelligence 10, Demolitions 20, Wisdom 10)

    Military Training:Stealth Operations: Your character has been trained in the use of silenced weapons and covering theiradvance in total and electronic silence. Youre a ghost. Deep Cover Operative: You are trained in most basic weapons systems to a VERY basic level at the leastin order to blend in before turning on the people youre in deep cover with. Assassin : You have been trained for a single purpose. To kill your targets. Not maim, not wound, kill. And

    youre good at doing it .Special Forces: You have been trained to use a number of special pieces of equipment (GM and PlayerDiscretion Advised)Hunter Unit Training: Your Character has been trained to use non-lethal weapons and bring prisonersin. Such training includes basic interrogation techniques.

    First Aid: Biological Triage: Youre trained to deal with victims of chemical and biological agents whetherweaponised or just accidents.Combat Triage: Youve been trained to deal with Triage on a Battlefield or with small units. (Far less likely to hesitate under the circumstances.)

    Nanotech Triage : Youve been trained to deal with Nanotech infections or disasters. While utterly grotesque you know how to at least stop the damage from getting any worse.Standard Triage: Youve been trained to deal with basic injuries and problems.

    Technician : Technicians cover a range of skillsets. Each skillset can be taken multiple times to makethat skillset even better.Electrical Technician : Such a technician takes care of the electrical systems.Systems Analyst: Charged with the protection of computer systems and upgrade when required.Hackers : The opposite of a Systems Analyst. What the Analysts make they make it a lifes work to break.Technician : Deals with combination systems. They built mechanical, electrical and computer systemsall bundled into one, like a Automated Gun. The problem? Theyre good at all but great at none.

    Driver : Each skill must be taken one before the next unlike most other sets.Light Vehicles : Most Cars.Medium Vehicles : Armoured Cars, Small APCs or AFVs, Light TanksHeavy Vehicles : Medium Tanks, Trucks.Ultra-Heavy Vehicles : Heavy Tanks, Land Trains, Mobile Cranes, other unique vehicles.

    Navigator :Planned Escape : On ground or in space you plan your escape routes ahead of time.Natural : Youre a natural navigator, you can do mass Calculations in your head that others needSupercomputers to do! (Requires Intelligence 18)Direction Sense : You can always sense North, a living compass if you will. Less useful if youre not on aplanet or dont have a map though.

    Whisper in the Dark : Youre capably of rapidly adapting to the situation and working out the path of leastresistance more easily than others might.

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    Augments : Each type of Modification may be taken up to the number of limbs it occupies. (Eg: An Armmod can be taken twice. A head mod once.)Heavy Arm: A fully cybernetic arm. It gives the equipped player a 2x Strength bonus for that arm.Weaponised Arm: The arm has an MLA Built into it.Power Leg: A fully Cybernetic arm. Ground speed is increased 2x IF both legs have this mod. If the Cyborghas only one Power leg his speed is permanently halved.Bouncers : If both legs are Bouncers the Augment can leap up to 10 meters horizontally and 15 Vertically.Cybernetic Eye: Can have a single special function such as Thermal, Night Vision etc. All Cyberneticeyes can be networked to a gun for increased targeting capacity. (Augments of all types are forbidden toany kind of Sports.)Cyberized Skull : Your skull is now a rather advanced computer interface. Be careful.Cybernetic Lungs : Underwater Breathing (limited 1 hour) and Atmospheric filtering means that Cyborgswith this dont require specialised breathing apparatus... usually. Cyber Mantle (Torso): The Cyber Mantle is a cybernetic replacement for ones entire upper body region,shoulders, ribcage, etc. All replaced with Cybernetic armour and Interfaces.

    Survivalist :Storms-a-coming: You have the Storm-sense and can sense a coming storm, literally or metaphorically.

    The true value is that you know how to prepare for the coming storm. (If its a Literal Storm anyway)Sand-sense: You either grew up on a Desert-world or trained for some time upon one, you know all thetricks about surviving in a desert, no matter what mysteries it might hold.Jungle-Call: You know the jungles, or anything jungle like, you know how to find non-poisonous foods,avoid infections if possible and prepare for all sorts of horrors. Though depending on the world you mightcontact the local ranger equivalent for a brush -up on local life and conditions.Tundra Rat: You know the Tundras, Glaciers and any exceptional icy conditions and how best to survivethem. Like praying to whatever god you believe in that you have all the equipment you need.

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    Weapons :

    Micro-Missile Pack Small: 5 000 Credits Micro-Missile Pack Medium: 7 500 Credits Micro-Missile Pack Large: 10000 Credits Medium Particle Beam: 2000 Credits Heavy Particle Beam: 4000 Credits Support Particle Beam: 8 000 Credits Light MLA-C Carbine: 1000 Credits MLA-P Pistol: 150 Credits (Not able to be used in or against power armour.) MLA-UltraLight Carbine: 500 Credits (Not able to be used in or against power armour.) MLA-UltraLight Frag: 400 Credits (Not able to be used in or against power armour.) MLA-CR Combat Rifle: 1500 Credits MLA-F Frag Rifle: 1250 Credits MLA-R Heavy Rifle: 2000 Credits MLA-L Longshot: 6 000 Credits MLA-MG Support Gun: 5000 Credits H-MLA-CSG: 10 000 Credits Fusion Pulse Mortar: 6 000 Credits (Comes with 2 Fusion Rounds)

    o EMP Rounds: 500 Creditso Fusion Rounds: 1000 Credits o Pulsar Rounds: 800 Creditso Nightflower: 50 Creditso Thumpers: 250 Credits

    FML-ATY: 8 000 Credits (Comes with 2 FAT Missiles)o Fusion AT Missile: 500 Creditso Skyslam SAM: 1 000 Creditso MIRV-F: 2 000 Credits

    EM-GL: 4 000 Credits (Comes with 2 EMP and 1 Electron Explosive) MOD: Underslung Launcher: - 1000 Credits

    o EMP Grenades: 250 Creditso Electron Explosive: 500 Creditso FEX-D: 1000 Credits

    Combat Knives: 50 Credits

    Equipment :

    Aerovette Recon Drones (Unarmed, Sophisticated Sensor Suite) 1000 Credits per stack Aerohawk Combat Drones (Lightly Armed, Harassers) 1500 Credits per stack Personal Electronic Warfare Suite: 12 000 Credits Field Powered Armour Repair Kit: 2 500 Credits Field Vehicle Repair Kit: 5000 Credits Emergency Medical Kit: 2 500 Credits Advanced Field Medic Kit: 5000 Credits Light Field Demolitions Kit: (5 Microfusion Demo Charges *.5kt*) 1000 Credits

    Medium Field Demo Kit: (5 Microfusion, 2 Fusion Charges *2kt* ) 2500 Credits Heavy Field Demo Kit: (5 Superfusion Demo 10kt Charges) 6 000 Credits Artificial Dawn Demolition Kit: (1 200kt Fusion Bomb) 20 000 Credi ts Light Mines Package: (20 Microfusion Mines *.05kt*) 1000 Credits Medium Mines Package: (20 Fusion Mines *.2kt*) 2500 Credits Heavy Mines Package: (20 10kt AT Fusion Mines) 6 000 Credits Infiltration NanoCosmetic Package: (Requires Deep Cover Ops Trait) 500 Credits Field Emitter Package: 5 000 Credits Survival Pack (8 M.R.Es, Thermal Blanket, Polyform Tent) 4 000 Credits Polyform Lockpicks (10 Picks, 1 use only.) 1 000 Credits

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    EQUIPMENT DESCRIPTIONS

    This part of this document lists the descriptions of the items above, in order. It will also list any specialrequirements not listed under their purchase prices.

    POWER ARMOUR:

    Wallaby Class Light Powered Armour : The lightest personal armour available on the Markets in thisquadrant this high mobility armour has almost no impact at all on a persons ability to move and infact allows them to maintain about a 60kph sprint.

    Dingo Class Powered Armour : The Dingo personal armour sacrifices some of the mobility inherent inthe Wallaby armour in favour of protection, its default sensor package is identical to the wallaby s buthas a significant armour boost. It is only able to maintain a 50kph sprint.

    Wombat Class Powered Armour : The Wombat is the heaviest personal armour available in this regionof space. Very thick protection and strength boosting but a complete lack of advanced mobility compared to other armours. It can only maintain a 35kph sprint. (Requires Strength 10)

    Kookaburra Class PAMA : The Kookaburra Class PAMA is significant advancement of the Wallaby by

    the inclusion of the Jump system that makes it PAMA. It is slightly heavier than the Wallaby and assuch slightly slower as well. But it more than makes up for that in the ability to jump around thebattlefield. It can maintain a 55kph sprint. It can jump up to 500 metres vertically or 750 in a chosendirection.

    Kangaroo Class PAMA : Kangaroo Class PAMA installs the lessons of Kookaburra into a Dingo classsystem again cutting down on the speed and agility of the unit in favour of the jump system. Thismakes it a well loved and reliable unit. It can maintain a 45kph sprint and jump up to 400 metresvertically and 600 in a chosen direction.

    Drop-Bear Class PAMA : The Drop-Bear class PAMA was developed when some lunatic decided to fit aWombat with the Jump System. It is even slower than its origin and is not a set for the faint -hearted.

    The Drop-Bear is considered the heaviest assault armour in this part of the galaxy and instead of jockeying for position most Drop-Bear users use the suits weight to well the clue is in the name. Itcan maintain a 25kph sprint and jump 200 metres vertically and up to 400 in a chosen direction.

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    POWER ARMOUR MODIFICATIONS:

    Optical Camouflage Module: The Optical Camouflage module is added to a suit of armour and then itis sprayed down with the nanocells that allow it to operate. The Optical Camouflage system works tomimic the surroundings providing what is effectively a personal cloak. However it is highly inaccurateon the move. As such, when moving, especially quickly, the wearer will still be noticeable by those withgood sensors and sharp vision.

    Thermal Masking: This is a layer that gets sprayed onto armour to mask thermal signatures fromdetection. This is often used in combination with Optical Camouflage.

    Personal Shields: (Ultralight, Light, Medium, Heavy, Very Heavy) These shields are energy intensivefields which serve as mostly solid barriers against most weapons. Their protective qualities increasewith the class of shield obviously. But at the same time are even more energy intensive than the lighterunits forcing the user to either have them off most of the time, or risk having not even half the sametime on site as someone with much Ultralight Shields.

    Sensor Suite: All suits have a built in sensor suite, they have to considering their protective qualitiesdon t allow for a clear visor. By default the projected vision on the inside of the helmet is perfect andhas a number of modes such as thermal and light amplification. However Improved Sensors also offerradar, ladar and several other high powered sensors. Where the Advanced Sensor suite even offers the

    very expensive graviton sensor package. No camouflage can fool the Advanced Sensor suite.

    BIS Module: Is pretty much what it says on the tin. A Retractable built in shovel.

    CCB Module: The Close Combat Blade module has a three foot long retractable blade concealed in thegauntlets to be used as a punch-blade when the situation calls for its need.

    PMIM: The Personal Missile Interception Module is often seen as a must-have for some units. The smallshoulder mounted MLA guns are slaved to the suits sensors and only ever engage incoming missiles,grenades and mortar rounds. However they do so accurately and reliably 95% of the time.

    STM: The Shocking Touch Module is a personal defence and non-lethal option. It sends a nerve- jamming pulse along anything touching it or touched by it.

    BILS: A common choice by the more boisterous mercenaries out there as it allows them to shoutobscenities at their targets. Often considered a luxury item it does have its uses.

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    WEAPONS:

    Micro-Missile Pack: Micro-Missile Packs are backpack mounted missile packages slaved to the suitssensors or Aerovettes they have telemetry for. A small Micro-Missile pack has 4 launch tubes and 4missiles per tube. The medium has 8 tubes. The large has 8 tubes. Each missile is equivalent to about1 kilograms of conventional explosives.

    Particle Beams: The Particle beam is a powerful weapon in the right hands, but it is one that revealsan individual clear as a bell. This weapon is often used in the same way ancient machineguns were tokeep the heads down of the enemy. But far far deadlier.

    MLA Weapons: MLA weapons are personal railguns with significant power, any power-armour carriedMLA system would in fact have enough power to kill a 20 th Century Tank with little effort. Most MLAweapons such as the Carbine and Heavy Rifle perform in the same way as old slug throwers did. Butsome are more unique.

    MLA-F: The Magnetic Linear Accelerator Frag; is the Shotgun of the Rim. It has range, but ismost useful in close combat.

    MLA-L: The Longshot is an MLA sniper rifle. Three times as long as a normal MLA weapon it canthrow a shot accurately up to 15 kilometres, if you can get LOS that far and someone good enoughbehind its scope.

    H-MLA-CSG: The Heavy MLA Cannon Support Gun is an anti-tank weapon and almost alwayscrewed by two men, even in armour it is too heavy for one man to move easily let alone fire. Some CSGshave even been known to fire heavier fusion rounds.

    Fusion Pulse Mortar: The FPM is a heavy weapon designed to throw shells down from on high. It hasseveral types of ammunition.EMP Rounds: 500 Credits

    o EMP Rounds: (200m Radius): This mortar round is a pure EMP weapon designed tocripple an enemy. It is imperfect and wont work against heavier equ ipment, butfiner equipment is still vulnerable.

    o Fusion Rounds: (.5 Kiloton Yield): For when you need to wake the kids with thissmall nuclear device.

    o Pulsar Rounds: (Shield Shockwave Effect): Designed as a suppressing weapon thisweapon can flatten everything within a preset range that is itself unshielded. Though shield objects may resist it easily.

    o Nightflower: The Nightflower is a simple flare used for night operations.o Thumpers: Thumpers are MIRV Mortar rounds. They go up fairly high before

    splitting into four micro-missiles which bear down on the closest target they canfind. Friend or Foe.

    FML-ATY: The Fusion Missile Launcher, Anti-Tank Yield is the premier tank-hunter, though it is notperfect for the job as it can use missile defence to shoot down incoming missiles. All its weapons areFusion Missiles. However the Skyslam is designed to take out aircraft and the MIRV is a missile thatbreaks into three Fusion Missiles to try and defeat a target with anti -missile defence weapons.

    EM-GL: The Electromagnetic Grenade Launcher is a capable weapon in its own right if loaded with theright ammunition, though one can also get a cut-down version to go under a rifle barrel.

    o EMP Grenades (50m Radius): This grenade is a pure EMP weapon designed to cripple anenemy. It is imperfect and wont work against heavier equipment, but finer equipment isstill vulnerable.

    o Electron Explosive (50kg Yield): This grenade is a powerful blast, quite lethal to anyonewithin a few metres.

    o FEX-D (Fusion EXplosive Demolitions)(.05 Kiloton Yield): For when you need to wake thekids with this small nuclear device.

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    EQUIPMENT:

    Aerovette Recon Drone: Aerovette Recon Drones come in a stack of 15, this stack is about 30centimetres long and 8 centimetres wide.

    Aerohawk Combat Drone: These deadly little birds come in two varieties, both occupy about the sameamount of space as aerovette drones but they have a more triangular shape but are used in the sameway. Theyre just capable of killing.

    (Nanoparticle Beams, .1 Megajoules per second sustained fire.):(Micro MLA, 1 Gram Shot, 5 kilometres per second.)

    Personal Electronic Warfare Suite: The PEWS is the typical suite of choice for the Neurohacker, andthe unfortunate acronym has lead others and the neurohackers themselves to refer to themselves asFather in the same manner as a preacher.

    Field Powered Armour Repair Kit: This field kit is usually carried by someone who has a knack forrepair and maintenance. A suit puncture or breach in the field is often usually deadly. But sometimes itisn t. Sometimes the occupant survives and if they want to continue doing so they re going to needfixing up.

    Field Vehicle Repair Kit: Heavier than the FPAPK *See entry just above* this kit is designed to service

    most vehicles in use. You hope.

    Emergency Medical Kit: The Emergency Medical Kit is a nano-med system designed for rapid treatingof anyone who has been injured, but miraculously not killed. It includes basic anti-radiation meds asstandard.

    Advanced Field Medic Kit: The Advanced Field Medic kit is a nanotech surgery tool, more advancedthan the Emergency kit by a significant measure. This can and sometimes does mean the differencebetween life and death.

    Demolitions Kit: The Demolitions kits available contain remote-detonatable charges based on fusiontechnology. The capabilities of each kit and contents are listed above.

    Artificial Dawn Demolition Kit: The ADDK is hell in a handbasket. This single bomb is enough towipe out an unprotected city if the shields are nonfunctioning. And planted right can do a lot LOT morecollateral.

    Mines Package: These packages have a number of ceramic fusion mines. Though an advanced Sensorsuite could detect the mines with ease anyone else would have to have either brilliant eyesight or theluck of the gods.

    Infiltration NanoCosmetic Package: (Requires Deep Cover Ops Trait) The INCP was developed basedoff of civilian cosmetic alteration packages. This goes a step further and uses nanotechnology to evenchange the bone structure, facial charactersistics and even for a short time if required the users geneticcode on surface cells. Though this last has to be undone within 24 hours before tissue rejection and

    necrosis sets in.Field Emitter Package: The Field Emitter Package has six shield generator rods that can generate anultralight shield wall about fifteen metres across its length.

    Survival Pack (8 M.R.Es, Thermal Blanket, Polyform Tent): A basic survival kit. Few men or womenwould go into battle without one for emergencies.

    Polyform Lockpicks (10 Picks, 1 use only.): Polyform Lockpicks are self-shaping lockpicks that only work on mechanical locks or ones with very limited computer interfaces. They re only ever good for oneuse.