Brink of Battle Sci-Fi Play Test Gear

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1 IMPORTANT: By downloading this material you are acknowledging that all parts are Robert A. Faust 2012, all rights reserved. Any suggestions, additions, ideas, or other added material used to play test these rules or report their use are considered derivative works and are wholly owned by Robert A. Faust and Strategic Elite. Welcome to the Future! Well, at least for now. This document has play test rules for Science Fiction skirmish gaming using the Brink of Battle main rules. None of this material has been previously play tested. Your feedback will be added to that of our in house play testers to determine the outcome of the final official rules that will release later next year. With these working rules to keep you busy until the full supplement is released, you can recreate most of your favorite sci-fi armies to play games of Brink of Battle. As always, remember that these point values and Gear Profiles are not final, and just have some kickass fun with them! New Periods For now, we ll be using Period 4 Near Future; Period 5 Interstellar Empires; and Period 6 Masters of Force to represent the three main categories of Sci-Fi eras. Near Future covers from Ultramodern up to Dirty Space where we haven t quite explored or conquered much of the Galaxy yet but are still packing ships full of Marines to go on bug hunts or to put down colonial rebellions, etc. Kinetic energy weapons are the majority weapon for this period. Interstellar Empires covers an established genre that has Faster Than Light travel as a given transportation method, and interstellar governments wage war, explore space, and hop between start systems on a daily basis. Personal energy weapons or highly advance kinetic weapons are the norm for this period. Masters of Force represents the highest level of technological advancement where matter is manipulated to produce controlled reactions with anti-matter both for transportation and for weapons. It also has force field manipulation and disintegrator weapon technology as the norm. Matter transmission rounds out this period. Supply Point Costs All listed Supply Point costs are self contained and relative to their specific periods. Do not compare costs since these weapons won t mix, yet. New Gear Traits Advanced Firearm - +1 to CBT when shooting usually due to gyrostabilization. Gives re-roll on failed Weapon check. If used for an upgrade on any Period 3 Firearm, add +5 to that Weapon s Effective Range. To upgrade, just pay an extra 15 SP s to the cost of the Period 3 Firearm being upgraded. This is to play in Period 3 with Ultramodern weaponry. For chemical firearms in Period 4, use the Period 3 Weapon Profiles for Firearms, and add the Advance Firearm Trait for +5 Supply Points. If listed on a Period 4 or 5 Firearm, the increase in Effective Range is already included in the Weapon s Profile. Advanced Melee - This Close combat weapon is gyrostabilized for easy handling and improved accuracy. The user gains a +1 CBT bonus for all CBT checks in Close combat. Armor Piercing - Negates all but Reinforced Armor & Reinforced Shields up to Effective Range; has Impact Trait for targets at Long Range.

2 Disruptor - This weapon attacks a target's nervous system. All Resistance checks made against this weapon use the Defender's CMD Rating instead of CON Rating. No Armor Rating is used either. Energy - Includes Advanced and Armor Piercing Gear Traits. Fixed Range - This weapon cannot reach beyond 2x its Effective Range. Gauss Includes Advanced Firearm and Impact Trait. HEAP This type of ammunition is High Explosive Armor Piercing and gives the Weapon +1 DMG and the Impact Trait. Hi-Energy - Includes Brutal, Hi-Pen, & Area Burst (2) Traits. Portable - This weapon is not subject to the Heavy Trait as noted by its other Traits. Usually this weapon system will include some form of harness or grav-suspensor unit to negate weight. Prismatic - Blocks LoS from Energy weapons. Total Resistance Score, then the model is Wounded and is automatically Mortally Wounded for his Trauma check. Bye, bye X-Ray Includes Hi-Pen and negates Smoke/Chaff Concealment, Reflective & Prismatic Traits. Reinforced - Roll 2d10 for Resistance checks and take the higher number for determining the Total Resistance Score. Braced - Armor Rating cannot be reduced or negated. Vac - Suit is sealed against hostile environments. It negates Gas, Flamethrower Hi- Pen, and Poison Traits. Powered - Negates the Heavy and Recoil Traits for all Weapons and Gear. Model gets +1 to CON for all Close combat Attacks' Damage Rating. Reflective - Counts as Armor Rating in brackets against Energy Weapons. Negated by X-Ray weapons. This Armor may be worn underneath other Armors. Use the Reflective value only when Defending against Energy Weapons and in place of the other Armor. Grenade Launchers now have Prismatic Grenades to choose from in addition to their other types. Propelled - No penalty for Long Range; Max Long Range is x2. Recoil - While subject to this Trait the model may not execute Mobile Fire Actions. Stun - This weapon makes Attacks that are resisted by the target Defender's CMD Rating instead of his CON. No Armor is added to this result. The Defender is only Shocked if the Resistance check indicated a Wounded result instead. Vaporize - If the Damage check from this weapon is double or more than the Defender's

3 Period 4 Weapons Profile Weapon Traits SP's Gauss Cannon Man Portable 40 / 5 / 7 Gauss, Heavy, Rapid Fire, Longarm 75 Gauss Grenade Launcher 25 / 3 / 5 Gauss, Grenade (4), Longarm 45 Gauss MG 40 / 6 / 5 Gauss, Rapid Fire, Longarm, Directed Burst(4), Crew(2), Tripod, Hi- Pen 85 Gauss Pistol 16 / 3 / 4 Gauss, Rapid Fire, Sidearm 20 Gauss Rifle 30 / 4 / 5 Gauss, Rapid Fire, Directed Burst(3), Longarm 45 Gauss Shotgun 18 / 2 / 5 Gauss, Scatter, Rapid Fire, Longarm 30 Gauss Auto Shotgun 18 / 3 / 5 Gauss, Scatter, Rapid Fire, Directed Burst(3), Longarm 40 Gauss SMG 20 / 4 / 4 Gauss, Rapid Fire, Directed Burst(3), Longarm 35 Gryojet Pistol 12 / 2 / 4 Advanced, Propelled, Sidearm, HEAP 18 Gyrojet Rifle 25 / 2 / 5 Advanced, Propelled, Longarm, HEAP 36 Gyrojet SMG 18 / 3 / 4 Advanced, Propelled, Rapid Fire, HEAP, Longarm 25 Vibro Cleaver 1 / C / 4 Impact, Vicious 20 Vibro Sword 1 / C / 4 Impact, Riposte 20 Grinder 1 / C / 4 Vicious 15 Period 4 - ARMOR TYPE RATING TRAITS SP Reflec 1 Reflective(5), Light, Small 5 Skin Suit 2 Vac, Light 10 Ballistic Body Suit 3 10 Carapace Battle Uniform 4 Heavy 20

4 Period 5 Weapons Profile Weapon Traits SP's Gauss Cannon Man Portable 40 / 5 / 7 Gauss, Heavy, Rapid Fire, Longarm 55 Gauss Grenade Launcher 25 / 3 / 5 Gauss, Grenade (4), Longarm 30 Gauss, Rapid Fire, Longarm, Directed Burst(4), Crew(2), Tripod, Hi- Gauss MG 40 / 6 / 5 Pen 65 Gauss Pistol 16 / 3 / 4 Gauss, Rapid Fire, Sidearm 10 Gauss Rifle 30 / 4 / 5 Gauss, Rapid Fire, Directed Burst(3), Longarm 25 Gauss Shotgun 18 / 2 / 5 Gauss, Scatter, Rapid Fire, Longarm 15 Gauss Auto Shotgun 18 / 3 / 5 Gauss, Scatter, Rapid Fire, Directed Burst(3), Longarm 20 Gauss SMG 20 / 4 / 4 Gauss, Rapid Fire, Directed Burst(3), Longarm 15 Gryojet Pistol 12 / 2 / 4 Advanced, Propelled, Sidearm, HEAP 10 Gyrojet Rifle 25 / 2 / 5 Advanced, Propelled, Longarm, HEAP 20 Gyrojet SMG 18 / 3 / 4 Advanced, Propelled, Rapid Fire, HEAP, Longarm 15 Laser Cannon 60 / 4 / 6 Energy, Longarm, Heavy 60 Laser Carbine 20 / 3 / 5 Energy, Longarm 25 Laser Pistol 18 / 3 / 4 Energy, Sidearm 15 Laser Rifle 48 / 3 / 5 Energy, Rapid Fire, Longarm 35 Gatling Laser 50 / 5 / 5 Energy, Rapid Fire, Longarm, Directed Burst(4) 75 X-ray Laser Pistol 18 / 3 / 4 Energy, X-ray, Sidearm 20 X-ray Laser Rifle 48 / 3 / 5 Energy, X-ray, Longarm 45 X-ray Laser Carbine 20 / 3 / 5 Energy, X-ray, Longarm 35 Plasma Flamer 6 / 1 / 8 Flamethrower(3), Portable 50 Plasma Gun Man Portable 18 / 2 / 8 Hi-Energy, Longarm, Heavy, Recoil 85 Fusion Gun Man Portable 20 / 2 / 10 Hi-Energy, Heavy, Longarm, Recoil 100 Energy Bludgeon 1 / C / 4 Energy 10 Energy Gauntlet 0 / C / 8 Energy 15 Energy Staff 8 / 2 / 4 Energy, Sturdy 20 Period 5 - ARMOR TYPE RATING TRAITS SP Reflec 1 Reflective(5), Light, Small 2 Skin Suit 2 Vac, Light 5 Vac-Suit 3 Vac 10 Armored Vac-Suit 4 Vac, Heavy 20 Battle Armor 5 Vac, Heavy, Reinforced 30 Powered Battle Armor 5 Vac, Powered, Reinforced 45 Heavy Battle Suit 5 Vac, Powered, Reinforced, Braced 60

5 Period 6 Weapons Profile Weapon Traits SP's Blaster Cannon 24 / 1 / 7 Energy, Longarm, Heavy, Recoil, Area Burst(3) 50 Blaster Carbine 14 / 2 / 6 Energy, Longarm 15 Blaster Pistol 10 / 2 / 5 Energy, Sidearm 10 Blaster Rifle 18 / 2 / 6 Energy, Longarm 25 Holdout Blaster 8 / 2 / 3 Energy, Sidearm 5 Disentegrator Pistol 16 / 2 / 8 Energy, Sidearm, Vaporize 50 Disentegrator Rifle 32 / 3 / 10 Energy, Longarm, Vaporize 85 Neural Disruptor Pistol 8 / 2 / 7 Disruptor, Sidearm 35 Neural Disruptor Rifle 16 / 2 / 10 Disruptor, Longarm 50 Stunner 10 / 2 / 10 Stun, Fixed Range 20 Period 6 - ARMOR TYPE RATING TRAITS SP Reflec 1 Reflective(5), Light, Small 1 Skin Suit 2 Vac, Light 3 Vac-Suit 3 Vac 8 Armored Vac-Suit 4 Vac, Heavy 15 Battle Armor 5 Vac, Heavy, Reinforced 25 Powered Battle Armor 5 Vac, Powered, Reinforced 35 Vac, Powered, Reinforced, Heavy Battle Suit 5 Braced 50

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