Modern AGE Rules and Changes
The rules primer
The setting uses GRITTY game mode as per rules in the MODERN AGE rule book.
Character Creation
The characters are created using the rules laid out in the rule book with following exceptions:
- Characters can choose a PROFESSION from SOCIAL CLASS +/-1 level from the SOCIAL CLASS bestowed by characters' BACKGROUND.
- Character have to choose SOLDIER as second PROFESSION.
- COMBAT MEDIC
FOCUS: Intelligence (Medicine)
TALENT: Emergency Care - GRENADIER
FOCUS: Accuracy (Assault Rifles) if using RGP-40 or underslung Palladium-D, or Accuracy (Longarms) if using RPG-7
TALENT: Pinpoint Attack or Demolitions Training (from the MODERN AGE COMPANION rule book). - INTELLIGENCE OPERATIVE
FOCUS: Communication (Investigation) or Perception (choose one)
TALENT: Intrigue or Observation - MACHINE GUNNER
FOCUS: Accuracy (Machine Guns) or Strength (Might)
TALENT: Rifle Style
RIFLE STYLE Talent is extended to work with FOCUS: MACHINE GUNS, but when acquiring it, the character needs to choose the focus the talent works with: ASSAULT RIFLES, LONGARMS or MACHINE GUNS. - PRESS
FOCUS: Communication (Bargaining or Persuasion) or Perception (Empathy)
TALENT: Intrigue or Oratory - SHARPSHOOTER
FOCUS: Accuracy (Longarms)
TALENT: Observation or Scouting - SQUAD LEADER
Requires choosing SOLDIER as first PROFESSION
FOCUS: Communication (Leadership)
TALENT: Inspire - TRANSLATOR
FOCUS: Communication (Deception or Persuasion)
TALENT: Linguistics
Equipment
Equipment is given based on the squad role chosen by the character:
- COMBAT MEDIC
Mini-Beryllium Carbine and 3 short mags of ammo (2 RELOADS each), 2 Emergency Aid Backpacks, Defibrillator, "MED" patch across the chest - GRENADIER
Mini-Beryllium Carbine and 3 shorts mags of ammo (2 RELOADS each), and choice of RPG-7 and 4 RELOADS or RGP-40 grenade launcher and 3 RELOADS
OR
Beryllium AR and 5 mags of ammo (2 RELOADS each) and underslung Palladium-D grenade launcher with 9 RELOADS - INTELLIGENCE OPERATIVE
Mini-Beryllium Carbine and 3 shorts mags of ammo (2 RELOADS each), Pyrite or P229 and 3 mags of ammo (2 RELOADS each), military-grade laptop with intelligence data and solar power bank (military grade) - MACHINE GUNNER
UKM-2000M with two bags of ammo (9 RELOADS each), Pyrite or P229 and 3 mags of ammo (2 RELOADS each) - PRESS
Is not part of Polish Armed Forces, so doesn't get the usual military gear, but instead has a buletproof vest and helmet with "PRESS" signs in capital letters and two days worth of military rations.
Glock-19 and 2 mags of ammo (2 RELOADS each) hidden from sight, 2 digital cameras and a set of lenses, portable digital recorder, impact-resistant tablet, solar power bank (civilian grade) - SHARPSHOOTER
Thorium Anti Materiel Rifle and 3 mags of ammo (2 RELOADS each), Pyrite or P229 and 3 mags of ammo (2 RELOADS each), Binoculars - SQUAD LEADER
Mini-Beryllium Carbine and 3 shorts mags of ammo (2 RELOADS each), Pyrite or P229 and 3 mags of ammo (2 RELOADS each), Binoculars, Compass and Map set - ARMY TRANSLATOR
Mini-Beryllium Carbine and 3 shorts mags of ammo (2 RELOADS each), Pyrite or P229 and 3 mags of ammo (2 RELOADS each)
OR
Beryllium AR and 5 mags of ammo (2 RELOADS each)
Set of relevant translation dictionaries in book and Kindle form
All soldiers get military grade bulet proof vest, load bearing vest with poaches for keeping all equipment (mags, etc.), elbow and knee protectors, sunglasses, radio, 2 days worth of military rations, scarf.
Beryllium AR and Mini-Beryllium Carbines come with collimator sights (no magnification). There is one night vision scope x3 per squad managed and handed out by squad leader if necessary.
The Wolverine IFV carries additional reloads for 9x19mm (10 RELOADS), 5.56x45mm (20 RELOADS), 7.62 NATO (2 UKM-2000M bags). However, there are no additional RELOADS for the .40 S&W calibre.
Depending on other roles in squads, it will carry 4 RELOADS of sniper-grade .50 BMG for Thorium Anti Materiel Rifle, 4 RELOADS of grenades for RGP-40 grenade launcher, 12 RELOADS for Palladium-D grenade launcher and 4 RELOADS for RPG-7 rocket grenade launcher.
Weapon Capacity
Modern AGE weapon capacity rules are not in use. Instead the Infinity RPG system will be used with some adaptations.
Each weapon has a BURST characteristic in their profile. BURST denotes up to how many RELOADS can be spent during a single shooting action. Each RELOAD spent adds +1 to the ACCURACY test for the action. After all reloads from the magazine are spent, the magazine is empty and needs to be replaced. Weapons without BURST need to be reloaded after each shot, so each shot counts as a RELOAD.
Weapons that have a BURST characteristic of at least 1 count as having infinite ammo as long as they are fired in single shot mode (i.e BURST isn't used to provide bonus to ACCURACY test). This is represented by magazines being switched from half-dry to full in a lull of the fight, shooting shorter bursts to make up for the usage, or even reloading magazines whenever there is time.
Weapon Stats
All Pistols
FOCUS: PISTOLS
WEAPON | DAMAGE | MIN. STR | I/P/B | STUN/WOUND | RES. TN | ROF | RANGE | BURST | RELOAD |
---|---|---|---|---|---|---|---|---|---|
Glock 19 | 1D6+3 | -1 | B | W | 11 | SA | 30m | 1 | Minor |
Pyrite | 2d6 | 0 | B | W | 11 | SA | 50m | 1 | Minor |
P229 | 2d6+1 | 0 | B | W | 11 | SA | 50m | 1 | Minor |
All Longarms
FOCUS: LONGARMS
WEAPON | DAMAGE | MIN. STR | I/P/B | STUN/WOUND | RES. TN | ROF | RANGE | BURST | RELOAD |
---|---|---|---|---|---|---|---|---|---|
Thorium Anti Materiel Rifle | 3d6+3 | 2 | B | W | N/A | SS | 1000m | 1 | Major |
RPG-7 | 3d6+6 | 3 | P | W | 11 | SS | 200m | 0 | 1D6 Minor |
All Assault Rifles
FOCUS: ASSAULT RIFLES
WEAPON | DAMAGE | MIN. STR | I/P/B | STUN/WOUND | RES. TN | ROF | RANGE | BURST | RELOAD |
---|---|---|---|---|---|---|---|---|---|
Beryllium AR | 2D6+3 | 1 | B | W | N/A | A | 500m | 2 | Minor |
Mini-Beryllium Carbine | 2D6+1 | 0 | B | W | N/A | A | 225m | 2 | Minor |
Palladium-D | (grenade) | 0 | I/B | W | N/A | SS | 150m | 0 | Major |
RGP-40 | (grenade) | 1 | I/B | W | N/A | SA | 200m | 1 | 2 Major |
All Machine Guns
FOCUS: MACHINE GUNS
WEAPON | DAMAGE | MIN. STR | I/P/B | STUN/WOUND | RES. TN | ROF | RANGE | BURST | RELOAD |
---|---|---|---|---|---|---|---|---|---|
UKM-2000M | 2D6+6 | 2 | B | W | N/A | A | 800m | 3 | Major |
All Light Turret Cannons
FOCUS: LIGHT TURRET CANNONS2
WEAPON | DAMAGE | MIN. STR | I/P/B | STUN/WOUND | RESOURCES TN | ROF | RANGE | BURST | RELOAD |
---|---|---|---|---|---|---|---|---|---|
30mm APFSDS-T | 3d6+3 | N/A | P | Maim | N/A | A | 4000m | 2 | Major per bullet |
30mm MPT-T/SD | 4d6+4 | N/A | B | Maim | N/A | A | 2000m | 2 | Major per bullet |
UKM-2000C | 2d6+6 | N/A | B | Wound | N/A | A | 800m | 3 | Major |
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