Notes: These rules are for the German's 2nd-genration armored mechanical suit, the Ritter (Knight). These rules are inspired by the excellent Project X Power Armor Soldats from Scarab Miniatures. These make great Weird WWII minis so swing by their web site and pick up a couple squads. Also pick up the Battleground WWII rules so you can get the most of these rules.
Date Introduced: Early '44
Users: Germany
Movement: The Ritter can move up to 5" per action and will suffer from terrain modifiers as normal. The Ritter is capable of crawling up to 2" per action when prone but it will take two actions for it to rise from the prone position. The Ritter is not capable of swimming due to its weight but it can move at 1/2 its normal rate in waist-high water and 1/4 movement if completely submerged. Because of the enclosed suit's own air supply, a Ritter-clad trooper can breath as long as they are submerged.
Monocular Sight: The Ritter's headgear is fitted with a monocular sight that allows the user some enhanced sighting. The sight will provide a -2 to their die roll (not column shift) when making Sighting Checks. The sight also allows the user a -1 to all To Hit rolls for any ballistic weapons used. Note that this bonus does not apply to grenades or other throwing weapons.
Armored Plate: The suit's armor offers the user a +5 to all incoming fire. Due to the weight of the Ritter's armor, it will not be suppressed by enemy fire of forced prone unless within a 50mm or larger blast. If any incoming fire to the Ritter's rear causes a Gory Death result it will penetrate the suit's fuel tank and cause it to explode using the Small HE template. A result of a KIA to the suit's rear will cause the suit to smoke.
Enhanced Strength: The Ritter suit gives its user increased strength that allows them to pick up to 800lbs with a successful Skill Check. The suit allows the user to throw up to triple the normal range. The suit is also capable of smashing through any non-reinforced structure with a successful Skill Check which will leave a suit-sized hole behind it. The suit is also capable of kicking or punching with an AP of 1 with a +10 modifier to the penetration result.
Enclosed Armor: The Ritter is completely enclosed with its own air filtration system that allows the user to fight within an otherwise toxic environment. A Ritter-clad trooper will be immune to any gas or biological agents that they might encounter on the battlefield. The suit's filtration suit allows for indefinite clean air. The suit also has an oxygen backup that allows the user to breath even if in an air-less environment for the duration of the battle.
"Vampir" IR System: All Ritter units are fitted with the German's Vampir IR System. Refer to the Battleground Weird WWII Infrared Combat rules for more details.
Gew13: The Gew13 is an assault rifle that has been specially designed for the Ritter Korps. The weapon has the appearance of a large MP44 but instead fires a new 13mm round. The Gew13 is most commonly issued to officers and NCOs within Ritter units. The weapon has a ROF of 3, uses the rifle range, Jams on a 20 and uses the LCMG column when rolling on the Effects Chart. Due to the weapon's weight, it can only be used by enhanced troops.
Gew20: The Gew20 is a specially designed assault rifle that fires a new 20mm round and is used exclusively within the Ritter Korps. The weapon has a ROF of 2, uses the rifle range, Jams on a 20 and uses the LCMG column with an addition -2 on the Effects Chart. Due to the weapon's weight, it can only be used by enhanced troops.
MG131/L: The MG131/L is a modified MG131 that was designed to be used as the Ritter Korps' squad automatic weapon. The weapon fires the same 13mm round as the Gew13 but has a higher rate of fire. The MG131/L has a ROF of 4, uses the LMG range, Jams on a 19+ and uses the LCMG column when rolling on the Effects Chart. Due to the weapon's weight, it can only be used by enhanced troops.
Date Introduced: Early '44
Users: Germany
Movement: The Ritter can move up to 5" per action and will suffer from terrain modifiers as normal. The Ritter is capable of crawling up to 2" per action when prone but it will take two actions for it to rise from the prone position. The Ritter is not capable of swimming due to its weight but it can move at 1/2 its normal rate in waist-high water and 1/4 movement if completely submerged. Because of the enclosed suit's own air supply, a Ritter-clad trooper can breath as long as they are submerged.
Monocular Sight: The Ritter's headgear is fitted with a monocular sight that allows the user some enhanced sighting. The sight will provide a -2 to their die roll (not column shift) when making Sighting Checks. The sight also allows the user a -1 to all To Hit rolls for any ballistic weapons used. Note that this bonus does not apply to grenades or other throwing weapons.
Armored Plate: The suit's armor offers the user a +5 to all incoming fire. Due to the weight of the Ritter's armor, it will not be suppressed by enemy fire of forced prone unless within a 50mm or larger blast. If any incoming fire to the Ritter's rear causes a Gory Death result it will penetrate the suit's fuel tank and cause it to explode using the Small HE template. A result of a KIA to the suit's rear will cause the suit to smoke.
Enhanced Strength: The Ritter suit gives its user increased strength that allows them to pick up to 800lbs with a successful Skill Check. The suit allows the user to throw up to triple the normal range. The suit is also capable of smashing through any non-reinforced structure with a successful Skill Check which will leave a suit-sized hole behind it. The suit is also capable of kicking or punching with an AP of 1 with a +10 modifier to the penetration result.
Enclosed Armor: The Ritter is completely enclosed with its own air filtration system that allows the user to fight within an otherwise toxic environment. A Ritter-clad trooper will be immune to any gas or biological agents that they might encounter on the battlefield. The suit's filtration suit allows for indefinite clean air. The suit also has an oxygen backup that allows the user to breath even if in an air-less environment for the duration of the battle.
"Vampir" IR System: All Ritter units are fitted with the German's Vampir IR System. Refer to the Battleground Weird WWII Infrared Combat rules for more details.
Gew13: The Gew13 is an assault rifle that has been specially designed for the Ritter Korps. The weapon has the appearance of a large MP44 but instead fires a new 13mm round. The Gew13 is most commonly issued to officers and NCOs within Ritter units. The weapon has a ROF of 3, uses the rifle range, Jams on a 20 and uses the LCMG column when rolling on the Effects Chart. Due to the weapon's weight, it can only be used by enhanced troops.
Gew20: The Gew20 is a specially designed assault rifle that fires a new 20mm round and is used exclusively within the Ritter Korps. The weapon has a ROF of 2, uses the rifle range, Jams on a 20 and uses the LCMG column with an addition -2 on the Effects Chart. Due to the weapon's weight, it can only be used by enhanced troops.
MG131/L: The MG131/L is a modified MG131 that was designed to be used as the Ritter Korps' squad automatic weapon. The weapon fires the same 13mm round as the Gew13 but has a higher rate of fire. The MG131/L has a ROF of 4, uses the LMG range, Jams on a 19+ and uses the LCMG column when rolling on the Effects Chart. Due to the weapon's weight, it can only be used by enhanced troops.
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