“The people of this system are board-line heretics and belligerent Heretecks, we should destroy them now before they turn on us…but damn…do they have some fine guns.”
-Ensign Goto of the Silently Enduing, pre-execution.
“Let them go, we'll let the Mohave sort them out.”
-Commander Ulysses of the Vegas 31st to the fleeing Cadian 713th Infantry
New Vegas 31st North Continental Rangers “The N.C.R”
Homeworld: Frontier World
Commanding Officer: Phlegmatic
Regiment Type: Grenadiers
Doctrines: Vanguard, Sharpshooter
Favored Basic Weapon: Type 103 S.R.
Favored Heavy Weapon: M43-X A.M.R
Drawback: Doomed, The Few
Total Point Cost: 6
Characteristic Modifiers: +6 to Ballistic Skill, +3 Toughness.
Aptitude: Ballistic Skill
Skills: All frontier world characters start with Awareness, Common Lore (Imperial Guard), Common Lore (War), Linguistics (Low Gothic), Navigate (Surface), Survival and Tech-Use
Talents: Deadeye Shot, Bombardier
Wild Wastelanders: The men and women of New Vegas tend to travel alone or in small groups throughout their home planet, more-so than many other Frontier worlds, across its vast wastelands and abandoned ruins of that dot the land. This dangerous lifestyle demands a greater variety of skill in order to survive and to make it back home, and even still some do not return. Select two skills from the following list, these skills become trained: Acrobatics, Athletics, Common Lore (Tech), Dodge, Logic, Medicae, Security, Stealth, Trade (Armourer).
Distrustful of Authority: Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. This can be particularly problematic for newly raised regiments placed under the command of officers from outside, or for regiments merged with others after suffering losses. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to the regiment.
Frontier world characters tend to distrust outsiders, especially those handing out orders. They suffer a –20 penalty to Interaction Skill Tests made to interact with unfamiliar figures of authority (such as new Commissars, officers from other regiments. Senior members of the Ecclesiarchy and Adeptus Mechanicus, and other such individuals) and impose the same penalty on Interaction Skill Tests made on them by those people. These penalties can be waived at the GM’s discretion, if the frontier world characters are dealing with individuals who have earned their trust.
Independent Thinking: The people of Bethesda Region have long been away from the Imperium of Man but unlike many such isolated reaches of space they have not lost their technological grasp. While the worship of the Emperor was able to survive the millennium the acceptance of the Omnissiah and the teachings of the Adeptus Mechanicus did not. Without the presence of the Tech-Priests of Mars the people had begun to innovate and create new inventions with the tools they had, a rather grave ‘sin’ by the theology of the Mechanicus. In addition to this sin the people of the Bethesda Region have no tolerance of the political soldiers of the Commissariat and their often ham-fisted way of dealing with people, an issue that has lead to a staggering mortality rate of commissars. Characters from the Bethesda Region have the Enemy (Adeptus Mechanicus) (-60) talent and the Enemy (Commissariat) (-60) talent.
Dead Soldiers Walking: Members of this regiment cannot Burn Fate Points to survive fatal injuries (see Burning Fate on page 33 of the only War Core Rulebook). In addition, members of the regiment suffer a –10 penalty on Logistics Tests, and whenever the Squad rolls on Table 6–5: Random Issue Gear (see page 167 of the only War Core Rulebook), they apply a –20 penalty to the roll. The Game Master should also take this Regimental Drawback into account when designing missions, and he should plan the number of Complications that spring up during the execution of the mission accordingly.
Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
Ranger’s Augments: Characters of the New Vegas 31st Rangers have both Synthmuscle and Boneaugment (a Toughness based Synthmuscle) at character creation, granting them Unnatural Strength (1) and Unnatural Toughness (1) These can never be upgraded to Best Quality. In addition if the guardsman possess a Toughness of at least 30 they gain Subskin Armour, this only applies at Character Creation (if the Player Character eventually gains 30 Toughness they must still make a proper Logistic check to acquire it).
Starting Wounds: Frontier world characters generate their starting Wounds normally.
Equipment: 1 Bozar (Main Weapon) with four clips per Player Character, 4 frag grenade per Player Character, 1 Auxiliary Grenade Launcher per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 1 Photo-Visor per Player Character, 1 Medi-kit per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 field suture, 2 grenade launchers per Squad,1 lascutter per Squad, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turret-mounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.
Wild Wastelanders replaces Life on the Verge and Independent Operations.
Independent Thinking is for the lulz.
Dead Soldier’s Walking is the Primary Drawback
Limited Numbers is the Secondary Drawback.
Ranger’s Augments is from purchasing Synthmuscle (15) and a Toughness equivalent (15)
+Subskin (20) option in Ranger’s Augments is from the both Equipment Points and trading combi-tool.
Medi-kits comes from the remaining (5) points after the above modification.
Bozar is for trading out the Combat Shotgun
The 2-4 grenades are trading the Krak Grenade (15) for 3 cheaper Frag Grenades (5ptsx3=15)
Trade out 6 Demolition Charges (Scarce) per Squad for Photo-Visor (Scarce) per Player Character.
?I‘m going to guess that the anointed toolkit is at least Average and trade out for field sutures?]
The following special guns are commonly found in the hands of the 31st Rangers.
Accurate, Ogryn-Proof, Reliable
Type 103 S.R.
Accurate, Crippling (4), Reliable
Accurate, Proven (3)
M43-X A.M.R. (Anti-Material Rifle)
“All right jar heads listen up! This here is the M43-X Anti-material rifle, it chambers a 20x102 armour-piercing round at a ranges exceeding fourteen-hundred feet EASY! It weighs almost a hundred pounds and will break your back if aint manly enough to carry it, and your noodle-armed companion too if he tries! The biggest draw to this weapon is not its overwhelming firepower (which is great) nor its penetrating power (which will chew through any armour that ‘you‘ will be wearing) buts its extreme range and ungodly precision. Come the end of the day this gun has been specked-out to MAXIMIZE your long range capabilities, with this gun you will be able to hit targets almost at the ranges of tank cannons!
But I’m sure some of you are saying: “But Sarge, that weapon cant take a scope”. Well thanks for pointing that out NUMB NUTS! You see the guys and gals from this planet are so manly they think the reliance on scopes is for weak pansies hiding in METAL BAWKSES, and truth be told I cant count the number of times a sniper has come up to me bellyaching about having a broken scope! So if you see one of these monsters remember that the person holding it is likely capable of headshoting you from a mile away!
So remember when your facing down a Carnifex at fourteen-hundred yards, and you need to drop that bastard before he tears your ass to pieces, ACCEPT NO SUBSTITUTES!”
[Robert “Sarge” Lee explaining the M43-X A.M.R. to the Cadian 501st]
Originally a standard issue M34 pattern Autocannon that was once the most common heavy weapon fielded in New Vegas, no one is quite sure when the practice was started of using it as a long range precision weapon began, but most believe the modification came about out of a desire for a more power rifle to use against Deathclaws. After an effective set of modifications were found to fit the criteria of the Ranger-Elite they began modifying guns on the field until this became so common that the Gun Runners hired these gunsmiths and began making these adjustments to the guns standard pattern. These potent heavy duty sniper rifles are now far more common sight than old cannons they were modeled from.
A M43-X Anti-Material Rifle is a weapon of superior accuracy when a character takes an Aim Action he receives an additional +2 bonus on a Half Action or +4 bonus for a Full Action, and in addition when Aiming it deals an additional +2 Damage. This weapon may not normally be further customized, although generous GM’s ‘may’ allow one more modification to made (likely Customized Grip or Home Materials).
Base Weapon: Autocannon
Ranged Weapon Pattern Positive: High Impact, Lightweight Materials, Incredibly Lethal
Ranged Weapon Pattern Negative: Erratic, Rare Model
Permanent Modifications: Extended Barrel, Manual Operations, Modified Stock, Reduced Weight.
Type 103 Sniper Rifle “The Mauler”
“HEY NEEDLE NOGGIN` PAY ATTENTION! This here is one Rangers answers to people not manly enough to carry the M43-X, the Type 103 Sniper Rifle, also called ‘The Mauler’. Why Mauler? Because this type of sniper rifles is ab-so-lutely vicious! I don’t exactly know how this gun does it, because the Cog-Boys hate the Gun Runners guts and I don’t fancy being turned into a FLYING CUP HOLDER!
… But, what I can tell you is that this gun turns standard rifle rounds into serrated flying drills, and yes you heard right: FLYING. SERRATED. DRILLS!
One hit from one of these and your enemy is going to go down screaming. Standard practice for the Rangers is to shoot the legs out from underneath the enemy, which with this gun is a particularly nasty way of stopping a charge, and for additional effectiveness they tend to go out of their way to acquire Man-Stopper rounds just in case you thought your armour would protect you! It should go without saying that headshots with this gun do NOT look pretty; I’d much rather take a hit from a lascannon than survive a shot of one these (the lose of my good looks would be DEVASTATING to women of the universe).
One more thing! DO NOT POINT THIS GUN AT FRIENDLIES! If your C.O. or the man with the fancy hat don’t kill you, the medics sure as hell will! Remember. NOT. A. TOY!”
[Robert (Sarge) Lee explaining the Type 103 S.R. to the Chem Dogs 17th Infantry]
The Type 103 S.R. is one of the more bizarre weapons found in the Bethesda Region, and its internal working are a bit of a mystery outside of the Gun Runners and particularly savvy infantrymen. The bullets fired by this weapon have been said to have more in common with drill bits than rifle rounds, as the injuries they inflict are often horrific to look upon. Regardless of its inner workings this weapon is very popular with the various Ranger regiments for its ability to slow enemies down and provide an additional detriment against charges.
A Type 103 S.R. is a weapon of superior accuracy when a character takes an Aim Action he receives an additional +2 bonus on a Half Action or +4 bonus for a Full Action.
Base Weapon: Sniper Rifle
Ranged Weapon Pattern Positive: Crippling Munitions x3
Ranged Weapon Pattern Negative: Bulky, Rare Model
Permanent Modifications: Extended Barrel, Modified Stock, Reduced Weight.
“Gather round folks let me introduce you to my FAVORITE from the Bethesda Region, the Bozar! What does Bozar mean? Hells if I know. But what I do know is that this gun is absolutely beautiful!
If there is a gun that can surpass the lasgun the Bozar would be it, the gun is both potent and versatile. You need short controlled bursts, you have short controlled bursts! You need to put a ton of lead downwind, you’ve got impressive full-auto capabilities! Hell! You can pull double-duty with this gun and help out your sniper pals without being a nuisance. I wouldn’t be surprised if this gun could sing or dance even.
Just about everybody from Bethesda Region uses gun, and I mean EVERYONE, and they love adding extra toys for additional versatility. The Rangers and heavy infantry use under-slung grenade launchers for anything too tough to kill with bullets. The Tunnel Snakes tend to use under-slung shotguns and flamethrowers for their close-quarters underground adventures! While the paratrooper Enclave use grappling-hook shots to get just anywhere you would normally not be able to go.
The best bit about this gun is that the Cog-boys have decided to NOT consider it a tech-heresy! Meaning that production of these guns may be found in other regions of space soon enough, competing with the lasgun for top Dog of War!”
[Robert (Sarge) Lee explaining the Bozar to “A Regiment Near You”]
One of the most common weapons in the Bethesda Region the Bozar is the standard infantryman’s weapon on every world in the system. Capable in virtually all types of combat scenarios it has proven time and again to far more reliable than the lasguns presented by the Administratum.
A Bozar is a weapon of superior accuracy when a character takes an Aim Action he receives an additional +2 bonus on a Half Action or +4 bonus for a Full Action.
Base Weapon: Autogun
Ranged Weapon Pattern Positive: Incredibly Lethal, Venable Design x2
Ranged Weapon Pattern Negative: Rare Model, Bulky
Permanent Modifications: Extended Barrel, Modified Stock, Quick Release
Special Rules and Regiment Composition
The various Rangers regiments of the Bethesda Region do not have the normal composition of other regiment common through out the Imperium and the following changes are applied to how they are managed.
PERCENTAGE PER SPECIALTIES
The following lists the average percentages of the various Specialties that make up a Ranger regiments found in and around New Vegas.
Storm Trooper 60%
Weapon Specialist 15%
Heavy Gunner 15%
*Most of this percentage are ‘outsider’ elements such as Commissars and Tech-Priests though both tend to have short life expectancy.
The following Specialties are not available for Ranger regiments except in the cases of Mixed Regiments, or systematic placement, following each is a short explanation why.
*Commissars: The often pointless killing done by them and their standing as political soldiers is held as unacceptable by the vast majorities of the Bethesda Region. Often shot and killed in broad daylight without retribution (baring only reasonable circumstances).
*Sanctioned Psykers: Strange as it seems the region is somewhat a psychic null-point (a matter of great interests to several Inquisitors in particular) none have been born with psychic potential in almost 10,000 years.
*Ratlings: Simply not present in the region.
*Ogryns: Simply not present in the region.
*Ministorum Priests: Priests in region tend to be of the ‘stay at home’ variety and not the highly martial variants more commonly found in the Imperial Guard.
*Tech-Priest Enginseer: Violently oppose the more freethinking (technologically speaking) populace in particular the Gun Runners that provide majority of the weapons for the region…and who are not afraid to retaliate for violence against them by blasting the Mechanicus’ flagship out of orbit with an massive Archeotech rail cannon.
The following are changes in the core Specialization classes mostly due to new material making them mechanically weaker than they should be.
Storm Troopers of the Bethesda Region have the following change to their Specialization.
Equipment: Best-Craftsmanship Storm Trooper Armour, Best-Craftsmanship Survival Suit, Best-Craftsmanship Gas-Mask, and Either a Good-Craftsmanship Hot-shot lasgun with Power Pack OR a Good-Craftsmanship Bozar with Extended Clip and Silencer with any combination of 10 clips of Man-Stopper or Tracer Rounds.