Jan 5, 2020 11:14 pm
GEAR
All the standard firearms you might expect in a Western are still in use in Tesla Rangers, even though traditional ammo lacks the ability to punch through the cast-iron hide of most robots. Rangers and their crews have developed a standard "shake and bake" engagement tactic: using small-arms fire to set up robots (Shake them), then coming in for a kill shot from a ranger equipped with a more exotic weapon. Using a Galvanic Engineer's experimental device, or dragoon pistol with Heavy ammo, to deliver a Wound to the robot.
Supply and Demand
We will use the Savage Worlds wealth system to represent a ranger's ability to requisition proper gear and supplies for a mission. Every $100 worth of gear applies a cumulative -1 penalty to Requisition checks. Exotic weapons always require a separate Requisitions check. Consistently doing well on missions or receiving a lot of good press provides temporary boosts to a rangers Wealth die.
Tesla Rangers Badge:
These tin or brass badges feature a star set in a circular gear and have become the symbol of law and order across the Wired West. Each ranger badge is crafted out of a gear harvested from the workings of the first robot they put down. Only rangers who have "earned their badge" can use Conviction.
Exotic Weapons
Dragoon Pistol: The standard-issue sidearm for all rangers. The Tesla Dragoon is a five-shot pistol built to be versatile to the needs of whatever the Wired West can throw at you. Every ranger gets one when they sign up. Additional Dragoons require a Requisition check. Dragoons are capable of using a variety of ammo cartridges to fit the needs of the mission (see below).
(Range 12/24/48, Damage varies, RoF 2, AP varies, 5 lb, $100)
Thunderbolt Rifle: The long-gun variation of the Dragoon is the Tesla Thunderbolt Rifle. These are not issued by default but can be requisitioned.
(Range 24/48/96, Damage varies, RoF 2, AP varies, 15 lb, $300)
Magnetic Harpoon: Magnetic harpoons feature a spring-loaded harpoon shaft fitted with an electromagnetic head. It's powered via a wire woven into the harpoon's tether. The harpoon sticks to any cast-iron robot hide until the charge is deactivated. Rangers are known to use the harpoon to lasso robots of Large Size or smaller, and as a sort of grappling hook to climb some of the bigger cast-iron beasts.
(Range 12/24/48, RoF 1, Damage -, robots that are hit must roll opposed Agility vs. the ranger's Shooting or become Entangled. On subsequent rounds, Entangled robots must roll vs. the magnet's d12+2 Strength to break free. 5lb, $80).
Bottled Lightning: This coffee-can-sized device is essentially a one-use galvanic coil grenade that causes 3d6 electrical damage in a Large Burst Template (36 ft) centered around the can. The damage continues into the next two rounds, causing 2d6 on the second round and 1d6 on the third before shutting off. This damage ignores Armor. (3 lb, $20)
Galvanic Knuckles: These oversized, rubber-lined gauntlets are outfitted with sparking electrical nodes along the knuckles that deliver quite a wallop when activated. Each gauntlet has three charges capable of adding +1d8 electrical damage to any unarmed Fighting attack and also protects the wearer from potential self-electrocution. (5 lb, $120)
Exotic Ammo
Cast-Iron Cartridges: Oversized armor-piercing bullets made of densely cast iron. These hefty cartridges pack a wallop against most robots.
Pistol (Damage 2d6, RoF 2, AP 2, +3 lb/5 Shots, $30/15, HW)
Rifle (Damage 2d8, RoF 2, AP 2, +3 lb/5 Shots, $60/30, HW)
Magnetic Cartridges: Made of standard lead wrapped around a magnetized core, these bullets don’t have the oomph of cast-iron cartridges, but they aid rangers with difficult shots. These bullets have been seen to curve to hit robots behind cover and around corners.
Pistol (Damage 2d6, RoF 2, +1 lb/5 Shots, $10/15, Ignores Cover for metal targets)
Rifle (Damage 2d8, RoF 2, +1 lb/5 Shots, $20/30, Ignores Cover for metal targets)
All the standard firearms you might expect in a Western are still in use in Tesla Rangers, even though traditional ammo lacks the ability to punch through the cast-iron hide of most robots. Rangers and their crews have developed a standard "shake and bake" engagement tactic: using small-arms fire to set up robots (Shake them), then coming in for a kill shot from a ranger equipped with a more exotic weapon. Using a Galvanic Engineer's experimental device, or dragoon pistol with Heavy ammo, to deliver a Wound to the robot.
Supply and Demand
We will use the Savage Worlds wealth system to represent a ranger's ability to requisition proper gear and supplies for a mission. Every $100 worth of gear applies a cumulative -1 penalty to Requisition checks. Exotic weapons always require a separate Requisitions check. Consistently doing well on missions or receiving a lot of good press provides temporary boosts to a rangers Wealth die.
Tesla Rangers Badge:
These tin or brass badges feature a star set in a circular gear and have become the symbol of law and order across the Wired West. Each ranger badge is crafted out of a gear harvested from the workings of the first robot they put down. Only rangers who have "earned their badge" can use Conviction.
Exotic Weapons
Dragoon Pistol: The standard-issue sidearm for all rangers. The Tesla Dragoon is a five-shot pistol built to be versatile to the needs of whatever the Wired West can throw at you. Every ranger gets one when they sign up. Additional Dragoons require a Requisition check. Dragoons are capable of using a variety of ammo cartridges to fit the needs of the mission (see below).
(Range 12/24/48, Damage varies, RoF 2, AP varies, 5 lb, $100)
Thunderbolt Rifle: The long-gun variation of the Dragoon is the Tesla Thunderbolt Rifle. These are not issued by default but can be requisitioned.
(Range 24/48/96, Damage varies, RoF 2, AP varies, 15 lb, $300)
Magnetic Harpoon: Magnetic harpoons feature a spring-loaded harpoon shaft fitted with an electromagnetic head. It's powered via a wire woven into the harpoon's tether. The harpoon sticks to any cast-iron robot hide until the charge is deactivated. Rangers are known to use the harpoon to lasso robots of Large Size or smaller, and as a sort of grappling hook to climb some of the bigger cast-iron beasts.
(Range 12/24/48, RoF 1, Damage -, robots that are hit must roll opposed Agility vs. the ranger's Shooting or become Entangled. On subsequent rounds, Entangled robots must roll vs. the magnet's d12+2 Strength to break free. 5lb, $80).
Bottled Lightning: This coffee-can-sized device is essentially a one-use galvanic coil grenade that causes 3d6 electrical damage in a Large Burst Template (36 ft) centered around the can. The damage continues into the next two rounds, causing 2d6 on the second round and 1d6 on the third before shutting off. This damage ignores Armor. (3 lb, $20)
Galvanic Knuckles: These oversized, rubber-lined gauntlets are outfitted with sparking electrical nodes along the knuckles that deliver quite a wallop when activated. Each gauntlet has three charges capable of adding +1d8 electrical damage to any unarmed Fighting attack and also protects the wearer from potential self-electrocution. (5 lb, $120)
Exotic Ammo
Cast-Iron Cartridges: Oversized armor-piercing bullets made of densely cast iron. These hefty cartridges pack a wallop against most robots.
Pistol (Damage 2d6, RoF 2, AP 2, +3 lb/5 Shots, $30/15, HW)
Rifle (Damage 2d8, RoF 2, AP 2, +3 lb/5 Shots, $60/30, HW)
Magnetic Cartridges: Made of standard lead wrapped around a magnetized core, these bullets don’t have the oomph of cast-iron cartridges, but they aid rangers with difficult shots. These bullets have been seen to curve to hit robots behind cover and around corners.
Pistol (Damage 2d6, RoF 2, +1 lb/5 Shots, $10/15, Ignores Cover for metal targets)
Rifle (Damage 2d8, RoF 2, +1 lb/5 Shots, $20/30, Ignores Cover for metal targets)