Showing posts with label space. Show all posts
Showing posts with label space. Show all posts

Friday, 7 June 2019

Classic Traveller Experience

Me and the Thursday crew have decided to tackle Classic Traveller* for our next game on my relentless tour of RPG systems released before I was born.

*Using the '77LBBs** and Supplements 4 (more character careers) and 6 (76 Patrons)
**Except my copy of Book 2 is the '81 printing which gives some odd results, but nothing major.

EDIT (obligatory jokes: the real fantasy of Traveller is having a job/being able to afford a mortgage/being able to retire)

00 - Creating my Subsector

Planet creation boils down to 7 dice rolls, with previous results modifying the next roll. This process gives you size, atmosphere, water coverage, population, government character, law level and tech level. Whilst these facts individually are rather dry, the potential for incongruity is a masterclass in forced creativity. A world with 100% water coverage, a population in the billions but a medieval tech level and ruled by a Religious Dictatorship? At first, nonsense - but with some thinking this becomes a nightmare of Bioshock-style tunnels, every passing year reducing the livable areas of this underwater city, squatting in alien iron passages foreign to their tools.

This gets better when you start chaining these planets together into your overall sub-sector map. A fascist dictator planet with advanced technology and a huge population here and two small, lower population words with the government type occupied just a jump or two away? Without any explicit mechanics for control zones or inter-planet empires, we've got a powerful planet expanding their borders through military means - ripe for smuggling, blockade busting and rebellion.

Generating the map by hand forces you to learn the sub-sector a lot more intimately - online generators don't feel as personal. 

A lot of these planets immediately suggest some of the high-level political and cultural elements - but how do the players access this? (If something doesn't inform play meaningfully it's wankery, IMO) From my understanding, it's up to the Referee to make it matter by tailoring the Patrons to the situation locally and further afield. Patrons are your classic Mr Johnson - powerful or driven individuals looking for 'independent contractors' to deal with situations either beyond them or requiring a level of distance. Generally these are less-than-legal if not outright criminal (more on this later) as judging from the Patron table ( a d6xd6 table consisting only of titles/archetypes describing the Patron). Here we run into the first issue - there's no guidance on what pay should be, nor any more detail for generating the sort of work they're looking to have completed. Whilst a lot of this can be inferred or seems obvious by cross-referencing the planet/subsector info against the Patron title, more of that procedural goodness for the actual Patrons would've made this part of setting up play much much easier. In a few places I've just directly references jobs out of the 76 Patrons supplement, or else used them for inspiration - as well as for attempting to baseline appropriate payment. Still, it seems a shame that these very important figures, directly driving play, were given short shrift here. 

Speaking of Payment - Traveller seems to sing best when you're trying to make mortgage payments. Although I've read advice saying "you don't need to give them a ship!!!" I gave them a ship. The repayments system is explained in some detail before the game describes the ship meaningfully to you, which, to me, highlighted the importance of this aspect of play. By default, players owning a spaceship are locked into an eye-watering 40 year mortgage, paying 1/240th of the total value of the ship per month. For my players, this means the venerable Type A Free Trader, a 200 displacement ton ship capable of the basics, with enough of a hold to speculate on and freight cargo. The monthly payment for this is roughly the equivalent of 4 groundcars - which are not cheap. 
Quick aside - this sort of thing slots in nicely with shit like Inventory Management and Rations and stuff - stuff often handwaved away as boring - but when this stuff goes wrong or limits activity, they generate very very interesting decision making. They themselves are not fun - but the consequences are.
All this means the players need to be making serious, reliable money. And this is technically feasible only using the cargo freight and passenger tables. On a good roll. For every trip. And so the mortgage does it's magic and forces the players to get creative with their money making - or to agree to some of these less-than-legal Patron jobs spoken about above. Almost like it's all meant to slot together into a cohesive game experience.

01 - Rolling Characters

Rolling characters for Traveller deserves the reputation it has, especially when you're actually generating characters for play. The tension and hype of the survival rolls is so much higher, the lows crushing and successes a real triumph, when you're dealing with characters you're actually using. Despite being low-to-minimal in obvious RP queues, the system surprises once again with forced creativity from unexpected results - our Scientist with maximum Intelligence and Education scrubbing out after 4 years - during his graduate scheme effectively. From that, we got Alphus Magnus, the narcissistic prick who was kicked out of every research facility for being so fucking unlikable. We also have Grula Hug, who spent 16 years in the Imperial Navy and never once got commissioned, remaining a humble midshipman, but learning intimately the grubbier side of Naval life, as well as getting a powerful network of informants in any Naval base.

These are the characters who survived.

Running through these tables naturally gives you a shape of the character, which means we can invent their deaths when the dice take their fill - each 4 year term spent in service requiring a Survival Roll. Players (usually) choose if they wish to stay in or muster out, making death your fault. A Diplomat assassinated in their first posting (their brother, the players next character, used the Death in Service bonus to put themselves through Law School, despite being thick as pigshit). Numerous Scouts torn apart, lost in space, shot over petty squabbles. A 14-year-old Belter, desperate enough for the job and paying the price. These character generation tables set tone, expectation and built immediate attachment to the characters they generate without any art or window dressing - pure mechanics.

BASICALLY IT'S PRETTY COOL AND I'LL WRITE MORE ABOUT ACTUALLY PLAYING ONCE WE'VE HAD MORE THAN 2 SESSIONS OXOXO

Friday, 16 November 2018

Monday, 20 February 2017

Urythx, the World Whale, the Eater of Stars, Extinguisher of Suns

Urythx protects and provides, albeit unknowingly. The bone spires of the Good Folk, teased out from her flesh, erupt across her star-bleached back, whilst the degenerates cling to her belly, reveling in their parasitic relationship with Urythx, siphoning the light she feeds upon. As she moves to claim another sun as her own, they drift down on their corded tubes of gut and raid the sun-slaved worlds, bringing back slaves and such exotic goods.

Death-driven fanatics dwell upon each of her eight ponderous paddles, each waging war upon their neighbors to advance to the front-most position, ignorant of their cousins on the other flank of Urythx.

Upon her wise crown cling the starmad Sunseekers, gazing on as Urythx drives onward to another distant fleck of light.

The tail is forbidden. The cold of the Outer Dark intrudes strongest there, and those who supposedly squat among it have madnesses of long darks and blistering void - the Outer Dark having wrapped itself about their minds and spines.

People of the Tail
Skill 9
Stam 13
Init 1 (4 in darkness)
Armour 1 (frost-hardened flesh)
Damage as Small Beast or Weapon
Mein - 1 - show 2 - observe 3 - sacrifice 4 - embrace 5- capture 6 - imitate
Has access to the spell Drown, but functions as them filling your lungs with vacuum instead.

Urythx glares forwards and about with her six eyes, each crusted with the debris of stars extinguished. It is not known if she is the only one of her kind, but nowhere across the spheres as her like been seen before.

Upon the tips of her slender whiskers are madmen-prophets, caught between the Outer Dark and the light Urythx seeks so hungrily. The pilgrimage to seek their wisdom is perilous, many drifting free of her blessed gravity and drifting into the Outer Dark, extinguished forever.

Goods are either pirated from the sun-slaved worlds, grown and harvested from Urythx or her parasites, or the rare native metals caught from her blow-hole, which expels the waste from a digestion system built for suns. Monsters are far more common than metals, but the desperate try still.

All vegetation upon Urythx is parasitic, stealing their sustenance from her flesh. The native animals do not fly, but favour armour or camouflage.

HookCrab
Skill 9
Stam 21
Init 3
Armour 3
Damage - 2 attacks, one with small gripping claws (small beast) and then, if successful, the large crushing claws, attacking as a large beast.
Mein 1- hungry 2- idle 3 - evasive 4- cautious 5 - protective 6 - terrified
Something like a crab, but with a shell curving into a sharp point, hanging over their mandibles. They have two sets of claws, a huge killing pair and a smaller grappling pair for holding prey in place. They have 4 jewelled eyes, placed evenly around them, and scuttle across Urythx's hide with their six hook-tipped legs.

Gaseous Giants
Skill 8
Stam 18
Init 2
Armour 3 (mostly incoporeal)
Damage as Fusil but melee range
Mein 1 - morose 2 - confused 3 - homicidal 4 - vengeful 5 - accepting 6 - hopeful
The few sundwelling gaseous giants who avoided digestion by Urythx, belched forth from her blowhole.Many of their siblings have been obliterated, yet they were spared, lost, aimless and guilty. Why us?

Ghostsun Embryos
Skill 11
Stam 15
Init 5
Armour 2
Dam - casts Ember
Mein 1 - curious 2 - hungry 3 - upset 4 - betrayed 5 - needy 6 - berserk
The spirits of potential suns never birthed due to Urythx, their potential cut short. They now haunt the essence of their parent-to-be, which has been absorbed by their killer. They roam both within and without, uncomprehending of their fate, unless told. This is what causes them to go berserk, tearing about the villages until their unformed minds forget once more.

Solar Wraiths
Skill 7
Stam 12
Init 2
Armour 1
Damage as Weapon
Mein 1 - seeking 2 - begging 3 - depressed 4 - bitter 5 - raging 6 - satisfied
The ghosts of sun-worshippers, now denied their afterlife, their god extinguished forever. They crave light, but it merely reminds them of what they have lost.

Saturday, 29 August 2015

Catalogue

Some of the stuff generated using the armour and weapon generation systems. Mostly here for my reference, will be updated time to time.

Ultech Operator Deluxe - 800CR
Semi-automatic pistol
Micro-laser
Night-vision optics
increased calibre
folding rifle-stock
inbuilt suppressor
--
PreciTech MagBR - 599CR
Mag-Rifle
Advanced Optics
--
General Motors HullCleaner - 949CR
Spike Thrower
Microlaser
Thermal Sights
Short Barrel
Microflamer
--
General Motors MagCarb3 - 449CR
Void Carbine
Increased Calibre
--
'Elephant' Heavy Assault Power Armour - 35400CR
Power Armour
Heavy Plating
Critical Zone Assessment System
NV and Thermal
2x Effective Weapon Mounts
  Power Hungry
--
'Survivor' Recon Armour - MKVII CR 44650
Power Armour
Active Environment Suppression System
Threat Assessment System
Jump-jets
Automatic User Resuscitation Device
Retractable Boarding Action MonoClaws
Embedded Weapon System - SMG
--
'Survivor' Recon Armour - MKVIII CR 54650
Power Armour
Active Environment Suppression System
Threat Assessment System
Jump-jets
Automatic User Resuscitation Device
Retractable Boarding Action MonoClaws
Embedded Weapon System - SMG
Electronic Counter Measures
--
'Mantis' Sharp-shooter Suit - 22200CR
Assault Suit
  Power Hungry
  Poor Plating
Night-vision & Thermal Optics
Critical Zone Assessment System
Retractable Boarding Action Mono Claws
--

Rustbuckets In Space

You want to buy a second-hand ship? Go for it. See what happens. (Written for SWN)

Roll a d6 for the number of previous owners. More owners means more flaws, but a cheaper ship. Rolls for flaws are cumulative - a ship with 2 previous owners has (1d4-3) + (1d4-2) flaws.

No. of owners
% of total cost
Number of flaws
1
70%
1d4 -3
2
60%
1d4 -2
3
55%
1d4 -1
4
50%
1d4
5
47.5%
1d6
6
45%
1d8

Roll
Flaw
Cost to Rectify
1*
Poor Atmospherics – A bad smell, cramped conditions or just a weird atmosphere, living here is unpleasant. -1 to saving throws from being generally down.
17KCR**
2
Archaic Components – The ship was built with old, outdated parts which cost a fair bit more to find without access to a similar generation ship for spares. Each repair job costs between 25-50% extra.
-
3
Patchwork Plating – The armour has been damaged and repaired so many times, restoring to its original state would be a significant cost. +1 AC.
20KCR**
4*
Undersized Engine – The engine for this ship is either long past a replacement or is undersized for the tonnage of the vessel. -1 Speed.
10KCR**
5*
Burnt Out Weapon Port – One of the weapon hard-ports has been burnt out either by over-use or a lucky shot. Unusable until repaired.
15KCR
6
Obsolete Computer – The computers on ship are long-discontinued, making repairs and additional software a scavenger hunt. All computer-interfacing fittings cost and additional 15%.
11KCR**
7
Faulty Internal Airlocks – Although the main bulkheads separating the inside of the ship from the void of space operate, the internal section-separating airlocks do not.
17KCR**
8
Haunted Sensors – The sensors often pick up ghost-signal, which require a Astronautics/6 check to confirm as false.
20KCR**
9
Huge Signature – The ships presence is even more noticeable on all spectrums than a standard ship.
-
10
Patchy Communications – The communication arrays of the ship are patchy, and have a 10% chance of cutting out for every 30 minutes usage.
20KCR**

*This flaw can recur.
**As listed for fighters, 10* for frigate, 25* for cruiser, 100* for capital

Wednesday, 29 July 2015

Pimp My Power Armour

Why?
Power armour and related things are inherently cool. They’re also some serious kit, and thereby require some hefty cash or some theft, either works. This system works with both the Assault Suit and the Power Armour, although the prices listed in the book are for second-hand models. Double the price for a new suit, quadruple for something built to your own spec.

Wear and Tear
Determine number of previous owners (1d8) if second-hand. For each owner, 30% chance of some user-added modification – use general quirk table, ignoring negative quirks. Add the listed price to the asking price.

Quirks
Each suit will have 1d6 quirks.
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or to correct the issue for negative traits. 1/3 of these prices is parts, the rest is labour.
1d20
Quirk/Modification
Class
Price (Cr)
1
Heavy Plating – Reinforced plates and increased defence capacity overall improves defences but results in a bulkier, clumsier suit. -1 AC, -2 readied items.
1
900
2
Shoddy Electronics – The production facility skimped on costs by using inferior electronics for the joints and connections. -1 to physical action requiring precision.
0
600
3
Propriety Ports – The suit can only interface with systems designed for it. Think iPhone charger cables.
0
400
4
Power-Hungry – The suit utilizes its power supply inefficiently, halving operational time to 12 hours.
0
-
5
Exposed Atmospherics – The suit has exposed atmospheric sub-systems, a serious vulnerability. Crits against the wearer destroy these systems, cutting off oxygen.
0
1000
6
Embedded AG/Jump-jets – This suit has either an embedded anti-gravity device or a more conventional set of jump-jets, allowing the user to brake when falling or reach higher vantage points.
2
1500/3000
7
Critical-Zone Assessment Software– The CZAS can detect and highlight vulnerable areas on most targets, allowing for deadlier fire. User crits on a 19-20.
2
5000
8
Threat Assessment System – The suit can rapidly identify threats and provide relevant information if the threat is contained within the bestiary.*
2
3000
9
Automated User Resuscitation Device – The AURD can detect critical life-signs within the suit and administer a Lazarus Patch when required.**  
2
4500
10
Chemical Combat Stimulation Suite – A CCSS delivers drugs to the user’s system on-demand. The CCSS supports oral and IV drugs, and can hold 3 different compounds at 3 doses each.
2
3000
11
Night-Vision and Thermal Optics – The suit’s visor and OS provides night-vision and thermal imaging.
2
1750
12
Radiography Module – The suit contains X-Ray emitters and imagers, allowing x-ray vision to 30 feet.
2
6000
13
Effective Weapon Mounting(s) – The suit has 1-2 shoulder mounts for additional weapons which can be aimed and fired independently of a held weapon. These weapons fire at -2 to hit, and reloading required dis- and re-mounting.
2
4750
14
Embedded Weapon Systems – The suit contains at least one embedded weapon, which is operated through suit commands. Reloading is impossible without a field-maintenance kit.
2
4000 + weapon cost.
15
Retractable Boarding-Action Mono-Claws – Retractable mono-blades are stored in the suit’s wrists. Using them requires at least one hand free, dealing 1d6 +1 damage. Damage as mono-blade with both hands free.
2
3450
16
Poor Plating – Another cost-saving feature, the armour of the suit is of low quality. +1 AC
0
2000
17
ECM Suite – Equipped with an electronic-counter-measure suite, the suit is very difficult to target, effectively operating as a stealth unit where electronic systems are concerned.
2
10000
18
Active Environment Suppression System – The suit was developed for particularly harsh and invasive environments, leading to multiple-redundancy atmospheric seals and chemical-distributors which release chemicals to inhibit harmful reactions between the suit surface and chemicals present around it.
2
8000
19
Uncomfortable – Something about the suit makes wearing it for a long time deeply uncomfortable. Whether it has creases in the wrong places or an upsetting smell, the user takes a -1 to all rolls for every 4 hours spent inside.
0
750
20
Poor Heat-Management – The thermal bleeding on the suit is insufficient for the build-up, leading to dangerous conditions for the operator.  Heat exhaustion causes hot temperatures to deal 1 damage per hour, whilst vacuum deals 1 damage per 5 minutes of use.
0
4525
*Subject to a subscription fee of 400Cr per week. Requires regular updating.
** Requires specialized patches priced at 100Cr each. The AURD has a Tech/Med skill of 1.

Experimental Modules
‘Chameleon’ Active Camouflage Coating – HAP special forces are rumoured to be equipped with these stealth modules which allow for near-invisibility to the unassisted eye. However, any damage to the suit renders the module useless. Prices in excess of 40000Cr, and is guaranteed to be stolen.


Razorcloud Close Defence System – A series of embedded micro-robots are distributed throughout the suit. They are slaved to the suits central OS, and are released on command. They then tear apart any unarmoured targets within 10 foot of the suit, effectively acting as an infantry based Wheatcutter Belt. Issues preventing the distribution of the system include the lack of IFF and the prohibitive cost of reloading the system after use. The system runs for upwards of 15000Cr, with each reload being 7500Cr, where supplies can be found.

Saturday, 18 July 2015

Quirky Guns and Weird Ammo

Guns are different depending who manufactured them, and who had them last. This lets you see what's different, and gives advantages/disadvantages for that.

1      Wear and Tear
Determine number of previous owners (1d8) if second-hand. Reduce price for each successive owner, with first owner causing the most significant reduction. For each owner, 30% chance of some user-added modification – use general quirk table, ignoring negative quirks. Add the listed price to the asking price.
Manufacturer
Determine manufacturer and derive number of design quirks and price modification.
Budget Weapons will look cheap and mass-produced. Stamped-metal parts are common. Think rural-area AK-47s and the Sten.
Conventional Weapons are just that. They look how you’d expect. Think M16 or H&K MP5.
Unconventional Weapons push the boundaries of normal design, such as the Mateba or the FN P90.
Exotic Weapons are entirely separated from the design of normal weapons, such as the H&K G11 or Korobov TKB-022.
1d6
Manufacturer Class
Price Modification
1-2
Budget – 1d4 quirks, at least 1 must be mixed or negative.
Unit at 50-75% cost.
3-4
Conventional – 1d4-2 quirks.
Unit at 100% cost.
5
Unconventional – 1d6 quirks.
Unit at 150% cost.
6
Exotic – 1d8 quirks.
Unit at 200% cost.

Quirks (assumes projectile weapons)
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or to correct the issue for negative traits. 1/3 of these prices is parts, the rest is labour.
1d50
Quirk/Modification
Class
Price (Cr)
1
Extended Barrel. Weapon has a significantly lengthened barrel.  Increase ranges by 25%, -2 to use in close quarters. Awkward to move around.
1
100
2
Shortened Barrel. Weapon has a significantly shortened barrel. Decrease ranges by 25%, +1 to use in close quarters.
1
100
3
Increased Calibre. The weapon was designed to use a larger-than-normal calibre. Decrease magazine capacity by 25%, increase damage by 1.
1
100
4
Decreased Calibre. The weapon was designed for a smaller calibre than most in its class. Increase magazine capacity by 25%, decrease damage by 1.
1
100
5
Aim-assist System. Weapon has an advanced computer embedded within the optics, partially aiming the weapon. Weapon fires at +2 to hit. System runs for 12 hours on A-cell, or connects to Assault Suit/Powered Armour.
2
300
6
Shoddy Manufacture. Poor design or maintenance has led to an inferior weapon. Weapon explodes on a natural 1, dealing 1d6 damage to wielder.
0
-
7
Grenade Launcher. Weapon has an underslung grenade launcher with a magazine capacity of 3. Damage as standard grenade, range 200/400.
2
300
8
Micro-flamer. Weapon has embedded micro-flamer. Fuel capacity enough for 3 uses. Range 10/30. Deals 1d6 damage, burns for 1d6 rounds.
2
200
9
Bayonet. Weapon has a standard bayonet attachment. Allows melee attack with damage as knife.
2
25
10
Mono-bayonet. Weapon has a Monoblade bayonet. Allows melee attack with damage as Monoblade.
2
100
11
IR Pointer. Weapon has an infra-red laser pointer. +1 to hit for yourself and allies equipped with night vision.
2
50
12
Shotgun. Weapon has an underslung shotgun designed for breaching doors. Damage/range as normal. 3 magazine capacity.
2
100
13
Micro-laser. Weapon has an underslung micro-laser. Damage as laser pistol, use Projectile weapon skill. Magazine capacity of 2.
2
450
14
Alternate grip. Weapon has a differing grip, most commonly a pistol-grip attachment. +1 to hit.
2
100
15
Folding Stock. Weapon’s stock is replaced with a folding variant, allowing for use in smaller conditions.
2
100
16
Rare Components. This weapon was developed with hard-to-find components, quadrupling the cost of any repairs which need to be made.
0
-
17
Unreliable Safety. This weapons safety may as well not be there. On any natural 1, the weapon discharges, with a 80% of dealing full damage to the wielder.
0
200
18
Sensitive Mechanisms. This weapon is unreliable in dirty conditions. An hours maintenance in atmospheres with dirt, dust etc.
0
300
19
Amphibious. This weapon was designed with amphibious operation in mind, and operates equally well under-water and on land.
2
300
20
Loud. This weapon is incredibly loud, and cannot be silenced. Animals are more likely to flee once it begins to roar and kick.
1
100 (cannot be after-market)
21
Crude. This weapon is larger than usual, and made of easily replicable parts. Maintenance and repair is easier, although it takes up significantly more room and is heavier.
1
-
22
Fragile. This weapon does not stand up to a beating. In a situation where the weapon is damaged, it is more likely to simply break.
0
-
23
Resilient. Whether by design or accident, this weapon continues to work through almost any circumstance.
2
-
24
Laser Sight. Weapon is equipped with a visible laser-pointer. +1 to hit your target for yourself and allies, enemies get +1 to hit you.
1
75
25
Unconventional Magazine. The weapon only accepted an unusual or propriety magazine, which comes at twice the normal cost.
0
-
26
Advanced Optics. Weapon has superior optics for operating within its normal ranges. +1 to hit.
2
150
27
Jam-Prone. Weapon jams on 1-3 on a d20.
0
175
28
Night-Vision Optics. Weapon has optics with light-amplification technology. +1 to hit from optics.
2
400
29
Thermal-Imaging Optics. Weapon has optics thermal imaging technology. +1 to hit from optics.
2
600
30
Suppressor. Weapon has an internal suppressor, significantly muffling the noise and light produced by firing at the price of damage. -1 damage. (minimum of 1)
2
150 (50 for external)

Specialist Ammunition

(max. target ac is 9)
Hollow-point Rounds – 15Cr per 20 rounds. These rounds expand upon contact, causing additional damage. -1 to hit from reduced penetration, +1 damage from expansion. Reduces risk of hull penetration.

Armour Piercing Rounds (Conventional) – 20Cr per 20 rounds. These rounds are designed to defeat more advanced armour types, and allow tech 3 weapons to defeat power-armour. +2 to target AC from armour-piercing, -2 damage from over-penetration and lack of deformation.

Explosive Tipped Rounds – 35Cr per 20 rounds. After penetrating, these rounds detonate to cause considerably increased damage. +1d4 damage from explosives. Loud. Messy.

Incendiary Rounds – 20Cr per 20 rounds. These rounds contain compounds which ignite either upon penetration or in the air. 25% chance of igniting target.

Experimental Ammunition

Armour Piercing Rounds (Depleted Uranium) – 150Cr per 20 rounds. Utilizing a depleted uranium penetrator, these rounds are very effective at pushing through armour. The over-penetration is compensated for by the pyrophoric (air-combusting) properties of depleted uranium, meaning these rounds inflict horrific damage on a target. In addition to this, they also leave toxic soluble uranium-salts within the wound, leading to massive health issues. +3 to target AC due to incredible AP potential, +1 damage from chemical reactions and deposited salts.

Guided Gyrojet Rounds – 200Cr per 20 rounds. These are more like miniature rockets than conventional ammunition. The firing mechanism of the gun provides the initial speed, and the rocket then locks onto a target provided by the user. The round then guides itself towards the target. This requires the use of a weapon with Aim-assist and a computerised suit. (Vacc-suit or powered armour) +3 to hit.