02-20-2017, 11:50 PM | #1 |
Join Date: Jul 2014
Location: Pennsylvania
|
Ninja Rules Repository (Official/FanMade)...
"It's not a case of our Ninjas and stealth technology being a specialist exclusive field of rarities,
rather, there is simply a dangerously redundant, exaggerated overpopulation of everything else." Directorate of Combine Stealth Technology-name withheld for security reasons _________________________________ Originally, the 1st draft of the NINJA had a system where you could purchase "tricks" from the NINJAs "Bag Of Tricks" by paying Missiles and even the Missile Rack for abilities. In the final draft, the NINJA has: Mine Detection ability, a -1 to-be-hit rule, and a no Combine Fire rule. This left us with a solid foundation for a base NINJA. All other abilities and rules for "tricks" ect were not in this final NINJA. This may be the only NINJA players may ever want to run. It's official, and it's final...and it's really good. That said, there does seem to be agreeability and plenty of room for abilities and rules for NINJA upgrades which did not make the final cut version as eluded to officially here: "February 2, 2017: Tying Up Loose Ends "...Another loose end was the Ninja rules. As different and thought-provoking as the previous version of the Ninja rules turned out to be, at the end of the day they weren't Ogre/G.E.V. I wouldn't rule out seeing some of these ideas and concepts resurface in a different form and manner, but for now we are keeping everything simple, and thus this new set of rules is to be considered the "official" Ninja rules. All of the new unit rules may be found here." – Drew Metzger" ...and here: "Ninjas have been accompanied on missions by a variety of drones: recon, security, and simple distraction. None of these are very large, but some might be dangerous. Players and referees are encouraged to be creative." It has been suggested elsewhere, to have these new abilities and rules available as "Scenario Specific" ones. This makes good sense. But surely, Non-Scenario Battles should not have to be dependent upon "Scenario Specific" abilities and rules. I think what has been established here is the official NINJA is the base model, and the possibility remains for further upgrade abilities, to be determined. That's a iterative process. It's time consuming and can get messy, but it's a lot of fun! Ideas that may seem OP or not worth even mentioning, often are the very ones that inspire other ones, ect. Which is why I started this thread. It is merely my enthusiasm for the game and my exploring and experimenting with what a NINJA is. It's a OGRE Community exercise in kicking ideas around, such as been done for the NINJA which helped lead to our official final base model we can now all enjoy. A place to kick around the scenario specific "tricks" ideas and concepts from the official 1st draft and fanmade hopefully into something agreeable, concise and workable...as this is a Work-In-Progress, editing will be a ongoing event as the need arises, so keep checking in. I really like the "tricks" and how they were done in the 1st draft! What follows is a list of stuff I think is cool and has merit organized into similar groups. I do this to further help move the Ninja along to it's destiny of being legendary... _________________________________ The official Ogre Ninja Rules: http://www.sjgames.com/ogre/new-units/ninja.html Ogre Ninja Points: 150+ "Of the many experimental cybertanks designed by the empires of the 21st century, certainly the best known was the Combine's Ninja. It was by far the most successful attempt at a "stealth" cybertank. How do you hide something the size of a small building? With lots of electronics. The Ninja traded offensive armament for speed, intelligence (almost all were self-aware), and defensive electronics and weaponry. Probably fewer than a hundred were built; they were expensive, and not cost-effective in a stand-up combat role. But as sneaky raiders or tactical recon units, they were unmatched. Legends built up around the Ninja. The Ninja carries a main battery and 2 secondary batteries. It had a single missile rack and 4 internal missiles; 2 more missiles were mounted externally. It had 8 AP batteries. A Ninja starts with a move of 4 and 40 tread units. A Ninja has state-of-the-art detection equipment, giving it advanced awareness of mines and other hidden units. Whenever a Ninja is about to enter a hex with a mine or a hidden unit, the opposing player needs to acknowledge the presence of a mine (or hidden unit) within the hex. The Ninja may then choose to stay still, move elsewhere, or continue into the hex. If a Ninja voluntarily enters a mined hex, the mine goes off only on a roll of a 6, instead of the usual 5 or 6. Because of a Ninja's elaborate ECM, ECCM, extra point-defense armament, etc., it's very hard to hit. Subtract 1 from the die roll of any attack made against a Ninja except, in overruns only, by Ogres or infantry. Units cannot combine fire against the Ninja unless they are attacking from an adjacent hex. Units farther away must take their shots individually. Infantry may still combine into platoons. An enemy Ogre may still combine the fire of any of its own weapons. Ninjas have been accompanied on missions by a variety of drones: recon, security, and simple distraction. None of these are very large, but some might be dangerous. Players and referees are encouraged to be creative." ________________________________ From the official 1st Ninja draft: "As Ninjas were used for specific missions, they inherently have a large degree of customization. These specialized attributes are collectively known as a 'bag of tricks', each having their own VP value and spatial requirements. Every Ninja is capable of carrying two tricks without alteration to their weapons package. However, a Ninja may carry up to five total tricks by subtracting internal missiles. A Ninja may substitute two internal missiles for a third trick or replace the entire missile rack and internal missile load for three additional tricks (thereby totaling five). Some tricks are capable of being destroyed by external attacks or expended through use, whereas others are inherent abilities unique to that specific Ninja (see description). A Ninja may swap internal missiles for mission-specific ordinance. Each of these missiles has a point cost and replaces one internal missile. The specialized missile rack may still fire only one missile per turn, whether standard or special. Only internal missiles have the extra engineering and launch machinery required to support these variations; external missiles are always the standard version. As the Ninja may have a varying missile load, no missile sits in the rack at any given time. The Ninja is capable of loading and firing a missile in the same turn, as it determines which missile it wants to fire. The destruction of the missile rack does not destroy any of the missiles for VP determination, although they still can't be fired without the rack." _________________________________ FanMade Suggestion: Allow the NINJA to also substitute both External Missiles for an additional Trick, raising the allowable total from 5 to 6. With such a maximum spatial loadout, the NINJA would have 1 Main Battery and 2 Secondaries, reducing it to the armaments of a MARK2. I would even go further with this concept by allowing the NINJA to replace it's Main Battery for an additional Trick and or both Secondaries for an additional Trick. By forgoing any armament to be replaced with Stealth Tricks this would allow a NINJA to be mission oriented as a total recon unit relying completely on it's Stealth Technology to survive. Evasion and Stealth would then become it's primary weapon. To take this as far as it can go, you could also allow the NINJA to replace ALL of it's AP Guns for an additional Stealth Trick for a maximum Stealth Trick count of 9! Note: If 9 seems outrageously OP, it really is not. You can simply tweek the Stealth Trick values around to a balanced working model. Scenarios featuring such Stealth OGREs that have few if no offensive armament would be about the Stealth OGRE collecting as much data, ect from the enemy and their locations for example and VP awarded the more they detect and recon as well as avoiding any damage. The less damage taken, the more VP! _________________________________ My thoughts on the NINJA and FanMade musings...and FanMade suggestion: The NINJA, while few actually saw it for what it was during The Last War other than a over-budget, over complicated technologically advanced OGRE experiment, was in fact simply the next generation of OGREs being developed and fielded. The new munitions and weapon systems for the NINJA from the previous draft were easily and simply explainable as being NINJA exclusive because they were cutting edge, thus, they were exclusively made for the cutting edge NINJA. Opposing forces to a NINJA will have parity with the cost of the NINJA. You could have a full range of optional choices which Player knows what about the NINJA abilities it has available tailored to the specific Scenario: 1) Randomly determined, and only the NINJA Player knows the Trick(s). 2) Randomly determined and both Players know the Trick(s). 3) Chosen by the NINJA Player and only they know the Trick(s). 4) Chosen by the NINJA Player and both Players know the Trick(s). For example, a player may want to be purposely disadvantaged as a handicap if they are the more experienced Player and chose to not know the NINJAs Trick(s) for the Scenario. Or, the Scenario may call for one Player to be disadvantaged. Or, the Players are bored and just want a pleasant (or unpleasant) surprise depending on who knows what! And, what about the NINJA with a malfunctioning Descartes Package, that has the NINJA Player NOT knowing what their NINJA Trick(s) are until used?
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-24-2017 at 08:53 PM. |
02-20-2017, 11:50 PM | #2 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
The following are official (some tweeked/edited) and fanmade Ninja Stealth Technology Abilities and use the Ninja 1st draft "tricks" with a VP cost:
________________________________ BERSERKER I AP Guns 1 trick, 5 VP The attack strength of the Ninja's AP weapons is doubled. [Official 1st draft] BERSERKER II AP Guns 1 trick, 5 VP The range of the Ninja's AP weapons is doubled. [Official 1st draft] BERSERKER III AP Guns 1 trick, 15 VP Both the attack strength and the range of the Ninja's AP weapons are doubled. [Official 1st draft] BERSERKER IV AP Guns ? trick(s), ? VP They function as Berserker III AP Guns and can also attack GEV units, infantry, trucks, LADs or any other D0 or D1 unit. Such attacks can only DISABLE these non-infantry targets, thus, Xs are treated as Ds, Ds are treated as Ds, and NEs are treated as NEs. Infantry will be reduced as usual and Ds still count as Xs for them. Berserker IV AP Guns can make multiple attacks on the same target on the same turn as long as each BAP IV Gun only attacks once. Thus, a second D result on the same unit will destroy it. [Tim Kauffman] ________________________________ FLASH-BANG 1 trick, 15 VP A focused EMP is directed in a wedge 5 hexes out from the Ninja. This wedge totals five hexes extended out from an adjacent pair of hexes next to the Ninja. Each unit within this triangle of hexes is disabled on a roll of 4 or greater on one die. Ogres and infantry are unaffected. Units disabled by an EMP recover normally. Units that are already disabled, and fail the roll, are considered destroyed – their electronics are useless for the duration of the battle! Units that enter the area of effect at a later time are not affected. [Official 1st draft] Thoughts: BERSERKER IV Guns and FLASH-BANG would be a nice combination. ________________________________ ZEN ARCHER 2? tricks, 20? VP The Ninja's awesome electronics are leveraged into an offensive role giving +1 range to its main and secondary or (LRS) long range secondary batteries which are atk3 rng3 def3. [Modified official 1st draft rule to include LRS batteries by Tim Kauffman] ________________________________ EXTRA ARROWS 1 trick, 5 VP For every trick expended the Ninja may carry an additional two internal missiles. These additional missiles may be modified the same as any other internal missile. [Official 1st draft] ________________________________ SHURKIN 10 VP The Ninja may replace any one of its internal missiles with one that has +1 range. Otherwise, it is the same as a regular Ogre missile. [Official 1st draft] POISONED SHURKIN 20 VP. The same as a Shuriken, but +1 range and +2 attack strength. [Official 1st draft] ________________________________ VIPER MISSILE ? trick(s) 10 VP The missile may split into two separate warheads after firing, capable of attacking two different targets within range, each warhead having an attack strength of 3. Both warheads may target the same unit as two separate attacks at strength 3. [FJCestero] ________________________________ WILD WEASEL 20 VP This missile specifically targets jammers and radars. It does double damage to these structures. This bonus is in addition to any other bonuses listed in section 11.04 in Ogre Designer's Edition. A Wild Weasel is also +1 to hit against any other Ninja due to the ECM and ECCM emitted from that Ninja. It is treated as a regular missile for all other applications including attacks against any other target. [Official 1st draft] ________________________________ ANTI-LASER MISSILE 10 VP This missile acts as a normal Ogre missile, except any laser attempting to shoot down this missile must roll an 11 or above to succeed (see section 12.05 in Ogre Designer's Edition). [Official 1st draft]
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-25-2017 at 12:06 PM. |
02-21-2017, 01:26 AM | #3 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
A Ninja has state-of-the-art detection equipment, giving it advanced awareness of mines and other hidden units. Whenever a Ninja is about to enter a hex that contains enemy mines, the Ninja may then choose to either not enter the hex and move elsewhere, or continue on into the hex. Additionally, if a Ninja voluntarily enters a enemy mined hex, the mine goes off only on a roll of a 6, instead of the usual 5 or 6.
[Official 1st draft] ________________________________ MINE SWEEPER Level 1-6 ? trick(s), ? VP The Ninja's native mine detection technology is upgraded to increase it's chance of detecting and neutralizing enemy mines without being damaged. When moving into a mined hex, the Ninja makes a D6 roll to detect and neutralize all the mines in that hex. Mine Sweeper is available in 5 upgrade levels. Each level is the # needed or less to successfully detect and neutralize all the mines in the same hex as the Ninja. Level 6 Mine Sweeper automatically detects and neutralizes all mines in the same hex as the Ninja and no die roll is needed. If the Mine Sweeper roll is failed, the Ninja takes normal mine damage only if it also fails it's native ability roll. [Tim Kauffman] Design note: This is interesting and a nice progressive upgrade because it actually neutralizes or clears the hex of all mines instead of the Ninja just moving through them and if successful, the enemy mines remain intact. See section 13.04 in Ogre Designer's Edition rules for more on mines in Ogre. ________________________________ CALTROPS 1? trick(s), ? VP The Ninja can place up to a dozen mines. 1 mine for every movement it uses, as it moves. For example, the Ninja moves 2 times, staying in the same hex and places 2 mines there, then moves into another hex, placing a 3rd mine in that hex, and finally ends it's movement by moving into another hex, placing a 4th mine in that hex. Use ?/# Tokens to represent how many mines are in a hex. [Modified official 1st draft rule changed from only 1 mine deployed per turn. By Tim Kauffman] See section 13.04 in Ogre Designer's Edition rules for more on mines in Ogre. CALTROPS DISCHARGER ? trick(s), ? VP Any number of available mines the Ninja is carrying can be deployed in the same hex or any adjacent hex surrounding the Ninja on the Ninja players turn during their movement phase. Use ?/# Tokens to represent how many mines are in a hex. This can be used with the Caltrops and Crouching Tiger, Hidden Dragon trick. [Tim Kauffman] See section 13.04 in Ogre Designer's Edition rules for more on mines in Ogre. ________________________________ CROUCHING TIGER, HIDDEN DRAGON ? trick(s), ? VP Mines carried by the Ninja may be deployed at the beginning of the enemies turn before their movement and before an overrun begins. The Ninja player who wants to deploy mines in preemptive response, declares they are deploying mines and states how many and what types are being deployed and places the indicated mines being used. They then resolve the mine attack(s) and any damage done as soon as enemy units are in the same hexes as the mines. The enemy player then makes mine detection rolls. Then the enemy players attack(s) are resolved as usual with any remaining units. Use ?/# Tokens to represent how many mines are in a hex. This can be used with the Caltrops and Caltrops Discharger trick. [Tim Kauffman] See section 13.04 in Ogre Designer's Edition rules for more on mines in Ogre.
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-24-2017 at 09:45 PM. |
02-21-2017, 01:37 AM | #4 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
LIGHT ARTILLERY DRONES 1 trick, 20 VP
For every trick expended, the Ninja may carry three Light Artillery Drones (LADs). It has Attack 2, Range 8, Defense 1, and Movement 0. However, each can be broken down into a single cargo pallet for transport and set up quickly: Turn 1: Unloading. All the Ninja needs to do is remain in one place for a turn. Place the LAD pallet beside the Ninja. Turn 2: The LAD unpacks itself, sets itself up, and runs diagnostics. Replace the pallet counter with the regular LAD counter. It may be targeted, but may not attack. The Ninja may move away normally. Turn 3: The LAD can fire. Small, stealthy, and powered down, they are very hard to detect. The defender will not detect a collapsed LAD until it starts to set up, or until one of his units comes within 1 hex. The Ninja player should write down the hex within which an LAD is dropped off if it is not activated immediately. [Official 1st draft] ________________________________ STEALTH LGEV 2 tricks, 10 VP The Ninja may carry a payload of a single specially "palletized", unmanned LGEV and launch it while the Ninja continues normal movement, if it's on the road or clear terrain. The LGEV moves one hex from the drop point on the turn it is dropped and has normal movement thereafter, being controlled by the Ninja. This unit doubles its attack strength in an overrun just like any other Ogre weapon system. The Stealth LGEV has its own EW suite, which provides it with some degree of protection from enemy units. Subtract 1 from the die roll of any attack made against this LGEV except by infantry in overruns. Additionally, units cannot combine fire against the Stealth LGEV unless they are attacking from an adjacent hex. Units farther away must take their shots individually. [Official 1st draft] POISON PILL 1 trick, 15 VP The Stealth LGEV may self-destruct. Treat this as a cruise missile detonation, but add 2 hexes distance to each unit when calculating the attack odds. See section 10.04 in Ogre Designer's Edition. A crater is formed in the hex of detonation as described in section 10.04. [Official 1st draft] ________________________________ LASER BEAM 3 tricks, 40 VP This is essentially a mobile laser turret (see section 12.02 in Ogre Designer's Edition). Since they are operated by an Ogre, they are superior to crew-operated ones, thus, they function as a standard Laser but can also fire every turn if they attacked Ogre Missiles or not. There is a laser array mounted on the Ninja that is normally retracted within the Ninja until deployed for use. The Ninja must deploy the array at least one turn prior to using the laser. Once deployed, the array may be targeted by external attacks. The laser array has a defense of 4 and is immune to 'D' results in the same manner as all other Ogre weapons. The Ninja may retract the array as well. Retracting the array takes one full turn, and the laser may not fire that turn. It is fully retracted at the start of the next turn. (In other words, the enemy has one more chance to fire on it.) [Modified official 1st draft rule to include Ogre AI operated bonus to attack every turn if they attacked Ogre Missiles or not. By Tim Kauffman]
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-24-2017 at 08:58 PM. |
02-21-2017, 01:39 AM | #5 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
RAM PLATE ? trick(s), 10 VP
+1D6 damage done, -1D6 damage taken in ram when mounting Ogre does the ramming. No effect otherwise. [FJCestero] Thoughts: Ram Plates were standard issue on the fanmade Katana. Once they lost their LRS battery, they became ramming sleds! ________________________________ The Ninja can self-destruct. Treat this as a cruise missile detonation. Note that the Ninja is intelligent and probably does not want to die. [Official] Thoughts: This really suits the Ninja..."sepuku"... ________________________________ BELISARIUS (+33.3% of total cost) Once in game, steal a march on opponent. Instead of IGUG, IGUG turn sequence is: IGIG, UGUG. You get to go twice in a row, but afterwards your enemy gets to go twice too (if you use this correctly there won’t be much of him left). Return to IGUG afterwards. This represents genius-level tactics by the AI. [FJCestero]
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 02-24-2017 at 09:05 PM. |
02-21-2017, 01:46 AM | #6 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
OGRE WEAPONS JAMMER ? trick(s), ? VP
A enemy Ogre cannot combine the fire of any of it's own weapons against the Ninja unless they are attacking it from an adjacent hex. [Tim Kauffman] Design notes: This is a upgrade from the official base Ninja ability: "Units cannot combine fire against the Ninja unless they are attacking from an adjacent hex. Units farther away must take their shots individually. Infantry may still combine into platoons. An enemy Ogre may still combine the fire of any of its own weapons." _________________________________ OGRE MISSILE JAMMER I 1 trick, 5 VP This jammer can reduce the attack strength of any Ogre missile by 1 if either the firer or the target is within a 10 hex radius. [Official 1st draft] OGRE MISSILE JAMMER II 1 trick, 5 VP This jammer can reduce the attack range of any Ogre missile by 1 if either the firer or the target is within a 10 hex radius. [Official 1st draft] OGRE MISSILE JAMMER III 1 trick, 15 VP This jammer can reduce the attack strength AND range of any Ogre missile by 1 if either the firer or the target are within a 10 hex radius. [Official 1st draft] [Modified official 1st draft rules title from "Anti-Ogre Jammer". By Tim Kauffman] _________________________________ MISSILE PAINTING1 trick, 5 VP The Ninja may paint any missile (cruise or Ogre) within 10 hexes. Any unit that attempts to intercept a painted missile adds 2 to their roll. [Official 1st draft] _________________________________ CRUISE MISSILE JAMMER 1 trick, 20 VP Through heavy use of a specialized jammer, a Ninja can destroy any Cruise Missiles within a 10 hex radius. Any affected CM travels for (1d+2 hexes) in a random direction, then crashes, with a 50% chance of exploding on impact. [Official 1st draft]
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 03-02-2017 at 05:37 AM. |
02-21-2017, 01:54 AM | #7 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
SHROUD ? trick(s), ? VP
If the NINJA does not move or make any attacks on it's turn, it may instead activate SHROUD at the end of it's turn. The NINJA is removed from the map and replaced with a SHROUD Token. The SHROUD Token cannot be attacked. After the enemy player has done all movement for their turn, the NINJA player then, on the same enemy turn, places the NINJA back on the map anywhere within it's current movement range as a radius range from the hex the SHROUD Token is in, taking into account terrain modifiers and then removes the SHROUD Token. The enemy player then finishes their turn. The NINJA may be placed in a hex that contains enemy units, which would initiate a ram or overrun depending on what rules you are using. If a overrun is initiated, the NINJA is the defender and would attack first...SURPRISE...!!! Cannot be used with EVENT HORIZON on the same turn. [Tim Kauffman] Design notes: Easy to learn and fun to run, if you are the Ninja or not. It embodies all the drone/hidden movement stuff from other rules I've seen very well, with no need for book keeping or a referee and you only need one token to represent where the SHROUD was activated. _________________________________ EVENT HORIZON ? trick(s), ? VP Is activated at the end of the NINJAs Turn and represented by ?/# EH Tokens. You must place the total number of EH (Tokens) on the map that represent the EH Level you are using with a limit of one per hex and none can be placed in the same hex as the NINJA. There are 3 Levels available for use of which only one may be used on the same turn each with a radius range of 9 from the NINJA. A EH (Token) reduces a enemy units movement range and attack range as follows: Level 1 reduces by 1 and the NINJA uses 9 EH (Tokens) Level 2 reduces by 2 and the NINJA uses 6 EH (Tokens) Level 3 reduces by 3 and the NINJA uses 3 EH (Tokens) Enemy unit movement is reduced by the EH reduction level when they move into the same hex as a EH (Token). Enemy unit attack range is reduced when they are in the same hex as a EH (Token). EH (Tokens) outside of this hex have no effect on attack ranges for such units. Enemy OGREs and Infantry treat any Level EH as if it were Level 1 and weapon ranges of an OGRE cannot be reduced below 1. Any attack strength of Infantry above the reduction level can make normal attacks using those squads. For example, a 3/1 Infantry is in the same hex as a EH (Token) and suffers a 1 attack range reduction to attack range 0 meaning it has no attack. However, since it has 2 attack strength more than the 1 reduction, normal attacks may be made using those 2 squads. Enemy units in the same hex as EH (Tokens) at the beginning of their turn must move before any other units. Enemy OGREs can always move at least 1 hex provided it has enough tread units to do so, no matter how reduced it's movement is by EH. A EH (Token) affects all stacked enemy units in the same hex. EH cannot be attacked and is usable as long as the NINJA is not completely destroyed. Cannot be used with SHROUD on the same Turn. [Tim Kauffman] Design notes: More challenging, this embodies the NINJAs stealth and spoofing abilities, whatever they may be, that make it such a difficult target to lock onto and allows the NINJA and opposing player to use more interesting tactics to gain the advantage. Combine OGRE NINJA Designation 101 NIGHT STALKER Deploys EVENT HORIZON Stealth Technology https://youtu.be/C9JHx3GEtmk Combine NINJA Designation DAEDALUS with EVENT HORIZON Technology vs Paneuropean MARK5 GUARDIAN http://dai.ly/x4z411j
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 03-02-2017 at 05:38 AM. |
02-21-2017, 02:02 AM | #8 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
...THIS SPACE INTENTIONALLY LEFT BLANK... ;)
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 03-19-2017 at 04:59 AM. |
02-21-2017, 09:31 AM | #9 |
Join Date: Jul 2014
Location: Pennsylvania
|
Re: Ninja Rules Repository (Official/FanMade)...
Ogre Miniatures North American Combine Structures
http://www.sjgames.com/miniatures/ogre/structures/ This has some cool stuff for Command Posts, Radar, Jammers, Lasers/Towers. Some of them are using Ninja technology!
__________________
"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
02-21-2017, 02:56 PM | #10 |
Join Date: May 2015
|
Re: Ninja Rules Repository (Official/FanMade)...
Thank you Tim...
|
Thread Tools | |
Display Modes | |
|
|