Heckler & Koch Mobile Weapon Evaluation Range (HKMWER) Game Notes
Heckler & Koch Mobile Weapon Evaluation Range Game Notes


Running The Range:
Accomplishing the range within the shortest amount of time requires the character to run most of the way, with breaks mostly when stopping at certain points. However, there are a few points where the character must make a Body (8) test to continue on. Athletics skill may be used to increase the speed during running to cover a quicker area. Every success against a Target Number of 4 increases the character's effective Quickness by 1 point for that Combat Phase. However, unlike most maps, this is not segmented by a certain number of meters to denote how far the character travels. Every 100 meters on the map is represented by an "A1", "B1", "C1", etc. to determine where the character is. Use the standard Running Table to determine every 5 seconds the character has traveled within that time period. So in five seconds, a character with a Quickness of 4 and is a Human, runs 12 meters per five seconds, then divide that by 100 (the distance between points) to figure out how long it takes, which is expressed in this formula:
RUNNING TABLE
Race Running Multiplier
Human x 3
Dwarf x 2
Elf x 3
Ork x 3
Troll x 3

100 (the distance between the 100 meter marker) / Quickness x Race Modifier (meters can run in 5 seconds) = Time it takes to run 100 meters.

Naturally firing at every points requires a standard Initiative roll for a five second Combat Turn (NOTE: I realize that a Combat Turn lasts 3 seconds, but I chose 5 seconds to make it easier to figure out how long it really takes). However long it takes is dependant on the character's choice. He or she may want to make sure that the targets get down. It is added to a total which represents how long the character took after the run. Follow all standard Combat Rules (pg. 100, SR3).

Adding it on
Naturally, there are penalties to this range, just like real life. Each action not done costs time. The idea is of course to go through, and get the best time. Here is a listing of penalties:

Penalty Time Added
Missed target (any type) 30 sec
Skipped target 90 sec
Shot fired past "kill"* 05 sec per round
Per paintball hit on person** 10 sec
Sniper hit Immediate disqualification
Dino Snack ("eaten") Immediate disqualification


*It is assumed that all bullets from either a 3 round burst hit the target. If the character wants to "make sure it's dead", it's his/her time, not yours...
**Each "hit" is considered either a 3 round burst, or a 5 round full-auto burst.


Targets
The HKMWER is full of them, and they're specially designed for this range. The basic chassis is a modified Sentry Gun that mounts a silhoette, and either a burst firing, or full automatic ELD-AR. They are designed to mimic a certain range for the weapon to engage. They use the same tripod arrangement to allow easy placement (especially for light pistol users). Each target is linked to a computer that registers the rounds that the firer has shot. They also feature thermal elements so they can be targeted with thermographic scopes (such as night firing). Note that when the character approaches the firing point area, it is advisable to roll Initiative to facilitate combat and actions. Initiative is finished when either the character has shot all targets, or decides to pass up. Use discretion where needed. This is all sent to the holding area, which has the score keeping program on a laptop. Printouts are given to the firer when he or she is done. A copy is given either to the evaluator, or the unit commander (the highest ranking member) for unit debriefing. Targets are as follows:

Target: This is a burst firing target, and mounts an ELD-AR with a 40 round hopper. Initiative is 15 + 1D6 and it has an Assault Rifles skill of 5.

Gunner: This is a fully automatic target, and mounts an ELD-AR with a 40 round hopper, and fires up to 5 rounds per burst. It has an Initiative of 15 + 2D6, and an Assault Rifles skill of 6.

Sliding: This target usually comes out 25m away from the firer, and mounts either a Target, or Gunner (use stats above). It can either move left to right (1-2), right to left (3-4), or not even show up (5-6) to throw some uncertainty into the mix.

Sniper: There is only one of these, and it is set before the firer enters the range. It consists of a single shot ELD-AR with a 10 round hopper. It has a Rifles skill of 8, though it will automatically miss the first shot. If one shot hits the character, then he or she is automatically disqualified. To spot the Sniper, the character has to roll a Perception (15) Test to spot it successfuly, then engage it.

Dinosaur ("T-Rex"): A three meter tall drone that is heavily modifed to perform a unique role. The "beast" is fitted with a special fabric that allows it to resist damage depending on damage. For each damage level, regardless of Power, it requires a certain number of "hits" to successfully "kill" it. The requirements are as follows:

Damage Level No. of hits
Light 8
Moderate 6
Serious 4
Deadly 2
It should be noted that this also accounts for adjustments for issues like burst fire (such as going from M to S in a three-round burst) when attacking this target. Each time the Dino "roars", it spits out a three round burst of paint pellets (the ELD-AR is mounted in the jaws, and sound effects are included to add to the fun). If the Dino gets within 5 meters of the character (GM's discretion), it "eats" the character and is "dead" and must return to the holding area. The Dino has an Initiative of 20 + 1D6, and has a 30 round pellet hopper. These tend to be destroyed rather quickly, and the cheap cost of each "T-Rex" keeps this a popular part of the range.

Handling Speed Accel Body Sig Pilot Cost
4/4 5 1 2 8 1 2,560¥


Economy: 0.5 PF per km
Fuel: Electric (40 PF)
Other Features: Rigger control gear, remote control interface, loudspeaker (with "Roar" soundtrack).
Armament: One burst fire capable airgun with a 30 round hopper.

Note: I know there is no armor listing for this drone, and yes, I do know that Rigger 2 states that "A drone with a Body of 0 is immediately destroyed". Yes, it still apllies, but it is contravened with this, I can't make it that easy!

Mini-sub: Not really a true threat, but they must neutralize the Gunner target on top of the vehicle. It surfaces and attacks the character while on the Rope Bridge. Use the Gunner stats above.

OBSTACLES
Not many obstacles present themself when running the range. The ground is fairly compacted through heavy use. However, after and during rain, it does become quite slick. Add a +4 modifier to any Quickness tests (such as stopping is one, though it's at GM's discretion) due to this mud. It also has a tendency to stick as well, which seems like all German mud, you tend to gain height while running. It takes a Complex Action (if during a Combat Turn) or 10 seconds per boot to remove to travel at a reasonable pace without getting too much mud. However, the only one notable obstacle is here:

Rope Bridge: A somewhat rickety bridge constructed over the waterway of "Lake Placid" that requires a Quickness (8) Test to successfully cross. Failure of this test can result in a fumble of weapon (roll of 1 on a 1D6 if failed. It also gives a 10 second penalty as well. However, the character must still make another test (this time the TN is 10, due to the swaying involved). Apply all standard modifiers as necessary. It should be advised to put a dummy cord on your weapon!

TARGET LISTING:
This is a target listing of the range. It should be noted that ranges in "" should be considered targets that mimic that range. Actual ranges to the targets are not in "". It should be noted that targets are designed to give a false read on rangefinders. So if a target is "1,500m" away, using the rangefinder will display the appropriate range as listed for that target as mimiced.

Target Number Target Type LP HP SMG SH CB* AR LMG MMG HMG
1 Sliding 25m (all types)
2 Target 20 20 "50" "60" "50" "70" "70" "100" "100"
3 Gunner 20 20 "50" "60" "50" "70" "70" "100" "100"
4 Target 20 20 "50" "60" "50" "70" "70" "100" "100"
5 Gunner 50 55 "100" "80" "80" "150" "180" "230" "245"
6 Target 50 "60" "90" "100" "50" "160" "220" "210" "300"
7 Target 50 "60" "140" "80" "350" "400" "600" "1,000" "1,400"
8 Target 50 "60" "140" "80" "350" "400" "600" "1,000" "1,400"
9 Sliding 25m (all types)
10 Target 30 20 20 50 40 40 "70" "60" "70"
11 Target 50 "60" 30 "60" "70" "60" "70" "60" "90"
12 Target 50 60 "80" "70" "90" "300" "100" "600" "700"
13 Target 50m (all types)
14 Sniper 50m (all types)
15 Gunner 30 40 "70" "80" "100" "200" "150" "300" "100"
16 Gunner 40 50 "80" "90" "110" "210" "170" "310" "150"
17 Target 50 60 "80" "60" "90" "200" "300" "500" "490"
18 Gunner 50 60 "100" "90" "200" "250" "300" "500" "700"
19 Gunner 50 60 "100" "90" "200" "150" "100" "300" "300"
20 Target 40 50 "80" "100" "150" "300" "400" "100" "160"
21 Target 40 50 "80" "100" "150" "300" "400" "100" "160"
22 Sliding 25m (all types)
23 Target 40m (all types)
24 Gunner 30m (all types)
25 Target 50m (all types)
26 Gunner 50m (all types)
27 Target 30 30 "60" 30 "100" "70" "150" "300" "400"
28 Target 40 40 "70" 40 "120" "90" "160" "310" "450"
29 Dino 60m (all types)
30 Sliding 25m (all types)
31 Sliding 25m (all types)

*Carbine


Switch Up
Naturally, the same old gets to be boring. However, this range is fully modular, allowing additional things to be added. The image on the description page represents the average setup, as well as the target listing above. Feel free to add or reduce the number of targets as fit. Add another dino (or put it somewhere else, have fun.

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