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Ethereal
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Index
Post 1 - Introductions, Armoury and Special Rules Post 2 - The Army List Introduction: The Realm of Dissonance The Realm of Dissonance is a universe that began on Tau Online with just a single paragraph of text. It has since grown considerably, and continues to thrive on its own forum. By the year 2100AD, Mankind had outgrown its home world. Advances in technology, and the discovery of the Scape Links, allowed for a sudden and rapid expansion. In just four hundred years, Humanity established a galaxy-spanning Empire over sixty thousand light years across. By 3300AD, it had almost doubled in size again. However, this growth was made too quickly, and without proper organisation. Whilst some tried to establish universal patterns of design, these never extended far beyond the Core. Humanity found itself over-stretched, and began a slow decline. As bureaucracy and greed consumed the higher powers, the Empire itself decayed until it was a mere shadow of its former glory; it had become not one unified Humanity, but hundreds, even thousands of Enclaves; isolated from one another and distrusting of outsiders. By 3700AD, the death-blow was delivered. The Great House of Jidan was toppled, and with it fell the last of the Imperial Order. The Age of Isolation had begun, and when it ended, it ended with a roar of guns. The Age of Strife had come. The Rubicon The Rubicon is an isolated cluster of worlds, relatively close to the Jidanian Heartlands of the Old Empire. An alien colonial sphere known as the Widow's Nest had proven unconquerable by all, and thus the Empire had resorted to erecting a 'Rubicon' around the region, blockading the Scape Links to prevent passage. General Cao Pang of House Cao was dispatched to end this stalemate. Leading the 1024th Terran Assault Battalion, General Cao broke through into the Widow's Nest and secured a foothold position beyond. Seeking to press the advantage, the Empire dispatched countless regiments and fleets to assist. It would take many years, but victory was claimed in the closing years of the 24th century. The Rubicon remained a proud military power for generations after its founding. The name was retained as a reminder to all of the triumphs of General Cao, but also to represent the cluster's role in defending Jidania. As races such as the Masurii rose to power, it was the Rubicon that often bore the brunt of the fighting. Following the Collapse, and the Age of Isolation, Rubicon emerged as a strong power politically, commercially and militarily. Though their relations with the rest of the Enclaves are tentative, they continue to act as stalwart defenders of Humanity, an anchor and shield upon the eastern edge of the Old Empire. Rubicon Armoury Weapons Ranged Weapons: [table] [tr][td] [/td][td]Range[/td][td]Str[/td][td]AP[/td][td]Type[/td][/tr] [tr][td]AM Rifle[/td][td]36"[/td][td]X[/td][td]4[/td][td]Heavy 1, Sniper Rifle[/td][/tr] [tr][td]Boarding Shotgun[/td][td]12"[/td][td]4[/td][td]6[/td][td]Assault 2[/td][/tr] [tr][td]HSR-30[/td][td]36"[/td][td]6[/td][td]4[/td][td]Heavy 3[/td][/tr] [tr][td]HSR-60[/td][td]24"[/td][td]4[/td][td]5[/td][td]Assault 3[/td][/tr] [tr][td]Ion Blaster[/td][td]12"[/td][td]8[/td][td]1[/td][td]Heavy 1, Melta[/td][/tr] [tr][td]PML - Wide shot[/td][td]36"[/td][td]5[/td][td]5[/td][td]Heavy 1, Large Blast[/td][/tr] [tr][td]PML - Direct shot[/td][td]36"[/td][td]7[/td][td]3[/td][td]Heavy 1[/td][/tr] [tr][td]REX-04[/td][td]24"[/td][td]3[/td][td]5[/td][td]Rapid Fire[/td][/tr] [tr][td]REX-17[/td][td]24"[/td][td]4[/td][td]5[/td][td]Rapid Fire[/td][/tr] [tr][td]Sabot Gun[/td][td]24"[/td][td]4[/td][td]5[/td][td]Assault 1[/td][/tr] [tr][td]Scorpion[/td][td]48"[/td][td]8[/td][td]3[/td][td]Heavy 1[/td][/tr] [tr][td]Service Pistol[/td][td]12"[/td][td]3[/td][td]5[/td][td]Pistol[/td][/tr] [tr][td]Twin Pistols[/td][td]12"[/td][td]3[/td][td]-[/td][td]Pistol, Twin-Linked[/td][/tr] [/table] Ion Blaster: Normally, Ion Cannons are only found built onto star ships. However, the Rubicon has made significant advances in the field of Ion Cannon technology, producing a short-ranged, man portable version of the weapon; the Ion Blaster Ion Blasters are very difficult to use, and highly tempramental. Continuing problems with beam-containment and energy cohesion mean the weapon's effective range is limited to an average of twenty metres. For this reason, they are only employed by the Boarding Marines, who expect to face extreme close-quarter combat. REX-04: The REX-04 is the standard weapon of the Rubicon military. Developed by Sovereign Technologies, the REX-04 uses armour-piercing caseless rounds, and its designs have been standardised across the Rubicon. Whilst the newer, more powerful REX-17 is more popular amongst the military top brass, the ammunition is not compatable, and the newer model is much more expensive to produce. REX-17: The REX-17 is the weapon the Rubicon have favoured as the 'next generation' of infantry arms. Whilst expensive to produce, the REX-17 is amongst the most powerful infantry rifles employed by the Greater Humanity. It is a rapid-firing Coilgun that uses armour-piercing rounds. The high cost of producing the weapon and its ammunition have thus far prevented it from becoming the mainstay armament of the Rubicon. Sabot Gun: Sabot Gun is a catch-all name for various types of high-calibre weapon found across the Greater Humanity. Whilst they are supposed to use sabot-rounds (hence the name), they can be modified to use almost any type of ammunition, with varying degrees of efficiency and safety. Sabot Guns are common in Pirate armouries, as they provide excellent power whilst being fairly easy to find ammo for. Scorpion: The Scorpion is a man-portable missile launcher, designed for anti-tank duties. Each missile has an armour-penetrating cap, and the weapon carries an internal magazine of three missiles. The Scorpion was phased out by the mid-39th Century, but it was soon re-commissioned in the 40th Century when its replacement's lesser payload proved troublesome against newer, more heavily armoured battle tanks. Service Pistol: The Service Pistol is a Navy-issue sidearm, which has subsequently been adopted by the Rubicon army as well. The term 'Service Pistol' has applied to many weapons in the Enclave's history, but the 'modern' weapon is the Nova-Roma Arms Mk IX Assault Pistol. Twin Pistols: The trademark weaponry of Pirates, a model with Twin Pistols receives +1 A in the assault phase for having two close combat weapons. In the shooting phase, the Twin Pistols fire as a single Twin-Linked weapon. Melee Weapons: Door Cutter: Used by Boarding Marines, the Door Cutter is an arm-mounted plasma cutter designed to cleave through blast doors and bulkheads. The Door Cutter counts as a Power Fist. Against Vehicles, a model with a Door Cutter also counts as being equipped with Melta Bombs. Shock Gauntlet: The Shock Gauntlet is a powerful energy weapon, designed to deliver a massive burst of energy into a target. This is typically enough to kill a human-sized target instantly. Shock Gauntlets count as a single Power Weapon. Armour Boarding Armour: Used by the elite of the Marine Corps, Boarding Armour is designed to take the worst of enemy fire during close-quarter boarding actions. The armour is made up of heavy, modular plating, and whilst it lacks agility, it is more than enough to fend off all but the toughest of enemy guns. A model with Boarding Armour receives a 3+ Armour Save, and the Slow and Purposeful Special Rule. Civa Armour: A modular combat suit, Civa Armour provides excellent protection for the user. It is based off of 28th Century DevCorp designs, though many upgrades and modifications have been made since its inception. A model with Civa Armour has a 4+ Armour Save. Militia Armour: Simplistic, un-powered armour. Militia Armour represents various types of training armour, improvised armour or out-dated armour types used by the Militia. Milita Armour grants the user a 5+ Armour Save. Shu Battlesuit: Entry level Powered Armour, the Shu Battlesuit is ideal for when both speed and durability are required. The Shu Battlesuit grants a +1 Toughness Bonus, and a 4+ Armour Save. The model also gains the Move Through Cover special rule. Spartan Armour: Named after the warriors of ancient Greece, Spartan Armour is the best armour the Rubicon produce. It is a heavy suit of Powered Armour, able to withstand all but the most crippling of attacks. Spartan Armour grants a +1 Toughness Bonus, and a 3+ Armour Save. The model also gains the Acute Senses Special Rule.
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Ethereal
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HQ
Rubicon Field Officer: The officers of the Rubicon come in many varieties; from inexperienced militia-captains to grizzled veterans of a dozen campaigns. Typically, Rubicon officers are equipped with a Battlesuit, and armed with the best weaponry available. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Commanding Officer[/td][td]40[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]3[/td][td]9[/td][td]4+[/td][/tr] [tr][td]Executive Officer[/td][td]30[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]3[/td][td]9[/td][td]4+[/td][/tr] [/table] Unit Size: 1 Field Officer Unit Type: Infantry. Equipment: REX-04, Service Pistol, close combat weapon, Offensive & Defensive Grenades, Civa Armour. Options:
Officer's Favourites: For each Field Officer in a Shu Battlesuit, you may take a single squad of Powered Infantry as a Troop Choice. For each Field Officer in Boarding Armour, you may take a single squad of Boarding Marines as a Troop Choice. For each Field Officer in Spartan Armour, you may take a single squad of Imperial Guard as a Troop Choice. Elites Imperial Guard: The elite soldiers of the Rubicon are known as the Imperial Guard. The name is believed to stem from the Golden Age, when the Rubicon would raise assault regiments for the Empire. The Imperial Guard were recruited for the Empire, but stationed within Rubicon space to hold the Sentinel Worlds. The Imperial Guard serve as bodyguards for the most important Rubicon officials and military officers, as well as providing a crack assault force when Rubicon armies go abroad in search of conflict. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Imperial Guard[/td][td]20[/td][td]4[/td][td]4[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]3+[/td][/tr] [tr][td]Guard Officer[/td][td]30[/td][td]4[/td][td]4[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]2[/td][td]9[/td][td]3+[/td][/tr] [/table] Unit Size: 1 Guard Officer and 5 Imperial Guard. Unit Type: Infantry. Equipment: REX-17, Service Pistol, Shock Gauntlet, Offensive & Defensive Grenades, Spartan Armour. Options: Up to two Imperial Guard may replace their REX-17 for a HSR-30 at +15pts, or a Scorpion at +15pts. Transport: May take a Pegasus Transport at +65pts. Note that models in Spartan Armour count as two models for the purposes of transport space. SPECIAL RULES: Acute Senses. Weapon Bracing: Imperial Guardsmen issued with heavy weapons have additional support systems built into their armour for superior accuracy. As such, all Heavy weapons are treated as Assault Weapons when used by an Imperial Guardsman. Rubicon Sniper Corps: The Rubicon have always believed in causing maximum damage with minimal forces, and as such they make considerable use of Snipers. Rubicon Snipers are armed with powerful anti-material rifles, and recruited from the most skilled and deadly soldiers. Protected by a customised version of the Shu Battlesuit, Rubicon Snipers can cause entire battle-groups to slow to a crawl, eliminating key personnel before vanishing without a trace, relocating to play out their ambushes again elsewhere. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Sniper[/td][td]20[/td][td]3[/td][td]4[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]4+[/td][/tr] [/table] Unit Size: 3-6 Snipers. Unit Type: Infantry. Equipment: AM Rifle, Service Pistol, Shu Battlesuit. SPECIAL RULES: Infiltrate, Move Through Cover, Stealth. Troops Militia: In times of dire need, the Rubicon will raise any and all able-bodied citizens to defend its planets. This is a last resort option, but on occasion these emergency reserves can be enough to win the day. Militias are usually equipped with light weight, un-powered armour. They are equipped with the standard REX-04 combat rifle. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Militia[/td][td]5[/td][td]2[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]6[/td][td]5+[/td][/tr] [tr][td]Watch Officer[/td][td]15[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr] [/table] Unit Size: 1 Watch Officer and 4-19 Militia. Unit Type: Infantry. Equipment: Watch Officer: REX-04, Service Pistol, Civa Armour. Militia: REX-04, Militia Armour. Urban Guard: All members of the Rubicon are required to partake in National Service, spending at least two years in the military. For most, this tour of duty is done with the Urban Guard. These are standing forces that watch the borders of the Rubicon, but members of the Urban Guard may also take part in aggressive actions as well. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Urban Guard[/td][td]8[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]4+[/td][/tr] [tr][td]Watch Officer[/td][td]12[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr] [/table] Unit Size: 1 Watch Officer and 11 Urban Guard. Unit Type: Infantry. Equipment: REX-04, Service Pistol, Civa Armour, Defensive Grenades. Options: One model in the unit may replace his REX-04 with a HSR-60 at +5pts. One model in the unit may replace his REX-04 with a HSR-30 at +10pts, or a Scorpion at +10pts. The unit may be upgraded to Elite Urban Guard at +10pts, replacing all REX-04s with REX-17s. Transport: May be mounted in a Pegasus at +65pts. Designer's Note: the Elite Urban Guard are intended to represent the Rubicon at its height, during the "Golden Age" of the Empire (approx 2500AD to 3300AD). During that time, the Urban Guard were relatively more powerful than they are in the 'present' Realm of Dissonance. They are included for the sake of completeness. Transport Pegasus Dual-AFV: The Pegasus Dual-AFV is both a conventional ground Tank and a Hover-Tank. It uses the Hover Mode to move at speed over rough terrain, and the "Ground" mode for a more stable firing platform. The Pegasus is the standard support vehicle of the Rubicon Military. Sporting self-guided missiles and HSR-60s for point defence, the Pegasus is ideal for giving covering fire as the infantry forces advance. Its missiles can be fired over a wide area to give suppression, or focussed on a single point to produce a devastating barrage. Critics of the Pegasus claim it sacrifices armour for passenger space, but thus far the vehicle has an exemplary service record. [table][tr][td] [/td][td]Cost[/td][td]Front[/td][td]Side[/td][td]Rear[/td][td]Bs[/td][/tr] [tr][td]Pegasus[/td][td]65[/td][td]11[/td][td]11[/td][td]10[/td][td]3[/td][/tr][/table] Unit Type: Vehicle, Tank, Skimmer. Crew: 2 - Rubicon Pilot & Gunner. Weapons: Pegasus Missile Launcher (PML), 2x HSR-60. Transport: A Pegasus can carry 12 models. FAST ATTACK Rubicon Powered Infantry: The term 'Powered Infantry' is used to describe any soldier equipped with Powered Armour. The majority of the Powered Infantry in Rubicon use the Shu Battlesuit. They are often used as a counter-attack force, lying in ambush to spring on the enemy once they commit themselves to the battle. The quality of the equipment in Powered Infantry unit varies based on where and when they were raised; the Rubicon is currently in the process of updating their Powered Infantry to use the REX-17, but not all units have been so upgraded. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Powered Infantry[/td][td]10[/td][td]3[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]4+[/td][/tr] [tr][td]Squad Leader[/td][td]20[/td][td]3[/td][td]3[/td][td]3[/td][td]3(4)[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr] [/table] Unit Size: 1 Squad Leader and 5 Powered Infantry. Unit Type: Infantry. Equipment: REX-04, Service Pistol, Offensive & Defensive Grenades, Shu Battlesuit. Options: Up to two models in the unit may replace their REX-04 / REX-17 with a HSR-60s at +5pts per model One model in the unit may replace his REX-04 / REX-17 with a HSR-30 at + 10pts, or a Scorpion at +10pts. The entire squad may replace their REX-04s with REX-17s at +5pts per squad. Transport: May be mounted in a Pegasus at +65pts. SPECIAL RULES: Acute Senses. 0-1 'Tyr Mercenaries: [i]The 'Tyr are a predatory race, whose warships can be found across the galaxy. They work as sell-swords, hiring themselves to whoever can afford them. Whilst not particularly numerous, the 'Tyr have been present in many Rubicon campaigns, and will no doubt partake of many more contracts in the future. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]'Tyr[/td][td]15[/td][td]5[/td][td]4[/td][td]4[/td][td]3[/td][td]1[/td][td]5[/td][td]2[/td][td]9[/td][td]5+[/td][/tr] [/table] Unit Size: 4 - 12 'Tyr. Unit Type: Cavalry. Equipment: Service Pistol, two close combat weapons (big claws!). Options: The Squad may be equipped with Poisoned Blades at +5pts per model. This grants the unit Poisoned attacks. The squad may take Offensive Grenades at +1pt per model. The squad may take Civa Armour at +1pt per model. Transport: The squad may take a Pegasus Transport at +65pts. SPECIAL RULES: Fleet, Rending Mad, Bad and Dangerous to Know: Independent Characters may not join 'Tyr units. Designer's Note: 'Tyr are a 'Humanoid' race. They count as Cavalry in order to reflect their ability to move at extreme speed, rather like Hormagaunts. 0-1 Privateer Crew: Sometimes, the best way to get rid of a Pirate threat is to hire them. Privateers may not be the best trained or best equipped forces around, but they play a valuable role; one of disruption and back-stabbing. Privateers are typically employed to cause havoc amidst the enemy lines, but on occasion they themselves may carry the day; able to make a lightning attack and literally steal the objective from the enemy! [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Privateer[/td][td]8[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr] [tr][td]Pirate Captain[/td][td]+35[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]4[/td][td]3[/td][td]9[/td][td]5+[/td][/tr] [/table] Unit Size: 6-18 Privateers. Unit Type: Infantry. Equipment: Twin Pistols, Militia Armour. Options: Up to two Privateers may replace their Twin Pistols with a a HSR-60 at +5pts, or a Flamer at +5pts, or a Service Pistol and Door Cutter at +15pts. Any model may be given a Sabot Gun in addition to their other weaponry at +1pt per model. The unit may replace their Militia Armour with Civa Armour at +1pt per model. The unit may be given Offensive Grenades at +1pt per model. One Privateer may be upgraded to a Pirate Captain at +35pts. He may replace his Twin Pistols with a Service Pistol and one of the following; Shock Gauntlets at +10pts, or a Door Cutter at +25pts. SPECIAL RULES: Deep Strike Shanghai! Privateers are Pirates, and as such will steal anything that's not nailed down, including small buildings. Privateers are a Scoring Unit. Sarge, where's the Pegasus? When deploying your Army, before any models are placed, a Privateer unit of 12 models or less, and including a Pirate Captain may 'borrow' another unit's Pegasus Transport, counting it as their Transport for all intents and purposes (and thus, allowing them to deploy inside of it). The Privateers may not do this if entering play via Deep Strike. Mad, Bad and Dangerous to Know: Independent Characters may not join a Privateer unit. Heavy Support Boarding Marines: The Marine Corps sees the most frequent combat of all Rubicon forces; from searching for contraband to counter-terrorist actions on space stations. Some of their foes can prove to be very well equipped, and for this reason the Boarding Squads were formed. Boarding Marines are the first wave of any boarding action. Equipped with the heaviest armour available, they storm forward, trusting their armour to shrug off enemy fire whilst their shotguns blast their foes to pieces. Once the breach is made, the rest of the Marine company can finish the job. Though not often employed in a ground war, there are times when sheer durability is more important than speed, and on those occasions the Boarding Marines will be sent planetside [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Boarding Marine[/td][td]25[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]8[/td][td]3+[/td][/tr] [tr][td]Assault Leader[/td][td]35[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]9[/td][td]3+[/td][/tr] [/table] Unit Size: 1 Assault Leader and 5-11 Boarding Marines. Unit Type: Infantry. Equipment: Boarding Shotgun, Door Cutter, Offensive Grenades, Boarding Armour. Options: Up to two Boarding Marines may replace their Boarding Shotgun and Door Cutter with a Service Pistol and one of the following: Heavy Flamer or an Ion Blaster at +15pts. Transport: May be mounted in a Pegasus at +65pts. SPECIAL RULES: Slow and Purposeful. Planetfall: Any squad of Boarding Marines taken as a Heavy Support Choice may choose to enter play via Deep Strike, even if the scenario does not use the Deep Strike rules. If mounted in a Pegasus, they may Outflank instead (representing them landing via Gunship, and advancing on the battle). Note that the Pegasus, if taken, does not have the Deep Strike rule. As such, the unit may not enter play via Deep Strike if they have a Pegasus (unless it was stolen before deployment...)
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#3 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2008
Location: Cheshire, England
Posts: 2,823
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Sounds great so far Wargamer
. I was wondering, what is there in the Realm of Dissonance forum? Obviously there's more than just some rules for the Rubicon. Also, slight mistake with the spelling of Pegasus when writing about it's weapons. Look forward to reading more.If you were reserving a place for the next section then feel free to delete my post, but at least answer my question via PM. |
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#4 (permalink) | |
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Ethereal
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Corrected.
There's a link to the RoD forum in my sig.
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