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Topics - Aigre Excalibur

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16
Forum Games and Roleplaying / Trenchgrind: Marseille
« on: January 31, 2018, 08:33:59 am »
General Staff discussions for Marseille go here. You can only play for one side, so choose.

Original Thread: http://www.bay12forums.com/smf/index.php?topic=169365.0

Available military volunteers: 50,000
Political Points: 5
Steel stockpile: 2,500 Metric Tons
Production: 2,500 Metric Tons

17
Forum Games and Roleplaying / Trenchgrind: Deutchland
« on: January 31, 2018, 08:33:43 am »
General Staff discussions for Deutchland go here. You can only play for one side, so choose.

Original Thread: http://www.bay12forums.com/smf/index.php?topic=169365.0

Available military volunteers: 50,000
Political Points: 5
Steel stockpile: 2,500 Metric Tons
Production: 2,500 Metric Tons

18
Forum Games and Roleplaying / Trenchgrind: An Arms Race Antithesis
« on: January 31, 2018, 08:33:21 am »
Objective:

I want to simulate a war where all parties are technologically flat, shifting focus from design of kit and gear to micro-strategy.

The strategic map(s) will be a several copypasta(s) of google earth, with terrain, realistic frontages and ranges taken into account. The factions will be largely (sort of) fictional, with symmetrical starting strengths.

Team Blue will be Marseille , holding the area we call France, with Paris as its capital. Team Red will be Deutchland, holding the area we call Germany, with Berlin as its capital.

The land map will be limited to Germany and France and the countries caught in between. Sea battle shall not be simulated.

Thread for Deutchland: http://www.bay12forums.com/smf/index.php?topic=169366.0

Thread for Marseille: http://www.bay12forums.com/smf/index.php?topic=169367.0


Game Flow:
January 1914 to June 1914: The road to war
Each turn is 1 month. Each nation has 6 turns to mobilize their army and prepare for war. War begins in July. Deployment of battalions and divisions can be expedited during month long turns. (like we won't count marching kilometers, we just deploy them.)

July 1914 onwards: Day by day in the trenches
Each turn is 1 DAY. Each nation deploys every single battalion in detail along the borders. You then fight to the death.
As each turn is 1 day, a political point is awarded for spending every 6 days instead of 5 monthly.

Hidden fun stuff:
You may go across neutral countries (Belgium, Netherlands, Switzerland) and turn them into warzones. But unexpected things may happen.

Other assumptions: Perfect information. Everyone roughly knows what everyone is doing, but we can keep voting in their own threads so it's organized. Turns run from a few days to a week or two.

War turn flow:

Movement phase: You draw arrows on a google map in the general direction of your divisions' advance. The general staff will be democratized, and the most voted for plan wins.
You may also split the armies into army groups for sanity sake and theater management.

Battle phase: I compute rolls for every single company on the field.

Other player actions: You can be officered and take direct command of a company or battalion on the field, and ignore your fellow general staff's instructions if you so wish.

Strategic Variables:
Political Power - Every month you get 5 points of political power to take non-combat strategic actions. - Namely mobilization, which is the creation of new military units and industrial expansion - which gives you the material to create said units. Successes in the field can increase the rate at which political power is awarded. Disasters deplete the will of the country and reduce the rate at which political power is given. The exact mechanics of what consists of a "success" or "disaster" and its severity will be at the GM's discretion.

Recruitment - 1 Political point enables the recruitment of 10,000 conscripts. The exact organization of said troops will be discussed in the military section. Each side has roughly 50 million human beings in total, and the casualty figure in proportion to total population will have an impact on political power.

Steel Industry - The starting production of each faction shall be 2,500.000 metric tons of steel. The use of which is covered in the military section. Political power can be spent to increase this figure by up to 1% per turn per point spent. Demographic changes to the country or significant losses in territory or logistical disruptions can adversely affect this figure.

Mobilization - Decreases steel output by 1% but increases the number of men conscripted per political point spent by 10%.

Politick - Attempt to influence the opinion of a minor country on the map.

Tactical Variables:

The smallest tactical unit simulated shall be the company. But every footsoldier shall be counted. Each soldier is simulated by providing a number of dice attacks to their unit...
A company shall be 250 men. A battalion 1000 men. A regiment, 3000 men. A division can be any combination of regiments.

Dice:
A soldier rolls a number of dice equal to their quality to attack. The number of total attack dice is modified by terrain, distance, morale and in some cases, supply.
Against an enemy exposed on open ground (on the march or attacking) an attack hits on a 4 or higher.
Against an enemy that is stationary but unentrenched, an attack hits on a 5 or 6.
Against an entrenched enemy, an attack hits only on a 6.

A units hitpoints is equal to their dice rating + modifiers. If a unit of 200 regular troops with a 2 dice rating each receive 21 hits, 10 of them die. Hits to kill are always rounded down.

Infantry must have line of sight to attack. And can make use of defilades and slopes.

Range:
Units hit with their full power at 100 metres or less.
Units hit with 50% power at 300 metres. Between 100 and 300 metres the formula is {1-(D-100)/200}*0.5+0.5 where D is the range.
Units hit with 10% power at 1000 metres. Between 300 to 1000 metres the formula is {1-(D-300)/700}*0.4+0.1 where D is the range

Morale:
Morale is a measure of both leadership and disposition of a tactical unit. Morale is measured in percentage. For every 1% of manpower lost in a company, 1% of morale shall be lost, and combat effectiveness is reduced. A unit at 50% morale has offensive dice reduced by 50%. This stacks with range modifiers in a multiplicative way. Morale cannot go above 100% or below 0%.

Officers:
Bay12 Players, apart from playing the general staff can choose adopt a combat unit and control it directly. Even to the point of ignoring the general staff if they choose to.

A Captain provides a 100% morale boost to a single company, inspiring them to feats of heroism or suicidal bravery.

A Colonel provides a 25% morale boost to a battalion of 4 companies.

Tactical Maneuvers:

Normal Move: A unit travels at its usual speed. If hit by fire it is exposed and the enemy lands hit on 4 ups.

Forced March: A unit travels at double speed but takes 1% casualties in attrition per day if militia. 0.5% casualties if Regular, and none if veteran.

Attack: A unit fires on an enemy, with all ranged penalties and entrenchment effects taken into account.

Standing Orders to Engage: A unit fires on the nearest enemy every day without fail, regardless of what happens.

Massed Charge: A unit heroically leaps out of their trench, runs across the entirety of no man's land and storms the enemy trenches. The enemy gets a free shot every 100 metres of no man's land that the charging units have to cross. If they land in the enemy trenches, they engage the enemy without any fortification effects.

Cautious advance: A unit advances slowly and the enemy only lands hits on them on 5s and 6s. They may try to dig a new trench the next day. They may also attempt to fire on the same day.

Entrench: A unit digs a new trench where it stands. It doesn't matter how many survive at the end of the day. If enough men started the trenchworks, a trench would be built that day.

Reorganization: Depleted Companies can be combined to create whole companies. This conveniently replenishes the morale of the newly formed companies. Companies must be completely homogeneous in terms of type of men and equipment given.


Unit Types:

Infantry:
Militia
Dice: 1
Training Time: 1 month
Foot Speed: 2km/h or 16 km a day.

Regulars
Dice: 2
Training Time: 3 months or 2 months of continuous combat by a militia unit.
Foot Speed: 3km/h or 24 km a day.

Veterans
Dice: 3
Training Time: 12 months or 6 months of continuous combat by a regular unit
Foot Speed: 6km/h or 48 km a day.

Equipment:
Infantry Equipment:
Notes: Helmet and small arms that outfit all infantry.
Cost: 0.010 Metric Tons per man. 2.5 Metric Tons per 250 man company. 10 Tons per Battalion

Trench Armor:
Effect: +1 hitpoints per man when receiving hits. Equipped companies must be homogeneous
Effect: HALVES the speed of infantry equipped. (If you mass charge while wearing armor, you run 50 metres instead of 100 metres)
Cost: 0.010 Metric Tons per man. 2.5 Metric Tons per 250 man company. 10 Tons per Battalion

Artillery:
Artillery shall be organized into 25 gun batteries, with 10 men per gun. Each man requires a set of infantry equipment. When receiving fire. Each man shall have the hitpoints of 1 dice only. A gun is destroyed for every 10 men lost in a battery. 4 batteries can form an artillery regiment.

Artillery have 10 times the range of infantry. They hit with full power out to 1000 metres, 50% at 3 km, 10% at 10 km. They may also entrench themselves.

Light Artillery (5-7.5cm):
Dice: 5 (attack only)
Training time: 3 months.
Speed: 2km/hr or 16km a day.
Cost: 2 tons

Heavy Artillery (15cm)
Dice: 10 (Attack only)
Training Time: 3 months
Speed: 1km/hr or 8km a day.
Range Special: x1.2 - 100% at 1200m 50% at 3600m 10% at 12km
Cost: 6 tons

Super Heavy Artillery (30cm)
Dice: 100 (Attack Only)
Training Time: 3 months
Speed: 0.5 km/hr or 4 km a day
Range Special: x4 - 100% at 4000m 50% at 12km 10% at 40km.
Cost: 1,500 tons
May be ordered in single pieces.
Each piece has 100 men worth of manpower and hitpoints instead of 10.

There shall be no other units. No cavalry. nope.

Pretty picture of the Marsielle-Deutchland border with both Paris and Berlin visible:
Verdun isn't visible, but it's just west of Metz...
Spoiler (click to show/hide)

19
Roll To Dodge / SCP: Legion of the D.E.A.D: Mission 1: Waltzing Matilda
« on: October 31, 2017, 10:31:26 am »
Mission 1: Waltzing Matilda

Home Thread: http://www.bay12forums.com/smf/index.php?topic=168042.50

You all pile into the truck, a completely conspicuous trailer painted black with the SCP Logo booming in stark white for all to see.

You are headed for the quiet and mostly unknown village of Crunchem Hall to take a person of interest into custody. The subject is a young girl with manifest telekinesis abilities. The FBI have had her family under surveillance for a number of years, but recent events indicate that she might have taken control of other citizens in the village. As such, we are called upon to:

1. Secure the potential asset/test subject,
2. Contain the situation and
3. Protect the people.

You may start your approach either at the girl's home, or at the local elementary school. The team will keep together at all times, and the location with the most votes will win.

Spoiler: Egan (click to show/hide)

Spoiler: Ozarck (click to show/hide)

Spoiler: Randomgenericusername (click to show/hide)

Spoiler: Papaj (click to show/hide)

Spoiler: Hector13 (click to show/hide)

Spoiler: GigaGiant (click to show/hide)

Spoiler: LordPorkins (click to show/hide)

Quote from: Ozarck
I requisition additional syringes, some clear lubricant, and some pure grain ethanol.

Dicebot: 4d6>=4f1  = (1 5 1 6, 0 successes) = 0 The Dicebot says no

Quote from: LordPorkins
Distillator

3d6>=4f1  = (3 2 6, 1 success) = 1

You get a cheap plastic version of the lab kit. Try not to pour strong acid in it!

Am I missing anything else? Hector13's character isn't armed. He can make a last minute request if he wants.

20
Roll To Dodge / SCP: Legion of the D.E.A.D. - OOC and Home Base thread
« on: October 29, 2017, 04:09:47 am »
Secure Contain Protect

Legion of the Disposable, Expendable And Damned. D.E.A.D.

Short: What the heck is this:
Spoiler (click to show/hide)

Attention D class Personnel. You are here because our organization has purchased the right to carry out your mandatory death sentence. Or you might have been just on the wrong side of some dumb politics. In any case, your lives are ours to use as we please. - And your continued lease on life depends on the amount of utility that can be extracted from what remains of them.

As some of the most violent and abhorrent specimens of humanity, we are conscripting you to form a final line of defense against horrors far more diabolical than your sweetest thoughts. You will fight. You will die. But your life will be more comfortable than the other inmates if you fight well.

Discord Server: https://discord.gg/6eGZYTp - Live play by discord VTM games also happen here.


Mechanics:
Each rolling test uses a stat + a skill to give you the number of dice rolled. Every dice 4 and above is a degree of success. 1s without a success would result in a comedic critfail. 6s contribute to collateral damage.

Character Sheet:
Spoiler (click to show/hide)

Experience and Point Allocation

You start with 1 level in each stat and skill. Every additional level costs 5x(the level bought). Level 2 costs 10 points, level 3 costs 15 points, etc.

Allocate 20xp as you see fit. Every mission gives 10 xp.

Stats:
Spoiler: Stats (click to show/hide)

Skills:
Spoiler (click to show/hide)

Dice systems:
Spoiler:  Dice Systems (click to show/hide)

Armory:
Spoiler (click to show/hide)

21
The year 1950. The aftermath of world war 2 saw a surge in nationalism. The players are the government of a small state in some Balkanized backwater. Having declared independence against your colonial masters, you now set yourselves to the "real work" of nation building.

Map:
Spoiler (click to show/hide)

We are Arstotzka of course.

Character Sheets:
Name:
Position:
Political Capital: 3 (You start with 3)
(Optional) Description:

There is only 1 variable for player characters: Political Capital. This represents the personal clout of the player. Points in political capital can be sacrificed to increase the number of dice rolled for determining the outcome of a decision. The highest roll will always count as the outcome. More than one player can spend political capital to push for a certain legislation.

Positions - description of rank and privileges:
Prime Minister: - Elected by majority vote from every participating player-minister. Has the power to directly intervene in any department. Direct subordinates in the PMO may do likewise. The PMO also serves as an oversight and anti-corruption function across the entire government. The Prime minister may also create departments, committees and cabinet positions as they see fit.
Cabinet Minister: Head of a government department. May Veto legislation proposed by direct subordinates
Minister of State: Direct subordinates of a Cabinet Minister. May create policy related to their own department. They of course can provide advice and lean on other departments in one way or another.
Minister of Parliament: May submit bills to any department, but have no direct control over the bureaucratic apparatus in each department.

Each Player gets 1 political capital per turn, regardless of position.

Turn Order:
Proposal of policy by departments -> Summary and votes on legislation that need voting on -> RTD! Consequences from each decision -> New turn + additional conflicts and problems that arise -> Repeat

Primary Variables:
Population Demographics: Description of people by quantity and function. The relevant statistics might vary for each department of government.
Moneys: A system of payment that facilitates the exchange of goods and services.
Infrastructure: The physical Capabilities of the nation. It could be roads, rail, ports, airways. It could be state owned towers in the middle of a metropolis. And of course there are the secret facilities for military use and research.


Departments of Arstotzka:

Ministry of Plenty (Finance):
Roles: Government Budget and Expense Allocations.
Cabinet Positions:
The Tax Comptroller: Must have a basic understanding of tax law, the different types of taxes and the basic methods of tax assessment.
Chairperson of the Central Bank: Must have an understanding of Fiscal Policy including the use of debt instruments. Responsible for the money supply of the country.
The Auditor General: Responsible for enforcing the financial integrity and the setting of financial reporting standards in the nation.

Ministry of Plenty (Logistical):
Roles: National Development
Cabinet Positions:
Minister of Labour, Education and Eugenics: Ensures that the population breeds the right number of new citizens who are then conditioned appropriately for our needs.
Minister of Trade, Transport and Industry: Responsible for developing all sectors of the actual economy.

Ministry of Peace:
Roles: Responsible for the security of the nation
Cabinet Positions:
The Commander in Chief: Commands ALL of our glorious armed forces.
Minister of Mad Science: Research and Development department for the Military

Ministry of Truth and Love:
Roles: Winning the hearts and minds of the people. Also doubles as the ministry of law equivalent.
Cabinet Positions:
Commissioner of the Thought Police: Responsible for mass communications AND internal security.
Arbiter of Justice and Mercy: Responsible for Civil and Commercial law. Must have an understanding of legislative processes and have an overview of the principles of law at their fingertips.

Current Statistics Available:
Population: 23.72 Million
Work force:
Illiterate/Some Technical Education: 19 Million
Some Literacy: 3 Million
Some Highschool: 1 Million
Some College: 250,000

Military:
Arstotzkan Shocktrooper Divisions -
Regiments per division: 3
Conscripts: 4000 x 3 regiments
Companies per Regiment: 20 Companies of 200 men each
Total Commissars per Division: 60
Senior Officers: 1 General, 3 regimental colonels
Equipment: 7.62x54mm Bolt Action Carbine
Divisions Available: 1

Facilities: 1 Army camp entrenched outside East Grestin

Military expenditure is currently Unknown. The entire division was inherited from the previous establishment. You don't even know when they have last been paid, if they have been paid at all.

Financial:
Currency in Circulation: 100 Million US DOLLARS and a few other foreign currencies are being used in place of a national currency.
Government Treasury: About 2 Million USD given in aid.

Economical:
Most of the population subsists on family owned peasant farms dispersed agricultural units.
We have large reserves of Ore in Paradizna
We have Oil reserves in Orvech Vonor
There is a defunct port in Nirsk

22
Roll To Dodge / Re: Zombie Apocalypse Survival the RTD! Open to all
« on: October 02, 2017, 11:56:23 pm »
Premise: You are strangers who happen to be in close proximity to each other in a generic suburban shopping mall. Then the screaming started. Panic is in the air. The crowds feel the sudden urge to rush for the exits!

System: This is a Vanilla RTD with zombies.
1 - Epic failure - you trip over your own feet, slide on puddle, then tumble down a flight of escalators into the waiting zombie horde.
2 - Normal failure - you trip over your own feet and land face first on a hard concrete floor
3 - Partial failure. - you run, but can't keep up with the group. The chasing zombies start singling you out as the weakest prey in the herd.
4 - Generic Success - You run away, the chasing zombies single out some other poor sod lagging behind as their target, you have enough breathing space to maneuver if you need to.
5 - epic success - You run as if your life depends on it and put considerable distance between you and the pursuing horde
6 - overkill - As you sprint pass some bystanders you knock over a mother with a baby, who falls down a flight of escalators into a waiting zombie horde.

Survival notes:
You need to consume food and water to survive. We will sort of track this.

Player Sheet:

Name:
Occupation before the Apocalypse:
Appearance:
Personality:
Professional Skill(s): (If you could do up to 2 things right, what would they be?)
Hobbies: (Pick up to 3 things that you also dabble in.)
What do you have in your pockets: You can start with anything if it fits in your pockets and blends in with the context of a shopping mall.

Spoiler (click to show/hide)

Obituaries:
Hillary Clinton - Fell down a flight of escalators while charging into melee against cannibals with a giant book.
Doomrider - Suicide by cocaine

23
Roll To Dodge / ERRANT: UFO Defense Redux
« on: June 11, 2017, 09:50:49 am »
ERRANT
Extraterrestrial Removal with Rectitude and Astro Navigation Team
Nearly a century has passed since the first human skirmishes with "UFO"s after the invention of radar. Since then, humanity has mostly lost interest in space, turning inwards to wage economic warfare among themselves while conditions of peace prevailed.

When aliens invaded in 2017, nations were already suffering from self-inflicted "budget cuts", "food shortages" and "refugee crises". The ruling corporations however, saw the opportunity for profiting from the UFO invasion and Created ERRANT to study the aliens under the guise of providing protection for the world.

The team starts with 10 million in pooled funds and 1 heavy helicopter for all their logistical needs. After that, they are left on their own to beg, borrow and steal their way to upgrades.

What the heck is this:
High mortality room clearing UFO boarding action simulation. ERRANT mercenaries are deployed to stop alien incursions and capture any tech they can find.

It's also a tinker simulation whereby players have to reinvent the space program to reach the alien homeworld and plunder it.

How do we start:
Get a character sheet and a list of personal equipment for yourself and 1 mook. All purchases are drawn from team funds. Purchase of serious hardware should come with team consensus.

The team doesn't need tanks yet. The team will need to find a way to fund their tank/spaceship armies when it comes to it. 10 Million is barely enough for an infantry company. You can however pack a jeep or several and mount heavy weapons on it.

If you acquire or steal a space worthy vessel, you might want to have spacesuits on hand for orbital combat.

Mission 1 will involve a UFO shootdown and subsequent boarding action.

Post actions with your character sheet in spoilers.

Player Character Sheets:
Spoiler (click to show/hide)

Mechanics

Shooting:
Roll d20 + Ballistic Skill. Difficulty 10 to hit at distances of 100 meters or less.
13+ to hit at 300 meters or thereabout
16+ to hit at 600 meters
+4 to difficulty under mists, night, underwater, claustrophobia.
+6 to difficulty under complete darkness (even with in-helmet nightvision and visual aids) or when engaged in melee.

Melee:
Roll D20. Base difficulty of 10
Add the difference between the defender's weapon skill and the attacker's weapon skill.
Defenders counter-attack automatically before wounds are applied. No cover applies.

Cover:

Zero Cover: Units have no cover if they are caught in the open (right after combat drops, ongoing movement), or are enfiladed by crossfires.

Natural Cover: 6+ save on a d6. All soldiers naturally find cover anywhere they can on a battlefield. If fire and movement is done properly, each attacking element will have the benefit of natural cover.

Light Cover: 5+ save on a d6. Includes hastily prepared field fortifications like sandbags and barricades. Includes light vehicle corpses, urban structures without skyscraper grade supporting pillars.
Smoke grenades can provide light cover to attacking elements.

Heavy Cover: 4+ Save on a d6. Includes well prepared trenchworks, solid urban cover, purpose-built walls and forts.

Defending units generally have the benefit of light and heavy cover.

Maneuvering units generally have no cover or natural cover. They can get light cover from smoke grenades.

Applying Wounds:
Roll D10+Strength of weapon + Skill vs 5 + Armor Toughness + Endurance Bonus
The difference is applied as damage.

NPCs:
All player characters start with 1 comrade.

Comrades have a simplified sheet:
Toughness: 1
Ballistic Skill: 1
Weapon Skill: 1

Toughness is the collective measure of the mook's physical conditioning.
Every 1 point on a mook's sheet is +1 on a d20. Mooks don't level up, but can have inventories.

Additional mooks can be obtained by rounding up "volunteers". These could be rescued captives, rescued military personnel, or simply people pressganged from settlements.


Armory

General Gear:
Entrenching Tool

Ration
$25
Restores 2 Life points once a day. These are super rations filled with all the stimulants a soldier needs for rapid healing. Does not restore points given by armor.

First Aid Kit
$100
Stops any bleeding effects. Consumed on use.

Medic's Bag
$250
Restores 3 points of life up to 0 life. Does not restore points given by armor. Consumed on use.

Dwarven Beer in a Bottle
$25
Restores 3 points of sanity up to 0 sanity.

Gas Mask:
$100
An air filtration system to protect against most chemical attacks.

Pressurized Respirator System
$3000
A closed rebreather with pressurized air tanks.

Cyrogenic Stasis Pods:
$10,000
Blood is drained from the organism and a cyroprotectant fluid is injected into the bloodstream. This then enables the organism to be deep frozen without suffering tissue or cellular damage. To reawaken: Blood is reinserted and the organism is reanimated by electric shock to the heart. The procedure has a 100% success rate... so far. The fluids are all recycled each time, making this the most economical way to travel in space.

Hibernation Pods:
$100,000
A more tasteful way to travel in deep space - The subject undergoes chemically induced hibernation sleep and is kept alive by intravenous systems that give it the neccessary nutrients for metabolism, as well as to process waste products and filter the blood. The flow of sleep chemicals are simply stopped to reawaken the subject.

Armor:

General Purpose Armor:

Boiler Suit:
Unit Cost: 100
Toughness: 1
Life: +1

Multiple layers of thick treated fabric. Protects to a degree against fire, chemical and abrasion. Comes with a plastic hardhat or hardened fabric pith helmet.

"Flak" Armor:
Unit Cost: 2000
Toughness: 2
Life: +2

Layers of heavy ballistic fabric over plates of ceramic and superalloys. Comes with a ballistic helmet. This is the standard protection for most massed-produced soldiers in the 21st Century.

Combat Hardsuit Mk1:
Unit cost: 500,000
Toughness: 4
Life: +5

Contains a full body exoskeleton, internal power supply, ventillation system and a biosign monitoring.
Outer layer is an armor carapace of segmented alloys over treated fabrics.
Exoskeleton allows the user to run as fast as a horse, and lift things like a forklift.
Does not work in vacuum and extreme environments.


Voidsuits:

SK-1 Pressure Suit
Unit Cost: 1000
Toughness: 1
Life: +1

A nylon oversuit, with a helmet. Comes with an inflatable rubber collar, leather gloves and leather heavy boots. The helmet also comes with a radio.

Can be painted bright orange to give enemies targets to shoot at.

A7L Apollo-Skylab Spacesuit
Unit Cost: 2,000,000
Toughness: 3
Life: +3

The pinnacle of spacesuit design in the 20th century before funds were diverted to bank bailouts and a general loss of interest in space travel.

Under layer is a liquid cooling and ventiallation garment. A light garment houses tubing for heat exchange liquids. The liquids are cooled in a heat exchanger before being recirculated.

Inner protective layer consists of 11 layers of treated heavy fabrics designed to protect against radiation and micro-meteor abrasions that might penetrate the outer hardplates. There is a triple cover layer over this of more treated fabrics for fire and abrasion protection.

The outer protective layer consists of a nickel-steel alloy wire woven over teflon. The woven armor covers the entire body.

Later EMU models contained hardplates for the chest made from the best ballistic ceramics money could buy. The hardplates alone were produced at a cost of $40,000 each.

Other features include pressure controls for the oxygen and cooling systems. A communications suite. And an injection patch to facilitate medical injections under extreme conditions.

Each suit comes with 8 hours of life support and coolant fluid. It also has a power supply of 390 watt hours or 1404 KJ.


SuitX
Unit Cost: 10,000,000
Toughness: 4
Life: +5

Based on SpaceX's first prototype space hardsuit of the human race.

Underlayers containing the usual liquid cooling and ventilation systems.
Midlayer of treated fabrics with reduced thickness.
Outer Armor of segmented lightweight superalloys forming a hardsuit.

Contains a full body exoskeleton, internal power supply, ventillation system and a biosign monitoring.
Outer layer is an armor carapace of segmented alloys over treated fabrics.
Exoskeleton allows the user to run as fast as a horse, and lift things like a forklift.

Melee:

Improvised: Includes entrenching tools, crowbars and the like.
Cost: Usually negligible
Strength: 1

Katanas, Longswords
Cost: 1000
Strength: 2

Experimental:


Small arms:

"Modern"
Autoguns:
Unit Cost: 1000
Strength: 2
Ammo: "Bullets" $1 each. Firing an autogun can use a random amount of ammunition from single shots to spray and pray fiascos using hundreds of rounds in a single attack.

Ballistic weapons were the bread and butter of warfare for the last 500 years. You will be using one of the most robust and mass produced designs carried over for arming militia and the like.

They fire lead, copper or steel projectiles using a propellent based on either organic materials treated with nitric acid, or a mixture of the above with plastic explosifves.

Weapons are highly customizable, assassins are known to use hollow point bullets with chemical payloads sealed with wax. Silencers are readily available for most guns.

Post-Modern:

Military Pulse laser Rifle "lasgun"
Unit Cost: 10,000
Strength: 3
Ammo: Battery Pack $1000 for 10 shots

Lasers can focus their destructive power by being compressed in space and time. The same energy being delivered in a short pulse is generally more destructive and penetrative than a laser beam, and this has been the principal for military lasers since.

The Lasrifle delivers 20 kilojoule pulses fed by a capacitor matrix and battery pack. Each shot can cut through about an inch of the densest metal alloys. A beam laser of equivalent power would take dozens of seconds to achieve what a pulse laser can do in a single shot.

The laser is always silent. But enthusiastic combatants often make "pew pew" noises for psychological support.

Gauss Rifle
Unit Cost: 50,000
Strength: 3
Ammo: Battery Pack and slugs $1000 for 10 shots

The Gauss Rifle is a miniaturized railgun that uses electromagnets to propel 50g armor-piercing tungsten-iron slugs with about 20 Kilojoules of kinetic energy. This is about the exact performance of a 20th Century 0.50 BMG round.

The power and velocity of the Gauss Rifle is variable, allowing for silent subsonic projection. The ammunition can also be hollowed out to carry chemical payloads.

Support Weapons:
Light "Autocannon":
Unit Cost: 90,000
Ammo Cost: 100 per round. Ammo for automatic weapons may be consumed randomly.
Strength: 4
Attacks: 5
25x137mm cannon delivers about 40 KJ of Kinetic Energy

Heavy "Autocannon"
Unit Cost: 250,000
Strength: 6
Attacks: 3
30x173mm cannon has about 225KJ of Kinetic energy
Ammo Cost: 400. Ammo for automatic weapons may be consumed randomly.

Missile Launcher: (FGM-148 Javelin)
Cost: 126,000+78,000
Antitank - Strength: 8
Fragmentation - Strength: 4

Smoothbore 120mm Cannon Sabot:
Cost: 1,500,000
Strength: 12
10kg Depleted Uranium rod fired at 1555 m/ to deliver 12MJ of energy
Ammo Unit cost: 10,000

Ordnance:
Hand Grenade:
Strength: 1 Blast

Artillery Shells:
Strength: 5 Blast (M795)

HE tank Cannon shells:
Strength: 4 Blast

Tactical Missile:
Strength: 7 Blast (M270 MLRS)

Plastic Explosives:
Cost: 50 per Kg, 500 per 10 Kg satchel, 4,000 per 80kg demolition pack

80 Kg of plastic Explosives
Strength: 7 Blast

10 Kg of Plastic Explosives
Strength: 5 Blast (M795)



Vehicle Mechanics


Ground Vehicles:
M1161 Growler light strike Jeep
Unit Cost: $200,000
Armor: Uses driver's Endurance. Provides a +1 bonus to Toughness.
Agility: Uses driver's Dexterity.
Armament: 1 weapon mount, may mount autocannons and missile launchers

M1A3 Abrams
Replacement Cost: 5 Million
Armament:
120mm Smoothbore Cannon
Co-Axial Autogun
Active Defense System
Armor: 16/16/10

M2A3 Bradley
Replacement Cost:1 Million
Armament:
Heavy Autocannon
Armor: 10/10/8

Aircraft

Mi-26 Heavy Helipopter
Max Passengers: 63
Speed: As fast as the plot allows
Armament: 2 door gun positions
Armor: 6/6/6





24
Burden of Command: A hard choice maker is you!

Objective of the Game:
Burden of Command is a pseudo-high-mortality game where the player is a freshly minted lieutenant in charge of an army of grunts. You are in charge of sending men to their deaths to complete *strategic objectives*. The better you get at completing objectives, the more resources get thrown your way. This game is also trying to simulate army logistics in a !fun! (OCD) way.

Character Creation:
Your commander character is not a hero of the likes of achilles and hector. He is an organiser and decision-maker who does not take part in combat personally.

Character Sheet:

Spoiler (click to show/hide)

Personal Attributes:
All instructions sent out from your HQ are rolled against one of these

Distribute 10 points among the following, every 5 points gives +1/3 to rolls. A score below 3 gives a -1.


Coup d'ouil: "A glance that takes a comprehensive view." The quality of mind that can discern truth and solutions in combat from thousands of possibilities.
Operational Vigor: Personal Energy of Action that allows for complex and rapid instructions to be sent out.
Character: The commander's ability to communicate his convictions. This also affects his morale: if the commander breaks, the unit breaks.

Headquarters:
The headquarters contains supporting staff and equipment that handles many non-combat functions and also facilitates research and development.

Communications/Signals: Ability to make sure instructions get through to all echelons. The more platoons under your command, the more the demands on this department.
Logistics/Transport: Ability to coordinate the Movement of the guns and butter to the front. The longer the supply lines and the broader the frontline, the more difficult this is. This stat is separate from actual hardware.
Intelligence: Ability to coordinate all sources of information collection
Medical: Capacity to process casualties of the more serious sort and patch them back up into a workable state. The numbers here are abstractions of your rear-area hospital capabilities.
Engineering: Your advanced construction capabilities that go beyond grunts with entrenching tools. You need this for things like bridge building, base building, advanced demolition, tunneling, vehicle R&D.
Psychology (Info-ops, Public Relations): With this you can win hearts and minds, cover-up war crimes and perform social engineering.
!science! (CBRN development, Hazmat): You can't just requisition a nuke. But you can try building your own. The same applies to more kinky toys like viral agents, nerve gas, chlorotetrafluoride, etc.
!Spiritual!: This department handles everything religious, occult and supernatural.

Manpower Types:
Basic manpower have initial costs, but do not draw pay. They do however need resources to survive, and feeding them is part of logistical !fun!.

Conscripts:
Surplus population levied from societies facing malthusian disasters.
Effects: +0s to all rolls
Cost: 1 KiloCredit bounty to entice the unemployed
Upkeep: 500g of subsistence per day on the field. 1 Kg of subsistence per day when out of combat. 2 Kg of fresh water. 3.5 Kg of breathable atmosphere.
Notes: May have more complex needs than the clones.

Clones:
Vat-born purpose grown beings with implanted skills and memories. Often blamed by the riff raff of naturally born beings for stealing their menial jobs.
Effects: +1 to all rolls.
Cost: 10 KiloCredits to grow in a testtube.
Upkeep: 500g of subsistence per day on the field. 1 Kg of subsistence per day when out of combat. 2 Kg of fresh water. 3.5 Kg of breathable atmosphere.

Veterans:
Clones or Conscripts that have survived the rigors of continuous combat and are considered battle-proven.
Effects: +2 to all rolls.
Cost: NA - promoted at GM's discretion from survivors of missions
Upkeep: 500g of subsistence per day on the field. 1 Kg of subsistence per day when out of combat. 2 Kg of fresh water. 3.5 Kg of breathable atmosphere. (500 litres at 1 bar)
Notes: Can be more ingenious at foraging for supplies and at fieldcraft.

Enlisted Positions in your Army. Assignment of position has no bearing whatsoever on skill and experience.:
Grunts: Your typical trigger pullers. They provide the bulk of all forces.
Sergeants: Squad leaders that help you split your platoon into more manueverable elements. Also available in platoon, company and brigade/regiment level versions.

Officers are dealt with later.


Damage Modelling:
To Hit: D6 + Skill for each attack - there is no dodge
To Wound: D6 + Lethality v D6 + Skill/Endurance+Armor-AP, 2 and below produces casualties
Range: falloff, effective... maximum range = 2*falloff, volume of fire is increased at the shorter range.
Suppression: volume of effective shots / number of targets Suppression is not implemented
Units may take leadership checks after taking "significant" casualties. The commander takes leadership checks based on overall casualties
Blast Radius Casualties: d(3.14*r*r), casualties take a dodge roll of D6 + skill

Combat Example:
Squad AIG001 containing 10 conscripts fires on 20 civilians with their 10 assault rifles at close range.
They roll for 20 attacks at lethality 2, skill 0. The score 5 hits (4s, 5s), 2 overshoots, 1 catastrophic failure.
One of the overshoots hits one of their own troopers (1), the other merely passes through 2 of the enemy in one go.
The crit fail rolls: 6, the trooper merely empties his magazine enthusiastically.
We roll damage for 7 hits against endurance saves for 7 hits. (4,2,6,1,4,2,6)+2 vs (2,5,3,1,6,1,1) The targets take 4 wounds and 3 shrug of the hits.
The 4 casualties roll for permadeath/criticals on 1s (6,5,5,3), they go down, but the casualties are recoverable.


Squad AIG001 containing 10 conscripts shoots at a bunch of freedom fighters taking cover in the rubble. The rubble gives +2 armor.
They roll 9 attacks at lethality 2 skill 0.
1 crit fails. 1 overshoots, 7 clean hits.
1 overshoot splats a friendly trooper.
1 crit fail destroys the trooper's weapon
7 hits roll their lethality bonus vs the target's armor bonus: (6,3,1,1,2,6,1)+2 vs (2,6,2,2,4,1,3) +2. The targets take 2 wounds They !rtd (1,6), 1 dies. 1 is recoverable.

Flow of die rolls
Shoot ->
!rtd for hits. -> !rtd for crit fails and overshoots
opposed roll for wounds -> !rtd for casualties

Notes to self: Cover is part of armor in the opposed roll. We may want to simulate trenches slightly differently. Also will we simulate air-burst munitions?


Armory section

Primitive Bullet Weapons:

Small Arms:

Low-Impulse Assault Rifle:
Range: 300, 150
Attacks: 1, 2
Lethality: 2
Mass: 3kg
Ammo: 4g
Magazine: 500g
Unit Cost: $1,000
Ammo Cost: $0.30
 
Full-powered heavy rifles
Range: 800, 400
Attacks: 1, 2
Lethality: 3
Mass: 4kg
Ammo: 10g
Magazine: 800g
Unit Cost: $3,000
Ammo Cost: $0.50

Anti-Materiel Rifle:
Range: 1200, 600
Attacks: 1
Lethality: 4 AP 2
Mass: 10kg
Ammo: 50g
Magazine: 1 Kg
Unit Cost: $10,000
Ammo Cost: $2

Crew-Weapons:

Squad Automatic Weapon:
Range: 300, 150
Attacks: 3, 20
Lethality: 2
Mass: 5 Kg
Unit Cost: $5,000
Ammo Cost: $0.30

Medium Machine Guns:
Range: 800, 400
Attacks: 3, 20
Lethality: 3
Mass: 12 Kg
Ammo: 10g
Unit Cost: $10,000
Ammo Cost: $0.50

Heavy Machine Guns:
Range: 1200, 600
Attacks: 3, 20
Lethality: 4 AP 2
Mass: 40kg
Ammo: 50g
Unit Cost: $15,000
Ammo Cost: $2

Miniguns
Range: 1000, 500
Attacks: 20, 100
Lethality: 3
Mass: 40kg
Ammo: 10g
Unit Cost: 20,000
Ammo Cost: $0.50
Notes: attacks do not reflect ammo consumption

You may research better ammo for primitive small arms.

Primitive Explosives:

Hand Grenade:
Range: 20
Radius 2
Lethality: 2
Unit Cost: 30 credits

60mm Mortar
Range: 3480
Radius: 2
Lethality: 2
Weight: 21 Kg
Ammo: 1.7 Kg
Unit Cost: 10 KiloCredits
Ammo Cost: 500 credits

81mm Mortar
Range: 5935
Radius: 3
Lethality: 2
Weight: 40 Kg
Ammo: 4.2 Kg
Unit Cost: 25 KiloCredits
Ammo Cost: 1260 credits

120mm Mortar
Range:7240
Radius: 6
Lethality: 4
Weight: 150 Kg
Ammo: 13.3 Kg
Unit Cost: 90 KiloCredits
Ammo Cost: 3000 credits

155mm Howitzer
Range: 30000
Radius: 7
Lethality: 6
AP: 40 (direct hits)
Weight: 4200 Kg
Ammo: 50Kg
Unit Cost: 500,000 Credits
Ammo cost: 6000 credits

Man-portable Anti-tank missile launcher (Javelin)
Range: 2000
Unit Cost: 126,000
Ammo Cost: 78,00
Lethality: 3?
AP: 150

Primitive Armor Systems:

Ballistic Fibres over Rifle Plate:
Armor: 2 (50%)
Weight: 10 Kg
Unit Cost: $2000

Assault Shields
Armor: 2 (front)
Weight: 5 Kg
Unit Cost: $2000

Vehicles:

Mechanics
Vehicle damage roll: AP v Armor
If Penetration: !RTD
1 - wrecked
2 - loss of hull point, component destroyed
3 - loss of hull point, mobility kill
4 - loss of hull point
5 - loss of hull point
6 - epic explosions

In case of 1 or 6, crew may attempt a repair roll

Starting Vehicles:

Higgins Lander:
A metal box that is as expendable as the troops it carries.
Doubles as a troop carrier on land. Also doubles as your first logistics vehicle
Vehicle Stats:
Dex: -1
Hull: 1
Armor: 5
Capacity: 40 passengers
Max Payload: 5000 Kg or 40 armed passengers & 1000 Kg
Hardpoints: 2 machine gun mounts
Crew: Pilot + 2 gunners + engineer
Fuel Consumption: 1 litre of diesel per km. Capacity: 2000L
Displacement: 8,200 Kg
Cost: 10,000

Willy the Jeep:
An Ultra-cheap "wheeled reconnaissance/utility vehicle". Up to 1 can be stuffed into a Higgins along with the troops.
Vehicle Stats:
Dex: 2
Hull: 1
Armor: 3
Hardpoints: 1 machine gun mount
Crew: driver + gunner + 2 passengers
Fuel Consumption: 1 litre of desiel per 10 km. Capacity: 100L
Mass: 1000 Kg
Cost: 1000



Other Supplies (Modelled after Nato classification system):

Class I:
Subsistence (goop that passes as food): $10 per Kg
Drinkable water: $1 per Kg
200 bar 10L pressure tank: 100 credits

Class II:
tents, tools, housekeeping supplies, vehicle repair kits - quotes available

Battlefield aid kits - used by grunt medics to provide initial care for casualties. consumed on use.
$100
5 Kg (bandages, stretchers, etc)

Class III:
Only Diesel is implemented for now

Fuels and Lubricants
Liquid Hydrogen: $1 per litre
Liquid Oxygen: $0.04 per litre
(rocket fuel uses a ratio of around 2:1 LH:LOX)

Diesel: $0.50 per Litre

Class IV:
Construction materials, all fortification and barrier materials - Quotes available

Class V:
Specific Chemicals - Quotes available on request

Non-maneuver elements:

Advanced Manpower:
Manpower not drawn from the proleteriat...

Officers:
More newly minted lieutenants, just like you! Officers are drawn from the best educated classes.
$1M for non combat officers. $2M for combat officers.
Combat officers may be deployed like other troop leaders. They can carry custom equipment like PDWs.
Upkeep: $10,000 per day

Warrant Officers:
Educated Manpower from the middle classes that fill specialist jobs
$25,000
Upkeep: $500 per day


Headquarters

General Office IT Equipment:
Staff workstation: Industrial grade computers capable of crunching numbers as hard as the specialist can input them.
You need 1 per specialist staff.
$5000

Server: Allows for more complex networking of IT resources
- not implemented yet

Communications/Signals:
Wireless Field-Radios:
Wireless radio that allows for the relaying of commands beyond verbal and visual signalling.
Encryption researched seperately. - 5kg

Wired field-radios:
A radio that offers much less risk to remote intercetion and jamming.  This was used extensively in urban theatres and is still an option in the modern battlefield. The drawbacks involve long snaking wires that can be physically cut. - 5kg

Starting wired and wireless radios are 1000 credits each

Radio Operator (specialist):
A button pusher to man the radios in your Headquarters.

Logistics/Transport:

Notes:
Trooper carrying capacity: 40kg
combat load: 20kg

Supply dumps, fuel dumps:
Physical storage near the front lines for everything that your personel won't carry with them.

Supply Higgins:
A dropship meant to move materiel from the abstract into he physical manifest. It is exactly the same as the troop carrier, and the two are interchangeable. The higgins is also used as a bread and butter transport truck between rear dumps and the front line.

Supply Specialist:
A man dedicated to counting beans, guns, butter and other things an army might need. Without the bean counters, items might randomly go missing. (we'll track a items to bean counter ratio)

Intelligence:
Battlefield surveillance specialist:
Collects information from player and non-player elements and renders it into a semi-accurate state in order to increase the commander's situational awareness.

This department is also capable of cyber-warfare and drone capabilities, but these must be developed first.

Medical:

Injury levels:
Critical
Deteriorating
Seriously Injured -> Maimed
Wounded

Notes: The cost of medical care usually exceeds the replacement value of a prole.

Nurses (warrant officers):
Prevents casualties from dying while waiting for treatment. They also handle most intermediate level treatment. They can be used in quick n dirty surgery setups.

Surgeons (officers):
These officer class wizards fix broken people.

Collecting Stations:
Regimental level casualty processing directly behind the front where doctors/nurses adjust splints and dressings, administer plasma and morphine. Also treats minor illnesses and combat fatigue. This station stabilizes casualties before surgery.
Treatment: Critical & Deteriorating -> Maimed
Variable Costs: $50 per casualty
Capacity: 10 per nurse, scales up to 400
fixed cost: $250,000

Field Hospital Wards:
400 bed casualty storage
$100,000

Field Hospital General Surgical Suite:
Comes with surgical prep, surgical instrument and material sterilization and storage, anesthesia equipment, etc...
$2M credits in setup cost
Cost per Casualty: $8,000
Casualties Per day: 4
Chance of survival: 5/6

Multi-Specialization Surgical Suite:
$6M Credits in setup cost
Cost per Casualty: $20,000
Casualties per day: 1
Chance of survival: 5/6 + 1/6*4/6 = 17/18
On 1: RTD!:
1: dies
2: deteriorates 1 level
3: no change
4: improves 1 level
5: miraculous recovery
6: complications from overdose, usually dies.

Quick N Dirty field surgery:
$100,000 setup cost
Cost per Casualty: $150
Casualties per day: 10
Chance of survival: !RTD
1: dies
2: deteriorates 1 level
3: no change
4: improves 1 level
5: miraculous recovery
6: complications from overdose, usually dies.

notes:
Prosthetics and Robot limbs/bodies need to be researched, otherwise the horrendously maimed are discharged after being stabilized. You may however, ignore/euthanize the permanently maimed until we find a way to make them combat effective again, but it's not a nice thing to do.

Psychology
- not implemented yet

PR Officer

Copywriter

Leaflet Printing machine

!Science!: - used for research and development
Evil Genius (officer): Oversees the development of toys.

Research Technicians: Elves who make the toys.

Bio/chem Labs
$10M

Advanced chemical processing plants
Cost varies according to what chemical processes we're handling and what equipment we need

Engineering Workshops
Costs varies

Prototyping lab
Costs varies

!spiritual!:

Chaplains (Warrant Officers): Uses the concept of a benevolent judea-christian God to stave of insanity in the men.

Other areas of !spiritual! have to be researched.

25
Roll To Dodge / Xenomorph - RTD, Concept testing SG
« on: March 09, 2017, 12:43:58 am »
A Xenomorph is you. Conceived from Ridley Scott's darkest dreams of all-consuming sexuality and overwhelming lethality, you are more than a beast; you are a symbol of our primal fears. You are the repressed and long denied serpent in man. You are that which cannot be contained, that bursts forth into life. You are that which will not be refused, you take what you want and you use whom you will; devouring all in your insatiable appetites.

I plan for this game to take place in 2 stages. First - a suggestion game to showcase the life-cycles of the xenomorph and to shakedown possible game mechanics. Second - as our xenomorph breeds, we could introduce player controlled xenomorphs.

Game Flow:
The game has the following cycles:
1. Hunting
2. Breeding & Nesting
3. Infestation
4. Conquest?
5. We get wiped out?
6. We infiltrate some other hapless colony, ship or planet and start the cycle all over again.

The Xenomorph Life-Cycle and evolution hierachies:
Any drone has the potential to turn into a queen. Within organized nests, there are pecking orders that dictate how the next most dominant creature "grows into" the next queen. Solitary drones also undergo gradual hormonal changes until they become queen aliens.

There are two primary ways of xenomorph reproduction that are canon in the Alien universe. The first is from facehuggers spawned from eggs laid by the queens that insert ovipositors into potential hosts to lay the "seeds" from which baby chestbursters spring forth. The second, is that in the absence of a queen, any drone can create facehugger eggs from the biological matter of a cocooned victim. A lone drone creating its own nest would abduct several victims and cocoon them - some of which would be morphed into eggs and the others kept as imprisoned hosts for the facehuggers to implant on.

Drawing from the expanded universe, there are a series of progressive stages and "classes" in the life of our little xenomorph on its path to omnipotence:
1. facehugger -> facerape -> Chestburster
2. Drone - Your typical xenomorph
3. Warrior - Accepted to be a senior drone, differs in appearance from the basic drone by having a ridged head in place of a smooth one.
4. Praetorians  - Twice the size of a drone, this is the final stage before a xenomorph molts into a queen. In Alien v Predator: Extinction, there are 2 interesting subclasses of Praetorians that we can include:
 - Ravagers and Colossal Ravagers: Giant Xenomorphs with extra pointy bits, used by organized hives as shock troops. They look like Tyranid hive tyrants.
 - Carriers: Queen sized Praetorians that serve as mobile carriers and hanger bays for fleets of facehuggers.
5. Queens - A giant xenomorph that craps eggs to spawn facehuggers
6. Empresses - Queens of Queens that rule over networks of nests and queens. They may also oversee interplanetary conquest for the species.

Biology:
Your xenomorph has a number of natural weapons that are really all phallic euphamisms, including:
1. A head within a head that can penetrate heads to bite a chunk out of the juicy brains within. (In AvP Requiem this head within a head also impregnates victims with baby aliens)
2. Teeth and claws
3. A stabby tail.

Your sensory suite includes a form of electrolocation: which allows you to see the auras of any lifeforms and detect heartbeats from miles away.

It is rumored that xenomorph blood is actually ClF3, which also explains their extreme combustibility, the ability for their blood to melt bulkheads, and its rapid dissipation in air.

The xenomorph is portrayed as both vulnerable and invulnerable to small arms of all calibres. This is explained away by saying that the drone molts and coats its outer layers with hardened materials ("polarized silicon" or silicon carbide) as it matures.

The law of reverse ninjitsu applies in the extreme. A lone drone is always harder to deal with than a planet-wide hive. Within organized nests, the individual will always put the survival of the group before its own needs.

Level ups:
In our game, your basic drone earns its right to mature by killing things or harvesting them for breeding. All direct offspring of a player controlled drone are subordinate to it. Kills of subordinates are kills of the player. Kills are retained even if our nest is wiped out and we start over by stowing away on some ship to repeat the cycle all over again.
Other player controlled units can upgrade using the player's experience points from kills. 1 kill is 1 point.
You go from drone to warrior with 10 kills.
Warriors to Praetorians with 100 kills
Praetorians to queens or special castes with 1000 kills.

Dice:
We roll RTD dice for anything I feel that we might need to roll dice for.

1 - Disastrous failure
2 - Normal Failure
3 - Near miss or partial success
4 - Normal Success
5 - Epic Success
6 - Disastrous Success

Inventories:
You don't get any. Exception for the carrier class, which is a facehuggers' aircraft carrier on legs.

Starting Scenario:

Weyland Yutani Corporation has grown you into a drone in a lab in the middle of nowhere from a captured egg specimen. You matured in a matter of days, and now your every instinct tells you to escape, kill and breed.

You look out from a containment chamber made from reinforced glass. Your hands and feet are bound by metal chains that restrain you through tension and are attached to the walls of the cell. You sense that they cannot hold you.

You detect several hundred lifeforms nearby.  Perhaps this lab is near a settlement of some kind. Or it could be a military facility.

What do we do next?

What kind of planet are we on?

26
Roll To Dodge / High-risk Asset Transferance Enterprise (HATE)
« on: January 01, 2017, 01:53:55 am »
Story: The Corleone Crime Family is putting together a new crew, one that will hit targets that can't be hit, and sell merchandise that can't be sold. This will shake both the core institutions of society, and also inevitably encounter weird shit, supernatural shit.

Premise: This is a supernatural robbery simulator where you play the honest Mafia crew trying to make a living. I envision this to be a high-mortality but high customization game with its focus around combat and crime planning.

Character Creation:
Put 5, 4, 3 points into your most favourite, second favourite and least favourite attributes

Then put 11, 7, 4 points into talents, skills and knowledges after prioritizing them. Nothing above 5 at character creation.

You'll get some starting money and all. Plans for that in next post.

Players can create TWO characters to play with at the same time. They aren't meant to survive.

Character Sheets:
Spoiler (click to show/hide)

Basic game mechanics, rules, and armory

We will be following (New) World of Darkness rules as far as possible. Game mechanics are largely based on Hunter The Vigil. Rulebooks can be given out if you send me a PM. (I can't link copyrighted materials here)

How health works:
Health in the NWoD system is size + stamina. Adult humans are size 5.
You take a dice penalty at the fourth, third and second last health point. The character is incapacitated at 0.
Health is counted in Bashing, Lethal and Aggravated damage counters. Full bashing damage results in getting knocked unconscious. When a character takes full lethal damage equal to its health points, it starts taking aggravated damage. When a character has full aggravated damage, it is very dead.

How leveling up works:
When leveling up, the costs are as follows:
Attributes cost 9 exp per level
Abilities cost 5 exp per level
Disciplines cost 7 exp per level
All these max at 5 for now.

Dice-Rolling
Spoiler (click to show/hide)

Combat Basics
Spoiler (click to show/hide)

Spoiler: "who shoots first" (click to show/hide)

Attacking:
Spoiler (click to show/hide)

Combat Modifiers:
Spoiler (click to show/hide)

Non-Combat Actions Quicklist
Spoiler (click to show/hide)

Gun Modifiers Quicklist
Spoiler (click to show/hide)

Ranged Weapons Quicklist
Spoiler (click to show/hide)

Melee Weapon Quicklist
Spoiler (click to show/hide)

Armor Quicklist
Spoiler (click to show/hide)

27
Roll To Dodge / Inquisition Mission 3: The Hillarity Hospital Holocaust
« on: November 14, 2016, 04:09:51 pm »
Base camp and signups: http://www.bay12forums.com/smf/index.php?topic=161162.0

After the capture of the blood factory, some of the shipments were traced to the Arkansas Children's Hospital.

The team is sent to find out what the blood is being used for. Why is a vampire bloodfarm sending shipments to a Children's Hospital? Are there vampires in the hospial?

Another worrying fact is that the hospital is situated in Hillary Clinton's home town of Arkansas, Little Rock.

Map: http://tinyurl.com/jb2bsum

http://arkansaschildrens.hospitalmap.com/html5/

The Hospital Complex spans 3 blocks. The main building is the one with the helipad, and has an emergency entrance and a main entrance. It has 5 floors. The first has a shopping area, admissions, some clinics and the ER. The second floor has a chapel, cafeteria, specialist clinics and a surgery area. The third floor has Urology clnics, the Intensive care department and the Infant and Toddler wards. The Fourth floor has more surgery, general medicine, some wards and the Hematology unit. The Fifth floor has a progressive medicine unit and links to the helipad.

To your north is Highway 630, and what appears to be a shopping mall on the other side.

To the West and South are parking lots. The Fellowship Missionary Baptist Church is to the south-west.

To the East is an Elementary school and a Subway Restaurant.

To the South are suburbs.

The population is on edge, especially after a shock result in the US election. And we don't know if the Clinton's are directly involved (of course they are) and what their influence on the city is (everything here is named after them).

How do you want to proceed?

28
The Military

Equipment:

Flintlock Musket
Damage: 1 Dice (per company)
Price: 100 Silver Dollars, 100,000 per 1000
IC: 1 IC produces 6.25 Per Season, 25 Per year (40 IC produces 1 company's arms)

6 Pdr Light Cannon
Damage: 6 Dice (per battery)
Price: 3,000 Silver Dollars
IC: 30 IC produces 1 Per Season (240 IC produces 1 battery)

12 pdr Heavy Cannon
Damage: 8 Dice (per battery)
Price: 8,000 Silver Dollars
IC: 100 IC produces 1 Per Season (800 IC produces 1 battery)

Units:
Militia Infantry Battalion
Companies: 4
Skill: 2
Training time: 1 Season/ 1 Turn
Equipment: 1000 Muskets
Price: 120,000 Silver Dollars per Battalion per Season, 30,000 per company.

Line Infantry Battalion
Companies: 4
Skill: 4
Training time: 2 Seasons
Equipment: 1000 Muskets
Price: 240,000 Silver Dollars per Battalion per season, 60,000 per company

Elite Infantry Battalion
Companies: 4
Skill: 8
Training Time: 8 Seasons
Equipment: 1000 Muskets
Price: 600,000 Silver Dollars per Battalion Per season, 150,000 per company

Line Artillery Crew
Companies: 1
Skill: 4
Training Time: 4 Seasons
Equipment: 8 Artillery Guns
Price: 900,000 Silver Dollars per company per season (based on a specialist's pay of 30 dollars per day)

Elite Artillery Crew
Companies: 1
Skill: 8
Training Time: 8 Seasons
Equipment: 8 Artillery Guns
Price: 3,600,000 Silver Dollars per company per season (based on a professional engineer's pay of 120 dollars per day)

Field Hospital Company
Companies: 1
Training Time: 2 Seasons
Equipment: NA
Effect: Provides treatment for up to 8 companies worth of casualties per season.
Price: 1,008,000 Silver Dollars Per Company Per Season (240 Orderlies, 10 Professional Doctors)


Organization:
The basic unit used to count hitpoints and scale combat capabilities is the company, representing about 250 infantry.
The smallest tactical unit is the Battalion, which has 4 companies.
The smallest strategic unit is the Regiment, which has 1-4 or more Battalions. (Default size of 3, but adjustable)
Multiple regiments form a division. Multiple divisions form a corps.

The artillery equivalent of the company is the battery, which can be attached to regiments, or organized as its own regiment to fire from the safety of rear lines.
1 Battery is 8 guns. 1 regiment is 4 batteries.

Civilians and the Means of Production:
Each Province has a civilian base of 10,000,000 people.
Each human being (when we count them in the millions, workers are considered human beings) provides a tax base of $2.50 silver dollars per season when not conscripted.
Conscription draws on the loyal population base, subtracting them from the general work force, and requiring payment to remain in the army.

Each country starts with 2000 IC in the capital. Every million persons allows the construction of 10 additional IC. IC will operate independently of population. (The capitalists always find a way.)
New IC costs 100,000 Dollars of investment capital per IC. IC will also grow naturally at 0.1% per season if all available IC is utilized by the government.

Population grows at 0.5% per season. Population usually remains stable, unless a player deliberately massacres them. Only population in core provinces are recruitable, or attributable for the increase in IC. other populations have to be converted over time through long occupations, propaganda and even welfare.

Technology is stagnant. We will focus on war and strategic maneuver.

Equipment is ordered from available IC and paid for in dollars. IC represents the limits of the production capabilities of the private arms industries.

Propaganda & Welfare
Population in occupied provinces have to be converted over time for the cause... unless you just want to massacre them. Paying for welfare at the rate of 1 dollar per person for the entire populace in the province converts 5% of all disloyal persons into loyal ones. Disloyal populations will randomly sabotage taxes and spawn rebel militias. If they are in a province with arms production, they will sabotage that too. But at the game start, all arms are produced in capital provinces.

If welfare is paid for in core provinces, it will add a hidden number of true believers in the cause who are immune to hostile propaganda and will automatically form militia units to resist the invasion of core provinces. Welfare must be sustained for fanatically loyal subjects to be sustained in their fanaticism unless the province is under hostile control.

Welfare consists of the majority of most governments' expenses during peacetime.

Propaganda:
Propaganda is the conversion of populations not under factional control.  It will create hostile populations that sabotage taxes and start rebellions. Propaganda costs a flat sum of 1,000,000 per province and has roll to dodge (random) effects.

Officers:

Officers are attached to the military at the regimental level and above.

Colonels oversee the operations and tactics of regiments. Colonels allow forced marches, which allow regiments to march twice in a turn with a success probability according to their skill level. A colonel is paid 12,000 dollars per season.

Generals coordinate the overall battles. The skill level of a general affects the probability of whether battle maneuvers involving multiple regiments will have the regiments "show up on time" or "go missing". Missing regiments happen more on the march and on the offense than on the defense.
A general is paid 60,000 dollars per season

A general who commands corps sized elements is a field marshal.
A field marshal is paid 120,000 dollars per season.

Officers are trained in an academy in the capital. Colonels take 12 turns to train. Generals are trained from colonels for another 12 turns. A field marshal is trained from a general for another 12 turns. You can train as many senior officers as you want, but they are paid full wages of the rank they are training for, they get random skill levels on spawn, and appointments are for life. - They must be paid in perpetuity.

Officers can be lost or captured in combat. And it was common for officers to be offered defections after their capture.

Officers randomly improve skill after each season of constant fighting.

Entrenchment

"Digging in" had extreme effectiveness towards the defense and eventually influenced all warfare. In the movement phase, units may spend a turn digging in along the border of their province to that of an adjacent province. Trenchworks can be circumvented by going through a border without trenches. But the units in the trenches will not be destroyed, and will remain at the border. The units in the trenches will also not take part in any other battles for the province that does not involve their particular border.

Attacking units can spend a turn digging a counter-trench parallel to the enemy trench. If an attacker occupies the province with the defending trench line, it can still dig a counter-trench to benefit from trench cover. A trench itself cannot be flanked.

A trench provides a cover save of around 80% for all attacks. A trench can be assaulted, by which attacking infantry will expose themselves to 3 full turns of enemy fire before they reach the enemy trenches to fight hand to hand without the cover going into effect - this allows trenches to be taken by overwhelming force.

Line battles are possible between 2 entrenched units. This becomes a battle of attrition over multiple turns.

Artillery battles are also possible between 2 entrenched units without committing any attacking infantry.


Phases and actions:

Building and Development:

  • Ordering of Equipment stockpiles from available IC,
  • Training of New Military Formations in the Capital,
  • Training of Officers
  • Implementation of Welfare or Propaganda Policies,
  • Construction of New IC

Strategic Movement:

  • Every Regiment can move across 1 province per turn. All created regiments start in the capital.
  • A regiment may force march for 2 provinces with a colonel ordering them about.
  • Regiments may entrench themselves or counter-entrench along an enemy trench lines.

Combat Phase:

  • A regiment, division or corps may initiate a field battle with an enemy in an adjacent province. Moving multiple regiments without the oversight of a general will lead to comedy. A field marshal will improve performance when moving elements of extreme sizes.
  • Defenders always shoot first, and shoots automatically. Though the attacker first chooses the forces he will commit.
  • After the defender shoots the attacker shoots.
  • The combat for the turn ends after 1 round of shooting.
  • Combats can be initiated on multiple fronts within 1 turn, but only 1 round of shooting occurs per battlefront

Game start:
Each player starts with 3 provinces, 1 of which is the capital province where all troop training and arms production occurs.

The other two provinces are chosen adjacent to the capital province.

All other provinces are neutral states that players can lay claim to and occupy. Neutral states have standing forces of about 1d6 regiments that will resist invasion. They don't do fancy things like digging in. The neutral armies only spawn when attacked.

Each player also starts with a standing army of 3 line infantry regiments and a general staff of 3 colonels and 1 general.

Note the complete lack of starting weapon stockpiles or artillery pieces.

Game end:
Someone rules the world and wins the game... Or we can start a zombie apocalypse if less than half the players are left and the remaining are in a formal alliance.

Game Map:
Spoiler (click to show/hide)
Or open in a new window: http://i.imgur.com/J2KzsDP.jpg

Also ignore any numbers or bonuses from classic risk.

29
Forum Games and Roleplaying / Armies of the Imperium (SG) (40k)
« on: November 01, 2016, 02:45:46 am »
We are given a divine mandate from the Administratum of the God Emperor to raise vital reinforcements to defend the realm of men.

Are we a:

Imperial Guard Regiment

Adeptus Astartes Chapter

Tempestus Scions (Storm Trooper) Company

Other:

A Newly constructed Warhound Titan

An Imperial Knight House

Adeptus Sororitas Order

An Ork Freeboota Klan, which decided to contract mercenary services to the Imperium for some reason.

30
Base Thread: http://www.bay12forums.com/smf/index.php?topic=161162.50

Mission 2: Slaughterhouse


The team is sent to investigate a meat packing plant in the middle of Chicago. Sources indicate that the facility is linked to vampire blood supply. A cell of local hunters from the Union compact - a bunch of self-styled working class heroes fighting monsters and corporate fatcats to "protect the little man" will assist the team and provide backup.

Your primary mission is to infiltrate the facility and find any information linking the factory to vampire clients. Security around the facility is basic: some cameras, and rent-a-cop patrols. However, we expect private security to show up in force if the team is detected.

The Cheiron Group also has sealed orders for the team leaders:

Spoiler (click to show/hide)


It is 7PM in the evening. You drive up to the neighbourhood where the target facility is to meet with your backup.

It is a 6 man crew, who introduce themselves as Mr Anderson, Mr Mason, Mr Barton, Mr Simpson, Mr Leo and Mr Neman. Between them you see a couple of submachine guns, an assault rifle, a shotgun several machettes, a sledgehammer and a fire axe. They are dressed in rough work clothes and thick jackets.

You are about 1 block from the factory. You see a barbed wire fence around the perimeter, a main gate with a guard post and gantries, as well as multiple cameras around the building and fences.

How do you approach?

Spoiler (click to show/hide)

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