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Yesman

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Posts posted by Yesman

  1. Re: Unique Bow Talents

     

    Delicate art of the Draw:

    +4 Str

    Only for using Bows -11/2, No Figured Char -1/2

    Cost: 1, End: 1

     

    Counter-Archery:

    Missile Deflection (Arrows, Slings, etc.)

    OAF: Bow -1, Req. 2 Hands -1/2, Not against hvy missiles -1/4, req. skill Fastdraw (-2 to skill) unless an arrow is nocked -1/4

    Cost: 7, End: 0

     

    Precision Shot:

    Find Weakness 13- with bows

    Not against natural armor -1, Full Phase -1/2

    Cost: 8, End: 0

  2. Re: Alien Wars campaign help/talk

     

    Thanks guys!

     

    Alien Wars recommended 10-20 man squads... As far as I know, the RL Marines break down into 3 4-man fireteams plus a sergeant, for a total of 13 per squad; with 3 squads plus a command section (4 man?) per platoon. I think the army is 2 4-man teams plus a sergeant for 9 per squad; and 4 squads per platoon plus command section (6 men?).

     

    I think I might stick with 16 man squads, but possibly have one subdivision of squads before fireteam. It's bigger than what anybody uses now, but: hi-tech computers allow for better communication, the army and navy need to maximize ship load, and often it's one platoon per planet.... and I can always get smaller groups by splitting squads for suicide... er... special missions. ;)

  3. Re: Alien Wars campaign help/talk

     

    Thanks Boomer! I envision the Marines as not having specialties, at least in the sense that there is different MOSes for them to choose. A Marine is a Marine is a Marine.... Rather individuals in squads become known as the 'go to' guy for different situations. And eventually different squads develop reputations for having above average capabilities in different situations... etc. More of a retro WWII in space kind of feel, i think.

     

    Blackhawk down was a definite inspiration for this game, and will be ripped off liberally.

     

    One of the things that i'm a little concerned with is the number of men on the ships. It's turning out to be kind of a balancing act, on the one hand I want to develop a kind of Aliens atmosphere with just a few guys really knowing, and relying on each other, but on the other hand I want to play up that in this stage of the war there are a lot more people who have fled to the core than there are resources for them - hence retrofitting Far Traders to be Light Attack/Transport ships and filling them up with troops.

  4. Hiya, I'm working on the setup for an Alien Wars game in the very near future. I want to run some of my ideas past you guys and see if anything blatantly doesn't pass the 'smell test', if that's OK.

     

    The game is set in the Xenovore offensive era and the player base is (so far) a mixed party of Marines and Scouts; but I'm trying to leave room for other branches and MOSes. The idea so far is to have the party be part of a Scout/Raider task group that is pushing weeks ahead of a battle group and often just behind the SF guys and Scouts doing Deep Recon. The missions of the task group are:

    1. Scouting operations into unknown territory

    2. Recon of enemy territory

    3. Raiding operations behind the enemy lines.

    4. Provide backup to SF, Ranger units, and TES Scouts.

     

    This is what the Task Group looks like:

     

    Ships in the Scout/Raider Task Group Caledonia

    1 Light Cruiser: IBM Bellerophon

    1 ECM/ECCM/Deep-Communications ship: IIS Tireseus

    1 Supply/Support Frigate: ISM Philomelus

    4 Scout/Raiders: IES Atlanta, IES Peleus, IES Meleager, IES Iolaus

    -----------

    7 ships

     

    The SOP for the Task Group: The group jumps into a system, then the Cruiser, Comm. ship and Supply ship stay far back, hide, and act as a main HQ for the Raider Platoons. The Comm. ship does sensor recon. Light Cruiser basically is there to protect the Comm. and Supply ships in case something happens. The Raider ships then disperse into the system and do the scouting and raiding - reporting back to the Comm. ship as necessary. The Comm. ship then reports back to Fleet. Depending on the system the Raider ships may or may not disperse into groups or split up entirely. The task group is supplied to operate for 6 months at a time before returning to fleet.

     

    This is what the Crew compliment of a Raider ship looks like.

     

    Crew/Marine Compliment on the Scout/Raiders

    68 man Platoon of UEN Marines (4 squads of 17 men)

    6 man UEN Marine Command/Support Section

    4 man UEN Medical/Lifesystems

    13 man Ships Crew of TES Scouts (3 shifts of 4 men each + Captain)

    5 man Fleet Liason detail (UEN Communications + UEN Command + UEN Tactical + 2 aids)

    2 man Intelligence Liason (TIC field agent + aid)

    17 man squad UEN Tactical on Weapons/Ship Defense detail

    -------------

    115 men.

     

    The raider ships typically operate solo, but as mentioned above sometimes multiple platoons are sent to accomplish the same objective. They are equiped to operate for 2 months at a time without re-supply of some kind.

     

    In space the Scout Captain runs the show, with input from the UEN Command officer from the Liason detail and TIC agent from the Intell detail. On the ground it's the UEN Marine Commander with input from the Scout Captain, and the UEN Tactical and TIC agent. In ship combat the UEN Tactical advises the Scout Captain.

     

    The SOP on the ground is to: land, disperse the 4 squads of Marines with 1 assigned Scout each - usually supplied for 1 to 2 weeks, set up the ship as a field HQ with the UEN Tactical squad deployed for defense. If the planet is too 'hot' the ship drops the marines and takes off for orbit.

     

    The ships are (for the most part) small trader vessels that have been weaponized well enough to take on non-millitary ships if need be. They are not uniform in construction or design.

     

    Do the compositions of the Task Group, and Raider ships look Ok? I'm a little worried that I'm forgetting something or going overboard with something. Also, do you guys think that a FT Beowulf from Traveller would be large enough to accomodate the crew compliment, as well as supplies, support vehicles (i'm thinking either 4 18-man ground vehicles or 8 9-man, or possibly just one or two 10-man vehicles), etc.? Am I forgetting to think about anything?

  5. Are there any pics of the Xenovores online? And/Or any of the Maps? (the Terran Empire map that's available is sweet!) I'm looking to run a game soonish, and would love to have a few handouts to show the players preferably by posting links to the campaign board. Also (with much chagrin) I don't have my book with me right now - and can't recall exactly what the damn things look like..., I wonder if there is any D&D critter roughly analogous to the Xenovore (i plan on using miniatures, and the little plastic D&D ones are life-savers).

  6. Re: good FH minis?

     

    I recommend Hershey's Kisses. For larger monsters' date=' possibly the little treasure things. Or Andes Mints. I am [i']not[/i] making this up. Each "kill" is immediately removed from the board and consumed on the spot by the PC in question. Keeps the miniatures from getting old and beat up, and its fairly cheap to keep around (assuming you don't eat your minis between game sessions).

     

    Seriously. Nothing adds to combat like a little material reward. we've even had players split candy for "the assist on the kill." Great stuff.

     

    hahaha.. I used M&M's and Gumdrops for a rather large climax battle once. It was funny until I started absent-mindedly eating crossbowmen.

  7. Re: Dealing with Stun, End etc in Fantasty

     

    The last FH game I ran was a mercenary campaign, and I wanted a gritty lethal feel. I used the following rules tweaks.

     

    1. lowered the strength minimum on weapons, and in some instances upped the damage.

     

    2. lowered the protection of all armor by 1 pt. also put social restrictions on armor, and kept anything heavier than chainmail from being purchased 'off the rack'.

     

    3. doubled the body multiplier for all hit locations.

     

    4. allowed hit location shifting by an amount equal the amount an attack roll was exceeded.

     

    5. allowed critical hits (if the attack roll was made by 1/2, the attack does max effect) for called shots to a specific location only.

     

    6. removed the teamwork roll needed to gang up on people.

     

    7. no name NPCs (or minor named NPCs with no combat skills) that are reduced to 0 stun or body, are down and out/dead.

     

    The net result was that fights were much shorter, and the difference of skill between experienced mercenaries and 'grunt' warriors was exagerated nicely.

  8. Re: Recommend a fantasy world map?

     

    I've used Civilization III's world editor to randomly generate maps for games before. You might have to name the cities yourself, but there are random generator pages on the Interweb for that kind of thing.

     

    I'm pretty sure I remember Civ II having a world editor as well, and I know IV does.

  9. Re: What Are You Listening To Right Now?

     

    loaded in winamp now:

     

    Lyrics Born - same **** different day

    J.S. Bach - sonatas

    Rondellus - sabbatum

    Sage Francis - a healthy distrust

    Stand Alone Complex - OSTs 1-3 + be human

    The Streets - original pirated material

    Final Fantasy Piano compositions - 8-10

    Sneakers soundtrack

    Skinny Puppy - rabies

  10. Re: Tales Of The Gold Monkey

     

    Jack could also respond by barking once for "no" and twice for "yes."

     

    ..but Jake could never remember which number of barks meant what... which I believe had something to do with the 'eye' being lost...

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