I have decided to go with the Army (I had been strongly considering using the SEALs instead), and am very excited to get things written down. So I have altered the Weird Wars Tour of Darkness.
Mostly RPG stuff, but also whatever else strikes my fancy. Expect rants, stories, rules, and outrageous things. It might be funny, too. Warning on language in some posts.
Thursday, February 19, 2015
Sunday, February 15, 2015
Spacehammer 40-Kay!
So as I have said I am working on more Savage Space Marines stuff and I thought I would add this NPC to pique some interest!
Custode (WC)
Agility d10, Smarts d10, Spirit d12, Strength d10, Vigor d8
Pace 9, Parry 9 (1); Toughness: 22 (14)
Hindrances: Vow (M; Protect Emperor), Vow (M, Protect Imperial Palace)
Skills: Athletics d10, Fighting d10, Guts d12, Intimidate d8, Notice d10, Shooting d10, Throwing d10
Edges: Alertness, Counterattack, Fearless, First Strike, Fleet-footed, Improved Block, Improved Dodge, Improved Frenzy, Improved Level Headed, Improved Nerves of Steel, Tough as Nails, Trademark Weapon (Custodian Halberd), Sweep,
Gear: Custodian Power Armor (+14 All; Strength goes up by 1 step; Mastercrafted), Custodian Halberd (Blade: Str+d10+1; AP3, Mastercrafted, Parry +1, Powerfield, Reach, Two-hands. Boltgun: 24/48/96; 2d10+1; ROF2; 20 shots; AP5, Auto, Mastercrafted), Bolt Pistol (12/24/48; 2d10+1; ROF1; 14 shots; AP5, Mastercrafted), Fragmentation Grenades (8/16/32; 2d10; MBT, Thrown), Anti-Armor Grenades (8/16/32; 3d8; AP8, HW, Thrown)
So there you have it. A combat monster, but wouldn't fight as well as a squad of Space Marines at squad level.
Custode (WC)
Agility d10, Smarts d10, Spirit d12, Strength d10, Vigor d8
Pace 9, Parry 9 (1); Toughness: 22 (14)
Hindrances: Vow (M; Protect Emperor), Vow (M, Protect Imperial Palace)
Skills: Athletics d10, Fighting d10, Guts d12, Intimidate d8, Notice d10, Shooting d10, Throwing d10
Edges: Alertness, Counterattack, Fearless, First Strike, Fleet-footed, Improved Block, Improved Dodge, Improved Frenzy, Improved Level Headed, Improved Nerves of Steel, Tough as Nails, Trademark Weapon (Custodian Halberd), Sweep,
Gear: Custodian Power Armor (+14 All; Strength goes up by 1 step; Mastercrafted), Custodian Halberd (Blade: Str+d10+1; AP3, Mastercrafted, Parry +1, Powerfield, Reach, Two-hands. Boltgun: 24/48/96; 2d10+1; ROF2; 20 shots; AP5, Auto, Mastercrafted), Bolt Pistol (12/24/48; 2d10+1; ROF1; 14 shots; AP5, Mastercrafted), Fragmentation Grenades (8/16/32; 2d10; MBT, Thrown), Anti-Armor Grenades (8/16/32; 3d8; AP8, HW, Thrown)
So there you have it. A combat monster, but wouldn't fight as well as a squad of Space Marines at squad level.
Friday, February 13, 2015
Military Plot Point Campaign: Plot outline and Some Character Creation
So I alluded to this, and I have decided to build up the group from earlier in their careers. This is of course unlikely, but for the sake of story I'd work it in. Alternatively I could change Rangers to SEALs and move to DEVGRU later.
1) Plot overview:
Phase 1: Beginning, new in the Rangers. Their second deployments. Perhaps a training session during RASP (or the beginning of their deployment) for roleplay reasons.
Phase 2: Deployed to Afghanistan, then maybe another in Iraq. A few sessions of each. Perhaps get them through to Veteran rank.
Phase 3: Try out for CAG. Some training or roleplaying sessions.
Phase 4+: Missions in CAG.
2) Characters:
As the game begins around 2005, the character would have seen combat in their first deployment (in either Afghanistan or Iraq). They will receive an advance for Basic Training and their first deployment. Will draw from the Dramatic Intermission table to see how their first deployments went before they met.
At first most of them will be standard riflemen in a squad, one or two may be given special weapons (AT or an LMG), but for a while they can't become a Team Leader and the Rank (NCO) edge will just get them to Corporal, with some command but not much. They can be an officer however. As time progresses they'll move up and do their thing. Will use Sanity for particularly stressful or traumatic and perhaps get PTSD or suffer from Combat Stress.
They'll work with Navy SEALs, Army SOF, and on occasion CAG and DEVGRU teams. The aim is to make them value their and the other characters. Want to live but deal with having to go into danger and risk that life. Will use the Gritty Damage rules, and try to scare them during fire fights or tense moments.
The plot will eventually move to the current state of things and possible operations against OPFOR threats.
I want to make a "road map" and mission generator for this as well.
1) Plot overview:
Phase 1: Beginning, new in the Rangers. Their second deployments. Perhaps a training session during RASP (or the beginning of their deployment) for roleplay reasons.
Phase 2: Deployed to Afghanistan, then maybe another in Iraq. A few sessions of each. Perhaps get them through to Veteran rank.
Phase 3: Try out for CAG. Some training or roleplaying sessions.
Phase 4+: Missions in CAG.
2) Characters:
As the game begins around 2005, the character would have seen combat in their first deployment (in either Afghanistan or Iraq). They will receive an advance for Basic Training and their first deployment. Will draw from the Dramatic Intermission table to see how their first deployments went before they met.
At first most of them will be standard riflemen in a squad, one or two may be given special weapons (AT or an LMG), but for a while they can't become a Team Leader and the Rank (NCO) edge will just get them to Corporal, with some command but not much. They can be an officer however. As time progresses they'll move up and do their thing. Will use Sanity for particularly stressful or traumatic and perhaps get PTSD or suffer from Combat Stress.
They'll work with Navy SEALs, Army SOF, and on occasion CAG and DEVGRU teams. The aim is to make them value their and the other characters. Want to live but deal with having to go into danger and risk that life. Will use the Gritty Damage rules, and try to scare them during fire fights or tense moments.
The plot will eventually move to the current state of things and possible operations against OPFOR threats.
I want to make a "road map" and mission generator for this as well.
Monday, February 9, 2015
Running Savage Doom (Sessions 1 and 2)
So I ran it off of the Martian Incident (in fact, it takes place between DOOM 1 and 2), insted on a UAC Mining and Research Facility in the Asteroid Belt. I assumed the Marines weren't employed by he UAC (there was CSEC [Corporate Security] for that) but there to monitor and respond to the facility. The Marines' Company went in in three waves, the players' platoon in last and they were left to guard the hangar as a Company of Space marines [approximately 250 men] go in.
Over the radio they hear contact and combat with UAC CSEC, which while rare has happened before. After a number of hours they hear the radio go silent and the sergeant goes in with the corporal, and a Private Garcia. Leaving Captain Dutch and Private Johnson to guard the dropships.
They go in and find bodies, move in and in the next few rooms find around 120 of the Company line up on the wall, some in body bags, others stacked up by the wall. But silence. And a lot of CSEC bodies as well. Spirit rolls. None of them have seen heavy combat. Or mass casualties.
In the third room they find their Platoon leader propped up in a corner with a pistol and a radio, but dead with a shotgun wound to the chest. The sergeant checks him and finding the radio was dead tosses it away. The Corporal (Chaingunner) sees the "Lt." stir and lift his pistol, he then fires and hits Garcia in the face (I rolled a 19), and three other shambling undead stand up. Still stiff and uneven their shots miss mostly in the gunfight but the pair of Marines overcome the dead. Spirit roll(s) throughout the encounter.
They then check the side rooms, finding a CSEC Sergeant with shotgun waiting for them but put him down easily. They enter the tram station and clear it, with a dynamic firefight, and head to the next station. Spirit roll since now they have time to reflect on their dead friends and zombies. The Sergeant orders the dropship to go and get reinforcements with their dropship. They are moving from "Reception" to "Maintenance and Housing." on Level 1. They move into one of the housing halls and begin to clear rooms, they split to clear opposite rooms on the hallway. The Sergeant smelling brimstone and encountering "flaming teleportation" and an imp who takes a moment to shotgun to death. The Corporal finds a buff zombie and one wielding an assault rifle. The fight attracts a Spectre and the other enemies in he hallway as they search, leading to the Sergeant catching fire and the Corporal getting badly clawed. They find some medical supplies and ammunition (which thus far have been scarce). Moving into Maintenance Storage, the Sergent nearly gets killed in the Computer Room by a sergeant, only surviving because it had to reload its shotgun (I rolled on this) and left the Sergeant without effective armor. They heal up and the session ends.
Easy thingsalmost kill them, hard things (demons and imps) die like chumps mostly.
Over the radio they hear contact and combat with UAC CSEC, which while rare has happened before. After a number of hours they hear the radio go silent and the sergeant goes in with the corporal, and a Private Garcia. Leaving Captain Dutch and Private Johnson to guard the dropships.
They go in and find bodies, move in and in the next few rooms find around 120 of the Company line up on the wall, some in body bags, others stacked up by the wall. But silence. And a lot of CSEC bodies as well. Spirit rolls. None of them have seen heavy combat. Or mass casualties.
In the third room they find their Platoon leader propped up in a corner with a pistol and a radio, but dead with a shotgun wound to the chest. The sergeant checks him and finding the radio was dead tosses it away. The Corporal (Chaingunner) sees the "Lt." stir and lift his pistol, he then fires and hits Garcia in the face (I rolled a 19), and three other shambling undead stand up. Still stiff and uneven their shots miss mostly in the gunfight but the pair of Marines overcome the dead. Spirit roll(s) throughout the encounter.
They then check the side rooms, finding a CSEC Sergeant with shotgun waiting for them but put him down easily. They enter the tram station and clear it, with a dynamic firefight, and head to the next station. Spirit roll since now they have time to reflect on their dead friends and zombies. The Sergeant orders the dropship to go and get reinforcements with their dropship. They are moving from "Reception" to "Maintenance and Housing." on Level 1. They move into one of the housing halls and begin to clear rooms, they split to clear opposite rooms on the hallway. The Sergeant smelling brimstone and encountering "flaming teleportation" and an imp who takes a moment to shotgun to death. The Corporal finds a buff zombie and one wielding an assault rifle. The fight attracts a Spectre and the other enemies in he hallway as they search, leading to the Sergeant catching fire and the Corporal getting badly clawed. They find some medical supplies and ammunition (which thus far have been scarce). Moving into Maintenance Storage, the Sergent nearly gets killed in the Computer Room by a sergeant, only surviving because it had to reload its shotgun (I rolled on this) and left the Sergeant without effective armor. They heal up and the session ends.
Easy thingsalmost kill them, hard things (demons and imps) die like chumps mostly.
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