Thursday, February 19, 2015

SOF Game Update and Mission Generator Tables (Rough)

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.

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.

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.

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.

Thursday, January 15, 2015

Glorious Return... well sorta.

So I got a new PC today and figured I should post something up. There have been updates, and here are some of the major ones:

1) The Magic the Gathering conversion is on the back burned until it isn't.
2) 40K stuff will show up from time to time to supplement what I'm working on for the .pdf (which will come back on dropbox)
3) In the near future I may very well be looking for a play test group (or two) on a forum to test and tweak the Savage Space Marines rules. The groups will probably be set up for 4-6 person missions. (Savage Worlds sources will be required however). It will be a sign-up sort of deal and it will be first come first serve strictly. Must have a proper mindset of course as its a play test adventure.

Saturday, December 20, 2014

Savage Space Marines Work continues!

Yes, you read that right.

I'm working on getting all sorts of new things added, mostly gear, edges (Chapter Professional Edges like Sternguard or Ravenwing Veterans), and finishing up the vehicles. I've been at work for it but it may be some time before it gets uploaded (still no PC). A lot of it will be used with the Sci-fi Companion so awesome stuff is on the way.

Thursday, November 27, 2014

HALO Gear (as a request)

A friend is doing a basic HALO game based around ODSTs set a couple years after the war's end in 2554.

Armor
ODST Armor: +6 toughness, all. Sealed 15 minutes. +2 Vigor versus environmental conditions (i.e. heat/cold), built in communications, night vision, and HUD.
UNSCMC Armor: +5 toughness, all (50% head), built in communications.

Weapons
BR55HB SR: 24/48/96; 2d8; ROF1; 36 shots; AP3, 3RB, Low Power Scope

M6C: 12/24/48; 2d8; ROF1; 12 shots; AP1
M6C/SOCOM: 12/24/48; 2d8; ROF1; 12 shots; AP1, Illuminator, Laser sight, Low Power Scope, Suppressed

M7: 12/24/48; 2d6; ROF4; 60 shots; AP1, Vertical Fore Grip
M7S: 12/24/48; 2d6; ROF4; 48 shots; AP1, Illuminator, Laser Sight, Reflex Sight, Suppressed, Vertical Fore Grip

M41 MAV/AW SSR: 50/100/200; 4d10; ROF1-2; 2 shots; Min Strength d6; AP20 (AP3 for blast), Heavy Weapon, Low Power Scope

M45D: 15/30/60; 1-3d10; ROF1; 6 shots; Min Strength d8; Shotgun
M45E: 12/24/48; 1-3d10; ROF1; 12 shots; Min Strength d8; Shotgun

M247 MMG: 36/72/144; 2d8+1; ROF3; 200 shots; Min Strength d8; AP3, Auto, Bipod, Snapfire

M319 IGL: 18/36/72; 3d6; ROF1; 1 shot; AP8 (contact only)

M392 DMR: 36/72/144; 2d8+1; ROF1; 15 shots; AP3, Illuminator, Medium Power Scope

M739 SAW: 24/48/96; 2d8+1; ROF4; 72 shots; Min Strength d6; AP3

MA5C: 24/48/96; 2d8+1; ROF3; 32 shots; AP3, Illuminator
MA5K: 20/40/80; 2d8+1; ROF2; 30 shots; AP3

SRS99D-S2 AM: 60/120/240; 2d10+3; ROF1; 4 shots; Min Strength d6; AP8, Bipod, High Power Scope, Snapfire

M9 HE-DP Fragmentation Grenade: 5/10/20; 3d8; AP9 (contact only), Thrown


Tuesday, November 11, 2014

Surprise Hiatus

Granted this one was a "oh, I'm gonna die now" from my PC, so I'm still working up to get another one again as my phone is too dumb to make good posts. I'm still here and I'm still gaming. I'll be back with more converted characters from my 40k play-by-post, and a game story from Halloween where I killed 2.1 million people in a space fleet after my commando was going to get framed by out CO.

I've been reading a lot recently as well. Tom Clancy, Mark Owen,  Marcus Luttrell, HALO, 40k novels, etc etc etc.

Monday, September 22, 2014

Creating a Plot Point Campaign Series I Would Love To Play

So if you have been keeping up with the blog, especially early on, you know I enjoy military style games. Unfortunately I will likely never get to play one of these types of games, which is fine. I however will be creating a campaign for Savage Worlds that would be my most favorite game ever. Ever. I don't have a plot line drawn out yet, but I know the concept.

I want to create an experience that will make the group of players manage life (as much as a civilian would know) as a Tier One operator. Not every mission would be "balls to the wall" gun fights, but many would be stealth oriented, tense chases in trucks in Afghanistan's desert or the streets of an Iraqi city. Narrate through training and planning. Include brief spaces of home life. Invest the players into their characters so when I throw them into situations where they are fighting for their lives they want their player to survive. I've seen my group get very involved and attached to their imaginary characters derived from just a sheet of paper, arbitrary numbers, and their imaginations.

I want the campaign to be realistic, weight will be important, as will planning what they need and keeping track of it. Book keeping will be important, but not so much it will slow things down. Combat will be gritty and very dangerous, the amateurs they fight will be unpredictable; if they fight well trained gunmen, they will use tactics. Fanatics will be different as well. If they mess up and get in a gunfight with a band of Taliban way off in the mountains, they had better be ready for a fight. I'll be using the fate chip rules from Deadlands too.

I'm going for maximum intensity, they kind of game that makes the player scared at each close call, sad if they're friend gets hurt or dies. I've played these games, they are the best ones around. The emotional pull is why I play  roleplaying games anyway.