Post by RuneCaster_Aris on Jan 23, 2013 10:43:15 GMT -5
Shadow Operative
Master of Disguise, Intergalactic Man of Mystery, Spooks, Suitmen, and Spys. All names given to a large group of highly trained, and heavily outfitted specialists known in political officiation as “Shadow Operatives”. An ancient Terran saying went “Knowledge is power”, and in the war for knowledge the Shadow Ops are the front line. Though different cultures have different means of recruiting, employing, and placing Shadow Operatives, the Terran Model is the most widely used, and will be discussed here.
A member applying for or being recruited as a Shadow Operative must me certain requirements in order to join. First, they must be an orphan, or have no known relatives. This makes it much harder for an enemy agency to gain leverage on an individual. Second, the member must have three confirmed kills. This number has changed through the years but essentially it ensures the individual can, and will, kill if the need arises. And third, the individual must be mentally screened to prove that in the case of capture, they would be willing and able to take their own life lest secrets of the government are leaked under torture.
The image of a Shadow Operative has become romantic over many years. A dashing young man or woman, fighting evil and saving the universe. The truth is that while this may happen on rare occasion, the life of a shadow operative is a life of brutal physical, mental, and martial training, controlled paranoia, and 'getting ones hands dirty'. After training an operative is as tactically brilliant as many of the galaxy's greatest generals, has an understanding of the mind and body on par with most speciality doctors of psychology and medicine, and the martial prowess of a master at arms.
A Shadow Operative's goal is information gathering, assassination, and to live to die another day.
Rules for Shadow Operative's
Shadow Operative's follow the general rules for Specialists with the following additions and exceptions:
- May only take 1 Shadow Operative in an army of 250 points or more.
- Base cost +5 points
- May purchase up to 2 special weapons from the following Operative Weapons list, but not two of the same kind:
_______________________________________________________
ARX-12 Assault Rifle, Q-Type 6pts
A weapon designed around utility, able to flip between a potent assault weapon, and a powerful sniper rifle.
Burst Mode: Range: 10*"// STR 5// DAM 1// AP 0// AOE 0 – Rapid Fire
Sniper Mode:Range: 11-18*"// STR 7// DAM 1// AP 2// AOE 0
* You may choose to fire this weapon in one mode or the other. This weapons cannot shoot greater than 10” in Burst mode. In Sniper Mode, this weapon may not shoot less than 11”, or greater than 18”.
BBX-14 3pts
Generally a standard issue weapon, highly concealable, with explosive rounds that make it essentially a mini rocket launcher.
Range: 6"// STR 5// DAM 1// AP 1// AOE 3
HE/EMP Drone 6pts
High Explosive/Electra-Magnetic Pulse remote control drones. Small but potent against armored targets.
Range: 8*"// STR 5// DAM 5**// AP 5// AOE 3
*This weapon does not need line of sight.
**This weapon may only do damage to vehicles.
On a successful hit, any rolls this unit must make in it's next turn are at -1.
Attuned Blade 4pts
The blade has been a tool of assassination for thousands of years, and while the galaxy may change, there is always a place for tradition.
Range: 1"// STR -// DAM 6// AP 2// AOE -
This weapon may be used as a ranged weapon or close quarters weapon.
_______________________________________________________
Shadow Operative Special Rules:
Unique Perk: Deep Cover 4pts
This unit is a master of deception and has been trained as a Shadow Operative. This model gains +2 movement on open ground, and +3 to any cover saves.
Unique Perk: Contraction to Kill 4pts
This unit specializes in target elimination. Any attacks made against non-vehicle targets are at +2 when rolling to hit. This model may take 2 Operative Weapons (including two of the same) with a total up to 8 points
Unique Perk: Saboteur 5pts
This unit must take 2 HE/EMP Drones, at half cost. In addition, this unit gets +2 on damage rolls against vehicles, and buildings.
Unique Perk: Master of Deception 5pts
This unit has been trained in the very tedious art of disguise. Any enemy unit attempting to shoot, or attack this model must roll a mental check at -2. If failed the unit believes the Shadow Operative to be a friendly unit and ignore it this turn. However, if the unit passes it's test all units with line of sight may shoot at the operative this turn.
_______________________________________________________
FAQ:
So whats with the ARX-12 Assault Rifle, Q-Type?
At the beginning of that unit's activation, you can choose to use it like a decently powered assault weapon, or a powerful sniper rifle, but not both. The weapon is compact and simple to switch between functions, but not so much that it can be done in an instant.
Sure, but whats with the range?
In order to make the weapon fire at range but still keep the compacted size, the Sniper mode tilts the barrel of the rifle at a slight degree upward. This gives it a better arch for hitting long range targets. It means, however, that aiming at closer targets would be too hard to manage. Also, if you're that close, you would probably do more damage with the Burst Mode.
Why can't you take two of the ARX-12 Assault Rifle, Q-Type?
Why doesn't any soldier take two rifles? Because it's not effective. Yes you would have more firepower, but at the cost of accuracy and weapon efficiency. One bullet in the right place at the right time can do far more damage then 100 bullets sprayed about in a semi controlled burst.
Can I take more than one Unique Perk?
Yes.
How does Master of Deception work?
If an enemy unit shoots at you, they roll a mental check at -2. If they fail that unit can't shoot at you this turn. Not ALL units, just that one. However, if a unit DOES pass the mental check, that unit can shoot at you, and any enemy in line of sight of your Shadow Operative can as well. This only lasts for this turn however. If the enemy unit wants to shoot at your operative again, they have to roll a mental check again.
How would you, the designer, use this unit?
I would look at my army and say one of the following: “What am I missing”, “What am I weak to”, “What would be fun”?
What am I missing? If I'm really light on anti-armor weapons, I'm taking my operative as a Sabatour. What am I weak to? If I know that snipers would eat me alive I would take this guy with the idea of being an anti-sniper, ie: Master of Deception. What would be fun? Well, thats on you. The Perks are what make the Spy, and the weapons are icing on the cake. He will get expensive but he can fill a good niche if you use it right.
Also, keep in mind that no matter how big your army may be, you only get one Operative. This means he will be a bigger target in small games, and less of a priority in big games. Use that to your advantage. After you see the enemy army, develop a mental "mission" for your operative to carry out. Something like "Okay, by turn four I need to take out the enemy heavy tank." or "By turn 3, I need to take out at least one of their independent snipers". This will help you keep your operative goal oriented, and not just running about.
Master of Disguise, Intergalactic Man of Mystery, Spooks, Suitmen, and Spys. All names given to a large group of highly trained, and heavily outfitted specialists known in political officiation as “Shadow Operatives”. An ancient Terran saying went “Knowledge is power”, and in the war for knowledge the Shadow Ops are the front line. Though different cultures have different means of recruiting, employing, and placing Shadow Operatives, the Terran Model is the most widely used, and will be discussed here.
A member applying for or being recruited as a Shadow Operative must me certain requirements in order to join. First, they must be an orphan, or have no known relatives. This makes it much harder for an enemy agency to gain leverage on an individual. Second, the member must have three confirmed kills. This number has changed through the years but essentially it ensures the individual can, and will, kill if the need arises. And third, the individual must be mentally screened to prove that in the case of capture, they would be willing and able to take their own life lest secrets of the government are leaked under torture.
The image of a Shadow Operative has become romantic over many years. A dashing young man or woman, fighting evil and saving the universe. The truth is that while this may happen on rare occasion, the life of a shadow operative is a life of brutal physical, mental, and martial training, controlled paranoia, and 'getting ones hands dirty'. After training an operative is as tactically brilliant as many of the galaxy's greatest generals, has an understanding of the mind and body on par with most speciality doctors of psychology and medicine, and the martial prowess of a master at arms.
A Shadow Operative's goal is information gathering, assassination, and to live to die another day.
Rules for Shadow Operative's
Shadow Operative's follow the general rules for Specialists with the following additions and exceptions:
- May only take 1 Shadow Operative in an army of 250 points or more.
- Base cost +5 points
- May purchase up to 2 special weapons from the following Operative Weapons list, but not two of the same kind:
_______________________________________________________
ARX-12 Assault Rifle, Q-Type 6pts
A weapon designed around utility, able to flip between a potent assault weapon, and a powerful sniper rifle.
Burst Mode: Range: 10*"// STR 5// DAM 1// AP 0// AOE 0 – Rapid Fire
Sniper Mode:Range: 11-18*"// STR 7// DAM 1// AP 2// AOE 0
* You may choose to fire this weapon in one mode or the other. This weapons cannot shoot greater than 10” in Burst mode. In Sniper Mode, this weapon may not shoot less than 11”, or greater than 18”.
BBX-14 3pts
Generally a standard issue weapon, highly concealable, with explosive rounds that make it essentially a mini rocket launcher.
Range: 6"// STR 5// DAM 1// AP 1// AOE 3
HE/EMP Drone 6pts
High Explosive/Electra-Magnetic Pulse remote control drones. Small but potent against armored targets.
Range: 8*"// STR 5// DAM 5**// AP 5// AOE 3
*This weapon does not need line of sight.
**This weapon may only do damage to vehicles.
On a successful hit, any rolls this unit must make in it's next turn are at -1.
Attuned Blade 4pts
The blade has been a tool of assassination for thousands of years, and while the galaxy may change, there is always a place for tradition.
Range: 1"// STR -// DAM 6// AP 2// AOE -
This weapon may be used as a ranged weapon or close quarters weapon.
_______________________________________________________
Shadow Operative Special Rules:
Unique Perk: Deep Cover 4pts
This unit is a master of deception and has been trained as a Shadow Operative. This model gains +2 movement on open ground, and +3 to any cover saves.
Unique Perk: Contraction to Kill 4pts
This unit specializes in target elimination. Any attacks made against non-vehicle targets are at +2 when rolling to hit. This model may take 2 Operative Weapons (including two of the same) with a total up to 8 points
Unique Perk: Saboteur 5pts
This unit must take 2 HE/EMP Drones, at half cost. In addition, this unit gets +2 on damage rolls against vehicles, and buildings.
Unique Perk: Master of Deception 5pts
This unit has been trained in the very tedious art of disguise. Any enemy unit attempting to shoot, or attack this model must roll a mental check at -2. If failed the unit believes the Shadow Operative to be a friendly unit and ignore it this turn. However, if the unit passes it's test all units with line of sight may shoot at the operative this turn.
_______________________________________________________
FAQ:
So whats with the ARX-12 Assault Rifle, Q-Type?
At the beginning of that unit's activation, you can choose to use it like a decently powered assault weapon, or a powerful sniper rifle, but not both. The weapon is compact and simple to switch between functions, but not so much that it can be done in an instant.
Sure, but whats with the range?
In order to make the weapon fire at range but still keep the compacted size, the Sniper mode tilts the barrel of the rifle at a slight degree upward. This gives it a better arch for hitting long range targets. It means, however, that aiming at closer targets would be too hard to manage. Also, if you're that close, you would probably do more damage with the Burst Mode.
Why can't you take two of the ARX-12 Assault Rifle, Q-Type?
Why doesn't any soldier take two rifles? Because it's not effective. Yes you would have more firepower, but at the cost of accuracy and weapon efficiency. One bullet in the right place at the right time can do far more damage then 100 bullets sprayed about in a semi controlled burst.
Can I take more than one Unique Perk?
Yes.
How does Master of Deception work?
If an enemy unit shoots at you, they roll a mental check at -2. If they fail that unit can't shoot at you this turn. Not ALL units, just that one. However, if a unit DOES pass the mental check, that unit can shoot at you, and any enemy in line of sight of your Shadow Operative can as well. This only lasts for this turn however. If the enemy unit wants to shoot at your operative again, they have to roll a mental check again.
How would you, the designer, use this unit?
I would look at my army and say one of the following: “What am I missing”, “What am I weak to”, “What would be fun”?
What am I missing? If I'm really light on anti-armor weapons, I'm taking my operative as a Sabatour. What am I weak to? If I know that snipers would eat me alive I would take this guy with the idea of being an anti-sniper, ie: Master of Deception. What would be fun? Well, thats on you. The Perks are what make the Spy, and the weapons are icing on the cake. He will get expensive but he can fill a good niche if you use it right.
Also, keep in mind that no matter how big your army may be, you only get one Operative. This means he will be a bigger target in small games, and less of a priority in big games. Use that to your advantage. After you see the enemy army, develop a mental "mission" for your operative to carry out. Something like "Okay, by turn four I need to take out the enemy heavy tank." or "By turn 3, I need to take out at least one of their independent snipers". This will help you keep your operative goal oriented, and not just running about.