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Post by Mr. Harold on Nov 24, 2014 17:54:37 GMT -5
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Post by baldlea on Nov 25, 2014 7:44:15 GMT -5
Excellent work.
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Post by soldado on Nov 26, 2014 15:54:08 GMT -5
MrHarold
Having read through I was wondering if there is a mechanism for removing suppression as the standard Gruntz suppression rules wouldn't apply here.
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Post by Mr. Harold on Nov 27, 2014 11:34:22 GMT -5
Suppression markers are simply removed by using one of your two actions. In fact, you must use your next actions to remove the suppression marker, unless i'm mistaken.
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Post by soldado on Nov 28, 2014 1:08:40 GMT -5
MrHarold Thanks for the response, I guess I was thinking in terms of larger battles where maybe an operator would gather suppression markers quite quickly and not have enough actions to remove them. The whole point of this though is that there will only be a few operators on the board at once - doh
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Post by Mr. Harold on Nov 29, 2014 14:55:09 GMT -5
Im going to be changing it that each unit can only ever have one supression marker.
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Post by soldado on Nov 29, 2014 15:40:54 GMT -5
would it be an option to say that if an operator has suppression markers that if another team member comes within a certain range and suppresses the unit/ operator that caused the marker then suppression is lifted without needing to use an action.
This would encourage players to keep operators working together rather than sending them off alone.
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Post by Mr. Harold on Nov 29, 2014 23:56:59 GMT -5
Great idea... I think that'd be a great perkz or ability, or maybe call it a skill.
I'll be thinking up all types of those for advancements, including equipment and off-board resources.
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Post by Mr. Harold on Dec 1, 2014 17:15:00 GMT -5
Well, my Gruntz Module, SpecOps is up to version 0.72 with most of the additional rules in and figured out (although very open to feedback). I'm going to start with the team building and advancement parts of the game module.
The idea is that each person chooses what type of Special Forces team their operators will be part of. This will impart primarily up to two perks, but also could change armor, restrictions on equipment, etc.
BUT! I need team types! If you're interested in helping I just need names and little blurbs on what makes that type of team special. I'm looking to keep the names as generic as possible (i.e. Hostage Rescue Team vs. SEALs). I'm also looking for two specific kinds of things they can do that can translate into perkz. Feel free to include the miniatures that you see as that team too. For Example:
Drop-Capable QRF
Able to deploy from orbit via drop pods, lots of combat action. Perkz: Infiltrator (1pt), Hard Vetz (1pt) Minis: Hell Divers from ClearHorizon Miniatures
--- Thanks and any help or feedback is appreciated!!
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Post by soldado on Dec 2, 2014 2:35:38 GMT -5
Forward insertion and Recon Elements (The FIRE birds)
The FireBirds are masters of Stealth, using superior skills and technology to master the enemy. Perkz: Active Camo(3pts), Melt Away(1pt) Minis: Khurasan's SEAL DEVGRU Operators
Mr Harold, one Grenade option (well not really a grenade as such) that I think is missing from the game is the modern/ future equivalent of the gammon bomb. I see it working in the following fashion. The more operatives who fore go shooting that phase add +1 damage (starting at 7 as a HE grenade) to the explosive (mimicing the addition of their allotment of C4, semtex etc) It can then be thrown like a grenade or placed on vehicle using a skill check to evade being seen by the target or fluffing the placement. If failed treat as a missed grenade throw (placing hazards the operator but forces a critical role to the target if its a vehicle)
Special Forces operators everywhere carry this stuff what do you think?
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Post by urbanbunny on Dec 18, 2014 17:44:10 GMT -5
love the idea. will have to try it out shortly
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