Announcement

Collapse
No announcement yet.

Small unit tactics and cohesion & combat rules knowledge thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Small unit tactics and cohesion & combat rules knowledge thread

    My fellow gamers !

    Everyone has their own style and enjoy a as much freedom as can be reasonably given in our gaming.And everyones style is accepted and fun as far as I feel .But some styles will inevitably lead to the odds stacking up against the characters ,and some may tilt them in their favour .The whole thing is a game of odds in a way ,and your skills and the situation you are in are the "cards" you get to play .

    Great is the glory and joy of the victorious as their PCs survey the battlefield that is littered with the bullet riddled corpses of vanquished foes and all their goodies for the taking amongst the smouldering remnants of battle.

    On the other hand -in many cases -dreary is the process of building a character up from the beginning with low skills ,little gear and more dominant partymembers constantly giving you latrine duty .Not to mention the shock of loosing a veteran PC of many years and starting afresh.

    The new damage rules -really the old damage rules and a little sprinkle of malevolently weighted result tables plus a few optional/house rules - ARE DEADLY

    example :

    Already in the opening scenes of the first firefight in our last session you guys got a PC down with a critical hit out in the open .A little less luck and that PC would be a goner .

    So - I made this thread for you guys to discuss "how to do it " and quite possibly even cook up a sort of check list or doctrine that you CAN apply .

    As was said at the table - "you guys fight like Apache indians -all on the same side but individually ".Tactical manuals ,movies etc will show you - there is rarely a man who goes out and attacks an enemy position alone -its usually several men where some provide cover while others move etc . Attacking a numerically superior enemy over a 200 meter wide front with 6 guys is pretty dangerous in a built up area.I hope this thread can inspire some gaming moves .
    A few examples of what could be useful :

    " mutual support" "Optional fire rules " "creeping barrage"

    "Covering fire" "fire superiority" "movement coordination"

    etc

    If of use you can discuss etc here.Also rules questions etc can be put the GM

    This thread is ment to help if needed and not as a critique of anyone particular style .
    Last edited by headquarters; 08-10-2009, 07:40 AM.

  • #2
    1st discussion - built up areas -intro

    The party has to assault a series of ruins and buildings defended by veteran troops of at least platoon size.They have to take all buildings and clear them to open the bridge to the allied troops that will be there in a few hours .The disposition of the enemy troops is partially known -they have at least one or two squads of 10 in each of the buildings with numbers on them .

    The party ( A) is in the ruined ,northernmost part of building with no numbers in the bottom right corner of the map.The ususal set up -party is bristling with guns and ammo ,but only small arms and few RPGs.Its daytime .

    The scale is 1 CM equals 5 meters -making it app 20 meters across the larger roads between the buildings ( it is close range combat mostly ).

    The party start their 1st phase in cover and hidden .There is one firing position (RED X) spotted directly across the street from them .

    What to do
    Attached Files

    Comment


    • #3
      the first phases

      area of party and enemy position .
      Attached Files

      Comment


      • #4
        input

        so how would you do it in general

        How would you place the PCs ( imagining that everyone actually cooperated

        What would be the tactic and methods employed

        Comment


        • #5
          well,well..

          I did try to incite some interest in tactical gaming and the creation of a sort of in-game SOP to be followed in the course of the fighting.

          It would seem that this is superfluous ,and that the ease of urban combat against trained enemies incur no need for drill and training cohesion.

          The mission you are currently on is of no interest to the PCs personally -I see that one - but as a GM I fail to see that whatever happens to EUREKA with all your stash should be of low interest..

          I mean - what would life be like under NDP for say -known Painists or Feudals from San Simeon A utilitarian ,authoritarian asketic and strict party with a neolithic brutality and outlook on anyone not falling into their grey clad ,faceless uniformed line..

          The damage rules are deadly as you well know..

          the enemy is highly trained and hardened NDP cadres..

          could it be that the ususal confused 3 minutes of discussion on tactics before we kick of will not be sufficient to pull it of

          Could it be that the reformed and socalled "neo-nasty" GM will demand an hitherto unheard of level of cohesion in regards to observation and fire sectors,mutual support and tactics

          Who will make it Who will not






          Anyways - I cant wait to get cracking on the gaming, lads!
          I predicta 100 % chance of hail - a hail of bullets !

          muahahahahahHAHAHAHA!

          oh yeah..looking over these things a doing a few walk throughs -talk throughs with coins etc on a table is probably a VERY good idea...

          muhaa..

          Comment


          • #6
            eh.. hehe

            I know it's not a good sign, but I only saw this thread now..
            If You're In A Fair Fight, You Didn't Plan It Properly.
            I don't carry a gun in case I get in a gun fight. I carry a gun because I don't want to miss the opportunity to get in a gun fight.

            Comment


            • #7
              Lol

              Originally posted by Rupert Willies View Post
              I know it's not a good sign, but I only saw this thread now..

              "elite troops bah..amateurs are the real worry -you never know what they will do "


              bon chance -ce la guerre
              Last edited by headquarters; 02-03-2010, 12:29 PM.

              Comment


              • #8
                Moral boost

                If I remember correctly, I am a peacful entertainer - bringing smiles and laughter to people worldwide is my bussiness.
                I am now kidnapped and forced into this mission. My beloved crew is held hostage and will end up in front of i firing squad if I fail to fullfull a suicidal mission (or die in the process of carrying out a suicide mission).
                I have recently been court martialled for not volunteering for an even more dangerous suicide mission.
                I also have a vague memory of a past life where I had to fight for money to buy food because I was kicked out of the army and thrown on the street after almost sacrifising my own lift carrying out - yes - a suicide mission.

                So, what do I own to Eureka
                Not more than I own to NDP...
                Last edited by headquarters; 11-09-2009, 02:02 PM.

                Comment


                • #9
                  well..

                  Originally posted by Sanchez View Post
                  If I remember correctly, I am a peacful entertainer - bringing smiles and laughter to people worldwide is my bussiness.
                  I am now kidnapped and forced into this mission. My beloved crew is held hostage and will end up in front of i firing squad if I fail to fullfull a suicidal mission (or die in the process of carrying out a suicide mission).
                  I have recently been court martialled for not volunteering for an even more dangerous suicide mission.
                  I also have a vague memory of a past life where I had to fight for money to buy food because I was kicked out of the army and thrown on the street after almost sacrifising my own lift carrying out - yes - a suicide mission.

                  So, what do I own to Eureka
                  Not more than I own to NDP...

                  At least they gave you a job .Even if the job is a suicide mission

                  And.. you are kind of in the middle of it NOW - shooting your way out of there might take some tactics too ...


                  looking forward to get this going on the dice table
                  .
                  Last edited by headquarters; 11-09-2009, 02:31 PM.

                  Comment


                  • #10
                    NEW DAMAGE RULES v.2.1

                    basically just a few cosmetic upgrades to the doc - but a little more for the players to worry about on the treatment and diagnosis part ..let this be a warning to you muahahah!!
                    NEW DAMAGE RULES
                    -houserules v.2.1 by GM Headquarters-

                    PURPOSE: to provide more realistic but fast played damage resolution rules.

                    1 .Basic rules : damage causes loss of hitpoints and affects initiative ,movement ,consciousness etc

                    IMMIDEATE EFFECTS :

                    INITIATIVE :
                    slight -1 int.
                    serious-2 more int
                    critical -2 more int and strength halved

                    LOOSING CONSCIOUSNESS/BLACK OUT :
                    Immediately on going into the negative the player rolls a dice for loss of consciousness and also at the start of each phase when taking action.

                    If seriously wounded CON score is the % chance on the D10 of staying awake oei.e CON 8 is an 80% chance.

                    Blackout lasts until next phase-roll is repeated to gain consciousness.

                    A roll of 10 always means losing consciousness.

                    If critically wounded the player rolls a D100 using CON to decide chance .CON 8 gives an 8 % chance.

                    A character can take a negative amount of-200% HP before death .A HP score of CHEST 25means that at minus 51 character is dead.
                    Critical wounds to head does not mean instant death.

                    BLEEDING TO DEATH :

                    Upon reaching serious level wounded character looses blood at a rate that will kill within 10 minutes if not treated .

                    Upon reaching critical level wounded character looses blood at a rate that will kill within 5 minutes if not treated .

                    TREATMENT/FIRST AID :to stop bleeding is dependant on circumstance and wound severity and type .GM can modify accordingly at discretion.

                    SLIGHT :EASY:MEDICAL
                    SERIOUS : AVERAGE: MEDICAL
                    CRITICAL : DIFFICULT MEDICAL
                    Pers. med . kit +1 , doctors medkit +2 . Treatment MUST include applying bandages ,tourniquets, improvised pressure clamp etc . Cannot be done with nothing.
                    Performing first aid on your self is one level more difficult and means staying conscious for minimum 30 sec.Arms/Legs often easier to do yourself oe GM decides.

                    RECOVERY:
                    SLIGHT WOUNDS :10 days.EASY:MEDICAL time. No MEDICAL treatment adds time. PERS. MED KIT +1, DOCTORS MED KIT +3
                    SERIOUS WOUNDS : 22 days.AVG:MEDICAL time. No MEDICAL treatment adds time. PERS. MED KIT +1, DOCTORS MED KIT +3
                    CRITICAL WOUNDS: 40 days.DIFFICULT:MEDICAL time. No MEDICAL treatment adds time. PERS. MED KIT +1, DOCTORS MED KIT +3

                    INSUFFICIENT REST,FOOD,WATER,SHELTER: + time. Any work,movement or combat adds time as pr GM discretion. Effects are cumulative.

                    2.CRITICAL HITS:
                    Critical hits means wound affects internal organs ,arteries ,bones or other that make injury grave.Usually this means uncontrollable hemorrhaging leading to desanguination or indeed exsanguinations .Critical hits refer to both internal bleeding and other forms of bleeding at dangerous levels.

                    Critical hits also refer to shock in the medical sense of the word .Any injury can cause shock oealthough in game terms a critical hit is needed to bring about shock.
                    (Hypovolemic and cardiogenic will likely be the main types of shock in-game ,but septic shock or obstructive shock are also likely).

                    The term Bleed Time in the critical hit tables refers to exsanguinations has occurred or to the refractory or irreversible state of shock has occurred .In-game we shall not be discussing what came first oeexsanguinations or refractory shock.

                    Risk of critical hits occur each time a character is wounded. The GM rolls a D10 , the number of penetrating damage dice equals the chance of it being a critical hit.
                    Example: a hit from a rifle with damage 3 on an unarmored target gives a 30%chance of critical hit on the GMs D10 result roll. (If 2 dice were subtracted due to body armour ,the chance is 10%.)

                    Each critical hit means consulting location specific CRITICAL TABLES for result. The table lists different results for critical and serious wound levels.

                    3.TREATING CRITICAL HITS /FIRST AID:
                    Treatment Follows wound severity in difficulty. One attempt takes 6 phases .It stops bleeding ,covers wound surface and improves chance of avoiding infection or complication .SLIGHT WOUNDS are EASY ,SERIOUS WOUNDS are AVERAGE and CRITICAL WOUNDS are DIFFICULT.

                    TREATING SHOCK : In hypovolemic shock, usually hemorrhagic shock caused by traumatic injury, it is necessary to immediately control the bleeding and restore the casualty's blood volume by giving infusions of isotonic crystalloid solutions.(IV-drip).
                    In case of respiratory insufficiency (i.e. diminished levels of consciousness, hyperventilation due to acid-base disturbances or pneumonia) intubation and mechanical ventilation may be necessary.

                    TREATING BLEEDING : a variety of techniques ranging from oe APPLYING PRESSURE TO WOUND/PRESSURE BANDAGE, GLUEING WOUND TOGETHER,POWDERED COAGULANTS/OTHER,TOURNIQUES,RAISING WOUND HIGHER THAN HEART etc






                    Please note that preventing complications and infections are covered in a separate section (table 6.) These are medical procedures that involve hours of surgery or weeks of care .

                    WOUND SEVERITY INCREASE: Actions such as combat may ad damage point to locations already wounded. GM will pr discretion add damage as combat unfolds.
                    Successful treatments can fall apart / become worse: if strained. New Medical check using treating characters skill is made with appropriate difficulty level .GM decides. Example: running with a bandage can make it come of. Medics skill was 5 .GM decides its an AVERAGE strain for the bandage. Wounded char roll using medics skill.

                    All critical hits must be treated like this unless otherwise stated in tables.

                    4. LOCATION SPECIFIC CRITICAL TABLES:


                    D10 RESULT CRITICAL HITS TABLE HEAD
                    1 SERIOUS :Bleed time :10 min
                    CRITICAL : Bleed time 5 min
                    2 SERIOUS :Bleed time 10 min .Shock. Medical check one level more difficult
                    CRITICAL: Bleed time : 5 min .Shock .Medical check one level more difficult
                    3 SERIOUS: Bleed time .Shock .10 min
                    CRITICAL :Bleed time Shock. 5 min
                    4 SERIOUS : Bleed time 5 min .Shock .Loss of hearing: OBS-1
                    CRITICAL : Bleed time 2 min. Shock. Loss of hearing OBS -2
                    5 SERIOUS: bleed time 5 min . Shock Disfigurement :CHARISMA -1**
                    CRITICAL : bleed time 2 min . Shock Disfigurement : CHARISMA -2**
                    6 SERIOUS :bleed time 5 min .Hemorrhaging.
                    Horrible disfigurement :CHARISMA -1D6**
                    CRITICAL :bleed time 2 min .Hemorrhaging
                    Horrible disfigurement :CHARISMA -1D6**
                    7 SERIOUS : bleed time 10 min. Internal hemorrhaging
                    Loss of eyesight : AG-1 ,OBS-2
                    CRITICAL: bleed time 5 min. Internal hemorrhaging .
                    Loss of eyesight : AG-2 ,OBS-3
                    8 SERIOUS: bleed time 10 min. Internal hemorrhaging.
                    Brain damage :INTEL : -1
                    CRITICAL: bleed time 5 min. Internal hemorrhaging.
                    Brain damage :INTEL : -2
                    9 SERIOUS: bleed time 10 min . Internal hemorrhaging
                    Brain damage: INTEL: - 2, 1D6 skills -1D6 points*
                    CRITICAL: bleed time 5 min. Internal hemorrhaging
                    Brain dmg. :INTEL: -3 , 1D6 skills -1D6 points
                    10 SERIOUS :bleed time 1 min. Extreme Hemorrhaging. Difficult medical to treat
                    CRITICAL: Immediate death
                    *

                    **
                    What skills are determined by numbering all skills with points.
                    Rolling a dice with the closest number till selection is done.
                    Certain types of damage lends themselves to disfigurement result.
                    Fire, acid etc GM decides.



                    D10 RESULT CRITICAL HITS TABLE CHEST
                    1 SERIOUS :bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    2 SERIOUS : bleed time 10 min.
                    CRITICAL :bleed time 5 min
                    3 SERIOUS : Shock .bleed time 10 min.
                    CRITICAL :Shock. bleed time 5 min.
                    4 SERIOUS: Shock.bleed time 10 min.
                    CRITICAL: Hemorrhaging. bleed time 5 min.
                    5 SERIOUS: Hemorrhaging bleed time 5 min.
                    CRITICAL: Internal hemorrhaging. Bleed time 2 min.
                    6 SERIOUS: bleed time 10 min.Lung damage: Lungs fill w/blood. Hemorrhaging.
                    Must make CON -1 each turn (6th phase) until treated. Average medical.
                    Failed checks accumulate -1 penalty. When at 0, character has drowned.
                    CRITICAL: bleed time 5 min. SAME AS OVER. CONCHECK PEN - 2
                    7 SERIOUS: bleed time 10 min .Spinal damage:10% chance of paralysis pr phase
                    moved w/o stretcher or pr obstacle negated Absolute rest min.4 months
                    CRITICAL: bleed time 5 min. SAME AS OVER. RISK 20%
                    8 SERIOUS: bleed time:10 min .Cardiogenic shock: AVG: medical or char dies in
                    CON/2 minutes, Heart failure.
                    CRITICAL: bleed time 5 min. SAME AS OVER but DIFFICULT :MEDICAL
                    9 SERIOUS: bleed time 10 min. Heart failure: Difficult medical or char dies
                    in CON/2 minutes Cardiogenic shock
                    CRITICAL: bleed time 5 min. SAME AS OVER but TIME IS CON/4 minutes
                    10 SERIOUS: Massive Internal hemorrhaging.2 min bleed time.
                    Difficult medical to stop.
                    CRITICAL:SAME AS OVER . Bleed time 1 min.





                    D10 RESULT CRITICAL HITS TABLE ABDOMEN
                    1 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    2 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    3 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    4 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min .Hemorrhaging.
                    5 SERIOUS: bleed time 5 min. Hemorrhaging.
                    CRITICAL: bleed time 2 min. Hemorrhaging.
                    6 SERIOUS: bleed time 10 min.Gutshot. Internal hemorrhage. ADD +3 to the
                    INFECTION ROLL
                    CRITICAL: bleed time 5 min .GUTSHOT. Internal hemorrhaging .
                    ADD+4 to INFECTION ROLL
                    7 SERIOUS: bleed time 10 min.Gutshot. Internal hemorrhaging
                    Add +3 to INFECTION ROLL
                    CRITICAL: bleed time 5 min .GUTSHOT. Internal hemorrhaging
                    ADD+4 to INFECTION ROLL
                    8 SERIOUS: bleed time 5 min.Gutshot. Add +4 to INFECTION ROLL
                    CRITICAL: bleed time 2 min .GUTSHOT. ADD +5 to INFECTION ROLL
                    9 SERIOUS: bleed time 5 min. Artery rupture.2 DIFFICULT:MEDICAL checks
                    to treat .
                    CRITICAL: bleed time 2 min . SAME AS OVER . 3 DIFFICULT: MEDICAL
                    10 SERIOUS: Massive internal bleeding. Time 2 min.. AVG:MEDICAL to stop.
                    CRITICAL: SAME AS OVER. But DIFFICULT:MEDICAL


                    D10 RESULT CRITICAL HITS TABLE ARMS
                    1 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    2 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    3 SERIOUS: bleed time 10 min.
                    CRITICAL: bleed time 5 min
                    4 SERIOUS: bleed time 10 min. Shock
                    CRITICAL: bleed time 5 min .Shock
                    5 SERIOUS: bleed time 5 min. Shock
                    CRITICAL: bleed time 2 min. Hemorrhaging
                    6 SERIOUS: bleed time 10 min. Nerve damage loss of skill -2 points random skill.
                    CRITICAL: bleed time 5 min.SAME AS OVER but -3
                    7 SERIOUS: bleed time 10 min. Nerve damage loss of skill -3 points random skill.
                    CRITICAL: bleed time 5 min.SAME AS OVER but -4
                    8 SERIOUS: bleed time 10 min. Nerve damage loss of STR -1 .
                    CRITICAL: bleed time 5 min. SAME AS OVER .
                    9 SERIOUS: bleed time 5 min .Loss of fingers.Random skill -4.Hemorrhaging
                    CRITICAL: bleed time 2 min.SAME AS OVER but -5 Hemorrhaging
                    10 SERIOUS: bleed time 5 min. Muscle damage .STR-1.Hemorrhaging
                    CRITICAL: bleed time 2 1/2 min. Loss of limb. STR- round down.




                    D10 RESULT CRITICAL HITS TABLE LEGS
                    1
                    SERIOUS: bleed time 10 min. Hemorrhaging
                    CRITICAL: bleed time 5 min. Hemorrhaging
                    2
                    SERIOUS: bleed time 10 min. Hemorrhaging
                    CRITICAL: bleed time 5 min Hemorrhaging
                    3
                    SERIOUS: bleed time 10 min. Hemorrhaging
                    CRITICAL: bleed time 5 min. Shock
                    4
                    SERIOUS: bleed time 10 min. Shock
                    CRITICAL: bleed time 5 min.Shock
                    5
                    SERIOUS: bleed time 5 min.Shock
                    CRITICAL: bleed time 2 min,Shock
                    6
                    SERIOUS: bleed time 10 min. Nerve damage. Movement impaired -1 m /phase
                    CRITICAL: bleed time 5 min .SAME AS OVER but -2 m / phase. Hemorrhaging
                    7
                    SERIOUS: bleed time 10 min. Nerve damage. Movement impaired -2 m/ phase.
                    CRITICAL: bleed time 5 min. SAME AS OVER but handicap is -3 m /phase.
                    8
                    SERIOUS: bleed time 10 min. Nerve damage loss of STR -1 . Hemorrhaging
                    CRITICAL: bleed time 5 min. SAME AS OVER . Hemorrhaging
                    9
                    SERIOUS: bleed time 5 min .Loss of toes. AG oe 1 Hemorrhaging
                    CRITICAL: bleed time 2 min. SAME AS OVER but -2 Hemorrhaging
                    10
                    SERIOUS: bleed time 5 min. Muscle damage .STR-1. Internal Hemorrhaging
                    CRITICAL: bleed time 2 1/2 min. Loss of limb. STR- round down.
                    Internal Hemorrhaging.




                    5..COMPLICATIONS AND INFECTIONS :

                    Infection and or complications can be the result of any wound no matter the wound severity level.Character must make a check against CONSTITUTION.
                    GM decides if check is easy ,average or difficult depending on circumstances and wound type .Burns are more prone to infection etc .
                    The GM consults his damage results table to determine complication if any . (TABLE 6) ,depending on CON check result is applied .

                    Proper first aid or rapid medical treatment will improve chance of avoiding a bad result .In many climates and environments this must done immediately or within minutes of the injury . SUCCESSFUL FIRST AID FOLLOWS WOUND SEVERITY. Pers.med kit +1 ,doctors med kit+2. One attempt allowed pr turn (6th phase)

                    Most complications are readily treatable ,and are a matter of time and resources. Others require more effort , and some are difficult to recover fully from .





                    6. COMPLICATIONS AND INFECTIONS TABLE


                    D10 RESULT EFFECT ON WOUNDED CHARACTER
                    1

                    CON/EASY* SLIGHT: -
                    SERIOUS: -
                    CRITICAL: small infection. EASY:MEDICAL to treat
                    2

                    CON/EASY* SLIGHT: -
                    SERIOUS: small infection .EASY:MEDICAL to treat
                    CRITICAL: small infection. EASY: MEDICAL to treat
                    3

                    CON/EASY* SLIGHT: -
                    SERIOUS: slight infection. EASY:MEDICAL to treat
                    CRITICAL: slight infection. EASY:MEDICAL to treat
                    4

                    CON/AVG* SLIGHT: slight infection. EASY:MEDICAL to treat
                    SERIOUS: medium infection. AVG:MEDICAL to treat
                    CRITICAL: medium infection. AVG:MEDICAL to treat
                    5

                    CON/AVG* SLIGHT: medium infection. AVG:MEDICAL to treat
                    SERIOUS: medium infection. AVG:MEDICAL to treat
                    CRITICAL: serious infection. DIFFICULT:MEDICAL to treat
                    6

                    CON/AVG* SLIGHT: medium infection. AVG:MEDICAL to treat
                    SERIOUS: medium infection. AVG:MEDICAL to treat
                    CRITICAL: serious infection. DIFFICULT:MEDICAL to treat
                    7

                    CON/DIFF* SLIGHT: medium infection. AVG:MEDICAL to treat
                    SERIOUS: serious infection. DIFFICULT:MEDICAL to treat
                    CRITICAL: SEPSIS. Surgery needed AVG:MED.
                    8

                    CON/DIFF* SLIGHT: Serious infection. DIFFICULT:MEDICAL to treat
                    SERIOUS: : SEPSIS .Surgery needed AVG:MED.
                    CRITICAL: SEPSIS. Surgery needed DIFFICULT:MED.

                    9
                    CON/DIFF* SLIGHT: Serious infection. DIFFICULT:MEDICAL to treat
                    SERIOUS: : SEPSIS. Surgery needed AVG:MED.
                    CRITICAL: SEPSIS. Surgery needed DIFFICULT:MED.

                    10
                    CON/DIFF* SLIGHT:SEPSIS. Surgery needed.AVG: MEDICAL
                    SERIOUS:FRAGMENT. Surgery needed .DIFFICULT:MED.
                    CRITICAL: Chronic sepsis due to fragments. 1D6 DIFF:MED
                    Procedures needed.



                    FIRST AID:
                    INFECTION Untreated = -1D12 to location pr week
                    SEPSIS Untreated= -1D6 to location pr day
                    FRAGMENTS Untreated= -1 HP to location pr hour

                    SURGERY :
                    One attempt pr SKILL MEDICAL / 2 allowed pr 24 hours .
                    Round result down .Skill 10 = 4 attempts pr 24 hrs.
                    Surgical supplies required or penalties will occur

                    Subtract 2 from roll on this table if successful first aid is received

                    *
                    GM makes hidden roll for CON too see if results /complication should be applied .Noting down all the hits a player character takes in the course of a session is a wise method to keep up.CON check can be modified by GM depending on circumstances i.e suffering burn wounds in a sewer might lead to increased risk of infection .

                    Comment


                    • #12
                      regarding the session

                      I got the friday off, but now i'm struggling to fix the saturday,losey employees.....
                      The Big Book of War - Twilight 2000 Filedump Site
                      Guns don't kill people,apes with guns do.

                      Comment


                      • #13
                        but hey !

                        The deal was that if you preformed well on this one WillisCO would let you bid on several valuable contracts as a black ops operator -or "intelligence gathering" as they called it .

                        If not , of course they would shoot all your friends and confiscate everything you own.And hunt you down .And try to kill you .And call names .

                        etc

                        enough with the negativity about the suicidal part of the mission briefing - after all - would you really enjoy it if it was possible to survive

                        The Gods have cast you in a mega-play ,the stage is set and you got the best lines.Your performance will male you legendary -at least after you are dead,as with most artists.Which might not be long in this case .

                        But look at the bright side - an upturn in your career is close !This show has a grand finale - no worries .

                        Also one last thing - theer are NO available lead roles in NDP -could you bear being best supporting male for the rest of your life ,with NO chance of ever taking center stage At least in Eureka ,you will be able to promote yourself freely as the super star.

                        No settle down - you got a 2 o`clock facial you cant afford to miss.

                        Originally posted by Sanchez View Post
                        If I remember correctly, I am a peacful entertainer - bringing smiles and laughter to people worldwide is my bussiness.
                        I am now kidnapped and forced into this mission. My beloved crew is held hostage and will end up in front of i firing squad if I fail to fullfull a suicidal mission (or die in the process of carrying out a suicide mission).
                        I have recently been court martialled for not volunteering for an even more dangerous suicide mission.
                        I also have a vague memory of a past life where I had to fight for money to buy food because I was kicked out of the army and thrown on the street after almost sacrifising my own lift carrying out - yes - a suicide mission.

                        So, what do I own to Eureka
                        Not more than I own to NDP...

                        Comment


                        • #14
                          this goes in another thread

                          Originally posted by General Pain View Post
                          I got the friday off, but now i'm struggling to fix the saturday,losey employees.....
                          this thread is about rules and tactics..

                          I suggest SEASON 5 EPISODE 4 Winter sessions thread .

                          It still sucks though -even when posted here .Give me a call on the comms.

                          Comment


                          • #15
                            recommendation

                            For those of you who have interest and those of you who have questions - these are good films to obtain and get theoretical advice from.



                            Practice is everything ,but these films have stuff that will work great in the campaign setting .

                            Anyways - arriving in Oslo 28th of January app 1800 hrs.

                            Hope that I will get the WHOLE saturday for my shit .

                            Early start -late finish .

                            Bring kleenex to wipe your faces from snot and tears from the brutal thrashing your PCs will be getting !

                            aahh.. the eve of battle ...

                            Comment

                            Working...
                            X