[Churchofgaming] Diaspora - updates on platoon combat
karl at rpgreview.net
karl at rpgreview.net
Tue May 22 10:58:28 UTC 2012
Hi all,
First here is the Diaspora srd incase there is anyone left who needs it:
http://www.vsca.ca/Diaspora/diaspora-srd.html
Too lazy to check the book right now but I think you can wander off
but it might put you out of command range which put the unit on
automatic pilot and makes then rather crap. Not sure how this impacts
on point 2 below but will do some reading when I'm less tired and drunk.
Also for those interested in designing a few units check out the
design rules in the platton combat section (not required I have
designed a version of all the units needed next time but if you want
to change something...). The 'plattons' are:
Faith Delegation*
Reason Delegation*
Foreign Delegation*
Parlimentry Guard
Reason Special Forces (Orbital drop)
Faith Assault Crusaders (Orbital drop)
Any foreign IVs from ships in orbit
Any ships in orbit: treat these as Artillary
Each would have up to five units.*indicates non-military group.
Quoting Mark <egrek2000 at yahoo.com>:
>
>
> Hi all
>
> Just thought I'd share a few bits I've read:
> 1. You have consequences - PER PLATOON (not unit) - we'd all have
> died quicker!
>
> 2. Leaders (from what I can tell) when dead, you basically lose. But
> they are very powerful.
> 3. You can't go off on your own (Levs round the island jaunt! Though
> it may depend if they are part of the platoon then?)
>
> 4. Command works against the damage difficulty, not 0! (much harder to heal!)
>
> 5. Consequences are a free tag
>
> About it so far, but I reckon it would have gone a lot quicker with all that.
>
>
> mark
>
>
>
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