[Churchofgaming] Diaspora - platoons
Mark
egrek2000 at yahoo.com
Thu May 24 11:01:37 UTC 2012
how's this?
I've grouped them to be VIP command.
Standard command
4 standard (but slightly different) troops
Parliamentary guards are trained to not be noticed :)
And have a jeep!
But not veterans.
Name Description Tech Morale Max move Speciality Armour Direct fire Indirect fire Hand2hand Command Camoflage Observe Signal Veteran Movement Stunts Command feat
Faith 1 Command Armed faithful command 0 5 2 0 2 1 0 1 3 0 2 0 1 0 Halo drop (positioning) Tactical genius (ignore 1 range category)
Faith 2 Armed spotters 0 3 2 0 2 3 0 1 1 0 2 0 1 0 Halo drop (positioning)
Faith 3 Armed spotters 0 3 2 0 2 3 0 1 1 0 2 0 1 0 Halo drop (positioning)
Faith 4 Close signallers 0 3 2 0 2 3 0 2 1 0 0 1 1 0 Halo drop (positioning)
Faith 5 Close signallers 0 3 2 0 2 3 0 2 1 0 0 1 1 0 Halo drop (positioning)
Faith Delegation Command Unarmed VIP command 0 4 2 3 1 0 0 1 2 0 2 1 0 0 Not a genius, a VIP
Reason 1 Command Reasonable command 0 5 2 0 1 2 0 0 3 2 1 0 1 0 Halo drop (positioning) Battlefield Genius (+1 command range)
Reason 2 Armed troopers 0 3 2 0 1 3 0 2 0 2 0 0 1 1 Halo drop (positioning)
Reason 3 Armed troopers 0 3 2 0 1 3 0 2 0 2 0 0 1 1 Halo drop (positioning)
Reason 4 Armoured signallers 0 3 2 0 2 3 0 1 0 2 0 1 1 0 Halo drop (positioning)
Reason 5 Armoured signallers 0 3 2 0 2 3 0 1 0 2 0 1 1 0 Halo drop (positioning)
Reason Delegation Command Unarmed VIP command 0 4 2 3 0 0 0 1 2 1 2 1 0 0 Not a genius, a VIP
Parlimentary guard 1 Command Trained background command -1 4 2 0 1 2 0 2 3 0 0 1 0 1 Special forces (not auto seen) Logistical genius (no out of ammo)
Parlimentary guard 2 Trained background guards -1 2 2 0 1 2 0 3 0 0 1 1 0 2 Special forces (not auto seen)
Parlimentary guard 3 Trained background HR -1 2 2 0 1 2 0 3 2 0 1 1 0 0 Special forces (not auto seen)
Parlimentary guard 4 Trained background comms -1 2 2 0 1 1 0 3 0 0 1 2 0 2 Special forces (not auto seen)
Parlimentary vehicle Riot van - specialised unit -1 3 4 0 4 3 0 0 0 0 0 0 1 2 Scout (can keep moving) Highly trained (+1 morale)
Foreign Delegation Command Unarmed VIPs 2 5 2 3 3 0 1 1 2 0 2 1 1 0 Robot took the bullet (+1 Armour) Not a genius, a VIP Do you know who I am (Command for Armour) Remote controled drones (+1 indirect fire)
Mark Llewellyn ACCA BSc BA
Email: markllewellyn.acca at yahoo.com
Mobile: 0468 363 677
Address: Downie St, Melbourne CBD, VIC, 3000
>________________________________
> From: "karl at rpgreview.net" <karl at rpgreview.net>
>To: churchofgaming at rpgreview.net
>Sent: Thursday, 24 May 2012, 6:54
>Subject: Re: [Churchofgaming] Diaspora - updates on platoon combat
>
>Faith and Reason are T0, Note though only Faith has ships nearby ATM unless...
>Parlimentry guard are T-1
>Foriegn Delegation are T2 and are NOT soldiers.
>All units have one more stunt than in the rules (min 1). Units to be dropped from orbit need HALO stunt (house rule).
>I gave foriegn units the Aspect "Robot took the bullet" to represent those pesky SYS robots.
>
>Ships. Will we use? That depends on how the story plays out.
>
>
>
>Quoting Mark <egrek2000 at yahoo.com>:
>
>> Faith Delegation*
>> Reason Delegation*
>> Foreign Delegation*
>>
>> - So according to the rules (from memory) these are infantry with 3 in "specialist delegation" (ie non combat special troops!)
>> - Is there one of each of these units? But they are fighting?
>> - If these are all command units - they could be very powerful, even though they're weakly trained for combat.
>>
>> Parlimentry Guard
>> Reason Special Forces (Orbital drop)
>> Faith Assault Crusaders (Orbital drop)
>> - five units each. All Infantry? Or can use some vechicles?
>>
>> Any foreign IVs from ships in orbit
>> Any ships in orbit: treat these as Artillary
>> - Are we going to use these? May be more complicated then we need? (we're struggling with infantry)
>>
>> - What tech are each?
>> - (reason and faith are 1 = 2 stunt each)
>> - (parlimentary guard tech -1? = 1 stunt each?)
>>
>> - Any idea on how people are going to split them?
>> - I'm happy to be whatever people don't want! :)
>>
>>
>>
>>> ________________________________
>>> From: "karl at rpgreview.net" <karl at rpgreview.net>
>>> To: churchofgaming at rpgreview.net
>>> Sent: Tuesday, 22 May 2012, 20:58
>>> Subject: Re: [Churchofgaming] Diaspora - updates on platoon combat
>>>
>>> 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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