[Churchofgaming] Diaspora - platoons
karl at rpgreview.net
karl at rpgreview.net
Fri May 25 03:24:02 UTC 2012
First pass I really like these they look fun to play. The "do you know
who I am!" stunt is gold. Will have a closer look over wkend.
Quoting Mark <egrek2000 at yahoo.com>:
> 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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>>>>>>
>>>>
>>>>
>>>>
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