Author Topic: [Mechanic] Squad Level command and combat  (Read 466 times)

0 Members and 0 Guests are viewing this topic.

RedVulnus

  • POST LORD
  • **********
  • Posts: 2,312
  • Dapperness +20/-4
    • View Profile
[Mechanic] Squad Level command and combat
« on: February 22, 2017, 06:30:32 pm »
So this is just my general idea for Squad Level play, a squad being 6-8 characters.

General synopsis

The Player controls all members of the squad during the majority of situations with each squad member being an NPC excluding the PC which is the squad leader. Every member of the squad attacks like normal with the Player controlling who they target, the weapon used, etc. Every member of the squad has a class that denotes their specialties(which will be written up with details).


Squad members

so in this system each squad member has a specialty. A rifleman is perfectly capable in the use of rifles and the like but try and make him use a machine gun and his performance won't be as good. In contrast a Machinegunner can't use the smaller rifles as well as a rifleman.

Certain things also require specific roles. A demolitions expert is needed to handle more powerful explosives for example.

Example squad classes

Rifleman
Strengths
All rounder: the Rifleman is capable in almost every situation.
Weaknesses
No specialties: Whilst capable there's no where that a Rifleman excels in.

Machinegunner
Strengths
Heavy weapons expert: The Machinegunner excels with LMG and HMGs and is a beneficial to most teams due to their capability to suppress enemy targets.
Weaknesses
Slow movement: The Machinegunner's gear weights them down and slows their movement speed.


these are just example classes, anything done for an RP would be most likely be more detailed. Any feedback or thoughts on this would be appreciated.

And putting it here since I don't know if we want mechanics to go through approval or not.

Share on Facebook Share on Twitter


ApatheticExcuse

  • God Teir
  • *
  • Posts: 1,044
  • Dapperness +2/-3
    • View Profile
Re: [Mechanic] Squad Level command and combat
« Reply #1 on: February 22, 2017, 06:58:55 pm »
We don't need to approve mechanics to use them in RPs, but I was thinking it might be nice to have a database of "we know these systems work" approved mechanics that people can use.

As of such, I'll like to see this fleshed out a bit more before approving and moving. D20 based? How is move speed calculated? Etc.
Gone. Cheers guys.

RedVulnus

  • POST LORD
  • **********
  • Posts: 2,312
  • Dapperness +20/-4
    • View Profile
Re: [Mechanic] Squad Level command and combat
« Reply #2 on: February 23, 2017, 08:31:41 pm »
This relies on dice rolls, things like positioning, height, and similar are factored into rolls as bonuses and negatives. Getting flanked removes your cover bonus, having the high ground gives you a bonus to hit.


Movement starts at a base 40(feet, meters, squares, whatever you want to issue for measurement) and certain pieces of equipment like machine guns reduce movement speed. A machine gunner from the example above can move at 30 units rather than forty.

AND movement is two step, you can move 20 units and attack or do whatever action you want, move over 20 units and that's the turn. Specific movement speeds can be altered but a general rule is that half the standard movement speed is a move action and over that is a full turn action.

 

NOCTIFER IS A FAGGOT