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Warmaster Game Progress
#1
Not sure if any of ya were really interested last time, but I figured why not fill ya all in? 

I've made more progress on it.  Seems that my earlier statement that it was ready for play testers was a bit premature, and I haven't gotten any.  Which was a good thing. 

Currently it has a rough storyline, a list of skills, feats, and training schools, profession classes for the players, and the rules are being fleshed out currently.  It has a bit of greater mix than I originally planned in it.  Originally I wanted to mix it as an RPG and a tactical/strategy wargame.  It's still mostly that, but for the actual mechanics I also found it useful to pull a little from Warhammer 40k.  I also have some rough character and platoon sheets.  If I get this worked out well enough, we could see if we can't modify it for a Star Wars universe type game.  Should be possible, I'm making it to be simple and flexible in terms of the mechanics.

So shall I lay out the different parts? 
~§~
Tanker (tangk'er)n. 1. A dusty, crusty, grease-covered, dirty, sweaty, bright eyed, fuzzy faced, haircut-needing, beer-drinking, underrated, over-worked, underpaid, oversexed, little s%#* who can take a Tank and do more battlefield damage in ten minutes than a grunt squad can do all day.
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#2
Yes! but the hard part for me is going to be finding time and someone to play against.
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#3
sounds kewl bro.  if ya need anything from me let me know.  will help any way I can.  but I may also have murdocks issues LOL
There is no emotion:  There is peace.  There is no ignorance, there is knownledge.  There is no passion, there is serenity.    There is no chaos, there is harmony.   There is no death, there is only the force-jedi code
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#4
It's all good guys.  Smile

Well, here's what I've got story wise:

"It is twenty years into the future.  Much like the War on Drugs, started in either 1971 or 1980, the United States has continued the War on Terror, facing off with insurgent factions and terrorist groups the world over.  The military, in all its branches, has developed new tactics and units while attempting to maintain the force projection power and ability to fight conventional wars. 

Ten years prior, the military found itself unable to maintain the ability to fight large scale conventional wars while their units were scattered across the globe.  An effort to construct a new truly combined arms unit was instituted at this time, called the Flexible Force Concept.  The unit was to start at the battalion element, and, should the experiment prove effective, it was to be incorporated into the larger military structure and/or have larger elements created. 

What was originally thought to be a relatively quick process to create quickly fell victim to red tape, Congressional interference and oversight, budget cuts for ongoing operations, and the never ending aggression among the four branches from entrenched higher ranked officers and enlisted. 

The original plan was for the experimental unit to be created within a year to two years, pulling from various existing platoons and squadrons’ military wide to create the new unit. The companies would each be unique from the other; with only a core set of combat arms platoons the same among them. 

The core set of platoons were:
Armor
Infantry
Artillery
Specialized
Specialized
Specialized

The companies were to be self-contained and self-reliant in the field, acquiring what they needed from the usual channels, and what they found during operations on the field.  Any excess the companies had, they would send to the Battalion Supply Command to go to units that did need the items.

Congress took issue with this clause in the units creation, fearing that the unit would become a mercenary style unit without any oversight or control.  Some feared and argued fiercely that it was a throwback to armies of old, raping and pillaging as they went. 

However, for all the detractors against the idea, the project had its champions.  Senators Williams and Manakuna, along with a few Generals that believed in the Flexible Force concept, argued just as fiercely for the experiment, saying that in order to be effective in any and all tactical situations, be it against insurgents or conventional combat, the military had to become flexible and more adaptable.  Only through this program could they test the concepts and find out even if any aspect of the project was feasible.  They argued also that the military as a whole would certainly benefit from the experiment, enhancing inter-unit and inter-branch communication and understanding, with a side bonus of limiting the biting effects of the branch rivalry that had plagued the military for generations."


That's all I have currently for it, but it needs more, getting to the actual creation of the unit.

Here's the rules so far (keep in mind they're very rough):

Rules:
Critical Hit = damage to platoon, as well to player.  Player must take armor reflex into account.

Roll 2d10 to initiate combat.  *00-45 = missed target (roll 1d20 to see if target is suppressed; 1-10 no, 11-20 yes) 46-55 = target hit (roll for casualty check) and suppressed.  56-75 target is badly damaged (roll for casualty check and chance to break; Break and Run Check is 1d20, same as Suppression Check) and suppressed; automatically withdraws one hex.  76-90 the target is either destroyed or breaks and flees, damaged beyond repair.  Critical hit double rolls begin 75-99, with 99 being a certain Crit.*

Casualty Check = 1d6 + Armor Check

Vehicle Armor Check = 1d6 + Weapon Strength.  If number is below the Armor Value, nothing.  If number is equal to Armor Value, glancing blow.  If number is higher than Armor Value, damage is taken. 

If suppressed, accuracy and observation takes -5 to a -10 penalty.  Movement is halted.

Hit points for platoon = troop resources. 


Now for those values mentioned above:

Weapon Strength Values follow:
Infantry Values
Infantry weapons 1 (pistols and rifles) 5
Infantry weapons 2 (machine guns, grenades, shotguns) 6
Infantry weapons 3 (heavy machine guns, mines) 7
Infantry weapons 4 (anti-tank weapons, rockets) 8

Armor + Mech Infantry
Armor weapons 1 (machine guns, grenades) 6
Armor weapons 2 (heavy machine guns) 7
Armor weapons 3 (small cannon, anti-tank missiles) 8-10
Armor weapons 4 (large cannon) 9-12

Artillery (includes mortars)
Artillery weapons 1 (heavy machine guns) 7
Artillery weapons 2 (mortars) 9-12
Artillery weapons 3 (huge cannon) 13-16

Helicopter
Helicopter weapons 1 (heavy machine guns) 7
Helicopter weapons 2 (small cannon, rockets) 9-12
Helicopter weapons 3 (missiles) 13-16

Aircraft
Aircraft weapons 1 (heavy machine guns, gatlings) 7-9
Aircraft weapons 2 (rockets, dumb bombs) 9-12
Aircraft weapons 3 (missiles, smart bombs) 13-20

Naval craft
Naval craft weapons 1 (heavy machine guns) 7
Naval craft weapons 2 (mortars, rockets) 9-12


Capital Ship (any vessel Destroyer sized and up)
Capital Ship weapons 1 (heavy machine guns) 7
Capital Ship weapons 2 (small cannon, huge cannon) 9-20
Capital Ship weapons 3 (tactical missiles) 15-25


Armor Strength Values follow:
Infantry 0-5
Armor+Mech Infantry 10-13
Artillery 6-10
Helicopter
Aircraft 6
Naval Craft 6-10
Capital Ship 10-25

~§~
Tanker (tangk'er)n. 1. A dusty, crusty, grease-covered, dirty, sweaty, bright eyed, fuzzy faced, haircut-needing, beer-drinking, underrated, over-worked, underpaid, oversexed, little s%#* who can take a Tank and do more battlefield damage in ten minutes than a grunt squad can do all day.
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