Star Wars Roleplay: Chaos

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"Game-ification" of NPC Units

Well-Known Member
Immediately looking at the Omega role play forum, something becomes immediately apparent:
  • Rains of Castemeer has a markedly fewer number of posts to any other event thread, and even has less posts than an "unofficial" Omega thread.

At first, this seems strange to me, because the typical idea on the board was that Fleeters were by and large a minority... no one seems to have thought that it is the ground battle which is the true minority. Only about thirteen people are participating in the NPC battle here. We're only a couple of rounds in, and we already had one member become frustrated enough to threaten backing out, and the entire thread has been held up for a number of days due to two people not participating between two map updates.

Now, I'm not in any of the other threads, and I don't know what kind of 'drama' is or isn't going on, but the Rains of Castemeer has shed some light onto something that I think we can work together to improve as a board.

First, let's look at Deadly Void. It seems like everything is going fairly well for everyone. Moderately quick pace for the number of people involved, and as far as I can tell, no real grief or crazy movements (except for the occasional accidental bumping into places which are already occupied).

Now lets look at Starship Factory Submissions. The one below is for a Star Destroyer for nor real reason:

Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
Affiliation: (Example: The TIE (Twin Ion Engine) Starfighter was primarily created for the Galactic Empire. Do not put the company unless the product is only for your company's use. Common choices include 'Open Market', Personal, or the name of a specific Faction/Major Faction.)
Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Insert Major Faction Name], [Insert Character Name], etc. You must link to any Chaos Company submissions.)
Model: (Example: TIE (Twin Ion Engine). For submissions where a model wouldn't be appropriate, such as a custom walking stick, put 'N/A' for 'Not Applicable'.)
Modularity: (Can you add components to this submission? If so, link to all Approved Factory Submissions applicable. For most submissions, put 'No'.)
Production: (The scale is Unique (Only One Character), Semi-Unique (Only A Handful of Characters), Limited (Only A Select Group Of NPCs/PCs), Minor (Any Character, Only Select Groups Of NPCs), Mass-Produced. (Anyone.))
Material: (What is your submission made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel.' Typically requires development: Restricted Materials. Link:
Classification: (Cruiser, Assault, Anti-Starfighter, Escort, Exploration, Heavy Cruiser, Medical, Patrol, Transport)

Length: (Via Metric System. Max: 1000 meters. Examples: MC40a Cruiser: 500 meters, Dreadnought-class Heavy Cruiser: 600 meters, Victory-class Star Destroyer: 900 meters)
Width: (Via Metric System. Max: 1000 meters. Examples: MC40a Cruiser: 200 meters, Dreadnought-class Heavy Cruiser: 116.5 meters, Victory-class Star Destroyer: 450 meters)
Height: (Via Metric System. Max: 1000 meters. Examples: MC40a Cruiser: 130 meters, Dreadnought-class Heavy Cruiser: 250 meters, Victory-class Star Destroyer: 270 meters)

Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating on a scale of 0-20, where 0 is no weapons, 1 is very light weapons, 5 is light weapons, 10 is average weapons, and 20 is heaviest weapons. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer. Armament Ratings provide only basic weaponry unless the ship also has a breakdown of weapons. Please link to all Factory Submissions used. Typically requires development: Anything above 16 for a max size vessel. Links: Starship Weapons, Approved Technology)
Defenses: (You may provide your shield and armor systems in list format and must provide your vessel an Defense Rating on a scale of 0-20, where 0 is a man in a space suit hanging on to an engine, 10 is typical defense, and 20 is heaviest defense with heavy plating and multiple layers of shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under special features. Please link to all Factory Submissions used. Typically requires development: Anything above 16 for a max size vessel. Links: Starship Weapons, Approved Technology)

Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of Special Features should be. Typically requires development: Anything above 6 for a max size vessel with low armament. Optionally, Feel free to provide a list of names for your squadrons, like the notorious Red Squadron. Alternatively, you may swap squadrons for Vehicles or other items of note.)

Special Features: (Provide all of your submission's special features, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Typically requires development: Stealth technology. Ensure capabilities from features are included in the Strengths list. Links: Starship Weapons, Approved Technology, Shields, Engines)

Maneuverability Rating: (The lower the number, the more agile the ship. How agile is your ship? Can it take tight turns? Please provide your vessel a Maneuverability Rating on a scale 0-20, with 0 being infinite agility, 1 being crazy agile like a TIE Interceptor, and 20 being slower to turn than a bantha. Typically requires development: Below 10 for a 500m vessel with a low armament.)
Speed Rating: (The lower the number, the faster the ship. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? Please provide your vessel a Speed Rating on a scale 0-20, with 0 being infinite speed, 1 being crazy fast like the Millenium Falcon and 20 being slower than the Dewback. Typically requires development: Below 10 for a 500m vessel with a low armament.)
Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. (Minimum: .5 | Max: 10.) Average Hyperdrive Class: 2 Typically requires development: Below 1. Links: Hyperdrive, Hyperdrive Comparisons)

Strengths: (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses: (Provide, in list format, a minimum of 1 weaknesses of this submission.)

Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your special features.)
Development Thread: (The main way people work for their toys, though most submissions don't require a development thread. Restricted items require specific development threads. Substantial development threads can help judges approve more powerful submissions. If in doubt, put 'If necessary,' and a judge may or may not ask you for one. Threads cited here must be at least 10 quality posts and must be cited as the full thread title, no abbreviations.) Links: Banned & Restricted Items)
Intent: (Please describe your reason for submitting this. It may be simple or complicated. The Factory Judge will take this into consideration.)
Who Can Use This: (Optional. If you chose Limited, Semi-Unique, or Unique in Productivity above please list what groups/characters can use this submission in role-plays.)
Primary Source:(Please link the source of another writer's submission that you are modifying for your use; only necessary for "Chaos Canon" submissions)


Now lets look at an NPC Unit template:
Name: (What is the name of this type of unit, or the name of a unique unit? For instance "Republic Infantry" or "The Chancellor's Guard")
Intent: (What is the purpose of this unit, why are you making it?)
Affiliation: (Who is this unit loyal to? Mostly this will be major factions, but companies and minor factions are possible too.)

Availability: (How common is this unit? More powerful units are not as common, and specific named units are often unique. The available designations are: Common, Uncommon, Rare, Unique. Common are the main backbone units of the army using mainly mass produced items. Uncommon are unusual or less common units sometimes using minor production. Rare are special, elite units using limited production items. Unique are one off variants of the other type which have special features that makes them one of a kind.)

Quality: (What is the overall quality of your unit? This includes battle experience, training, equipment quality and leadership. The possible ratings from highest to lowest are: A - Elite, B - Veteran, C - Trained, D - Untrained, E - Rabble. Typical major faction military units are C - Trained. Higher quality units are usually rarer and smaller, and quality is not a guarantee of victory.)

Type: (What type of unit is this? Is it infantry, artillery, armored, motorized?)

Strength: (What is the total strength of this unit? Typically a company numbers between 80-150 soldiers and usually a 10th of that number for tanks and artillery. Your unit may be smaller than this.)

Description: (Please describe your unit, how they came about, any special features or noteworthy features. This must be at least a paragraph in length.)

Links: (Please link all relevant threads here. This can include tech submissions, development threads or previous RP usage.)


Next, let's look at the qualities they share, those being Intent, Affiliation, Classification/Type, Production/Availability, Description, and Development Thread/Links. This all makes sense, and clearly NPC Unit won't have any categories for "length", hangar, or hypderive rating; however, I feel that units would benefit from some aspects of the Starship templates which seek to "Game-ify" the capabilities of Starships, by adding in categories that help "Game-ify" units beyond that rather basic and vague "Quality" rating.

One thing I would consider, is a speed and/or maneuverability rating. Usually it is expected that infantry units will be much slower than armored vehicles and other such things, but if they've got some "special feature" about them (i.e., they are composed entirely out of members of a really fast species OR they have specialized equipment designed for tough terrain so they don't have to slow down in swamps, etc.), it can change the way they can operate in a game environment.

Another thing I would definitely consider, is a range rating. This is critical information to know, especially in a setting with rules like those found in Rain of Castemeer, and may even provide better opportunities to realistic role playing in a non-game environment without going "I shoot you" and the opponent saying "nope, dodged, suffered minimal if any damage'. In Rains of Castemeer, we determine our ranges by utilizing the effective or maximum number of meters the individual weapons our troops are using. It would be a lot easier if we knew just exactly how far every unit could reach, without doing any other leg work.

It would also probably help if the Unit template had a devoted strength/weaknesses section that almost any other template for most types of submissions posses, especially considering Units are primarily a combat orientated type of submission (as opposed to a planet, which has no strengths or weaknesses inherent about it).


Essentially, I want better guidelines to the capabilities of every NPC Unit in a similar fashion to how starships and their ability to travel through space is determined.

Do you see this as something potentially doable?


EDIT: Refer to this post for further explanation in regards to concerns expressed below.
 

Sirella Valkner

Because I'm a plant.
[member="Fatty"]

I'd love to see ground vehicles get the same treatment ships get. Or maybe just military ground vehicles. I've subbed a few civilian ones with no weapons and would find filling out all that information to be a hassle for something that I want to ride around for weird motorcycle chases instead of combat. But yeah I'd love to see a bit more detail put into the template for ground vehicles to help with the grief you talk about.
 
I don't think we should game-ify more things on Chaos. Sure the map is a game in of itself, but it's not complicated. It's pretty straight forward. Fleeting in of itself is already a niche group and not many people participate because of it. It's complicated, it's not straight forward, it takes time to learn, and it can take away the immersion of RP when you're trying to calculate two dozens things each post.

I'm not against fleeting or ground battles, I just don't think we should actively try and 'game-ify' more things on Chaos. Keep it simple, keep it straight forward, keep it fun. Ground battles are already fun with its relaxed rules, and most people play it very fair. I've actively done ground battles since day dot when I first signed up in 2014, I've ran many military campaigns from various characters. I don't think I'd continue doing ground battles if it started turning into a table top game rather than a roleplaying aspect.
 
Well gameify might be a wrong term. I'd just like to see a more comprehensive template like the ship one. Give Armament and defense ratings and things like that just to make things clearer. That isn't really turning it into a tabletop since we don't have a consistent rule system for such things. It's more just enhancing the template for the sake of clarity and uniformity across the factory.

Edit: forgot to change back to Sirella account. This be me still. I hate it when people post with two character accounts and I don't realize its the same person for awhile so yeah. Sorry.
 

Ugohr Poof

The Traveling Gungan Salesman
[member="Fatty"] Major factions may field ground armies and whatnot, but many factions with clear Force-alignments (other than perhaps the First Order) seem a little weak in terms of their pools of ground commanders. It seems that the Mandos have better ground-combat players, and pour considerable Factory resources into that.

I think the problem is not so much gamification per se, but perhaps a question that needs to be asked is: how many players want to RP as ground commanders?

I know that, through some IC gaffe I made, the Alliance has lost the ability to use one of its primary PC ground commanders (Ugohr), and that the Silver Jedi have no real PC ground commanders. I'm not familiar with the KO but they seem not to be overly organized on the ground.
 
[member="Fatty"]

There is actually another reason why the ground battle isn't higher post level than the subs. There has been a lot of stalling and refusal to lose units that has blocked any kind of progress to be made without literally having to pull out tricks from the BS bag. There are also several people sitting back and not actively participating in the battle while they wait to swoop in at the last minute. It is causing a lot of frustration and doing more to discourage participation than anything.

Now with that said, I do agree a strengths and weakness section needs to be added on. I put basically both into my description but when you need to skim you can completely miss out on that. The other issue is that for infantry, because for vehicles it is less of an issue for obvious reasons, you have so much you need to link for equipment that all play a huge role in how the unit operates that can't be really reflected or shown in any easy way. Take my infantry I am using as an example, their armor is all class 9 with no real gap in what it protects from. They also all come equipped with shield generators that operate like a droidica shield. This means they can take far more damage than most infantry can take but they pay for it by having a heavy load out and their equipment is nearly impossible to repair out in the field. This can't be reflected currently though without a lot of looking into things because of the lack of the strengths and weaknesses.

I do not think you need to add too much more to the NPC template to get it on track, at least not as much as you suggested, but adding a strengths and weaknesses section would do a lot to get it improved.
 
Well-Known Member
[member="Horus"] How is Fleeting considered the "niche" group here when it has so many people signed up to it, and almost every invasion has had a few people itching for one to be included?

Ground battles have been in Invasions since the git go... but in reality they have acted more as a bigger extensions of PC vs PC dueling.

You can't look at the Starship template and the Unit template, and not see the massive disparity between them. There are places where a startship can be used in a fluid environment where these sorts of attributes don't apply (speed, maneuvering, etc.), and then there are places where those attributes do matter (like in battle) so they do apply.

For units that simply isn't true. They are always in the fluid environment where they are at the mercy of a writers whim. Sure they could be "Quality C", but that doesn't mean, inherently worded into the template, that they can't curb stomp a Quality A if they are being unreasonable with range, speed, etc. in comparison to a fairer writer for the one writing the Quality A troops. At present, the template lacking so much might justify that sort of behavior (of course the writer of Quality A could attempt to persuade them to be more reasonable, or get an RPJ, but at that point the tone and mood of the battle is soured, when it could have been avoided).

That is only a scenario of course, but a scenario very close to being true in Rains of Castameer like [member="Gray Raxis"] said.

[member="Ugohr Poof"] that question is relatively irrelevant. If we have a template specifically for ground commanders, why aren't we improving it for them? Clearly it is important enough to be there for the purpose of serving those people who want to write them, or we wouldn't have it as a template to begin with.

[member="Horus"], [member="Nyra Mazul"] has the right idea of what I'm shooting for. I don't want a tabletop any more than you do, but I believe the Unit submission still needs more structure than what is given to us at present, for reasons of practicality.
 
[member="Fatty"]
It's a niche group because as you stated yourself; "almost every invasion has had a few people itching for one to be included?"

Compare the number of fleeters to those who participate on the ground, it is a niche group. It's only a few people. I'm not saying get rid of fleeting because a few people do it, I'm just saying that it's a small group of people who do it in the first place, and I know it is because it's complicated. Every time I talk to someone about participating in a fleet battle and they refuse it is because 'It's too complicated, I don't really understand'

Although at the end of the day, Starships require submissions, NPC's don't. It's up to the writer if they want to, but I feel introducing more complicated submissions for units will make it a mandatory requirement to use NPCs. I enjoy writing my fireteam, I enjoy writing my small battles, I just don't want to be fussed with doing calculations on speed, maneuverability, so forth, because I'm more interested in the story of being a commander rather than micro-managing units in battle. Though this is a personal opinion on the matter at hand.
 

Valessia Brentioch

Guest
V
I'm actually writing in the ground battle myself and as someone who has been submitting ships to the factory like crazy. I'd love to see templates that were more comprehensive for units. I only subbed one and even then I didn't get it in, in time for the event so I have like C Quality everything. But yeah, I'd like to see that, for sure @Fatty. Because I was like you know how many points (sorry I have done my share of Warhammer 40K) how many points would like a heavy ordnance be versus like infantry of I had a bike scout unit (which I don't because I haven't subbed my bikes yet). And then how would those units compare versus say a unit that's been developed with like 10 or so more posts that could be considered B, or a unit that's A. I'd like to see that, yes, I've said it like three times now, I don't care I just. All the yes for this.
 
Well-Known Member
[member="Horus"] I meant "here" as in, why are their so few people on the ground, compared to the Fleeters? Not particularly as a whole. It just points out something that seems inherently flawed to me.

Makes you wonder, just how many Ground Battle people there are to Fleeters, and whether or not they are actually the hidden niche we never knew about.
 

Jsc

Disney's Princess
Here are some reasons I've never used a ground battle in years.
  1. Orbital Bombardment.
  2. Air Power > Ground Power.
  3. Space combat is larger in scope and scale than ground combat by about one billion-zillion-gabagillion percent.
  4. PCs eat NPCs and ground vehicles for breakfast, on a fansite.
  5. Warhammer 40k and Battlefield 4 is a thing. In comparison. RPing NPC ground armies sucks.

So. With that in mind. This suggestion seeks to improve on only #5 and maybe-maybe #4 of my five reasons for not playing with ground armies.

For all you ground army peeps. I say do it. Make your ground game the best it can be. But, Star Destroyers and Sith Lords rule systems. Not tanks and stormtroopers. :(
 
[member="Fatty"]
I'd like to see vehicles, even equipment get an armament rating, in the same way armour has a rating.

You could add a scale for vehicles as well.



Gray Raxis said:
There has been a lot of stalling and refusal to lose units that has blocked any kind of progress to be made without literally having to pull out tricks from the BS bag.
Whatever the truth of this, the lack of defined stats I feel hurts ground combat. Fleeting has an armament rating, a defence rating and speeds. That, combined with the size is all I needed to make Deadly Void happen.

Ground combat though is a lot more murky. People get possessive of things and how do you determine if a soldier is hit or not. What role does terrain play? Can a missile penetrate armour?
The trouble is large scale battles don't happen as much as fleet actions, and in the real world there's not been a major conflict where airpower hasn't instantly won everything for 20 years.

However, is it feasible? If I put on my Admin hat for a moment it's a big thing to put in now after so long, and it's something I'd only do if I felt the board generally, as well as the Codex and Factory team wanted it.
 
Horus said:
Keep it simple, keep it straight forward, keep it fun. Ground battles are already fun with its relaxed rules, and most people play it very fair.
^^ What he said.

We have fleeting for people are interested in that kind of roleplay, why not give people the option of whether or not they participate in "gameification" in Invasions and such? The people who want 'gameified' roleplay can fleet, the ones who want less restricted more 'free-range' roleplay, so to speak, can do ground battles. There's still people who prefer the current system, and the people who prefer the 'gameified' system can fleet and have their way.
 
I quite like this idea, in general, but it could go too far. A strengths/weaknesses section would be useful, and a few stats could help the ground battle problem. However, we wouldn't want any template to be dominated by ratings, as it could obscure some of the actually content of the sub.
 
With what many have said, we should keep it simple.

However, I do see the idea for having some kind of armament rating for NPC's. For groups themselves they have things like. "Standard infantry, Barely gunts, Elite troopers, Squad of five of the "Best of the best of the best Sir!"

What I think what might be better, is for single NPC's to list their "strengths and weaknesses" to add a little more depth to the character, and allows for people to use singular NPC's as a "PC" if they wish to do so.

THAT, I can see happening. However, "Speed, Strength, Health, Carisma" Nah. Don't go down that route.

FYI, Tagging everyone cus 1, I can, and 2, to see more ideas about this.

[member="Joran Greth"], [member="Valiens Nantaris"], [member="Werah Unon"], [member="Mrrew"], [member="Jay Scott Clark"], [member="Fatty"], [member="Valessia Brentioch"], [member="Horus"], [member="Gray Raxis"], [member="Ugohr Poof"], [member="Nyra Mazul"], [member="Sirella Valkner"],
 
[member="Valiens Nantaris"]

In order to operate ground-battles in a large scale, there are two ways to do it... Either leave it up to vague roleplaying to cover the gist of what is going on as background noise, and focus upon the actions of individual characters within the mess.... or borrow elements from table-top roleplay and turn-based hex-grid games.

If the goal is to do the latter...

Break down Infantry into classes.


Cavalry > Heavy, Medium, Light, Fast, Ranged
Jump Cavalry > (flight-capable mounts enable occasional "leaps" over terrain and distance)
Jump Infantry > (rocket backpacks enable occasional "leaps" over terrain and distance)
Infantry > Heavy, Medium, Light, Fast,
Motorized Infantry > (Trucks, half-tracks, exc)
Mechanized Infantry > (Armored APC's)

Monstrous Infantry > (Wookiees and larger) (Can have jump modifier)
Monstrous Auxiliary > (Rancor and larger) (Can have jump modifier)
Monstrous Siege > (The crazy-big Vong stuff would go here) (Can have jump modifier)

Mechanized Support > (Armored APC unit that can attach to any infantry unit) (Can have jump modifier)
Armored Company > Mech, Wheeled, Tracked, Half-Tracked, Hover, exc (Can have jump modifier)
Artillery Support > (semi-stationary guns with external or internal crew working the guns)

Then you'd want to classify their weaponry. (possibly including a 1-10 scale for how deadly their weapons are)

Anti-Infantry
Anti-Swarm
Anti-Heavy (Monsters, Cavalry, APC's, and super-armored infantry)
Anti-Mechanical
Anti-Biological
Anti-Armor

You'd want to classify AOE weapons vs Direct Impact weapons


Break down weapon-ranges into...

Melee (Charge and counter-charge being special modifiers)
Point Blank
Short Range
Medium Range
Long Range
Extended Range (Snipers and really good tanks/
Artillery Range (can't engage targets at Medium or shorter ranges)



So, now that you have classes of infantry and other NPC's, you'd want to come up with a basic rock/paper/scissor system of which classes have advantages and disadvantages in specific terrain and over specific units, what weapons are good against what type of units, exc.

For example... Infantry in the open are extremely vulnerable. To everything. Snipers, Machine Guns, Cavalry, Tanks... everything murders them.
But put Infantry into cover? Different story. Trenches, Forests, Rocky Hills, Ruined Buildings, Fortified Buildings, exc... they all massively benefit ranged infantry (melee infantry, not so much) in regards to durability (depending on what weapons are being used against them. Napalm and anti-fortification weapons will wreck their day).




At its simplest level, you'd want to lump NPC units into classes and give them a defensive rating and a speed rating.
Assuming the unit has a wide range of weapons to call upon, you'd want to specify what the "standard" weapon is, what percentage of infantry can take heavy or specialized weapons, and what the support weapons are.

For example... Clan Dem'adas Marine Company




Name: Clan Dem'adas Marine Company
Availability: Uncommon
Quality: A-Rank (S - Rank at Point-Blank and Melee)
Type: Heavy Shock Infantry (Marines)
Strength: 100 to 500 Personnel
Specialization: Naval Boarding Actions / Zero-Gravity Operations
Defensive Rating: 08/10
Average Offensive Rating: 05/10 to 08/10
Standard Engagement Range: Medium, Short, Point-Blank, and Melee (increasing damage output with decreasing range-to-target)
Special Equipment: (Optional Squad-Wide Upgrades)
  • A - Ysalamiri Backpack (Each Unit becomes Immune to Force Effects)
  • B - Jetpack (Limited Fuel) (Each Unit gains the "jump" modifier in space; 10 individual jumps max)
  • C - Repulsor Pack (Fuel not Limited) (Each Unit gains the "jump" modifier in-atmosphere)
Special Equipment: (Per Individual; Not available if squad-wide equipment is issued)
  • Backpack Ammo Supply
  • Medical Backpack
Armor Options: (Per Individual)
  • Beskar'gam (Squad Leaders)
  • Mandalorian Steel Beskar'gam + Energy Shields (Everyone Else)
Armor Augmentation Options (Feet): (Typically Squad-Wide)
  • Rocket Boots (Deep-Void Equipment)
  • Repulsor Boots (In-Atmosphere Equipment)
  • Magno-Grip Boots (In-Atmosphere Urban Equipment)
  • Rocket/Magno-Grip Combo Boots (Boarding-Action Equipment)
Armor Augmentation Options (Wrists): (Per Individual, Per Wrist)
  • Wrist Slugthrower (x)
  • Wrist Flamethrower (x)
  • Wrist (mini) Rocket Launcher (x)
  • Shield Gauntlet (x)
  • Blade Gauntlet (x)
Armor Augmentation Options (Hands): (Per Individual)
  • Crushgaunts (Squad Leaders)
  • Shock Gloves (Everyone Else)
Melee Weapon Options: (1-2 Per Individual)
  • Beskad (x)
  • Mono-Beskad (x)
  • Anti-Lighting Beskad (x)
  • CO2-Kaboom Beskad (x)

While Clan Dem'adas is, by all rights, a traditional Naval Power when compared to the bulk of the Mandalorian Clans, the men and woman that crew the clan's ships and fill the ranks of the clan's marines are still Mandalorians and, as such, are prone to bring their personal weapons, armor, and equipment into battle. While the clan provides a standard set of equipment for each member of the ship's crew and for each Marine, this equipment is often augmented or entirely replaced by the personal belongings of the individual. In combat, this results in a diverse group of individuals capable of dealing with a wide range of threats.

(Each individual is capable of wielding one weapon "per turn")


Primary Weapon Options (Separated by Engagement Range)
Primary Weaponry: (Mixed) Blaster Rifles (1/2),
Range: Medium
Offensive Rating: 05/10 (1), 08/10 (2)
Specialization: Anti-Infantry (1), Anti-Heavy Infantry (Low ROF) (2)

(or)

Alternative Primary Weaponry: (Mixed) Mass Driver (1)
Range: Long
Offensive Rating: 08/10
Specialization: Anti-Heavy Infantry (Low ROF) (1)

(or)

Alternative Primary Weaponry: (Mixed) Shotguns (1/2)
Range: Point-Blank / Short
Offensive Rating: 08/10 (Point Blank) 05/10 (Short)
Specialization: Anti-Infantry / Anti-Monster (1), Anti-Heavy Infantry / Anti-Heavy Monster (2)

Other:
  • High-Damage, High-Penetration at Point-Blank ranges,
  • Standard damaged but AOE effect at short range
Optional Secondary Weapon Options (Separated by Type)
Primary Secondary Weaponry: (Mixed) Shotguns (1/2)
Range: Point-Blank / Short
Offensive Rating: 08/10 (Point Blank) 05/10 (Short)
Specialization: Anti-Infantry / Anti-Monster (1), Anti-Heavy Infantry / Anti-Heavy Monster (2)

Other:
  • High-Damage, High-Penetration at Point-Blank ranges,
  • Standard damaged but AOE effect at short range
(or)

Primary Squad-Support Weaponry: Anti-Armor Hybrid Sniper Rifle (1)
Range: Extended Range (inoperable at <Long Range)
Offensive Rating: 10/10
Specialization: Anti-Heavy Infantry / Anti-Heavy Monster / Anti-Light Vehicle (Low ROF / High Accuracy)

(or)
Alternative Squad-Support Weaponry: Grenade Launcher (1), Rocket Launcher (2)
Range: Close Range (1), Medium to Long Range (2)
Offensive Rating: 05/10 to 08/10 (Depending on Ammo) (1), 08/10 to 10/10 (Depending on Ammo) (2)
Specialization: Anti-Swarm / Anti-Infantry (AOE) (1), Anti-Tank / Anti-Mech / Anti-Heavy Infantry (AOE) (2)
Special: Wide Range of Ammo Types

(or)

Alternative Squad-Support Weaponry: (Mixed) Blaster-Hybrid Automatic Weapon (1)
Range: Medium to Long Range
Offensive Rating: 08/10
Specialization: Anti-Swarm / Anti-Infantry / Anti-Monster (2)

Primary Sidearm Options
Primary Weaponry: (Mixed) Blaster Pistol (1), Slug-Thrower Pistol (2), Hybrid Blaster Pistol (3/4/5)
Range: Short
Offensive Rating: 08/10
Specialization: Anti-Heavy Infantry / Anti-Heavy Monster (Low ROF)


Optional Secondary Sidearm Options
Primary Weaponry: (Mixed) Ion Pistol (1), "Freeze-Ray" Pistol (2),
Range: Short
Offensive Rating: Special (Disabling) (1/2)
Specialization: Anti-Mech (1), Anti-Biological (2)
Optional Support Weapon Options
Primary Weaponry: (Mixed) Shoulder-mounted Disruptor Pistol (1), Underslung Grenade Launcher (2),
Range: Short
Offensive Rating: 10/10 (1), 08/10 (2)
Specialization: Anti-Everything (Low ROF) (1), Anti-Swarm / Anti-Infantry (AOE)(Single Shot) (2)



Strengths
  • Always Attack (specializing in assaults and counter-assaults)
  • Close Range Specialists (receiving extensive melee training from Mandalorian parents or adoptive parents, every individual in this unit is an exceptional melee combatant and excels in "brawling" at point-blank and melee ranges.)
  • Tunnel-Fighter Specialists (trained extensively to fight in the confined corridores of capital ships, these marines excell at brutal urban combat fighting regardless of gravity or atmosphere.)
Weaknesses
  • Always Attack (specializing in assaults and counter-assaults, these Marines are poorly suited to defensive operations where the attacker can pick the engagement ranges)
  • Close Range Specialists (With the exception of the occasional specialist, as a unit these Marines have few responses to long-range attacks)
  • Tunnel-Fighter Specialists (poorly suited to open-area combat)
Typical Squad Composition
Unit Strength: 08 to 12 Individuals
Type: Heavy Infantry
Specialization: Naval Boarding Actions
Defensive Rating: 08/10
Average Offensive Rating: 05/10 to 08/10
Engagement Range: Medium, Short, Point-Blank, and Melee (increasing damage output with decreasing range-to-target)
Squad-Wide Special Equipment: None
Specialist's Equipment: (03 Individuals)
  • Backpack Ammo Supply (02 Individuals)
  • Medical Backpack (01 Individuals)
(01) Squad Leader:
  • Beskar'gam
  • Rocket/Magno-Grip Combo Boots
  • Flamethrower Gauntlet / Blade Gauntlet
  • Anti-Lightning Beskad
  • Scatter-gun + Underslung Grenade Launcher
  • Heavy Blaster Pistol
  • Heavy Ion Pistol
  • 4x Grenades for Launcher
  • 2x Hand-thrown Grenades
(02) Heavy Weapon Specialist:
  • Mandalorian Steel Armor + Shielding
  • Backpack Ammo Supply
  • Rocket/Magno-Grip Combo Boots
  • Slugthrower Gauntlet / Flamethrower Gauntlet
  • Beskad
  • Blaster-Hybrid Shotgun
  • Grenade Launcher (#1), Blaster-Hybrid Automatic Weapon (#2)
  • Hybrid Heavy Pistol
  • 4x Hand-thrown Grenades
(01) Medical Specialist:
  • Mandalorian Steel Armor + Shielding
  • Medical Backpack
  • Rocket/Magno-Grip Combo Boots
  • Shield Gauntlet / Blade Gauntlet
  • Anti-Lightning Beskad
  • Blaster Rifle
  • Blaster-Hybrid Pistol
  • 6x Hand-thrown Bacta Grenades
(04 - 08) Standard Infantrymen:
  • Mandalorian Steel Armor + Shielding
  • Rocket/Magno-Grip Combo Boots
  • (Mixed) Slugthrower Gauntlet / Flamethrower Gauntlet / Rocket Launcher Gauntlet
  • Beskad
  • (Mixed) Blaster Rifles, Slugthrower Rifles, and Hybrid Rifles
  • (Mixed) Shotguns
  • (Mixed) Hybrid Heavy Pistol
  • 4x Hand-thrown Grenades
 
[member="War Hydra"]
You know very well that however awesome that looks it'll never work here.

  • If you want all that you need to go further and have a combat system too or all those stats will be for nothing.
  • It's really hard to make people learn extra rules. Even the very few I've put in the event battles have had to be repeated often.
  • People still think of ground battles as avenues for personal heroics when one person's combat abilities would have no effect whatsoever.
 

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