manwad

writelord supreme

Cool RPG people:

@binary
@Scampir
@Jama


5d10 send it.

  1. Annihilation
  2. Defense
  3. Escort
  4. Extraction
  5. Recon
  6. Cap and Hold
  7. Survival
  8. Assassination
  9. Destruction
  10. Pick two

Escort. Defense. Extraction. Extraction. Recon.

lets go, everything's getting the Proper Noun Treatment.

Escort the Weapon.
You're transporting a stationary weapon to the MZ.
Normal shit, getting attacked by skirmishing forces.

For modifiers, maybe the Weapon has some point defense you can pop now? But, next mission, it'd effect their performance because ammo's spent, gotta be conservative. Little layer of strategy there.

Defend the Weapon.
Weapon's in place. Defend it while it does its dark work.

The Weapon's a fully featured weapon's platform, including the ability to defend itself against shitbird enemies. Popping its CIWS means you can have it ping every target within a certain radius of the Weapon. Maybe that's an action? yeh, just link, throw a Low Die at every enemy in range 2 (grid assumption) of the Weapon.

Kinds of peeps who're a nightmare for defense missions...

There's like the Sapper unit, yeah? Minion or, hell, a weird Prime (16HP, 2 turns). If they get close, maybe it's either if they spend a turn there they can throw a High Die at the objective, or in the case of the Prime, throw the Total at it.

Artillery. Maybe a linked artillery where: If you tango with tanky peeps sent, they can target you. Otherwise, they're in a defensible position, maybe with a bodyguard on its own.

Battering Ram. Huge. Slow. If it gets to the Obj, will start hammering it. Could be like... a charged hit. Turn 1 on the point: Reel back pilebunker. Turn 2, throw Total at Obj. Or, ramping damage.
Turn 1, Mid Die
Turn 2, High Die,
Turn 3, High+Mid.

Escort for the Ram. Or for the Sappers.

I like a Ram unit because it'll demand some buff stack strat, or some single target debuff shenanigans. Drawing in all the usual bullshit so some other peep can get THEIR bullshit off.

and one more, the Nuke. Long range attacker, setting up their shit far enough that both: Someone NEEDS to address it
That someone will be ALONE if they do.

The duelist's time to shine.

Defend for 7 turns, each 2 turns introducing one of those above elements.

Extraction
Smashed, time to grab.

Extraction... My only touchstone for Extraction focused gameplay is fuckin' Mordeheim the game.

Nightmares in this scenario:

Rat bastards. Dudes with some cloak, some survivability who exists to linger on a point and then jump your ass if you pick it up.

Maybe the Obj. needs 2 hands and the carrier's disarmed/silenced for the duration? Or, once you're there, you need to commit a mini obj: Recon to like unseal it (go around and Be At points), Defense so it doesn't break when opening.

CC peeps. They don't even need to do damage, just like throwing down the No Mobility Zone would be a nightmare. Or, not even hard CC like that, something like throwing down a damage zone that like, sure it'll only deal Low Die... But it keeps. on. dealing it with every space gone through.

Maybe, to help, you've a competent ally you can relay orders to. Bark at 'em to square up against ambush peeps and you'll cover 'em.

Extraction part deux

Your Cool Ally got Fucking Shot or Half Exploded and now you must lug their torso. And the old Obj.

A big swing, same shit applies. Maybe some of the defenders rallied and now you're dealing with like a couple Sappers and, anti-Big Fucking Gun explosions do a fucking NUMBER on infantry sized peeps like yourself.

Get to the Extraction point. Should be easy, we totally got the thing, what do you mean the facility still has robust AA capabilities?

Recover the survivors.

This is a sneaking mission. Your transport got shot out the air and now you're bleeding on the waters.

Everyone starts Sinking (Half HP) but the enemy doesn't know you're alive.

Hit up points, recover your allies. Maybe like, only 2 players are active, other players can do minor shit like Annoy or Alert an enemy near them to draw 'em away from their patrols.

Or, simply, they can relay who's around and their patrols.

Players are in a quantum state in that: When recovered, they choose who gets dredged up. If a player did someone in one location but got dredged in another: They moved, they were transmitting from some scattered piece of themselves, deliberately bounced their transmission from someone else to avoid detection.


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