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Battle drills
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garhkal
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PostPosted: Sat Jan 23, 2016 3:10 am    Post subject: Reply with quote

Dredwulf60 wrote:
Hmm.

Looking at the list of battle drills I have assembled (And please any suggestions for more!)

What would be the skills for each?


I already listed some skills for each of the drills up earlier.
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Dredwulf60
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PostPosted: Sat Jan 23, 2016 7:57 am    Post subject: Reply with quote

garhkal wrote:
Dredwulf60 wrote:
Hmm.

Looking at the list of battle drills I have assembled (And please any suggestions for more!)

What would be the skills for each?


I already listed some skills for each of the drills up earlier.


Yes...

Quote:

Minefield drill:
Used when members discover they have entered a minefield. Involves providing local security, and clearing a safe route as well as first aid for any casualties.

Skills covered - Survival, Tactics, Search, Sensors.

Conduct Ambush drill:
Members set up as three hidden teams along one side of the enemy route; the support group pours maximum firepower into the enemy when they appear for several rounds;
The assault group closes in and dispatches remaining combatants once the support fire is done and takes prisoners or important articles and demolishes enemy equipment;
The cut-off group which observes the route in front of and behind the ambush to warn of further enemy approach, and to prevent reinforcements from arriving or enemy from escaping.

Skills covered - Stealth, Search, Blaster (or missile weapons/firearms/grenades), Tactics


Any for:


Room entry drill:

Clearing drill:

Assault drill:

Conduct Ambush drill:


Counter-Ambush drill:

Conduct Flanking drill:

Embark/Disembark drill:

Minefield drill:

Artillery drill:


Engagement drill:

Fighting withdrawl drill:


Snatch drill/ Anti-sentry drill:

Anti airspeeder drill:

Anti-vehicle drill:

Eliminate fortification/ Anti-bunker drill:

Obstacle crossing drill:

Breach and boarding drill:




General Quarters

Abandon Ship

Repel Boarders
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garhkal
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PostPosted: Sat Jan 23, 2016 6:46 pm    Post subject: Reply with quote

No, cause as i mentioned, a lot of those are the same, just re-named.

A room entry and clearing drill will be the same.

Same with ambush and counter ambush drills..
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Dredwulf60
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PostPosted: Sat Jan 23, 2016 8:11 pm    Post subject: Reply with quote

garhkal wrote:
No, cause as i mentioned, a lot of those are the same, just re-named.

A room entry and clearing drill will be the same.

Same with ambush and counter ambush drills..


Very Happy

I think we are going round-about my friend.

To be clear, most of them WILL use the same skill sets.

But I think each one of them has a distinct purpose and would require separate practice/training in order to work as a cohesive unit (and get the bonuses.)

Room entry involves stacking up in a formation, gaining entry by some means (possibly explosive or cutting), then a strict method of entering and scanning; hugging corners, button-hooking etc.

A clearing drill for an area ie a wooded lot would involve setting up cut-off teams with area-effect/ rapid fire weaponry in an overwatch, with assault pairs moving in team and group 'leap frogging' fire and movement pattern.

A squad highly drilled in room entry but not area clearing could do either, but would get bonuses to the one they have been drilled for, because the move smooth like a well-oiled machine.

An ambush drill might involve setting up explosives along the route, with cut-off teams, local security, an assault group to sweep through and check all the casualties for important documents...

A counter-ambush is what to do when the squad is caught in an enemy ambush; one squad's drill might be to turn and charge toward the ambush with weapons blazing. Another squad's drill might be to return fire, pop smoke and start cover-moving back to the last available cover....another squad's drill might be to peel back along the trail with forward pairs rapid firing prior to peeling back...



So in any case, I'm going with having every member attain the base technique; and then each member can choose to spend the times you listed as training and practice with all the other members who are perfecting the drill in question, with a CP paid by each member at the end of each time-frame to 'seal the deal'.
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garhkal
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PostPosted: Sat Jan 23, 2016 8:32 pm    Post subject: Reply with quote

Roger that..

One other option you can go with, is allowing the time taken to TRAIN these drills, granting 1-2cp that each pc can apply to increasing (or if needed, Learning) one of the skills under the drill..
Each PC can only gain said bonus once per separate skill in each drill type, and must train at least 2 different drills (or have a decent amt of time between drills) before going back to the same drill..

So say the team did an ambush training drill, pc 1 could use the 1-2 cp bonus to advance his sneak skill, while pc2 uses it for advancing tactics. After a few successive rebel missions, they again go back to training, and do a minesweeping drill. Right after the drill week, they get orders from RebHQ to run a blockade runner from where they are to planet Y for a supply drop, and use the time, to run a shipboard Damage control drill...
When they get off the supply run, they could go back to running an ambush drill, but each pc would have to pick a separate skill from the first one, to gain any new 'bonus CP'.

At most a player can earn 7 total CP per 'drill' type, regardless of how many skills it involves..
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Naaman
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PostPosted: Sun Jan 24, 2016 11:54 am    Post subject: Reply with quote

I'm thinking that each battle drill might have a specific difficulty level, and the leader rolls tactics against that difficulty.

The difficulty is modified by things like the followers' knowledge of the drill, the group's familiarity with each other, etc.

On a successful tactics roll, you might want to consider any of the following ideas:

1) Instead of rolling initiative, the entire team uses the leader's tactics roll as their initiative.

2) The success of the tactics roll provides a bonus to actions relevant to the battle drill.

3) The success of the tactics roll provides a bonus to initiative (which is otherwise rolled normally).

4) A successful tactics roll provides a bonus to one single skill (leader's choice) and anyone using that skill during the drill gains the benefit. Other skills may be relevant, but are not prioritized by the leader, so don't get the bonus.

Anyway, just some ideas...
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garhkal
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PostPosted: Sun Jan 24, 2016 4:47 pm    Post subject: Reply with quote

That might work as well..
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Naaman
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PostPosted: Tue Feb 09, 2016 9:06 pm    Post subject: Reply with quote

After thinking about this some more, I'm feeling like the battle drills should actually be a list of team skills each with specific rules and benefits. For example, if we were to list out all of the skill level one battle drills, with standardized difficulties and advantages and perhaps disadvantages spelled out, then players and NPCs could use them to add some real flavor to their games.

Furthermore, advanced teams could train together and develop their own battle drills, spending time and perhaps CPs with GM's approval for the particular benefits and/or drawbacks of each new drill.

As an example, one battle drill could simply be "Assault the Objective." Let's also assume that the tactics roll replaces the initiative roll, and all members of the team use that as their initiative (the team can choose which actions are resolved in what order).

The team leader rolls tactics against a moderate difficulty. For each character on his team that has at least 3D in tactics, the team leader gets a +1 bonus on this roll. If successful, the following effects are realized:

The team is divided into two groups. Group 1 provides a base of fire (suppressing the enemy). Group 2 maneuvers into a flanking position.

Group 1 gains a +1D bonus to any cover they are using, but cannot use the dodge skill (if a character chooses to dodge, then he is no longer participating in the battle drill). Group 2 gains a +1D bonus to sneak rolls to avoid being detected as they flank, but cannot use the dodge skill (if a character chooses to dodge, he is no longer participating in the battle drill). Also, all shooters in both groups deal additional damage if any of their shots hit: their damage all counts as combined (even though no command roll was made to combine fire). For example, with a team of 6--3 in each group--any shooting attacks that hit with a 5D blaster rifle deal 6D+2 damage (5 additional pips for the 5 additional shooters).

In addition, if an enemy attempts to shoot at any member of group 2, a single members of group 1 gain a free attack against that enemy, resolved immediately after the enemy's attack, and the enemy's cover bonus is lost (reduced?) for that one shot.
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Dredwulf60
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PostPosted: Wed Mar 16, 2016 1:04 pm    Post subject: Reply with quote

I very much like this idea.

As a further clarification/ alteration;
instead of allowing everyone who has at least 3D in tactics to modify the leader's roll, I would have every member of the squad roll their own tactics skill against a set difficulty based on the complexity of the drill. (ie 10). Every one who does gains the benefit that comes with participation in the drill. Those who do not, are still technically a part of the drill but do not gain the benefits.

This works better for me because:

a) The leader is not getting a benefit merely for having a LOT of trained members; a 24-man highly drilled team is not necessarily going to eexcute battle drills better than a 4-man highly drilled team.

b) Every PC who is part of the drill feels more part of the execution when they roll their own tactics skill and

c) Every PC has incentive to continue to increase their tactics skill beyond 3D once they attain it.

---

The leader's roll could have modifiers based on how long the squad has been drilling together, and/or how much respect the squad has for his leadership ability. (possibly based on how often the drill has been successful in the recent past.)
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garhkal
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PostPosted: Wed Mar 16, 2016 1:13 pm    Post subject: Reply with quote

I agree. Additionally, you could have it where for every "trooper that succeeds" it could reduce the difficulty for the leader, where the opposite is also true, where if too many troops fail THEIR tactics roll, the leader has a harder difficulty to make his roll.
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