12-12-2014, 10:43 PM | #1 | |
Join Date: Aug 2014
|
Class templates and monstrous machines help for an great war game
GREETING THERE DEAR FELLOWS...again.
This well be My third post On this great war game I'm working on (The other two here and here) The backstory goes a little something like this: The year is 1895, and past advancements (some of the more notable being the widespread use of steam-powered Vehicle (The kings of which are the "ships") 100 years ahead of time and analog computers) Have lead to an massive boom in technology. This however had a Dark side of an "gilded age" and more than one war... In the last month of the Year 1889, The French President was assassinated. He would be the first casualty of an very, very long war. Following a few other assassinations and mysteries deaths within a few hours, this left an massive power vaculum, allowing an certian Georges Ernest Boulanger to take power. The following spring, he attack Germany, setting off what would snowball into "The Great War" Tech level of this well be a mix bag 5+1/6 TL, though after a while The players will discover much more powerful forces at play underneath(Hint:Alternate Universe time travel). There will also be some elements of fantastic races, but would be more "There" and not really affect the plot in the long run The quote Below should help people visualize the factions looks (Keep in mind I'm planning on having tactical battles on an Hex map, hence the different colours) Quote:
here what I want to use TRENCH RUNNER- An fast running courier and Forward observer, armed with light weapons ARMOUR Heavily armoured Assault troops. Slow but practically bullet proof to most small arms Rifle trooper-Common front line trooper Sinper-Long range supports SAPPER-Engineers and often demomen SUPPORT-Jack of all trade fellow, often armed with short range SMGS and Auto Pistols COMMANDER-Leader, able to command ally NPC CREWMEN-A sub-class, for use of heavy, crewed weapons and machines (Ect: Tanks) TRENCH RAIDERS-Spies How does this look so far? Any ideas on skills/advantages/Disadvantages to add? Ect. PS: It very late over where I'm at, So i'm kind of tried. I will try to answer questions when I wake up Last edited by SteampengMK-1; 12-12-2014 at 10:49 PM. |
|
12-12-2014, 11:32 PM | #2 |
Join Date: Jan 2009
|
Re: Class templates and monstrous machines help for an great war game
There's an unofficial conversion of many of the templates from GURPS WWII available here, which could serve as a useful starting point.
Most of these are over your suggested 20-70 point range. The Hitler Youth is 46-47 points. You might partially bridge the gap by saying that average Strength is 9 in this period, agricultural technology not having caught up with the rest of the boosted TL sufficiently to give everyone adequate nutrition. HT might be lowered with similar justification, with additional appeal to lack of germ theory and public sanitation. (Historically, it was well on the way to catching on in 1895- but less so in the 1860s-1870s, when the PCs and most adult NPCs were growing up. Child nutrition is quite relevant to adult size.) (Average height of British adult males of the period being five foot seven, average weight 145 lb.) Last edited by Toptomcat; 12-13-2014 at 12:09 AM. |
12-13-2014, 04:07 PM | #3 | |
Join Date: Aug 2014
|
Re: Class templates and monstrous machines help for an great war game
Quote:
Anyway, The Templates above do infact look nice, but as you said, Got too much points wrapped up in them. (however, It doesn't look to hard to chop off some unneeded skills, I'm pretty sure not every crewman would need to know how to shoot off every gun in the tank or need to know how to use an electronics) This is an good start :) |
|
12-14-2014, 10:16 PM | #4 | |
Join Date: Jan 2009
|
Re: Class templates and monstrous machines help for an great war game
Quote:
That said, you're right that there should be ways to save some points here. Let's see: -Reduce ST and HT by -1 each across the board. (-20 points, universal) -Many of the templates have points in Guns (Light Auto). First of all, rename to Guns (SMG) per 4e convention. Secondly: historically, only the Germans had a submachine gun in the WWI era, and it was only in wide use among their specialized 'Stoßtruppen' units. If this is still the case in your TL 5+1 game, then remove Guns (Light Auto) from every template that has it, making the Perk Anachronistic Skill (Guns (SMG)) part of Germany's National Advantages. (-0 to -4 points to various) -Except those templates that are already exclusive to one nation, each has some number of points in National Advantages. Take 5 points away here. (-5 points, near-universal) After these adjustments, and removing templates outside your point range or otherwise inappropriate to a WWI game, you have, by descending pint total: Combat Engineer, 70 pt Mobster, 66 pt Diplomat, 65 pt City Fighter, 61 pt Resistance Fighter, 58 pt Mountain Infantryman, 54 pt Cavalryman, 49 pt Rifleman, 48 pt Armor Crewman, 47 pt Sailor, 37 pt Artilleryman, 29 pt Gestapo Agent, 69 pt, works with minor adjustments as a generic Secret Police Agent. The Hausfrau works as a generic Female Civilian with minimal reworking, minus the ST and HT but nothing for National Advantages since she hasn't got any. Total of -2 points. The Spiv works a generic Petty Criminal, minus the ST and HT but nothing for National Advantages since he hasn't got any: he'll clock in at 10 points. Volksturmmann works as a generic Last Resort Reservist. Leave him his National Advantages and he'll be a 2-point character. Hitler Youth works as a generic Underage Conscript with a little reworking. He has no National Advantages to trim, but still clocks in at 26-27 pt with the ST and HT adjustments. Fighter Pilot might be salvagable, depending on your weird-tech: drop DX by 1 along with the universal adjustments to get a 53-point version. Ditto Bomber Crewman, with no adjustment needed at 45 points. No Polish Cavalryman, since Poland wasn't an independent state at the time. No FBI Agent, as the contemporary Bureau of Investigation was pretty minor. Military Frogmen didn't exist at the time, and would bust your point limit anyway. No Commando, Eastern Front Expert, Granicer/Frontier Guard, Ghurka, Hitler Youth SS Veteran, Intelligence Agent, Jedburgh, Legionnare, Long Range Desert Group Trooper, Marine, Old-Guard Officer, OSS Agent, Paratrooper, Recon Trooper, Scientist/Engineer, Ski Trooper, SOE-F Operative, Sniper, Submariner- they're all too badass for your point limit, and for most of them it would be futile to try to pack it all in there. Last edited by Toptomcat; 12-14-2014 at 10:58 PM. |
|
12-16-2014, 08:14 PM | #5 | |
Join Date: Aug 2014
|
Re: Class templates and monstrous machines help for an great war game
Quote:
I may also add marines and Legionnare, but they're more likely to be straight up NPCs instead of templates. I will write more on this soon, up now i got to get off. |
|
Tags |
greatwar, tanks |
|
|