06-22-2009, 06:56 AM | #1 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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[Mass Combat] Converting Advantages into Optional Features
Greetings, all!
I'm planning to start using Mass Combat in my current campaign, which includes many races with special Advantages (and Disadvantages). So, I'm interested in turning those Advantages into Optional Features of the Elements composed of those races. Some I know how to do, some I don't. Here goes: Amhphibious - use Aquatic Warriors. Invisibility (Only In Water, Fringe) - Neutralize C3I and/or Recon, half cost (because it only works in amphibious or naval battles). Extra Arm - ?? Terrain Adaptation and limited Amphibious - Terrain and Marine features. Unfazeable - ?? Doesn't Eat or Drink - increased cost to raise, but reduced Maintenance/logistical cost? Doesn't Sleep - somehow should probably increase movement rate and reduce poblems of No Security mode when stationary. Accessory (Flashlight-equivalent eyes) - Night. Increased Consumption (Water, ×4) - higher Maintenance/Logistical cost away from rivers/lakes? Luck - ?? Daredevil - comparable to Impetuous? Serendipity - ?? Modular Ability - depends on used ability, but can probably add more than one Feature at 1/5 cost, right? Choose which to use before battle/turn begins. Enhanced Move - counts as Cavalry. Vulnerability (Tox, ×3) - ?? Regeneration (Regular) - Some sort of TS-recovery game-mechanic, but no idea how to price/measure it. Regrowth - ditto, should probably use same mechanic. Unliving - Neutralize Fire, Super-Soldier. Hard To Subdue and Delayed Death (1d+1 sec) - roll into the trait above. So, any ideas? Thanks in advance |
06-22-2009, 08:03 AM | #2 | ||||
Join Date: Aug 2007
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Re: [Mass Combat] Converting Advantages into Optional Features
I'd just roll these into troop quality
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06-22-2009, 09:09 AM | #3 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Mass Combat] Converting Advantages into Optional Features
Regarding Regeneration (Regular), here's some number-crunching on my part:
A winning side can usually halve the casualities. That means that half the victims are in the 1d to 2d range of injury. Supposedly, the rest are either dead, or 'merely' took more damage (probably bringing themselves at least to 0 HP). A Regular regenerator will heal 1 HP per hour, or 1×HP per 10 hours (roughly). 24 HP per day. That's more than likely to bring most non-dead to full combatibility in a day. That seams like a restoration of all non-dead lost TS per day. Which is probably 25% of the total casualties taken. Of course, my estimates would be wrong. Anyway, I wonder how one would price the Optional Feature that would reduce casualties by a quarter after one day of recovery if the strike force in question either wins, or retreats together with their wounded (i.e. not on full retreats etc.) |
06-22-2009, 04:33 PM | #4 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [Mass Combat] Converting Advantages into Optional Features
Don't forget that "casualties" aren't just the injured, but also those who were forced to flee the battlefield. A great deal of casualty recovery is a matter of rounding up such people and reforming them into units.
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06-26-2009, 05:16 AM | #5 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Mass Combat] Converting Advantages into Optional Features
How would you like these traits to Troop Quality and/or TS?
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Tags |
advantages, disadvantages, mass combat, optional features |
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