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Author Topic: Squad gimmicks  (Read 1951 times)

ShoesandHats

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Squad gimmicks
« on: August 18, 2011, 05:18:59 am »

Do you use gimmicks for your squads, like an entire assault force with Tony Blair masks? If so, post them here.

My squad leader lost his face to a bullet recently, and I've decided to rename him 'Faceless' and make him wear a Guy Fawkes mask all the time.
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NRDL

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Re: Squad gimmicks
« Reply #1 on: August 18, 2011, 05:31:25 am »

Do you use gimmicks for your squads, like an entire assault force with Tony Blair masks? If so, post them here.

My squad leader lost his face to a bullet recently, and I've decided to rename him 'Faceless' and make him wear a Guy Fawkes mask all the time.

Sorry, I don't really have a gimmick, unless you count all those ninja runs. 

How did your guy lose his face? 

Because I so want to do that
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ShoesandHats

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Re: Squad gimmicks
« Reply #2 on: August 18, 2011, 05:33:15 am »

Do you use gimmicks for your squads, like an entire assault force with Tony Blair masks? If so, post them here.

My squad leader lost his face to a bullet recently, and I've decided to rename him 'Faceless' and make him wear a Guy Fawkes mask all the time.

Sorry, I don't really have a gimmick, unless you count all those ninja runs. 

How did your guy lose his face? 

Because I so want to do that

He got shot in the head, then went to the free clinic. When he got out, he had no face.
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Kay12

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Re: Squad gimmicks
« Reply #3 on: August 18, 2011, 05:35:06 am »

Occasionally, whenever I feel like that.

I once tried a police-themed game, where Liberals obeyed a strict hierarchy, worked mainly by arresting people and needed to train skills like law to progress and become eligible for new weapons, armor and followers...

Losing a face is possible if one gets shot the right way, I think. It doesn't happen in the Clinic though, it's the damage that causes it, not the treatment :)
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ShoesandHats

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Re: Squad gimmicks
« Reply #4 on: August 18, 2011, 05:38:34 am »

Yeah, I was thinking that it would be cool because he wouldn't have any distinguishing features, making him hard to track/recognize. I then realized that he would have no distinguishing features except having no face, which is rather uncommon. Heh.
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Kay12

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Re: Squad gimmicks
« Reply #5 on: August 18, 2011, 05:41:31 am »

Heh :)

I think the effect of no face is that it lowers one's charisma a lot... but it could also have good intimidation roll boost.
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Carlos Gustavos

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Re: Squad gimmicks
« Reply #6 on: August 18, 2011, 06:02:37 am »

Last time I played, I had everyone wear clown suits and use torches, except a few with skills who got swords, axes, pitchforks, knifes or syringes or fought bare-handed. I only kidnapped people who got their faces burnt off.
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ShoesandHats

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Re: Squad gimmicks
« Reply #7 on: August 18, 2011, 02:35:31 pm »

That's pretty crazy. By the way, whats the best way to convert a captured conservative?
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Elodie Hiras

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Re: Squad gimmicks
« Reply #8 on: August 18, 2011, 04:00:55 pm »

The best way: Depends on what you want.

Want an important sleeper (Conservative judge, CEO, Agent, Police Officer), and want him fast? Beat him up for 1 or 2 day with a strong goon, then switch to psychologist. Upside: faster with high profile targets when having low psychology potential. Downsides: Low heart and possible health loss on arrival.
Want a random goon, or not in a hurry? Death Squad Uniform + high heart + low wisdom + Psychology + someone with Business, Science and Religion (these need not to be the lead interrogator, or even the same person, but only the highest one is taken) + expensive props + not tied up. Upsides: Faster when having high enough psychology potential, higher heart and no health loss on arrival. Downsides: slower when having low psychology potential, or against tougher conservatives.

On the topic of squad gimmick, I guess I will try a nurse only squad next!
« Last Edit: August 19, 2011, 11:59:46 am by Elodie Hiras »
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Kay12

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Re: Squad gimmicks
« Reply #9 on: August 19, 2011, 12:51:25 am »

Not tying people up may result in them ending their membership prematurely, though...
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Elodie Hiras

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Re: Squad gimmicks
« Reply #10 on: August 19, 2011, 11:58:05 am »

It takes a few day (5 days) before they try, according to my source dive... Which, assuming you have good psychology potential, is too much for them to escape before beeing converted.

And it also depends on Agility, Intelligence, Strengh, and number of interrogators.

As for suicide, if they have at least 2 (or maybe 3) heart, you're safe. Besides, unless you beat them up, they only try that option after one week of captivity.

Also, one thing I forgot: more interrogators = more effective.

To those who were wondering: your lead interrogator makes an attack roll, which is basically: Number of interrogators + day spend in captivity + highest business, science and religion of your boys + psychology roll for the lead interrogator + heart attribute roll for the lead interrogator - 2*(wisdom roll) for the interrogator + 5 if the target is not tied up + 10 for expensive props + 10 + armor drug bonus for drugs. If the attack roll is 6 times higher than the target's wisdom roll (1D6 for 3 points of wisdom, 1D3 if there is an extra point, 1D5 if there are 2 extra points, 3 highest dice taken), then it's a success, and the target is gains 1 heart and looses as much juice as the attack rol result.

There is a little thing of note: you get a second attack done, highest Heart from the interrogators + twice the highest psychology skill from the pool + the highest armor interrogation bonus - the highest wisdom of the party. If this attack is higher than the previously described attack roll, they take this one as the true attack roll against the wisdom roll.

Also, if the target has a higher Science/Religion/Business than your interrogation pool Science/Business/Religion + psychology AND you're not using drugs, it's useless to even try to sway them to Liberalism.

Yeah. That's pretty much it.
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Keltiknight

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Re: Squad gimmicks
« Reply #11 on: August 19, 2011, 12:21:55 pm »

My squad gimmick, is typically everyone gets an intimidating name (Normally, this is not counting fairly useless guys.) and my leader typically gets called "V" and given a G. Fawkes mask and cloak (Modded in item, high stealth bonus that I REALLLYYY need to tone down, and light armor.). Oh, and my leader almost always uses the machine gun from the army base, a desert eagle, or a sword...I LOVE that machine gun, its like "Point at target, watch it explode...so long as it hits. Just...ammo is REALLY annoying to get more of...though my first run of that ended when I decided to attack the CEO...and it ended with my blowing his leg off, and him shooting me in the face. With a desert eagle.
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Necro910

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Re: Squad gimmicks
« Reply #12 on: August 20, 2011, 01:06:45 am »

Five man army of naked aliens with M4's. I killed the police, the swat, the army, and 3 tanks in one week.

Twas grand.