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Author Topic: The Dancing Demons (Post-Apoc/Sci-Fi Base Mgmt SG)  (Read 6415 times)

Zanzetkuken The Great

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You'd still have the same problem, it'd just take more points to get there. As for the reasons why it scales differently, I'd say it just needs to be weapons that go up in ten year increments; five years isn't a significant improvement for small arms. Otherwise, it's not too significant in improvement in comparison to small arms; the only thing a 1950s/1960s rifle needs to defeat modern body armour is either good aim or modern AP munitions and a large enough round with said AP rounds.

As for knowing what it looks like, it shouldn't be too difficult. Just look up the infantry art for C&C 2 and three and you likely have a good idea where to start.

I was referring less to the appearance and more to stuff like material composition, potential exoskeleton devices, computer integration and all that other fun stuff.  With my ability, I can work to around 2020 using basis with what the army is apparently going to be using.

Besides, you're a wandering mercenary company.  You kinda don't have the infrastructure to maintain anything right now.  Anything of quality is mainly due to having worked for a warlord with a good level of power.  Now that you are out of a contract, things are going to start weakening.  It won't be immediate, but it will be happening eventually.
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Taricus

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Even with industrial expertise 10 or thereabouts? :P

Well, the materials you could just extrapolate off of existing ones and improve them based off of that, same with subsystems like temperature control and such. Besides, there's an upper limit before the entire thing needs to be a true combat exoskeleton or power armour. So, for example, the 2060s armour could be a full-body environmentally sealed suit with composite armour plates, possibly a recoil compensation system built into the gloves and/or forearms along with an electronics suite and all that.
« Last Edit: July 31, 2016, 05:28:14 pm by Taricus »
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Zanzetkuken The Great

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Even with industrial expertise 10 or thereabouts? :P

Well, the materials you could just extrapolate off of existing ones and improve them based off of that, same with subsystems like temperature control and such. Besides, there's an upper limit before the entire thing needs to be a true combat exoskeleton or power armour. So, for example, the 2060s armour could be a full-body environmentally sealed suit with composite armour plates, possibly a recoil compensation system built into the gloves and/or forearms along with an electronics suite and all that.

You're starting as mercs.  In order to get jobs, you need to be mobile.  To make sure you don't leave anything behind, you need to be entirely mobile.  You only have so much of a capability to work on stuff in such a situation (especially with no vehicle augmentations.).

Sounds reasonable, but do you really think a 30 man group could maintain that?  Heck, do you think even a moderate level warlord could maintain that outside of himself and a select few, if he is lucky to find some that isn't irreparable or already picked up by a more powerful force, and then furthermore find a person who can actually repair it with the now limited amount of tools?
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Taricus

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Maintain it? Barring any severe damage to any of the components it should be simple enough to keep in good condition. Something important breaks though and it's going to be a tough time replacing that component to say the least. Also, It wouldn't also just be our combatants with the group too. I'd reckon that there'd be more dependants and other rear-line staff as well, so I'd roughly say that there'd be at least five times as many people who aren't involved in direct combat. Thus it's be more around a group of 180 (or more) maintaining 30 suits of high-tech armour. A lot more doable in terms of manpower.

As for vehicle augmentations, I'm pretty sure that the skill description only covers weapons and armour for the vehicles, not non-combat function like mobile factories or the like.
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Zanzetkuken The Great

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Maintain it? Barring any severe damage to any of the components it should be simple enough to keep in good condition. Something important breaks though and it's going to be a tough time replacing that component to say the least. Also, It wouldn't also just be our combatants with the group too. I'd reckon that there'd be more dependants and other rear-line staff as well, so I'd roughly say that there'd be at least five times as many people who aren't involved in direct combat. Thus it's be more around a group of 180 (or more) maintaining 30 suits of high-tech armour. A lot more doable in terms of manpower.

As for vehicle augmentations, I'm pretty sure that the skill description only covers weapons and armour for the vehicles, not non-combat function like mobile factories or the like.

It's been roughly 25 years of anarchic warfare with little surviving infrastructure to make new components as a result of the warfare.  Do you really think there would be many that survived intact?  And of those that survived, how many would be considered as being 'too valuable to risk usage of,' except in dire situations?

The personnel total is the total number of people in the group.  That count will be it.

Looks like me at 2 AM forgot something else, then.  Was intended to be a catch all, though it probably could have been divided.
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Taricus

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Well, you'd probably be using them fairly often, especially for spearheading an attack. Yeah, they'd be reserved for important engagements but they wouldn't be squirreled away in a vault to be used at the last minute only.
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Zanzetkuken The Great

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Current votes are at:
The Dancing Demons (original) - 2 - NRDL, Funk
Armor Battalion Psi -                   2 - Voidslayer, Harry Baldman
The Dancing Demons (editted) - 1 - somemildmanneredidiot
Parasdine Company -                  1 - Taricus
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TopHat

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*Cracks Knuckles*

Organizational Name: The Dancing Demons
Commander: Aristophanes "Ari" Burke
Other Notable Personnel: Leslie Vakardin ( second in command ), Julius Jackson ( smuggler/equipment procurer )

Attributes  (30/30 points assigned)
Organizational Diplomacy: 3
Personnel Number: 4
Personnel Skill: 3
Personnel Weaponry: 4
Personnel Armor: 2
Vehicle Number: 3
Vehicular Augmentations: 3
Technological Expertise: 3
Scavenging Expertise: 3
Industrial Expertise: 2

I'm thinking a smaller, very well trained and nicely armed raiding force would serve well, emphasis on scavenging and making use of found tech.  Mobility over numbers, essentially.

Considering the new personnel rules, I edited the Demons slightly as a suggestion. Personnel Skill and Scavenging Expertise were lowered to 3 to keep the +1 and raised Personnel Number to 4 to get 2 additional actions. This will allow us to use 2 or 3 actions Scavenging while allowing us to regularly make improvements, repair things, or take jobs. Or we could double down in any area and get things down all the quicker.
+1
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Ardent Debater

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Why are we going scavengers when we be the scions of the post apocalypse? Anyway, Putting points into industrial expertise seems a smarter option, since that enables us to build more vehicles and gear, and maintain them accordingly. Could even use that to build mines and such too. One thing is for certain though, the base is going to be a focal point, and we should expect to end playing mercenary and put down roots at the base soon. Also, given that putting points into infantry weapons is a little redundant at lower values due to the fact that most conventional ballistics aren't going to improve significantly (And at a 1960s level of tech, we have a well-rounded assortment of weapons anyway)

Also I wouldn't mind the sheet creators stuffing a little more fluff into them, really help flesh them out and detail them.

Organisational Name: Parasdine Company
Commander: Kasara Alevanari (Female, 40 years old)
Other Notable Personnel:
- Doghal Tol (Male, 32, Company Lead Engineer)
- Erina Soraval (Female, 31, Second in command/Adjundant)
- Erik Jamtalav (Male, 50, Civilian/Dependants Rep)

Attributes  (30/30 points assigned)
-Organisational Diplomacy: 0
--"We were the lot told to go here and shoot stuff for the most part. Sure there were contract negotiations but we usually to the terms as offered. As such we don't really have any special expertise in diplomacy."

-Personnel Number: 1
-Personnel Skill: 6
-Personnel Weaponry: 0
-Personnel Armour: 10
--"Not the most numerous, but between the training and our particularly high quality armour we got by pretty well."

-Vehicle Number: 0
-Vehicular Augmentations: 0
--"We didn't really focus on our vehicles being anything other than transport, though no-one really bothered to get close given our weaponry and armour. No-one likes being fired at by a few dozen MGs"

-Technological Expertise: 3
-Scavenging Expertise: 0
-Industrial Expertise: 10
--"Our biggest secret to success was making a mobile factory of sorts out of the convoy's largest truck, and with just about everyone knowing how to build and maintain our gear we aren't going to be losing that knowledge any time soon. If anything, we could start fabricating more advanced gear on short notice."

+1, PTW
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Zanzetkuken The Great

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Okay, every sheet has 2 votes now...
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High tyrol

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*Cracks Knuckles*

Organizational Name: The Dancing Demons
Commander: Aristophanes "Ari" Burke
Other Notable Personnel: Leslie Vakardin ( second in command ), Julius Jackson ( smuggler/equipment procurer )

Attributes  (30/30 points assigned)
Organizational Diplomacy: 3
Personnel Number: 4
Personnel Skill: 3
Personnel Weaponry: 4
Personnel Armor: 2
Vehicle Number: 3
Vehicular Augmentations: 3
Technological Expertise: 3
Scavenging Expertise: 3
Industrial Expertise: 2

I'm thinking a smaller, very well trained and nicely armed raiding force would serve well, emphasis on scavenging and making use of found tech.  Mobility over numbers, essentially.

Considering the new personnel rules, I edited the Demons slightly as a suggestion. Personnel Skill and Scavenging Expertise were lowered to 3 to keep the +1 and raised Personnel Number to 4 to get 2 additional actions. This will allow us to use 2 or 3 actions Scavenging while allowing us to regularly make improvements, repair things, or take jobs. Or we could double down in any area and get things down all the quicker.
+1
1+
« Last Edit: August 01, 2016, 12:00:10 pm by High tyrol »
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Zanzetkuken The Great

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Re: The Dancing Demons (Post-Apoc/Sci-Fi Base Mgmt SG)
« Reply #26 on: August 02, 2016, 12:58:22 pm »

It was over thirty years ago when the final transmission from the Core system came in.  An attack by an unknown force was underway and all hyperspace capable craft were to be recalled to return with as many military forces that they can carry to aid in the defense. The omnidirectional alert ordered the craft to jump to a different separate location before the jump to the core systems to obfuscate the directions of the colonies, and all colonies were to cease all transmissions until the attack ceased. The Core may have fallen, it may not have.  No craft have returned, and there is no longer any way to receive extrasolar messages.

Upon the removal of the hyperspace capable craft and the soldiers they could carry, the government was low upon military forces to call upon to suppress insurrectionist movements that were common in the colonies.  This lack combined with the increased burden placed upon the colonial population, allowed for one movement to gain enough support to launch a successful coup.  However, damage sustained in the attack upon the capital resulted in the loss of the extrastellar communication array and heavy damage to the colony's technological databases.  To make things worse, the rebellion was not successful in forming its own government in the aftermath, and the colony fell into anarchy, various warlords vying for control over the various regions of the colony.

We are the the Dancing Demons, a mercenary group formerly under the command of the warlord Withered Hawke before his death in battle against some new force from the eastern deserts.  Our contract expired, our force headed south into the badlands.  We had gotten some word of some jobs in the direction.  That was when we came across it.  An old military base, its surface occupants apparently killed by any one of numerous raider groups that were known to inhabit this area.  Notably, some blast doors built into a nearby cliffside were intact, with only relatively minor damage to the outer surface. There were enough supplies here that we determined it worth our time to search the area, with a few more opportunistic individuals seeking to find a way to open the blast doors.

Spoiler: Unknown Military Base (click to show/hide)
Spoiler: Tasks (click to show/hide)



Spoiler: Buildings/Rooms (click to show/hide)
Spoiler: Use Rate (click to show/hide)



It becomes sparse at the end, but it was taking a long time, and I just wanted to get the turn done.  Tell me if anything is unclear.
« Last Edit: August 02, 2016, 07:11:50 pm by Zanzetkuken The Great »
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NRDL

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Re: The Dancing Demons (Post-Apoc/Sci-Fi Base Mgmt SG)
« Reply #27 on: August 02, 2016, 04:28:56 pm »

Let's get those blast doors open, by any means.
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Zanzetkuken The Great

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Re: The Dancing Demons (Post-Apoc/Sci-Fi Base Mgmt SG)
« Reply #28 on: August 02, 2016, 04:58:31 pm »

Let's get those blast doors open, by any means.

Any specific thoughts on a route to take to do so?
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

NRDL

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Re: The Dancing Demons (Post-Apoc/Sci-Fi Base Mgmt SG)
« Reply #29 on: August 02, 2016, 05:11:29 pm »

Let's try one explosive harpoon.
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