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Author Topic: Burden of Command: A hard choice maker is you! (4?/4 players)  (Read 5812 times)

Aigre Excalibur

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Burden of Command: A hard choice maker is you!

Objective of the Game:
Burden of Command is a pseudo-high-mortality game where the player is a freshly minted lieutenant in charge of an army of grunts. You are in charge of sending men to their deaths to complete *strategic objectives*. The better you get at completing objectives, the more resources get thrown your way. This game is also trying to simulate army logistics in a !fun! (OCD) way.

Character Creation:
Your commander character is not a hero of the likes of achilles and hector. He is an organiser and decision-maker who does not take part in combat personally.

Character Sheet:

Spoiler (click to show/hide)

Personal Attributes:
All instructions sent out from your HQ are rolled against one of these

Distribute 10 points among the following, every 5 points gives +1/3 to rolls. A score below 3 gives a -1.


Coup d'ouil: "A glance that takes a comprehensive view." The quality of mind that can discern truth and solutions in combat from thousands of possibilities.
Operational Vigor: Personal Energy of Action that allows for complex and rapid instructions to be sent out.
Character: The commander's ability to communicate his convictions. This also affects his morale: if the commander breaks, the unit breaks.

Headquarters:
The headquarters contains supporting staff and equipment that handles many non-combat functions and also facilitates research and development.

Communications/Signals: Ability to make sure instructions get through to all echelons. The more platoons under your command, the more the demands on this department.
Logistics/Transport: Ability to coordinate the Movement of the guns and butter to the front. The longer the supply lines and the broader the frontline, the more difficult this is. This stat is separate from actual hardware.
Intelligence: Ability to coordinate all sources of information collection
Medical: Capacity to process casualties of the more serious sort and patch them back up into a workable state. The numbers here are abstractions of your rear-area hospital capabilities.
Engineering: Your advanced construction capabilities that go beyond grunts with entrenching tools. You need this for things like bridge building, base building, advanced demolition, tunneling, vehicle R&D.
Psychology (Info-ops, Public Relations): With this you can win hearts and minds, cover-up war crimes and perform social engineering.
!science! (CBRN development, Hazmat): You can't just requisition a nuke. But you can try building your own. The same applies to more kinky toys like viral agents, nerve gas, chlorotetrafluoride, etc.
!Spiritual!: This department handles everything religious, occult and supernatural.

Manpower Types:
Basic manpower have initial costs, but do not draw pay. They do however need resources to survive, and feeding them is part of logistical !fun!.

Conscripts:
Surplus population levied from societies facing malthusian disasters.
Effects: +0s to all rolls
Cost: 1 KiloCredit bounty to entice the unemployed
Upkeep: 500g of subsistence per day on the field. 1 Kg of subsistence per day when out of combat. 2 Kg of fresh water. 3.5 Kg of breathable atmosphere.
Notes: May have more complex needs than the clones.

Clones:
Vat-born purpose grown beings with implanted skills and memories. Often blamed by the riff raff of naturally born beings for stealing their menial jobs.
Effects: +1 to all rolls.
Cost: 10 KiloCredits to grow in a testtube.
Upkeep: 500g of subsistence per day on the field. 1 Kg of subsistence per day when out of combat. 2 Kg of fresh water. 3.5 Kg of breathable atmosphere.

Veterans:
Clones or Conscripts that have survived the rigors of continuous combat and are considered battle-proven.
Effects: +2 to all rolls.
Cost: NA - promoted at GM's discretion from survivors of missions
Upkeep: 500g of subsistence per day on the field. 1 Kg of subsistence per day when out of combat. 2 Kg of fresh water. 3.5 Kg of breathable atmosphere. (500 litres at 1 bar)
Notes: Can be more ingenious at foraging for supplies and at fieldcraft.

Enlisted Positions in your Army. Assignment of position has no bearing whatsoever on skill and experience.:
Grunts: Your typical trigger pullers. They provide the bulk of all forces.
Sergeants: Squad leaders that help you split your platoon into more manueverable elements. Also available in platoon, company and brigade/regiment level versions.

Officers are dealt with later.


Damage Modelling:
To Hit: D6 + Skill for each attack - there is no dodge
To Wound: D6 + Lethality v D6 + Skill/Endurance+Armor-AP, 2 and below produces casualties
Range: falloff, effective... maximum range = 2*falloff, volume of fire is increased at the shorter range.
Suppression: volume of effective shots / number of targets Suppression is not implemented
Units may take leadership checks after taking "significant" casualties. The commander takes leadership checks based on overall casualties
Blast Radius Casualties: d(3.14*r*r), casualties take a dodge roll of D6 + skill

Combat Example:
Squad AIG001 containing 10 conscripts fires on 20 civilians with their 10 assault rifles at close range.
They roll for 20 attacks at lethality 2, skill 0. The score 5 hits (4s, 5s), 2 overshoots, 1 catastrophic failure.
One of the overshoots hits one of their own troopers (1), the other merely passes through 2 of the enemy in one go.
The crit fail rolls: 6, the trooper merely empties his magazine enthusiastically.
We roll damage for 7 hits against endurance saves for 7 hits. (4,2,6,1,4,2,6)+2 vs (2,5,3,1,6,1,1) The targets take 4 wounds and 3 shrug of the hits.
The 4 casualties roll for permadeath/criticals on 1s (6,5,5,3), they go down, but the casualties are recoverable.


Squad AIG001 containing 10 conscripts shoots at a bunch of freedom fighters taking cover in the rubble. The rubble gives +2 armor.
They roll 9 attacks at lethality 2 skill 0.
1 crit fails. 1 overshoots, 7 clean hits.
1 overshoot splats a friendly trooper.
1 crit fail destroys the trooper's weapon
7 hits roll their lethality bonus vs the target's armor bonus: (6,3,1,1,2,6,1)+2 vs (2,6,2,2,4,1,3) +2. The targets take 2 wounds They !rtd (1,6), 1 dies. 1 is recoverable.

Flow of die rolls
Shoot ->
!rtd for hits. -> !rtd for crit fails and overshoots
opposed roll for wounds -> !rtd for casualties

Notes to self: Cover is part of armor in the opposed roll. We may want to simulate trenches slightly differently. Also will we simulate air-burst munitions?


Armory section

Primitive Bullet Weapons:

Small Arms:

Low-Impulse Assault Rifle:
Range: 300, 150
Attacks: 1, 2
Lethality: 2
Mass: 3kg
Ammo: 4g
Magazine: 500g
Unit Cost: $1,000
Ammo Cost: $0.30
 
Full-powered heavy rifles
Range: 800, 400
Attacks: 1, 2
Lethality: 3
Mass: 4kg
Ammo: 10g
Magazine: 800g
Unit Cost: $3,000
Ammo Cost: $0.50

Anti-Materiel Rifle:
Range: 1200, 600
Attacks: 1
Lethality: 4 AP 2
Mass: 10kg
Ammo: 50g
Magazine: 1 Kg
Unit Cost: $10,000
Ammo Cost: $2

Crew-Weapons:

Squad Automatic Weapon:
Range: 300, 150
Attacks: 3, 20
Lethality: 2
Mass: 5 Kg
Unit Cost: $5,000
Ammo Cost: $0.30

Medium Machine Guns:
Range: 800, 400
Attacks: 3, 20
Lethality: 3
Mass: 12 Kg
Ammo: 10g
Unit Cost: $10,000
Ammo Cost: $0.50

Heavy Machine Guns:
Range: 1200, 600
Attacks: 3, 20
Lethality: 4 AP 2
Mass: 40kg
Ammo: 50g
Unit Cost: $15,000
Ammo Cost: $2

Miniguns
Range: 1000, 500
Attacks: 20, 100
Lethality: 3
Mass: 40kg
Ammo: 10g
Unit Cost: 20,000
Ammo Cost: $0.50
Notes: attacks do not reflect ammo consumption

You may research better ammo for primitive small arms.

Primitive Explosives:

Hand Grenade:
Range: 20
Radius 2
Lethality: 2
Unit Cost: 30 credits

60mm Mortar
Range: 3480
Radius: 2
Lethality: 2
Weight: 21 Kg
Ammo: 1.7 Kg
Unit Cost: 10 KiloCredits
Ammo Cost: 500 credits

81mm Mortar
Range: 5935
Radius: 3
Lethality: 2
Weight: 40 Kg
Ammo: 4.2 Kg
Unit Cost: 25 KiloCredits
Ammo Cost: 1260 credits

120mm Mortar
Range:7240
Radius: 6
Lethality: 4
Weight: 150 Kg
Ammo: 13.3 Kg
Unit Cost: 90 KiloCredits
Ammo Cost: 3000 credits

155mm Howitzer
Range: 30000
Radius: 7
Lethality: 6
AP: 40 (direct hits)
Weight: 4200 Kg
Ammo: 50Kg
Unit Cost: 500,000 Credits
Ammo cost: 6000 credits

Man-portable Anti-tank missile launcher (Javelin)
Range: 2000
Unit Cost: 126,000
Ammo Cost: 78,00
Lethality: 3?
AP: 150

Primitive Armor Systems:

Ballistic Fibres over Rifle Plate:
Armor: 2 (50%)
Weight: 10 Kg
Unit Cost: $2000

Assault Shields
Armor: 2 (front)
Weight: 5 Kg
Unit Cost: $2000

Vehicles:

Mechanics
Vehicle damage roll: AP v Armor
If Penetration: !RTD
1 - wrecked
2 - loss of hull point, component destroyed
3 - loss of hull point, mobility kill
4 - loss of hull point
5 - loss of hull point
6 - epic explosions

In case of 1 or 6, crew may attempt a repair roll

Starting Vehicles:

Higgins Lander:
A metal box that is as expendable as the troops it carries.
Doubles as a troop carrier on land. Also doubles as your first logistics vehicle
Vehicle Stats:
Dex: -1
Hull: 1
Armor: 5
Capacity: 40 passengers
Max Payload: 5000 Kg or 40 armed passengers & 1000 Kg
Hardpoints: 2 machine gun mounts
Crew: Pilot + 2 gunners + engineer
Fuel Consumption: 1 litre of diesel per km. Capacity: 2000L
Displacement: 8,200 Kg
Cost: 10,000

Willy the Jeep:
An Ultra-cheap "wheeled reconnaissance/utility vehicle". Up to 1 can be stuffed into a Higgins along with the troops.
Vehicle Stats:
Dex: 2
Hull: 1
Armor: 3
Hardpoints: 1 machine gun mount
Crew: driver + gunner + 2 passengers
Fuel Consumption: 1 litre of desiel per 10 km. Capacity: 100L
Mass: 1000 Kg
Cost: 1000



Other Supplies (Modelled after Nato classification system):

Class I:
Subsistence (goop that passes as food): $10 per Kg
Drinkable water: $1 per Kg
200 bar 10L pressure tank: 100 credits

Class II:
tents, tools, housekeeping supplies, vehicle repair kits - quotes available

Battlefield aid kits - used by grunt medics to provide initial care for casualties. consumed on use.
$100
5 Kg (bandages, stretchers, etc)

Class III:
Only Diesel is implemented for now

Fuels and Lubricants
Liquid Hydrogen: $1 per litre
Liquid Oxygen: $0.04 per litre
(rocket fuel uses a ratio of around 2:1 LH:LOX)

Diesel: $0.50 per Litre

Class IV:
Construction materials, all fortification and barrier materials - Quotes available

Class V:
Specific Chemicals - Quotes available on request

Non-maneuver elements:

Advanced Manpower:
Manpower not drawn from the proleteriat...

Officers:
More newly minted lieutenants, just like you! Officers are drawn from the best educated classes.
$1M for non combat officers. $2M for combat officers.
Combat officers may be deployed like other troop leaders. They can carry custom equipment like PDWs.
Upkeep: $10,000 per day

Warrant Officers:
Educated Manpower from the middle classes that fill specialist jobs
$25,000
Upkeep: $500 per day


Headquarters

General Office IT Equipment:
Staff workstation: Industrial grade computers capable of crunching numbers as hard as the specialist can input them.
You need 1 per specialist staff.
$5000

Server: Allows for more complex networking of IT resources
- not implemented yet

Communications/Signals:
Wireless Field-Radios:
Wireless radio that allows for the relaying of commands beyond verbal and visual signalling.
Encryption researched seperately. - 5kg

Wired field-radios:
A radio that offers much less risk to remote intercetion and jamming.  This was used extensively in urban theatres and is still an option in the modern battlefield. The drawbacks involve long snaking wires that can be physically cut. - 5kg

Starting wired and wireless radios are 1000 credits each

Radio Operator (specialist):
A button pusher to man the radios in your Headquarters.

Logistics/Transport:

Notes:
Trooper carrying capacity: 40kg
combat load: 20kg

Supply dumps, fuel dumps:
Physical storage near the front lines for everything that your personel won't carry with them.

Supply Higgins:
A dropship meant to move materiel from the abstract into he physical manifest. It is exactly the same as the troop carrier, and the two are interchangeable. The higgins is also used as a bread and butter transport truck between rear dumps and the front line.

Supply Specialist:
A man dedicated to counting beans, guns, butter and other things an army might need. Without the bean counters, items might randomly go missing. (we'll track a items to bean counter ratio)

Intelligence:
Battlefield surveillance specialist:
Collects information from player and non-player elements and renders it into a semi-accurate state in order to increase the commander's situational awareness.

This department is also capable of cyber-warfare and drone capabilities, but these must be developed first.

Medical:

Injury levels:
Critical
Deteriorating
Seriously Injured -> Maimed
Wounded

Notes: The cost of medical care usually exceeds the replacement value of a prole.

Nurses (warrant officers):
Prevents casualties from dying while waiting for treatment. They also handle most intermediate level treatment. They can be used in quick n dirty surgery setups.

Surgeons (officers):
These officer class wizards fix broken people.

Collecting Stations:
Regimental level casualty processing directly behind the front where doctors/nurses adjust splints and dressings, administer plasma and morphine. Also treats minor illnesses and combat fatigue. This station stabilizes casualties before surgery.
Treatment: Critical & Deteriorating -> Maimed
Variable Costs: $50 per casualty
Capacity: 10 per nurse, scales up to 400
fixed cost: $250,000

Field Hospital Wards:
400 bed casualty storage
$100,000

Field Hospital General Surgical Suite:
Comes with surgical prep, surgical instrument and material sterilization and storage, anesthesia equipment, etc...
$2M credits in setup cost
Cost per Casualty: $8,000
Casualties Per day: 4
Chance of survival: 5/6

Multi-Specialization Surgical Suite:
$6M Credits in setup cost
Cost per Casualty: $20,000
Casualties per day: 1
Chance of survival: 5/6 + 1/6*4/6 = 17/18
On 1: RTD!:
1: dies
2: deteriorates 1 level
3: no change
4: improves 1 level
5: miraculous recovery
6: complications from overdose, usually dies.

Quick N Dirty field surgery:
$100,000 setup cost
Cost per Casualty: $150
Casualties per day: 10
Chance of survival: !RTD
1: dies
2: deteriorates 1 level
3: no change
4: improves 1 level
5: miraculous recovery
6: complications from overdose, usually dies.

notes:
Prosthetics and Robot limbs/bodies need to be researched, otherwise the horrendously maimed are discharged after being stabilized. You may however, ignore/euthanize the permanently maimed until we find a way to make them combat effective again, but it's not a nice thing to do.

Psychology
- not implemented yet

PR Officer

Copywriter

Leaflet Printing machine

!Science!: - used for research and development
Evil Genius (officer): Oversees the development of toys.

Research Technicians: Elves who make the toys.

Bio/chem Labs
$10M

Advanced chemical processing plants
Cost varies according to what chemical processes we're handling and what equipment we need

Engineering Workshops
Costs varies

Prototyping lab
Costs varies

!spiritual!:

Chaplains (Warrant Officers): Uses the concept of a benevolent judea-christian God to stave of insanity in the men.

Other areas of !spiritual! have to be researched.
« Last Edit: May 04, 2017, 12:23:48 pm by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you!
« Reply #1 on: April 30, 2017, 11:45:29 am »

On Game start:

I envision 4 players at the start with 1 platoon each. 4 platoons total.

You start with the following resources:

Currency
2500 Kilocredits ($2.5M)

Maneuver Assets
1 Higgins Lander
30 Conscripts

Equipment:
4 Field radios

Headquarters Assets:
1 radio operator
1 workstation
1 wireless radio

Supplies:
1000 Kg of Nutrient Paste Rations
2000 Kg of Drinking Water
50,000 Litres of Diesel (Space-ships run on Diesel and plot magic)
« Last Edit: April 30, 2017, 11:51:48 am by Aigre Excalibur »
Logged
Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you!
« Reply #2 on: April 30, 2017, 11:45:54 am »

Active Squads & Supplies:

Trump:

Jeep Column 1:
272 Conscript Jeep Drivers
271 Jeeps + 1 special neon orange jeep
2720 hand grenades 1360 kg
1 Radio 5 kg


Jeep Column 2:
272 Conscript Jeep Drivers
271 Jeeps + 1 special neon orange jeep
2720 hand grenades 1360 kg
1 Radio 5kg

Jeep Column 3:
271 Conscript Jeep Drivers
270 Jeeps + 1 special neon orange jeep
2710 hand grenades 1355 kg
1 Radio 5kg

MIA:

Jeep Column 41:
97/271 Conscript Jeep Drivers
116/270 Jeeps + 1 special neon orange jeep
2710 hand grenades 1355 kg
1 Radio 5kg


Putin:

Platoon 1: (Nickname: Code Assault)
-Squad 01


-2 Clone Sergeants
-3 Clone Grunts

1 clone sergeant standing on a pile of gear

- 1 radio - 5kg
-1 commercially available napalm flamethrower, 20 litre tank - 20kg
- 1 assault rifle - 3kg
-1 SAW (this looks like a advanced version of the RPD) - 5kg
-3 Heavy Rifles (All rifles look like classic Kalashnikov rifles, so a future AK-47) - 12 kg
-Ballistic Fiber Armor
-Field Radio

500 round AR calibre belt - 2kg
300 rounds AR in 10 magazines 5 kg
900 rounds BR in 30 magazines 24 kg

4 clone casualties
1 clone KIA

10kg water
2.5kg rations

Total Encumbrance: 91.5

Squad 01a:
-1  conscript clone Grunt
-Assault Shield - 5kg
-Ballistic Fiber over rifle plates - 10kg
-Assault Rifle (no pistol for my shield combo sad face, also the assault rifles look like AK-74us as their a light frame version of the heavy rifles) - 3kg
- 120 AR rounds in 4 magazines - 2kg

Total encumbrance: 20kg


Platoon 2: (Nickname: Code Support)
-Squad 02
1 Clone Sergeant
1 Clone Marksman
3/4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg

1 conscript casualty


-Squad 03:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg


-Squad 04:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg


-Squad 05:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg


Platoon 3: Artillery Fire
-Squad 06-
1 Clone Sergeant
1 Clone Artillery User
-1 Conscript Rocketman
-3 Conscript Laborers

-Field radio x1 - 5kg
-60 mm Mortar -21 kg
-Flak Jacket (Ballistic Fiber) - for the artillery user - 20kg
-SAW - 5kg
-1 Javelin (Looks like a advanced RPG) 6+16kg
- 3 Assault Rifles - 12 kg
20 60mm HE mortars 34 kg
500 AR rounds in a belt - 2kg
180 AR rounds in 6 mags - 3kg
12 kg water
3 kg rations
Total weight: 139kg

Eganbot:
Squad 001:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 137 Kg
   Load per man: 22.83kg

Squad 002:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 143 Kg
   Load per man: 23.83kg

Squad 003:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 143 Kg
   Load per man: 23.83kg

Squad 004:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 143 Kg
   Load per man: 23.83kg

Squad 005:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5 kg
   12 Litres of water: 12 Kg
   1 Anti-tank Javelin 6+16kg
   Total Encumbrance: 164kg
   Load per man: 27.3kg

Squad 006:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5 kg
   12 Litres of water: 12 Kg
   1 Anti-tank Javelin 6+16kg
   Total Encumbrance: 164kg
   Load per man: 27.3kg

Commando Unit 101:
1 Clone
   Anti-Materiel Rifle - 10kg
   4 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Commando Unit 102:
1 Clone
   Anti-Materiel Rifle - 10kg
   4 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Commando Unit 103:
1 Clone - hit, barely injured, fleshwound.
   Anti-Materiel Rifle - 10kg 9/10 rounds
   3 Magazines - 3 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Commando Unit 104:
1 Clone
   Anti-Materiel Rifle - 10kg 9/10 +1 rounds unjammed
  3 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg
« Last Edit: May 05, 2017, 11:25:19 pm by Aigre Excalibur »
Logged
Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you!
« Reply #3 on: April 30, 2017, 11:46:12 am »

Plan for mission 1, a shakedown mission for the mechanics and logistics system:

Burden of Command: Mission 1

Your company is sent to some hills near a backwater settlement to conduct a raid on a recently identified pirate stronghold. Your mission is to defeat the pirates and kill or capture their commander.

You are advised that the local settlement is likely to be sympathic to, or even harboring the pirates. You are authorized to arrest any suspected collaborators.

Our selected dropsite is just outside the city, 5 km away from the identified stronghold in the surrounding hills.

Key Locations:

Stronghold in the hills:
  Outer Woods
  Perimeter with sentry positions, machine gun nests
  Tunnel Entrances
    Tunnel Network:
    Food, Fuel and Ammo Dumps
    Vehicle hangers

Connected to city by a narrow street 5 km in length

City of New Hama: Places of interest
Town Center:
  River
  Hydropower station, aquifier
  Mosque
  Hospital
  Commercial area
  City College
  City Hall
  Police Station

Town Park:
Stadium and swimming pools
Industrial Warehouse area

Inner city apartments

Suburban Bungalow district

Outer city industrial area

Outer city tenamants
« Last Edit: April 30, 2017, 11:50:31 am by Aigre Excalibur »
Logged
Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Egan_BW

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #4 on: May 01, 2017, 01:16:20 am »

Name: 0234441
Description/Bio: Beep boop. Fleshlings are inferior. Beep. I was created to be superior to you.
Favorite Department in the military: Drone control

Attributes:
Coup d'ouil: 10
Operational Vigor: 0
Character: 0

Headquarters Assets: Desktop computers for my specialists to play flash games on while I'm not looking.
Communications/Signals: Buncha radios.
Logistics/Transport: A higgens, five fleshy counting automata bean counters to keep track my damn ammo for me, and how much all this shit costs.
Intelligence: Surveillance specialist. They made me take at least one of these.
Medical: Collecting station, general surgery. Two clone "nurses", one clone "surgeon".
Engineering: Lots of duct tape.
Psychology: Lobotomies, I guess?
!science!: One evil genius with access to whatever creds I don't spend.
!spiritual!: For wimps.

Troop Tables:

Squad 001:
One Clone Sergeant
   HMG
One Conscript Radioman
   Assault Rifle
   Field Radio
Four Conscript Grunts
   Assault Rifle
   Carry HMG+ammo between them

Squad 002:
One Clone Sergeant
   HMG
One Conscript Radioman
   Assault Rifle
   Field Radio
Four Conscript Grunts
   Assault Rifle
   Carry HMG+ammo between them

Squad 003:
One Clone Sergeant
   HMG
One Conscript Radioman
   Assault Rifle
   Field Radio
Four Conscript Grunts
   Assault Rifle
   Carry HMG+ammo between them

Squad 004:
One Clone Sergeant
   HMG
One Conscript Radioman
   Assault Rifle
   Field Radio
Four Conscript Grunts
   Assault Rifle
   Carry HMG+ammo between them

Squad 005:
One Clone Sergeant
   HMG
One Conscript Radioman
   Assault Rifle
   Field Radio
One Conscript Rocketeer
   Javelin
Three Conscript Grunts
   Assault Rifle
   Carry HMG+ammo between them

Squad 006:
One Clone Sergeant
   HMG
One Conscript Radioman
   Assault Rifle
   Field Radio
One Conscript Rocketeer
   Javelin
Three Conscript Grunts
   Assault Rifle
   Carry HMG+ammo between them

Commando Unit 101:
One Clone Commando
   Anti-Materiel Rifle
   Field radio

Commando Unit 102:
One Clone Commando
   Anti-Materiel Rifle
   Field radio

Commando Unit 103:
One Clone Commando
   Anti-Materiel Rifle
   Field radio

Commando Unit 104:
One Clone Commando
   Anti-Materiel Rifle
   Field radio
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syvarris

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #5 on: May 01, 2017, 02:20:18 am »

Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #6 on: May 01, 2017, 02:21:01 am »

Name: 0234441
Description/Bio: Beep boop. Fleshlings are inferior. Beep. I was created to be superior to you.
Favorite Department in the military: Drone control

Attributes:
Coup d'ouil: 10
Operational Vigor: 0
Character: 0

Headquarters Assets:
2 workstations
2 radio operators,
2 radio sets

Logistics/Transport:
5 bean counters
5 workstations

Intelligence:

1 Surveillance specialist. They made me take at least one of these.
1 workstation

Medical:
Collecting station - prefabricated pack
manned by 3 nurses
Quick and Dirty Surgery prefab pack
- manned by another 3 nurses
general surgery. Two clone "nurses", one clone "surgeon".

Engineering:
Lots of duct tape.

Psychology:
Lobotomy research planned

!science!:
One evil genius with access to whatever creds I don't spend.


!spiritual!: For wimps.

Initial HQ cost: 1.717M including the mad scientist
14 warrant officers 1 officer
17k per day in upkeep

Troop Tables:

Motor Pool:
1 Higgins lander

Squad 001:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 137 Kg
   Load per man: 22.83kg

Squad 002:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 143 Kg
   Load per man: 23.83kg

Squad 003:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 143 Kg
   Load per man: 23.83kg

Squad 004:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5kg
   12 Litres of water: 12 Kg
   Total Encumbrance: 143 Kg
   Load per man: 23.83kg

Squad 005:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5 kg
   12 Litres of water: 12 Kg
   1 Anti-tank Javelin 6+16kg
   Total Encumbrance: 164kg
   Load per man: 27.3kg

Squad 006:
1 Clone Sergeant
5 Conscript Grunts
   Equipment:
   Field Radio - 5kg
   HMG x2 - 80kg
   Assault Rifle x5 - 15kg
   1500 AR rounds in 50 mags - 25 kg
   1000 HMG rounds - 5 kg
   12 Litres of water: 12 Kg
   1 Anti-tank Javelin 6+16kg
   Total Encumbrance: 164kg
   Load per man: 27.3kg

Commando Unit 101:
1 Clone
   Anti-Materiel Rifle - 10kg
   4 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Commando Unit 102:
1 Clone
   Anti-Materiel Rifle - 10kg
   4 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Commando Unit 103:
1 Clone
   Anti-Materiel Rifle - 10kg
   4 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Commando Unit 104:
1 Clone
   Anti-Materiel Rifle - 10kg
   4 Magazines - 4 kg
   Field radio - 5 kg
   1 litre of water - 1 kg
   Total Encumbrance: 20kg

Total:
10 clones
30 grunts

10 radios
12 HMG
30 AR
2 Javelins
4 Anti-Mat Rifles

Manpower Cost: 130k
Equipment Cost: 502k
Total: 632k

Grand total: 2,349,000 before ammo and rations

Weight calculations done, ammo added.

Ammo Cost:
6200 rounds of HMG  $12400
9000 rounds of AR - $2700
76 litres of drinking water $76

Total:  15,176

Grand total: 2,364,176
« Last Edit: May 01, 2017, 02:42:01 am by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #7 on: May 01, 2017, 02:49:45 am »

Presidential Task Force of Unparalleled Valor

Name: Actual President Donald J. Trump
Description/Bio: "Don't you know who I am?  I'm the president of America!  I'm cleaning up this nation, getting rid of all these slobs that are disgracing us, that's why I sent my people here, they're great people, just great, they're smart, they're attractive, they're very brave, just so brave, it's unbelievable, most people wouldn't do this, but I'm good at finding people, so I found the best, and I got them to come here, I made deals with them, all of them, because I'm just great at making deals, and now they're gonna get rid of these terrorists!"
Favorite Department in the military: The Presidential Task Force of Unparalleled Valor, of course.

Attributes: ((Distribute 10 points here))
Coup d'ouil: 0
Operational Vigor: 0
Character: 10

Headquarters Assets:
Communications/Signals:
1 Radio Operator
1 Radio
1 Workstation
Logistics/Transport:
We just stuffed jeeps and people into a hanger somewhere and dropped them into combat

Intelligence:
Lacking.
Medical:
Pffff
Engineering:
Actually pretty good.
Psychology:
Volumes will be written about it for years to come.
!science!:
Lies.
!spiritual!:
Also lies.

Troop Tables:
My platoon consists of 1086 conscripts, each given a jeep and ten grenades in the passenger seat.  This costs 2497.8 kilocredits; Trump will embezzle the remaining 2.2 kilocredits into his personal bank account.  The four most sycophantic conscripts each get a wireless radio, and their jeep painted neon orange; all others are told to follow the orange jeeps and throw grenades at anyone who either shoots at any jeep, or looks like an enemy.

Force tables for Donald J Trump

Jeep Column 1:
272 Conscript Jeep Drivers
271 Jeeps + 1 special neon orange jeep
2720 hand grenades 1360 kg
1 Radio 5 kg


Jeep Column 2:
272 Conscript Jeep Drivers
271 Jeeps + 1 special neon orange jeep
2720 hand grenades 1360 kg
1 Radio 5kg

Jeep Column 3:
272 Conscript Jeep Drivers
270 Jeeps + 1 special neon orange jeep
2710 hand grenades 1355 kg
1 Radio 5kg

Jeep Column 41:
272 Conscript Jeep Drivers
270 Jeeps + 1 special neon orange jeep
2710 hand grenades 1355 kg
1 Radio 5kg



force tables done...
« Last Edit: May 01, 2017, 04:13:26 am by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

mastahcheese

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #8 on: May 01, 2017, 02:57:18 am »

PTW
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Shadowclaw777

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #9 on: May 01, 2017, 02:59:04 am »

Spoiler: GLORY TO RUSSIA (click to show/hide)
(Can I get a price check? Also what is the expenditure or cost of having the best starting engineering workshop and prototype lab.)
« Last Edit: May 01, 2017, 03:18:01 am by Shadowclaw777 »
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Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you! (0/4 players)
« Reply #10 on: May 01, 2017, 03:52:11 am »


Name: Vladimir Putin II
Description/Bio: An autistic person who was genetic heir from glorious Russian leader, Vladimir Putin. He is integrated with the best mental capacity abilities for espionage and deception. He is also a world-class black belt martial artist and undefeated in his rank. His adoration and benevolence for Vladimir Putin is considered inhuman by many of his subordinates, but he knows how to get the job done
Favorite Department in Military: Logistics

Coup d'ouil: 6
Operational Vigor: 3
Character: 1

Headquarter Assets:
2 Workstations
2 Radio Operators
2 Radio Sets

Intelligence
-1 KGB anointed Surveillance Specialist
-1 Workstation

Medical; -
1 Collecting Station,
6 Nurses

Engineering:
Great Soviet engineering is superior to everyone elses!
-Greatest possible Engineering Workshop
-Greatest possible Prototype Lab

Psychology:
Russian psychology is best, because reverse-psychology has superior successes to fellow challenged comrades

!Science!:
Russian R&D is top-notch industry with local vodka-drinking Russian mad scientist.

Spiritual:
One anointed archbishop of Orthodox matrix - a fat archbishop would be from the gentry... officer costs

HQ cost: 500k before engineering labs and scientist and bishops
Manpower cost: 4.5k before engineering costs, science and bishops

Troop Table:

Platoon 1: (Nickname: Code Assault)
-Squad 01:-
One Military Officer (Custom Equipment: Has a standard assault rifle with a flamethrower attached to it, y'know how like people integrate grenade launchers into assault rifles.)
-Field Radio
-Ballistic Fiber Armor
- you cant afford this yet

-2 Clone Sergeants
-3 Clone Grunts
- 1 radio - 5kg
-1 commercially available napalm flamethrower, 20 litre tank - 20kg
- 1 assault rifle - 3kg
-1 SAW (this looks like a advanced version of the RPD) - 5kg
-3 Heavy Rifles (All rifles look like classic Kalashnikov rifles, so a future AK-47) - 12 kg

500 round AR calibre belt - 2kg
300 rounds AR in 10 magazines 5 kg
900 rounds BR in 30 magazines 24 kg

10kg water
2.5kg rations

Total Encumbrance: 91.5

Squad 01a:
-1  conscript clone Grunt
-Assault Shield - 5kg
-Ballistic Fiber over rifle plates - 10kg
-Assault Rifle (no pistol for my shield combo sad face, also the assault rifles look like AK-74us as their a light frame version of the heavy rifles) - 3kg
- 120 AR rounds in 4 magazines - 2kg

Total encumbrance: 20kg

$21000+240+450+36+10+25 = 21761

Platoon 2: (Nickname: Code Support)
4x ( I have four of these squads)
-Squad 02-05:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg

24120+592= 24712

-Squad 03:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg

$24712

-Squad 04:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg

$24712

-Squad 05:
1 Clone Sergeant
1 Clone Marksman
4 Conscript Soldier
-SAW  5kg
-Anti-Material Rifle (It looks like an advanced version of the SVG, or Dragunov) 10kg
-Field Radio - 5kg
-4 Assault Rifles 12 kg
-4 Handheld Grenades  2kg
- 1200 AR rounds in 40 Magazines - 20kg
- 500 round AR rounds belt feed - 5kg
- 20 HMG rounds in 2 mags - 2 kg
12 kg water
3 kg rations
Total: 74kg

$24712

Platoon 3: Artillery Fire
-Squad 06-
1 Clone Sergeant
1 Clone Artillery User
-1 Conscript Rocketman
-3 Conscript Laborers

-Field radio x1 - 5kg
-60 mm Mortar -21 kg
-Flak Jacket (Ballistic Fiber) - for the artillery user - 20kg
-SAW - 5kg
-1 Javelin (Looks like a advanced RPG) 6+16kg
- 3 Assault Rifles - 12 kg
20 60mm HE mortars 34 kg
500 AR rounds in a belt - 2kg
180 AR rounds in 6 mags - 3kg
12 kg water
3 kg rations
Total weight: 139kg

160,000+10,000+204+12+30=170246

-Help move the Mortar.

Military manpower: 16 clones 160k 20 conscripts for 20k total: 180k
equipment: 24712*4 + 170246 + 21761 = 290855

Grand Total: $970,855 before buying any officers, archbishops and mad scientists

(Can I get a price check? Also what is the expenditure or cost of having the best starting engineering workshop and prototype lab.)

Without !research! by your mad scientist, your current workshop level is a car shop that is capable of tinkering with the Jeeps and producing other civilian type vehicles.

I admit that the Javelin is a bit of a ridiculously expensive anti-tank weapon. Mortars are used more against infantry.

Force tables and weight crunching done...

Price crunching done...
« Last Edit: May 01, 2017, 04:12:51 am by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Aigre Excalibur

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Re: Burden of Command: A hard choice maker is you! (3/4 players)
« Reply #11 on: May 01, 2017, 04:37:26 am »

prepping to run, stand by

Spoiler: Eganbot (click to show/hide)

Spoiler: putin (click to show/hide)

Spoiler: trump (click to show/hide)

Turn 0 actions:

Eganbot deploys 6 squads of 6
and 4 single man sniper units

Eganbot is supported by 5 beancounters and 2 radiomen. A miscommunication delays 2 of his squads. His beancounters manage to ensure no resources go missing on the trip down.

Putin Deploys 1 6 man assault squad/platoon
4 6 man support squads
1 6 man mortar team

Putin is supported by 2 radio men
(3,4) (4) His troops deploy in a mostly orderly fashion.
(5) Putin gets lucky, none of his supplies go missing

Donald J Trump deploys 1086 jeeps...

Trump is being Trump. He has 1 radio in his HQ.

(2, 4, 3, 1) Column 4 never received their wake-up call and are still somewhere onboard a carrier. Column 1 and 3 cause serious delays in the deployment. Column 2 somehow makes it off the ship alright.

(4,5,5,1) Columns 1, 2 and 3 somehow hang on to their 10 grenades and a jeep per man. Column 4's equipment seems to be randomly going missing along with their manpower.

We arrive at 0700 hours in the morning...
The entire force is dropped on the outskirts of the city of New Hama. The pirate stronghold is reported to be 5 km away to the south.

Disembarking took 8 hours including delays. It is now 1500 hours. The entire populace and the pirates are probably aware of our presence. As none of the units have radio encryption capabilities yet, everyone within 20 miles has heard about our deployment and all the angry shouting by logistics personnel that went with it. We are 5 km away from the pirate stronghold and 2 km away from the city centre.

« Last Edit: May 01, 2017, 04:42:30 am by Aigre Excalibur »
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Never ever cease communication with your enemies, never ever cease interaction with them, never isolate yourself from them. Never ignore them, relish the time to deal with them, to exercise banter. The biggest mistake one can make is ignoring one's enemies. Go out of your way to pick a fight today.

Shadowclaw777

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Re: Burden of Command: A hard choice maker is you! (3/4 players)
« Reply #13 on: May 01, 2017, 05:11:29 am »

-Retroactively acquire a Russian Mad Scientist for 1 mil, theirs plenty of mad scientist in the Ukraine, since we of course did human genetic manipulation!, also check the price to upgrade/build a Minor Engineering Workshop and Prototype Lab.

-Have Squadron Assault perform guerrilla tactics, and stealthily move in for general reconnaissance of that city centre. All 6 Support Squads will be behind Assault squadron so that their defending slow Mortal Squad. Mortal Squad moves into position at a slower pace, mobilizing to the city center.


"Donald Trump is the Supreme Leader of Glorious America, Vladimir Putin's Heir congratulates on Donald's Trump's success in the Elections, I have to inform you their were no Russian Hackers, however."
« Last Edit: May 01, 2017, 05:13:44 am by Shadowclaw777 »
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