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Hey Guys! I've written a very basic version of a Coop game mode, and would love to hear your guys' feedback. Thanks to any curious players who care to give it a try, let me know what works and what doesn't! I've had this idea buzzing around for a while, and finally have all the fundamentals laid down- check it out! https://www.docdroid.net/y63x40x/synergasia-protocol-v11.pdf
Hey my first scenario post! I've had this scenario on file for awhile and only just tested it last week, but I figure it could use some peer review. I also have possible stats for the criminals and their gear but this post is already full, I'll put it up after some people have had a look. Have at it folks! Edit 11/28/13: I have updated the doc, it now contains statlines for the criminals and some other things. Edit 12/9/13: As per request, I have converted the file to PDF. I have also pasted the text below. House Cleaning "Room clea-oof!" An unfortunate Djanbizan during a raid on a illegal Silk smuggling ring. Setup and Deployment This is a scenario intended for one or more players in which you control a small team or teams to clear a building or compound. The objective of this scenario is to completely clear the area of all hostiles, you win when all rooms are clear. Set up a terrain board with as much indoor space as possible. This means lots of rooms. Make sure there is also lots of cover in the rooms! Some large areas or outdoor space is allowed and maybe interesting game play wise. Allow for at least two inches of space around the perimeter of the map. The players have control of a crack squad of breaches (your choice army wise and troop wise) where as you opponent (controlled by a set of AI rules explained later) controls criminally inclined troops (listed later). The player/s can deploy anywhere on the perimeter of the map. Infiltrators, TO troops, and impersonators can deploy as they would normally. Mechanized and aerial Deployment/AD Combat Jump troops can only deploy in outdoor areas and roofs. Once you have deployed the game begins, start breaching! Begin the game as normal with you or a teammate taking first turn (the other player takes second and the AI enemy third, etc.). Spawns Once one of your models enter a new room or other enclosed space roll die depending on the room size to see how many enemies are in it (see table below). You always subtract the second die roll from the first. Room Size (measure the short side): Dice Rolled / Example Tiny (up to 5"): d3-d2 / You rolled a 3 on the d3 but a 2 on the d2. 1 enemy appears in the room! Small (5" to 10"): d6-d3 / A 4 was rolled on a d6 but a 1 on the d3. 3 enemies appear! Medium (10" to 15"): d8-d4 / A 3 was rolled on the d8 but a 4 on the d4. No enemies appear! Big (15" to 20") (not recommended): d10-d6 / You rolled an 8 on the d10 but a 5 on the d6. Again 3 enemies appear! Huge (20" or more) (not recommended): d10-d4 / You rolled a 10 on the d10 but a 1 on the d4. Nine enemies appear! You are screwed sir! (Note: It is possible for no enemies to appear in a room!) Once the number of enemies is known put a template in the center of the room (pointing toward the entrance you just went through) and roll a normal scatter roll and a second d20. In the direction the first die tells you, place the enemy miniature the distance noted by the second die (if it is a huge room roll a third die and add the second and third to get the distance value). If an object is in the way place it as close to the proper point as you can. If it touches a wall it goes no further. Repeat this for all enemies. After those models are placed roll to see what type of troop they are and what equipment they have. There are two ways of doing this. The first is to have a themed scenario. Say you are assaulting a known silk smuggling ring for example. You may decide the enemies are primarily Kums and Yuan Yuans. Assign each type of troop (including its equipment options) a number and roll to see which troop it is as you wish. The second method is to roll a d20 on the table below: Dice Value / Criminal Type 1-5 / Thug 6-10 / Gunman 11-14 / Runner 15-17 / Enforcer 18-19 / Mastermind 20 / Assassin (See Generic Criminal Stat Lines and Equipment for more info). Upon entering a room normally all enemy models in the room ARO alert no matter the distance as if the door just slammed open and are reacting normally to the noise. Initially the surprise of a breach is enough to cause some criminals to be shocked, each enemy in the room has to make a wip roll. If the roll succeeds, it acts as normal. If it fails it will not be able to do any AROs for that turn. This only happens on the first turn of combat! Every one in the rest of the map has probably heard the shots so assume all enemies alerted on the second turn (aka are facing the direction you enter the room from). (There are ways to keep your element of surprise however, see special equipment.) Models using camo Lv 2 or TO camo do not cause the enemy models to become alerted but will be alerted as normal if the 8" control zone is penetrated. Impersonation acts as normal. Enemy AI This is the important part of the scenario. Each enemy as an AI attached to it (game play-wise not fluff-wise). If you are using a themed enemy, designate what troops you think most reflect the AI types below, otherwise use the stats provided. This AI determines how it acts on the game table . Each enemy has one order to spend on its self during their turn except assassins who have two. All enemies do their actions and AROs at the same time so the order in which you choose to activate enemy modes does not matter, for example if a mastermind attempts to hack a heavy infantry but a gunman already killed it that turn, the hack is wasted. Enemies (except enforcers and assassins) will always seek line of sight despite their traits, but will stay in full cover if they can not do so within their two actions. Thug The common criminal…and not entirely intelligent. He will always shoot your closest model as the first part of his order then move towards the nearest cover as a second action. In ARO he will always shoot the closest miniature you own. If in cover he will only shoot as his actions or ARO. Will countercharge if you initiate melee and will fight back. Will take a guts check. Gunman Gunmen are a bit smarter than thugs and usually better equipped. The gunman if not in cover will use both actions or an ARO to move towards the nearest cover (this includes dodge moves). Once in cover he will shoot if you move/dodge or dodge if you shoot. On his active turn his action will be to shoot a random model of yours he can see, use a die and assign values to your models determine who he shoots. Will attempt to shoot in response to melee and will fight back. Won't take a guts check. Runner The snitches and the weasels. This model acts like a gunman until 80% of his forces are dead. He then will attempt to run towards any door or window (unlocking them as he goes) and alerts the next room upon entering it (must be fully inside). You must then see what enemies appear in that room. On the enemy turn they (including the runner will all move towards the room you currently in. He then behaves like a gunman once again until 80% are dead again and will once again try and run to the next room (So target him first!). If cornered or is blocked by the player's models, he will act like a thug until a path can be drawn out of the room or is unconscious/dead. If there are no more rooms left to go too, he will make a break for the table edge, if he passes it he escapes and is no longer in the game and does not give victory points (his original room however will be considered clear if he escapes and will give victory points as normal). These models will attempt to flee if assaulted and will attempt to escape combat. Won't take a guts check. Enforcer The big ugly brutes. Considered heavy infantry. These models will act as if impetuous (but not actually rule wise) and will attempt to engage in melee whenever possible. He will move first in the direction of the closest player model and then shoot it if it is outside his control range. If the model is in his area of control he will charge into melee. In ARO he will shoot if you are outside his control range or will move towards the closest model in his control range, charging if he can. Will countercharge if you initiate melee and will fight back. Will take a guts check. Mastermind The brains of the operation. This model will behave like a gunman if he is out of cover. Once he is in cover he will attempt to hack any player model in the room as both his actions and in ARO (consider the room a giant repeater, what mastermind wouldn't prepare for such things?). If there is nothing to hack he will behave like a gunman. He will attempt to flee melee and escape it if he can. Won't take a guts check. Assassin This is the rare experienced criminal who kills silently. He is the only criminal model that has two orders. The assassin starts out of camouflage but then enters it as his first action. All following actions if still camouflaged is to move-move/dodge towards the closest player miniature. If discovered he will camouflage again as his first action on his turn then proceed to move-move toward his foe. In ARO he will only move/dodge towards his target Once in a area of control for an miniature, he will attempt a shoot action then an assault action as permits. This model will shoot as a reaction to being assaulted and will fight back. Won't take a guts check. Note: Incase it is too close to call which one of your models an enemy should be attacking, assign a dice value to your minis, the one that wins is the one who is attacked. Of course a model has to be able to have line of sight when attacking. Note: If you use items that block vision and the AI unit has a template weapon they may attempt use speculative shots instead of normal shots. Resolve these as you would in a normal game. Initiative Too determine the order in which criminals do their actions, make a PH roll for each enemy. If any tie, the model with the higher PH roll goes first, if it is still a tie roll again. Failed rolls roll again but go after those who have succeeded the previous roll. Repeat as necessary. Repeat for every new turn. State of combat When one of your minis enter a room normally (not camouflaged or impersonated) or if shots are fired or melee begins in a room, that room is considered to be "in combat". When no hostile action has been taken that room is "out of combat" Once a runner has entered a new room that room is now "in combat". Doors People with something to hide tend to lock or bar their doors. You may elect to say which doors are locked or use the table. Before spending an action to open a door you may use a short action to test to see if there is a lock (see table). Dice value (d20) / Test result (door type from rule book) 1-5 / Door is unlocked (considered a normal door) 6-10 / Door is crudely locked (considered a normal door) 11-15 / Door is electronically locked (considered a security door) 16-20 / Door is barred (considered an armored door) If the door is unlocked you may proceed as normal. A crudely locked door is locked with a antiquated key or tumbler lock. For these you just need to be base to base with the door and pass a wip roll to unlock the door as if you picked or forced the lock. Electronically locked doors require a hacker or engineer to open and need to use a wip roll to unlock. A barred door is a bit more tricky, your hacker or engineer needs to pass two consecutive wip rolls to get the door unlocked. Alternatively you may simply blow the doors with demo charges, your choice (this immediately alerts the rest of the building however). Civilians Some times hapless bystanders get mixed up in these operations. If you choose to include civilians, before you roll for what type troop/criminal it is you must identify targets before you engage them. This requires a discover roll +5. The ratio of enemy/civilian can be different depending on the player (I'll leave that up to you). My example is a random table, once the wip roll successes you roll a d20 to see what it is, see table. Dice value (d20) / Test result 1-5 / It's a civilian, hold fire! 6-20 / Tango sighted! Engage! Civilian AI Civilians will always run towards cover and stay there in both the active turn and in ARO. Civilians will attempt to discover camo markers as an ARO out of combat and only if in cover when in combat. Apprehension of live enemies Sometimes you want to take the criminal alive. If an enemy failed his initial surprise check (or is surprised by any equipment you use) you may spend a short action to yell "Drop your weapon and get on the floor now!" This forces any surprised models to take another wip roll, if he fails he goes prone and is unable to act for the rest of the round. Next round he must take a wip roll again to see if he regains his composure. If he does he may get up in ARO or his active turn and act normally. Too secure an enemy you must be in base to base with the prone enemy and spend a short action to "secure". This model can no longer act for the rest of the game and is removed from the table as if dead. You may secure civilians as well and are removed from the table. Enemies affected by stun ammunition may also be apprehended. Point values If you wish to score your results, see the following table. Objective / Resulting points Secure room / 2 Enemies killed / 1 Enemies secured / 3 Civilians secured / 2 Troop lost / -3 For example: There were four rooms in the mission and you secured all of them, 8 points. You killed 12 enemies and secured 3, 21 points (12+3+3+3=21 points). You also secured 2 civilians, 4 points (2+2=4). You get a total of 33 points for the mission (8+21+4=33)! However you remember you lost 3 troops so you your finally tally is actually 24 (33-3-3-3=24). /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Possible Alternative mission objectives: Diffuse a bomb Secure the hostages Retrieve documents Sabotage Hack a mainframe Possible Breaching equipment: Flashlights- While nightvision is handy it is not always available. If the power ever goes out you may ignore the effects of it by equipping these (see lights out under hacking). These may also be used as a light pulse instead of shooting. Tear gas grenade- A grenade that expellees a highly painful gas that irritates the eyes, nose, throat and lungs. Anyone in the room when this detonates must make a wip role or use their worst accuracy value when shooting. Anyone within the blast radius that fails their wip role cannot act during their turn. Effect lasts one turn. Sleep gas grenade- Shhhhhhhh… Anyone in the room must make a wip role or become drowsy. Cut cc, bs, ph, and wip in half. Anyone within the blast radius when this goes off must make a wip role or become unconscious. Gasmask- More than just cool looking. Ignores all effects of tear gas and sleep gas. Flashbang- A grenade that when goes off emits a bright pulse of light and sound that blinds and deafens anyone who is within its area of effect. Anyone within a room when this grenade goes off must make a wip check or act as if hit by a light pulse, within the normal blast radius those who fail the wip role cannot act for a turn. Spy cable- Information is a breacher's best ally. A specialist that takes this may move to a door or window and spend a short action to use this device. The spy cable reveals all enemies in the room and foes spawn as they would if you entered the room normally. Foes are not alerted by this action. Riot shield- Riot shields are bullet proof shields that protect police during dangerous riots or raids. Instead of taking a long barreled weapon, a breacher my instead opt to use a riot shield. The shield gives the user +3 cover and +1 armor. This bonus only works for the front arc of the model. Snipers, guided weapons, and forward observers- When you take troop with a sniper weapon, or a guided weapon you have the option to deploy them off the map. Choose what side of the map they will be observing, they will now cover that side of the map and be able to shoot through windows or doors. They cannot switch board sides Hacking: Just because your opponent uses the building as repeater does not mean you can't either! There are a number of options to the breaching hacker. If any of these tricks fail you may not attempt a hack again until your next turn as the system scrambles its systems. Lights out-Once per turn your hacker (or engineer if they get to a power box) can attempt to put the hood over your opponents. Once this happens everyone in the building act as if they have received a light pulse hit. The lights turn back on your turn or if your engineer or hacker switched off the power this effect remains. I see you- Your hackers may locate individuals within the building as personal computers tend to emit waves that repeaters can see. Reveal the number and positions of enemies in a specific room. If there is a camera system in the building you may reveal enemies in the room and their type. This requires the hacker to be in the surveillance room. Shortage- Your hacker breaks the repeater in a room, whoops. Any hacker that attempts to hack in that room is unable to do so and waste the order. DDOS-Your hackers make a concerted effort to disable the criminals hacking capacity. Requires two hackers who must both pass their wip roles. If they succeed enemy hackers may not use their hacking devices for their turn. Generic Criminal Stat Lines Criminal / Mov / CC / BS / PH / WIP / ARM / BTS / W Thug / 4-4 / 11 / 10 / 10 / 13 / 0 / 0 / 1 Gunman / 4-4 / 13 / 12 / 11 / 13 / 1 / 0 / 1 Runner / 4-4 / 10 / 10 / 12 / 13 / 0 / 0 / 1 Enforcer / 4-2 / 14 / 10 / 13 / 12 / 3 / -3 / 2 Mastermind / 4-4 / 13 / 11 / 10 / 14 / 1 / -3 / 1 Assassin / 4-4 / 15 / 13 / 12 / 13 / 2 / 0 / 1 Generic criminal ranged equipment, roll on a d20 (Note all criminals come standard with pistols and knives) Criminal / 1-5 / 6-10 / 11-15 / 16-20 Thug / Chain Rifle / Chain Rifle / SMG/N / Combi- Rifle Gunman / Combi-Rifle / Combi-Rifle / AP Rifle / Spitfire Runner / Combi-Rifle / Combi-Rifle / SMG(Normal ammo) / Lt Shotgun Enforcer / Chain Rifle / Lt Shotgun / Lt Shotgun / Boarding Shotgun Mastermind / Combi-Rifle / Combi-Rifle / Combi-Rifle / AP Rifle Assassin / Lt Shotgun / Boarding Shotgun / SMG (normal ammo)/ SMG (Shock ammo) Roll again for an enforcer's and assassin's melee weapon Criminal / 1-5 / 6-10 / 11-15 / 16-20 Enforcer / CCW / CCW / AP CCW / EX CCW Assassin / CCW / AP CCW / AP CCW / Viral CCW House Cleaning 1.0.pdf