Welcome, Guest

Author Topic: Colonial Marines: Gunner  (Read 4765 times)

schlaghund

  • User
  • Posts: 21
    • View Profile
Colonial Marines: Gunner
« on: April 18, 2013, 08:52:51 AM »
Hey there.

For our weekly game I split up the Trooper playbook into Trooper and Gunner, including the changes below. Note that most of the Moves are recycled from classic Regiment moves of other playbooks:

The Trooper

Stats: BATTLE+2, +1 in another Stat.

Special: You Always Were an Asshole: When you die, use up your remaining gear to make an attack with +1d +area but expose friendlies to 1d incidental fire from that attack.

Moves: Choose two more
  • x Marines Go First: When you put the mission first and follow the orders of your superiors into danger, mark xp.
  • o Battle–Tested: You get +1 BATTLE (max +3).
  • o Comrade in Arms: When you aid someone and choose assist, they take +2 forward instead of +1.
  • o Eye for Supply: When you scrounge for ammo or weapons, roll+BATTLE instead of roll+LUCKY.
  • o Heavy Weapon: Spend 1–supply from the unit surplus to equip a heavy weapon for the mission: Incinerator, smartgun, rocket launcher, or explosive charges.
  • o Fight Back: When you keep it together, roll+BATTLE instead of roll+GUTS.
  • o Stone Cold: You get 1–grit.
  • o Forward Observer: When you observe the enemy from a concealed position and report their movements and disposition up the chain of command, roll+TACTICS. On a 10+, choose two. On a 7–9, choose one. Your unit gets:
    • Intelligence: Gain +intel.
    • Tactical initiative: +1 forward to an engagement move.
    • Target coordinates: +1 forward to fire support Officer move.
  • o Close Quarters Battle: At tight or close range, do +1d.

Loadout Choose one
  • o Pulse Rifle (3d close/near spray) w/ under–barrel grenade launcher (3d AP near messy indirect reload ordnance), rifle and smoke grenades.
  • o Pulse Rifle (3d close/near spray) w/ under–barrel shotgun (2d tight quick), frag and smoke grenades.
Choose one (unless you use the Heavy Weapon move):
  • o Extra Supplies: Additional ammo, grenades, bandages, etc. Single use, replenish 2 Gear.
  • o Recon Gear: Motion tracker, binoculars, sidearm (2d tight quick), flares.
  • o Intrusion Gear: Electronic lock–picks, welding torch.
  • x Basic: Helmet w/camera and light, commlink, combat knife (2d tight), ammo, hydration packs, nutrient packs, barter items worth 3–smokes, 1–personal item


The Gunner

Stats: BATTLE+2, +1 in another Stat.

Special: Come get me!: When you die, move into the open and use up your remaining gear to make an attack to draw the enemy’s attention to you. Your attack deals no harm, but the rest of your team is not subject to enemy fire for the next move.

Gunner Moves Choose two more
  • x Covering Fire: When you provide covering fire, spend 1–gear and roll+BATTLE. On a hit, you rake the enemy’s position with fire, giving friendly troops an opportunity; but, your VOF is reduced by one step. GM chooses: The enemy is suppressed (-1 VOF) or the enemy is pinned (cannot act) but finds cover and/ or concealment. On a 10+, you also give the allies you cover +1 forward. When you kill an enemy in this way, mark xp.
  • o Angel of Death: When you’re front and center carrying the fight to the enemy, everyone on your team who can see you gets +1 grit.
  • o Battle–Tested: You get +1 BATTLE (max +3).
  • o Explosives Expert: When you detonate an explosive you set up, spend 1–gear and roll+TACTICS. On a 10+, it works just as you planned. On a 7–9, it works, yes, but the GM will introduce some hitch, delay, or complication right now.
  • o Get Some!: When you attack or assault against a determined foe that outnumbers or outguns you, gain 1–tough and +1grit.
  • o Love the Smell of Napalm in the Morning: When you use an Incinerator, increase its range to tight/close.
  • o Rattlesnake: When you use a smartgun, increase your default VOF by one step.
  • o Spray & Pray: When you assault, you can spend additional gear 1–for–1 to take +1 to your roll.
  • o Stone Cold: You get 1–grit.

Loadout Choose one
  • o Smartgun (3d near/far autofire IFF indirect), sidearm (2d tight quick), smoke grenades.
  • o Incinerator (4d tight messy autofire burn terror), sidearm (2d tight quick), frag and smoke grenades, helmet.
  • o Rocket Launcher (5d HEAT AP near breach messy reload ordnance), sidearm (2d tight quick), smoke grenades, helmet.
  • o Pulse Rifle (3d close/near spray) w/ under–barrel grenade launcher (3d AP near messy indirect reload ordnance), explosive charges (5d AP tight messy breach ordnance), rifle and smoke grenades, helmet.
  • x Basic: Camera and light, commlink, combat knife (2d tight), ammo, flares, hydration packs, nutrient packs, barter items worth 3–smokes, 1–personal item (detail).

Your comments, ideas, criticism are welcome.
« Last Edit: April 18, 2013, 09:32:00 AM by schlaghund »

John Harper

  • Moderator
  • User
  • Posts: 473
    • View Profile
Re: Colonial Marines: Gunner
« Reply #1 on: April 24, 2013, 06:02:26 PM »
Looks good! Let us know how it works out in play.

Guns_n_Droids

  • User
  • Posts: 87
    • View Profile
Re: Colonial Marines: Gunner
« Reply #2 on: April 25, 2013, 10:46:03 AM »
why smartgunner does not have helmet? 0.o

schlaghund

  • User
  • Posts: 21
    • View Profile
Re: Colonial Marines: Gunner
« Reply #3 on: April 25, 2013, 10:57:39 AM »
why smartgunner does not have helmet? 0.o

I went along with the movie: 1) To be more bad@$$, 2) Helmets and smartgun sights hinder each other… Since helmets have no explicit game effect, there is no problem in not taking one.

schlaghund

  • User
  • Posts: 21
    • View Profile
Re: Colonial Marines: Gunner
« Reply #4 on: April 25, 2013, 11:17:57 AM »
Looks good! Let us know how it works out in play.

We played Outpost Epsilon in three sessions, the first being general introduction to the rules, character creation and introductory sequences of the scenario ("You wake up from hypersleep…"). Session 2 saw some "conventional" roleplaying until we all got adapted to thinking in moves. By the end of the session, everyone was in it. Session 3 was completely move-oriented and saw the conclusion of the scenario.

We had:
  • A Sergeant (Form Up on Me, Rally & Look Out!),
  • a Gunner (Covering Fire, Angel of Death & Battle-Tested),
  • a Trooper (Marines Go First, Battle-Tested & Close Quarter Battle),
  • a Medic (Medic!, I'm a Doctor, Dammit! & Nerves of Steel), and
  • a Synthetic (Core Directive, Overload & Technician)

In short:
  • The Gunner was always pondering, whether using Angel of Death was a smart move to take or not, as it might get him exposed or become the center of enemy attention.
  • The Gunner chews quickly through gear when using Covering fire and additionally spending extra gear to increase VoF.
  • Close Quarter Battle is a very nasty thing, very powerful. But I think it is okay, as all the other characters were special in some way, so the "lame" trooper had something to shine in as well.
  • In general: Gear runs out quickly! Most players increased LUCKY as soon as possible for better Scrounging outcomes… I have no problem with that. It gives you the feeling that using guns is not the most important part of war, but being supplied. High BATTLE is worthless without ammo.

John Harper

  • Moderator
  • User
  • Posts: 473
    • View Profile
Re: Colonial Marines: Gunner
« Reply #5 on: April 25, 2013, 10:34:32 PM »
Cool! Thanks so much for the playtest report.

Grunto

  • User
  • Posts: 6
    • View Profile
Re: Colonial Marines: Gunner
« Reply #6 on: May 04, 2013, 07:11:54 AM »
I think you're on to something solid, Schlag!

The differences between the new-Trooper and the Gunner are somewhat subtle, but clear---the Gunner's more of a dedicated heavy weapons/demolitions guy, whereas the new-Trooper is more of a jack of all trades, and has more specialist gear choices to make up for his relatively smaller primary weapons. Trooper also makes for a good pointman/scout with his abilities.

If John reads this, I would recommend making these new playbooks part of the game proper. Schlaghund has really done a lot to refine the Trooper here.

(To that end: Any ETA on the next version, John?)
« Last Edit: May 04, 2013, 07:20:23 AM by Grunto »

John Harper

  • Moderator
  • User
  • Posts: 473
    • View Profile
Re: Colonial Marines: Gunner
« Reply #7 on: May 07, 2013, 09:00:11 PM »
No ETA, sadly. Real life and other games are getting my attention at the moment. :)

warzen

  • User
  • Posts: 22
    • View Profile
Re: Colonial Marines: Gunner
« Reply #8 on: June 14, 2014, 06:36:05 AM »
Any new feedback on the gunner and modified trooper ?
I'll be running a game with them in about 10 days and would like to know if anybody else tried to use them.

You may find the two playbooks here:
https://dl.dropboxusercontent.com/u/26279526/TRCM_Gunner_Trooper2.pdf

(I take no credit for that, I just used the inDesign file provided by John and copy-paste schlaghund's work)

schlaghund

  • User
  • Posts: 21
    • View Profile
Re: Colonial Marines: Gunner
« Reply #9 on: August 17, 2014, 09:31:18 AM »
Any new feedback on the gunner and modified trooper ?
I'll be running a game with them in about 10 days and would like to know if anybody else tried to use them.

You may find the two playbooks here:
https://dl.dropboxusercontent.com/u/26279526/TRCM_Gunner_Trooper2.pdf

(I take no credit for that, I just used the inDesign file provided by John and copy-paste schlaghund's work)

Sorry for the delay in reply…

We played three sessions with the gunner/trooper distinction and it went well.

How was your session? Did you encounter any problems with the modified playbooks?

warzen

  • User
  • Posts: 22
    • View Profile
Re: Colonial Marines: Gunner
« Reply #10 on: August 24, 2014, 01:31:30 PM »
Same here: no issue. It just felt right ! :)

super rats

  • User
  • Posts: 10
    • View Profile
Re: Colonial Marines: Gunner
« Reply #11 on: September 15, 2014, 09:14:28 PM »
The first time we played Colonial Marines, nobody was all the enthusiastic about the Trooper. So for the second session I printed out The Gunner and Trooper2. The reception was a lot better. Ultimately, the new recruit chose The Gunner and really had fun with it.

doc_cthulhu

  • User
  • Posts: 63
    • View Profile
    • Redemund's Guild Blog
Re: Colonial Marines: Gunner
« Reply #12 on: November 25, 2014, 12:30:08 PM »
Your moves seem to correspond my needs for the XCOM hack I'm making. Do you mind me borrowing stuff? With credits to you naturally.
Our blog about gaming - Guild Redemund's Blog - Blog for Gaming in various forms (and stuff)

schlaghund

  • User
  • Posts: 21
    • View Profile
Re: Colonial Marines: Gunner
« Reply #13 on: November 26, 2014, 02:16:16 PM »
Your moves seem to correspond my needs for the XCOM hack I'm making. Do you mind me borrowing stuff? With credits to you naturally.

Feel free to use anything you need.

A link to your final hack would be nice.

doc_cthulhu

  • User
  • Posts: 63
    • View Profile
    • Redemund's Guild Blog
Re: Colonial Marines: Gunner
« Reply #14 on: November 27, 2014, 05:57:41 AM »
Thanks! I'll most likely upload it today or after the Mondays actual play.
Our blog about gaming - Guild Redemund's Blog - Blog for Gaming in various forms (and stuff)