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Old 03-26-2014, 07:10 PM
adimar adimar is offline
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Default Twilight2013 starting equipment scarcity

I am about to start a new twilight 2013 game.
And am going over the starting equipment rules. These state that each character can have up to his emergency load of stuff.
My main problem with this is that it doesn't take into account the consumables rarity.
i.e. The book mentions how consumables like small arms ammo, batteries & canned foods become very rare (not to mention things like antibiotics, heavy weapons ammo and survival rations)

I was thinking of applying a penalty to the starting cost in terms of weight allowance of rare equipment (also as a guideline to barter price).
Rare stuff: (x5 weight/price)
small arms ammo, canned goods, MRE, trauma plates, biodiesel, alcohol fuel
Very rare stuff (x10 weight/price)
heavy weapons ammo(anything over 7.62), antibiotics, survival rations, batteries, gasoline
It's weight in gold (x20 weight/price)
guided munitions

anyway you get the idea. How does this sound?
How did you handle this issue in your game.

Adi
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Old 03-26-2014, 09:39 PM
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Nothing wrong with limiting items by increasing the cost.

What about other things that are super common to us today but totally worth money after shit collapses. I guess they would be considered luxury items. Here are a few things that can be pretty sought after.


Smokeless tobacco "chew,dip,snuff "(especially popular with U.S. forces)
Cigarettes
Bic Lighters
Alcohol
Condoms
Hand Sanitizer
Baby wipes
Birth control pills (can be so women have no period)
Tampons (can be used to plug bullet holes)
Sanitary napkins(can be used as bandaged)
Quick clot
Latex Gloves
Chewing gum
100 mile per hour tape(duct tape)
5 hour Energy Shots
No doze
CLIFF Bars
Gatorade powder
Protein Powder
Beef Jerky


That is all that comes to mind at the moment..

Last edited by Brother in Arms; 03-31-2014 at 06:01 PM. Reason: I spelled Gum wrong.
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Old 03-26-2014, 10:28 PM
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Originally Posted by adimar View Post
<snip>
Very rare stuff (x10 weight/price)
heavy weapons ammo(anything over 7.62),
<snip>
I think you can afford to adjust the weapons ammo up to anything over Soviet 14.5mm but keeping special ammo like .338 Lapua for the next category given the small number of .338 weapons in service.
There's so many Browning M2 and DShK HMGs in service around the world that ammo for them is likely to be almost as common as 7.62mm - although special marksman/sniping ammo of these same calibres should be treated like the .338 example above.
Even the 14.5mm KPV is relatively common given it's use as armament on Soviet/WarPac armoured vehicles but more so because of its use for AA protection on both land and sea amongst WarPac and Soviet client states.
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Old 03-26-2014, 11:45 PM
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Just curious, where are you starting from? Europe? Asia? North America? Things like these effect what you have access to when everything went to hell.
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Old 03-27-2014, 01:54 AM
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Just curious, where are you starting from? Europe? Asia? North America? Things like these effect what you have access to when everything went to hell.
I'm trying to decide between a classic European & middle-east campaigns. Being Israeli (IRL) I think my players might get a kick by having the playing environment be their own back yards.

Adi
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Old 03-27-2014, 11:53 AM
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I'm in agreement with SSC

.50 BMG (12.7x99MM NATO) wouldn't be too hard to come buy given the amount of M2 HB machine guns there are out there. As well as anti-material rifles (even personally owned ones here in the U.S.) You will find it in common use with all NATO units. Especially if any mechanized units are encountered.

12.7x108mm for DShk would also be common around the rest of the world especially 3rd world (not at all in the U.S. though)

14.5mm KPV (14.5x114mm) is very prevalent within the Russian military and ex warsaw pact and client states. And would also be in common use with mechanized units.

Any kind of sniper or MATCH ammo would be harder to find. .338 Lapua is a great example. But also 7.62x51mm NATO M118, or M118 LR.

I don't know about 7N1 or 7N14 for the Russian SVD. But it would definitely get shot up before they went to using machine gun ammo.

Food for guns (and thought)

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Old 03-27-2014, 03:51 PM
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One more on how common .50BMG ammo is. My last deployment for our .50 we had ammo that was made in 1945, so if they still have ammo made then, and are also making new ammo there has got to be lots of it.
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Old 03-28-2014, 12:35 AM
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One more on how common .50BMG ammo is. My last deployment for our .50 we had ammo that was made in 1945, so if they still have ammo made then, and are also making new ammo there has got to be lots of it.
And the misfire rate on ammo that old was acceptably low?
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Old 03-28-2014, 11:49 AM
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10x for your responses.
The problem I have with .50 cal and other semi heavy ammo is that it effectively ends the use of soft skinned vehicles.
I don't know a single player in my group who would not agree to pool his resources to get a .50 anti material rifle. Which has a negligible ammo consumption and use it without match ammo as a quick way to disable enemy positions/vehicles.
And while this is a game balance consideration it also needs to be looked on from the perspective of a resource management. A unit that has it's supplies of heavy weapons diminish would switch to using heavy ammo whenever it might have a chance to do some good. So this might increase the rate of .50 ammo to conserve anti tank missiles. I don't know what would be the net effect?

Adi
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Old 03-28-2014, 12:15 PM
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...
Chewing gun
...
Really?
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Old 03-28-2014, 07:22 PM
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Originally Posted by adimar View Post
anyway you get the idea. How does this sound?
How did you handle this issue in your game.

Adi
Here's how it sounds to me: You have the whole game world to throw at them. They have one character with whatever crap they have in their pack. Now you are going to micromanage that? It's an RPG game, not a hyper-realistic simulation of world economics following WW3.
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Old 03-28-2014, 08:11 PM
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It's an RPG game, not a hyper-realistic simulation of world economics following WW3.
If I pulled my last gaming team together again it would consist of
A HR director
A CEO/CTO of a tech company
A forensic accountant
A Mathematics professor
and 2 computer programmers.

I have gone on a few trips with these people and spreadsheets are the norm for planning ANYTHING. They would eat up the micromanagement aspect being discussed.
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Old 03-28-2014, 08:17 PM
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Originally Posted by adimar View Post
10x for your responses.
The problem I have with .50 cal and other semi heavy ammo is that it effectively ends the use of soft skinned vehicles.
I don't know a single player in my group who would not agree to pool his resources to get a .50 anti material rifle. Which has a negligible ammo consumption and use it without match ammo as a quick way to disable enemy positions/vehicles.
And while this is a game balance consideration it also needs to be looked on from the perspective of a resource management. A unit that has it's supplies of heavy weapons diminish would switch to using heavy ammo whenever it might have a chance to do some good. So this might increase the rate of .50 ammo to conserve anti tank missiles. I don't know what would be the net effect?

Adi
I don't see this as a problem.
For starters, you limit their access to such things as anti-material rifles and other high-end gear - it's the end of the Third World War, not a weapons trade show.
To be harsh and somewhat realistic, most soldiers would never see anti-material rifles during their military service let alone use one, they're typically the province of engineer EOD detachments or the special sniper teams and there really are not that many of them in service with any one army.
And besides all that, do the PCs actually have the skills or training to properly use one? If not, you make all tasks with the unfamiliar weapon one or two levels harder until they have spent enough time learning this weapon. That should require firing dozen (if not hundreds) of rounds at a range and that will use up some of their hoarded goodies.

Even if you do decide to let them have something like the anti-material rifle, just like Damocles said, you have the entire game world to throw at them. Let the PCs have some easy kills at the start. Let them use up their .50 cal ammo on softskins.
Then when they run low, they still have to find someone who is selling ammo before they can replenish their supply and then they have to be able to afford whatever the local market price is for .50 cal ammo - and if the local head of the badguys has lost a few vehicles to a .50 cal, they might have decided to buy up all remaining stock or forbid local sales to strangers.

Later, you start introducing heavier armoured vehicles. The anti-material rifle with 500 rounds of ammo doesn't do much to kill a tank even if it can damage important parts. The players might start to learn that all that skimping on heavy weapons so they could have 500 rounds for their "big gun" doesn't do much good when facing off against three tanks and supporting infantry or three APCs and an attack helicopter, all sporting weapons with as much or longer range than the PCs weapons.

Ultimately, it does not matter what goodies the PCs have, as the GM you can always take it away and as long as it makes sense in the gameworld and is fair in the gameplay, they have nothing to complain about. Whether it's making them use all their ammo up on weak targets or restricting the amount available for resupply or having that particular ammo as a requirement for trade at the next settlement, as long as you are not seen as blatantly trying to take it away from them, you can restrict the special items the PCs have.

The whole point is to challenge them and so if they have an iron dagger made by the local blacksmith, you only make them face kobolds and wild dogs. When they get their first real sword, they end up facing some local bandits or a few orcs. Once they get their magical sword +1, they encounter a few organized brigands or a ghost that requires magical weapons to hit - you get the picture.
And every now and then you let them catch a glimpse of the bigger threat so that they feel the urgency to keep good equipment or get more effective weapons and so on. Let them see a dragon in the distance burning a village, the PCs will decide they need dragonslaying weapons and eventually you as GM will decide if you let them get some but you will also be the one who decides if they ever encounter a dragon.
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Old 03-28-2014, 08:59 PM
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The whole point is to challenge them and so if they have an iron dagger made by the local blacksmith, you only make them face kobolds and wild dogs. When they get their first real sword, they end up facing some local bandits or a few orcs. Once they get their magical sword +1, they encounter a few organized brigands or a ghost that requires magical weapons to hit - you get the picture.
And every now and then you let them catch a glimpse of the bigger threat so that they feel the urgency to keep good equipment or get more effective weapons and so on. Let them see a dragon in the distance burning a village, the PCs will decide they need dragonslaying weapons and eventually you as GM will decide if you let them get some but you will also be the one who decides if they ever encounter a dragon.
How much for case of "Holy Hand Grenades of Antioch" or the "+5 RPG of Tank-Slaying"?
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Old 03-29-2014, 03:07 PM
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...The whole point is to challenge them and so if they have an iron dagger made by the local blacksmith, you only make them face kobolds and wild dogs...
This assumes that they are passive and just wait for me to throw stuff at them.
Like the classic dungeon crawl which is basically the players stand in a room and various monsters of varying power enter, introduce themselves and proceed to get butchered by the players.
I've been blessed/trained my players to be more proactive. It's a lot easier to GM when the players do a lot of the initiating by themselves and all you have to do, is improv. the world around them .
And I can honestly say that the vast majority of the plot lines don't even get started from my side of the table.
In such a situation having a wonder weapon with a practically unlimited amount of ammo (they wouldn't even bother shooting the thing at extreme ranges, since non of them are trained for it. They would just treat it as a cheap heavy weapon that can kill most of the semi hard obstacles .Especially with AP ammo which is just about universal for .50 cal)
There is a pretty much set in stone limit about how many tanks i can throw at them (suspension of disbelief...) .
Also I would be willing to bet that my players wouldn't even try to shoot these "dragons" but channel them into pre-prepared booby traps, concealed tank ditches (probably filled with water) and other "diabolical" and cheap killing methods.

Adi
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Old 03-29-2014, 09:41 PM
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This assumes that they are passive and just wait for me to throw stuff at them.
Only if that's the way you all decide to play.
It sounds like at the moment the GM is the passive one, waiting for the players to do something and then reacting to it. Every game has room for passive and active behaviour on both sides of the GM's screen.
However, the GM is and always should be the ultimate arbiter of what is available in the gameworld. If the PCs have unlimited ammo there's only one reason for that - the GM allowed it to happen. If you don't want them to have some particular item at character creation then do NOT put it on the list of equipment that's available at character creation.

On the other hand, have you thought of turning it back on them? Let them have the heavy weapon they covet but then nothing they encounter for months justifies using it. Perhaps the local badguys realize that there's still too many heavy weapons in circulation and rather than risk their assets they only deploy light forces and use mortars and/or artillery to provide fire support.
Some of the players might start to think that carrying around a weapon they never use is no longer worth the effort.

Perhaps some regional badguy sees the PCs heavy weapon as a particular threat to their rule and details a special unit to eliminate the weapon or the PCs. As long as the PCs remain in the region with that specific weapon, the badguy keeps sending personnel after them to either steal it or destroy it or destroy them. Local civilians can spread the word that a bounty is on the PCs or their weapon or perhaps one of the civilians is friendly towards the PCs and gives them the info as a warning. Maybe the PCs will have to hide the weapon and forgo its use while they stay in the area?
Perhaps the PC with the heavy gets a lucky break during a firefight and the bullet or shrapnel that would have hit them, hits and damages the heavy weapon instead? If I remember correctly, 2013 has the option to allow a player to sacrifice a piece of equipment rather than have their PC take a wound - if the enemy fire would have killed the PC, the equipment sacrificed should be of some proportionate value.

And if the PCs are setting up a killing ground for heavy vehicles, that's certainly not a bad thing. They all want to stay alive after all. Let them fight off the skirmish line that has approached their killing ground but the enemy commander is not going to keep sacrificing assets. Let the PCs spend all that time preparing the killing ground, let them get a minimal amount of use from all their sweat and toil.
But then the enemy realizes it for what it is (after all, not all their commanders are going to be blind and stupid), and decides to attack from another direction or try a totally different type of attack.

It could be something as outside the box as dogs trained to find and attack people (in this case the PCs). Or perhaps the dogs just locate their target and keep hanging around so the enemy can see the general location of the target (apparently the Germans tried to do this in WW2).
It could be a herd of diseased cattle that are driven towards the PCs position with explosives strapped to their sides (to be detonated by radio when the enemy thinks a cow is near a PC - ever smelt a dead cow, how about a small herd of them? And then there's the risk of disease if the PCs continue to occupy the site while all that already diseased meat is decaying.
What happens to the PCs' well laid killing ground if the badguys have a few two-seat ultralights and the crew either act as artillery spotters or they drop explosives/grenades/darts/bricks/snakes/rotten eggs (don't underestimate the power of a bad stench) on the PCs from on high?

And what about the medical and food state of the PCs, heavy weapons are great but they won't fill your stomach or patch your wounds. What if the much needed medical supplies/treatment they're trying to buy for themselves or the town they're helping are so damned expensive that they have to sell some of their best equipment to make up the cost?
What if a village the PCs encounter is friendly enough to let them stay and resupply but a condition of entry is a support/heavy weapon or a vehicle (the vehicle the PCs have been transporting all their heaviest gear in)? Alternately, the town might ask the PCs to help them defend the place and if the PCs say yes or no, the town sees and then asks to buy the team's heavy weapons with maybe an offer too good to refuse?
Perhaps the town makes the offer and if the PCs turn it down, the town steals the weapons or bullies the PCs into accepting their now "less generous" offer (take the offer or we'll kill you and take ALL your gear).

What I'm saying is that, as the GM, everyone knows you have a tougher job than the players. If you have a PC group of four or five, that's four/five people to come up with a counter to what the one person (the GM) has set in place. So, you have to be instantly creative and constantly so or alternately, well prepared with plenty of pre-made encounters for the session.
The GM wants to challenge the players but not make things constantly too hard or too easy. The players should get some too easy encounters every now and then, just like they should get some too hard ones, just to keep them thinking about the ebb and flow of the world around them.

Looking back over what I've written here, I see it sounds a bit aggressive but I'm not trying to antagonise, I'm playing "devil's advocate" and I suppose what I'm getting at is that whatever is given out by the GM can also be taken away by the GM but you have to do the "take" in a manner that is fair and consistent and makes sense for the gameworld and there are so many different ways you can achieve that. Sometimes it takes a little creativity and sometimes it takes a boat-load of imagination but it can be done in a manner that keeps everyone happy.
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Old 03-31-2014, 07:41 PM
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I can see why the players would want a anti-material rifle but consider this:

The Barrett M82 TODAY costs around 8,500 USD on the civilian market here in the U.S. That beings said the price has been dropping they used to be around 10,000 USD. Now I have no idea how much they cost the military but when one unit costs that much they pretty cautious about handing them out.

But why have a semi auto AM when you could have a Full-auto HMG like the M2HB?? That can really give soft skinned vehicles a bad hair day.

I totally understand not letting the PC's start out with weapons like this but why not try to regulate the scarcity of the ammo by it's quantity? I have always controlled the amount of stuff the PC's find, not really it's cost. I have never let really "buy" equipment at the beginning of the game...maybe barter for it in game and that is if they can find it. You are the GM after all you control everything down to if they feel like using the latrine or not. You can control any weapons or equipment they obtain!!!

One of the most fun games Twilight 2000 games I ever ran. The PC's were super exited because they finally ran into another small NATO unit. Who turned out to be Alabama National guard!!!! They all had M16A1's no machine guns. One of the National gaurd soldiers had an old M14. He was down to 20 rounds of ammo for it. And he only had 6 magazines for it. He was more than happy to take an M16A2,12-30 round magazines and full compliment of ammunition in it's stead. The PC's now had a 7.62NATO battle rifle and could accurately shoot out to 800 Meters without drawing as much attention as the M60 machine gun did.

The other non standard weapons the party had was an M-79 grenade launcher but they never had very many 40mm grenades for the M-79 until they found a case of them inside a collapsed bunker. They later obtained a M16A1 with a M203. They also had a civilian 12 gauge shotgun. The shotgun came in handy a few times especially when foraging but they always seemed to be Short of shot shells for it.


In another game the PC's (4 PC's all civilians except one) found a bunch of WW2 soviet weapons in a Russian museum 1P-28 Machine gun 1, M91/30 rifle 1: SVT-40 PU Sniper rifle 1:PPSH SMG, 2:TT-33 pistols. Both the Machine gunner and the fellow armed with the M91/30 were given pistols as back ups. They later ran into a young man who joined the party and was a hunter and he had an SKS. They were doing pretty well fighting until they ran into Czech "troops" marauders who didn't kill them but forced them to trade the SKS for a CZ-24 SMG but they had no interest in there older 7.62x54 weapons. They figured since the PC's already had 7.62X25mm SMG and pistols than they had no need for a 7.62x39mm SKS. So they forced them to take the SMG off there hands.

eventually the PC's traded the DP-28 to a cantonment who needed another machine gun, at the same time they traded the 91/30. They received 3 AKM's magazines and ammunition. But they never gave up the SVT-40 (the hunter kid took this rifle and carried the CZ-24 as his close range gun) They also kept the PPSH and the two Tokarev pistols. Eventually the PPSH got damaged in battle by an exploding hand grenade and it got traded to a local gunsmith for more ammunition. The two who had the Tokarev pistols carried them with pride and they actually got them out of few tight spots.

Just keep in mind the PC's are in your capable hands.

Brother in Arms

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Old 03-31-2014, 07:52 PM
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Originally Posted by Brother in Arms View Post
I can see why the players would want a anti-material rifle but consider this:

The Barrett M82 TODAY costs around 8,500 USD on the civilian market here in the U.S. That beings said the price has been dropping they used to be around 10,000 USD. Now I have no idea how much they cost the military but when one unit costs that much they pretty cautious about handing them out.

But why have a semi auto AM when you could have a Full-auto HMG like the M2HB?? That can really give soft skinned vehicles a bad hair day.
The M2HB seemed to have worked well enough for Carlos Hathcock.

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Hathcock generally used the standard sniper rifle: the Winchester Model 70 .30-06 caliber rifle with the standard 8-power Unertl scope. On some occasions, however, he used a different weapon: the M2 Browning machine gun, on which he mounted a 10X Unertl scope, using a bracket of his own design. Hathcock made a number of kills with this weapon in excess of 1,000 yards, including his record for the longest confirmed kill at 2,500 yards.
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In 1967 Hathcock set the record for the longest sniper kill. He used a M2 .50 Cal Browning machine gun mounting a telescopic sight at a range of 2,500 yd (2,286 m), taking down a single Vietcong guerrilla.
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Old 04-01-2014, 05:29 AM
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Default equipment scarcity

Depending on the scope of your game-

if the players are dedicated they will like the challenge of trying to improve their lot through better gear

gives the gm a lot of momentum in the group to keep things going.

after all - many players tend to say "naaaahh.. my PC is loaded with gear and rations I don not hink I will come to the villagers rescue..I got all I need right here"

Doing good deeds or indeed evil ones through GM generated missions is moe likely to get underway if the party lacks for means and can get booty from the job.

Yes.

I mean booty as in loot / payment.
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Old 04-01-2014, 06:44 AM
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Originally Posted by StainlessSteelCynic View Post
the GM is and always should be the ultimate arbiter of what is available in the gameworld. If the PCs have unlimited ammo there's only one reason for that - the GM allowed it
That's why they would choose an anti material rifle over a M2HB.
Ammo is effectively unlimited because even a paltry 100 rounds (single ammo belt) of AP ammo will last them a very long time as long as they only use it when necessary. That makes it an ideal weapon for a limited supplies campaign. It will defeat anything the players might encounter in large numbers. Since it's practically unfeasible to get a large heavy mechanized force in place. (And if such a force did appear I certainly hope my players would recognize the situation as a lost cause and flee).
Handling of small numbers of heavy vehicles can be do though trickery. (through a cat and mouse game like you described in your post)

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What I'm saying is that, as the GM, everyone knows you have a tougher job than the players. If you have a PC group of four or five, that's four/five people to come up with a counter to what the one person (the GM) has set in place. So, you have to be instantly creative and constantly so or alternately, well prepared with plenty of pre-made encounters for the session.
The first option is why I enjoy being a GM.
I mostly never prepare anything more than an initial situation, call it an adventure seed, and improv the rest. This seed when coupled with a strong focus on issues like economics & ecology (no dungeons filled with monsters without any consideration as to what do these monsters eat.) leads to a relatively easy job and a coherent world. The cool part is that my players are constantly adapting.
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...I'm not trying to antagonise, I'm playing "devil's advocate
No worries friend, I asked for pointers.

Adi
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Old 04-01-2014, 01:26 PM
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ADI

I get what your saying about the AM being a good choice in a limited munitions weapon and you are totally correct it is!

But here are some question for you.
1:What are these soft skinned vehicles being used for?
(the answer is probably transportation if so move to question 2

2:What are they transporting?
2A:Are they transporting infantry/fighters?
2B:Are they transporting goods?
2C:Are they transporting non combatants?
2D:Are they being used for scouting/observation purposes?

3: Are the soft skinned vehicles armed?
( if you answered yes to any of the questions 2:-2D: the answer is probably yes.)

Almost any vehicle worth taking time and effort to keep running is worth protecting! That means that these soft skinned vehicles that you feel will be too vulnerable can strike back!

4: What kind of Armaments could they have?

( Belt Fed, Light Machine guns) RPD, M249SAW/FN Minimi, Negev NG7, HK23, MG82 Ameli)

(General Purpose Machine Guns) RP-46, PK/PKM, VZ-59,SG-43, M60, M240/MAG-58,1919A4 Browning, MG3,H&K21, AA-52,

(Heavy Machine guns) Dshk,KORD, M2HB,
(Auto cannon) KPV, M242

That is just a few then there are rockets launchers of all types, Recoiless rifles, ect.


So lets imagine your PC's have a AM which can shoot about 2KM effective range (1.24 Miles) and the bad guys only a Land Rover with 1:PKM GPMG mounted (which has an effective range of about 1000 Meters for direct fire, though you can use it for area coverage/indirect fire out to about 2000 meters effectively ) Now lets say the PC's are 1.5KM away (that is 1500 meters). So the PC's are basically out range of the PKM for direct fire. And since they have a really good hide with good cover. The PC's decide to shoot at the Land Rover with one round of .50AP BAM!!! Direct hit in the engine block!!! The Land Rover is disabled and the occupants get out and hit ground running!!!! Now what can these fighters who dismounted from the disabled land rover do? Not very much,except try to move closer to the PC's and attack them with small arms. Which is probably a pretty dangerous proposition. I doubt they could safely get to the PKM and try to deploy it for indirect fire.

Now what happens if there are two soft skinned vehicles? The same Land Rover one with a PKM and a second Rover that is unarmed?

The PC's are at the same distance 1.5KM and have the same great hide with good cover and concealment. Again they decide to fire at the land rover with the mounted PKM. Just as before direct hit to engine block, fighters hit the ground running! leaving the disabled rover with the mounted PKM a sitting duck.

But this time the second rover drives behind a small rocky knoll. It can no longer be seen by the PC's. What the PC's don't know is the second rover has a concealed Chinese Type-31 60mm Mortar in the back, which has an effective range of 1500 Meters. Now the PC's are now in range of it's 1.5KG (3.5LB) explosives.

Since the PC's can't see the second Rover, they decide to fire the AM at the fighters who are attempting to take cover. Just then BOOM! INCOMING!!! The second rover that is concealed starts dropping HE 60mm mortar rounds in general direction of the PC's. Now that the mortar rounds start coming in it's much harder for the PC's to return fire at the fighters. And instead of them hiding behind cover, they are able start advancing toward the PC's until they are within small arms range.


The idea is you can make the bag guys smart....or even just better armed than the PC's....what if the Rovers both had Chinese B-10 82mm recoilless rifles?
Then the PC's would taking some HEAT. Or what if the PC's are so busy watching for soft skinned vehicles that they get snuck up on by a hunter killer team 1: Machine gunner 1: RPG gunner 1:Sniper. Instead of taking out Armor they could be used to take out the PC's sniper hide.


Brother in Arms

Last edited by Brother in Arms; 04-01-2014 at 04:32 PM.
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  #22  
Old 04-03-2014, 12:31 AM
DigTw0Grav3s DigTw0Grav3s is offline
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I'm a big fan of giving PCs enough water to drown in.

You want a Anti-Materiel Rifle? Sure, it's yours. You didn't own it, though. You scavenged it. You've got one magazine for it, and it's at Wear 7.
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  #23  
Old 04-03-2014, 10:49 AM
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stormlion1 stormlion1 is offline
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Done to me once was our characters were sent out with basic loads from the FOB on patrol and when we got back after three days we returned to discover the FOB devastated and no sign of any personnel. Plenty of equipment and miscellanies but no people or vehicles. Essentially you have most anything a FOB might have but only so much room to carry stuff in the vehicle. The amount of unneeded junk that got brought along was staggering, but the Rolls of Toilet Paper came in handy that I brought.
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