Barf Forth Apocalyptica

the swamp provides => The Regiment => Topic started by: John Harper on January 11, 2013, 08:44:45 PM

Title: The Regiment: Colonial Marines
Post by: John Harper on January 11, 2013, 08:44:45 PM
My buddy Ryan Dunleavy wanted to run the Regiment for our Thursday game, and since we're both huge fans of ALIENS, we thought it would be fun to set it in that universe. Here's the result!

http://mightyatom.blogspot.com/2013/01/the-regiment-colonial-marines.html

This is v2.2 of The Regiment, with a couple new rules ideas: death moves, and a "cinematic death" option (like taking a debility in Apocalypse World). They're a good fit for ALIENS, but are not official for the standard Regiment rules yet. We'll see.

UPDATES FOR ARCHIVE PURPOSES:

Version 2.5: http://mightyatom.blogspot.com/2013/02/the-regiment-colonial-marines-25.html
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on January 11, 2013, 09:02:29 PM
Sweet!
Title: Re: The Regiment: Colonial Marines
Post by: Paul Riddle on January 12, 2013, 02:24:56 AM
Nice!
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on January 12, 2013, 01:18:26 PM
A few questions/comments.

1. I take it you intend to publish a WWII themed 2.2 as well?  Even so, I'd love to see a change log of the base mechanical differences.  It looks like healing has changed a bit, and I think VOF text has been consolidated somewhat.  I'm intrigued by the 'second character' advancement option!

2. Will you still be able to publish Aliens-themed stuff once you start selling?  (Like, do the copyright gnolls start getting antsy?)

3. I would love love love a few nods in the direction of more setting-neutral sci-fi.  Colonial marines trying to hold off the surprisingly well armed martian settlers until they can repair their downed dropship would be a blast.  I think a couple more weapons and vehicles would be enough - perhaps something lasery just for lasers' sake.  (Man-portable recon drones, target designation lasers, a few goofy nonlethal options.)

4. Smartguns are awesome.  I love the IFF tag!  (Does the IFF work with xenos, give their thermal invisibility?)

5. As soon as I saw the Dropship, I thought of crash damage!  (Occurs to me a simple way of doing it would be for each vehicle to have a crash weapon that it inflicts on itself - obviously dropships are going to suffer horribly in a crash, while tanks that can barely hit 50 kph are going to fare a little differently.)

Title: Re: The Regiment: Colonial Marines
Post by: Per Fischer on January 12, 2013, 06:12:28 PM
Very, very cool!

I will try to play this asap.

Per
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on January 15, 2013, 10:10:39 PM
Answers!

1. Yeah, some stuff will make it into the standard Regiment. I'll make a changelog when I post an update.

2. Nope. It's just fan work right now, but it'll have to be generic "space marines" if it's part of a for-sale thing.

3. Yeah, I agree.

4. So far yes! That was a relief.

5. Ah, interesting idea.
Title: Re: The Regiment: Colonial Marines
Post by: Paul Riddle on January 16, 2013, 01:39:58 AM
For what it's worth, the FAA specifies 9g "emergency landing loads" for equipment design. Basically, if it's a crash a human might survive, then the equipment and the safety features have to remain intact (or contained) following a crash. Nothing has to work after a crash, except for the crash-survivable flight data recorder ("black box") and emergence locator transmitter.

For what it's worth, I think it would be cool to frame a drop ship crash in terms of...

When your drop ship goes down, roll +lucky.
*Easy down - on a 10+, crew and passengers take 4 dice incidental fire. Sensitive equipment is on the blink; but, recoverable.
*Rough landing - on a 7-9, crew and passengers take 4 dice direct fire. Sensitive equipment is inop; but, most systems are salvageable to at least some degree.
*Hard crash - on a miss, crew and passengers take 4 dice concentrated fire. Equipment is inop; but, parts might be scavenged.
Title: Re: The Regiment: Colonial Marines
Post by: Per Fischer on January 16, 2013, 09:28:51 AM
Playing this with 3 players on Saturday (G+ Hangouts) - I haven't played the Regiment before, so any comforting advice or guidance is most welcome.

Due to the slow medium, I was hoping to convince the players to pick characters before the session, and have PCs and order of battle sorted via messages, so we can jump straight into the action. Kosher?
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on January 16, 2013, 10:10:01 AM
My advice would be this:

- Imagine and describe what the PCs are seeing and sensing.  Avoid thinking of it like a gridless, top-down strategy game.

- In battle, you never have as clear a picture of the battlefield as you'd like.  Call for Assess a lot.  Even if there's no facehugger hiding in the light fixture, making players ask for information reinforces the idea that - in the heat of things - the time to absorb the environment is a precious commodity, and comes at a cost.

- Don't be afraid to hurt them.  Grit, tough, death moves, bond stress, and the medic's whole playbook only come into play when PCs are taking damage.  The game hits its stride when characters are being chewed up and spit out.
Title: Re: The Regiment: Colonial Marines
Post by: Paul Riddle on January 16, 2013, 11:19:19 AM
Fuseboy - that's good advice. I'd expand on the last bullet to say that you throw fire at them whenever the potential for harm is fictionally established. Don't wait for them to miss on a move.

When it comes to the order of battle, the GM can do that in prep. The order of battle could be a collaborative thing or the GM can just dictate it -- if the GM has something specific in mind, just dictate it.

Characters' names, looks, moves, stats, etc. can be worked out in advance. But, do bonds at the table.

If you're looking for more, you can check out the WWII Regiment actual play write-ups here: <http://enigmamachinations.wordpress.com/2012/05/29/the-regiment-ap-operation-market-garden-session-1/>
Title: Re: The Regiment: Colonial Marines
Post by: Per Fischer on January 16, 2013, 11:33:04 AM
Super helpful, thanks guys. I've read the WW2 writeups, but perhaps I should revisit them.

Paul: "...throw fire at them whenever the potential for harm is fictionally established. Don't wait for them to miss on a move."

Can you give an AP example - or a made-up one?

Per
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on January 16, 2013, 11:43:32 AM
GM: You jump out of the landing craft onto the beach.  You hear the rattle of machine gun fire, and wads of wet sand are tossed into the air all around you.

PC: I shout at my men, telling them to get up that bloody beach as fast as possible.

GM: Sounds like a rally, to me.

PC: I roll 10, a hit.  [The benefits are noted.]

GM: Okay, as you're shouting.  The machine gun fire rakes your platoon.  Everyone take [rolls 3D6] two stress.  You're all suppressed.
Title: Re: The Regiment: Colonial Marines
Post by: Paul Riddle on January 17, 2013, 02:27:52 AM
Bingo!
Title: Re: The Regiment: Colonial Marines
Post by: Mike Sands on January 20, 2013, 09:10:33 PM
I played a game on Saturday night. It was good fun, even for one player who was not especially enthused at the beginning (I think he was engaged as soon as he got started generating his synthetic, who turned out to be immensely effective and often insubordinate).

The game ran well, although I felt that the large number of tactical moves weren't much needed in an Aliens-style scenario.

Interestingly, they only encountered a single xenomorph warrior: the marines' initial bullishness instantly disappeared when they discovered the situation was rather more complicated than intelligence suggested. After that, they relied on caution interspersed with rapid maneuver to try and keep their human enemies on the back foot, and then managed to seal the xenos into one section of the base with the human foes. They made a rapid raid into that section to secure their objectives - that was where they saw and instantly blew away a warrior. That scared them enough that they were out of there ASAP.

Oh, and one more particularly cruel note. Civilians who weren't on the "to be saved" list just got told "head outside, a transport will be there for you soon". Cold.
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on January 20, 2013, 10:53:10 PM
Cool! Thanks for trying it out.

I agree that the game is still a notch too far on the complex side. I'm making some streamlining changes based on playing the Aliens version for a few weeks.
Title: Re: The Regiment: Colonial Marines
Post by: Mike Sands on January 21, 2013, 01:35:14 AM
I agree that the game is still a notch too far on the complex side. I'm making some streamlining changes based on playing the Aliens version for a few weeks.

Excellent. I think you're right, it just needs a little more streamlining. Not so much that there weren't answers for issues we had in the game, it was more that we didn't always find the right move on the elements of warfare/GM sheet the first time we looked. Almost certainly an effect of just having a lot of options on there.
Title: Re: The Regiment: Colonial Marines
Post by: Per Fischer on January 24, 2013, 05:48:08 PM
Just GM'ed the Epsilon mission with three players on Google Hangouts - pretty intense, I love it!

One of the players, who has played The Regiment before, said it was more interesting than a plain war scenario.
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on January 25, 2013, 05:00:58 AM
Cool, thanks for trying it! Ryan, the author of the mission, wants to know if there were any PC deaths. :)
Title: Re: The Regiment: Colonial Marines
Post by: Per Fischer on January 25, 2013, 05:55:38 AM
We're only halfway into the mission, but so far no PC deaths. They all had lucky escapes hitting the deck when the big smart gun swivelled round and started showering them with bullets, as they were climbing down the slope behind the station.

Inside the building complex they've mostly interacted with civilians - one firefight with a elite fire team, where one PC narrowly escaped getting roasted in a narrow corridor by an incinerator, due to a 10+ Rally roll just before charging.

Breaking in through a window from NE (dormitory) they've spread east and south, and have so far located all the civilian targets - Singh unharmed, Porter facehugged, and Dr. Crane found in shock and blood splattered (but unharmed) in a dissection cubicle in the lab area.

The Synth's Technician move has been extremely valuable to infiltrate and control cameras, doors and indeed shutting the big tower gun down.

We left the action when Sgt Clinton's team found a chest burst lab assistant in the south air lock.

Title: Re: The Regiment: Colonial Marines
Post by: John Harper on January 25, 2013, 11:30:49 PM
Awesome!

We also chose to infiltrate down the slope and go in through the roof. And we got hammered by the sentry guns, too. :)
Title: Re: The Regiment: Colonial Marines
Post by: Mike Sands on January 25, 2013, 11:50:53 PM
It seems my platoon were the only ones to go in through the garage and walk into an ambush, huh?
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 09, 2013, 05:06:04 PM
Version 2.5 is up now:

http://mightyatom.blogspot.com/2013/02/the-regiment-colonial-marines-25.html
Title: Re: The Regiment: Colonial Marines
Post by: countercheck on February 09, 2013, 11:14:37 PM
Version 2.5 is up now:

http://mightyatom.blogspot.com/2013/02/the-regiment-colonial-marines-25.html

I love all the changes.  On Thursday, we discussed more specific wounds, tightening the attack moves, and a bunch of other stuff, and lo, much of it has happened!  Can't wait to give it a shot!
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 10, 2013, 11:14:54 PM
Heh, cool. :) Thanks for trying it out.
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 11, 2013, 09:58:52 AM
The one thing I'm not super fond of is the interaction between arbitrary wound location and the way that wounds stack up to become critical.

It strikes me that one of the nice things about VOF (or random damage in general) is that the GM imposes a plausible level of threat, about which the players can reason (e.g. "Dare I risk that random, unaimed fire to move up a bit further?"), but then dice determine the outcome.  The GM isn't being vindictive if the enemy scores an unlikely hit.

With arbitrary hit location, it seems that the GM is in the position of choosing critical wounds.

Somewhat separately, if people are having to stick out their necks to do battlefield assesses, do you get a lot of early head criticals?
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 11, 2013, 02:10:29 PM
Also, I'm offering $50,000 to whoever can hack John's PVR to queue up some WWII movies. :-)
Title: Re: The Regiment: Colonial Marines
Post by: Badgers on February 11, 2013, 02:18:29 PM
Hi, liking the changes so far, looking forward to trying them out. As a squad is 13 men though, shouldn't each playbook sheet's Squad // Bonds section show 13 spaces instead of 9?
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 11, 2013, 02:50:40 PM
Couple of wound questions for 2.5.

1. Can you get hurt in an already critically-wounded location?  (e.g. You're critical in the head. Later, getting shot while peeking around cover, you take a W from incidental fire. The head is the obvious spot to take your wound. Ignore it, or perhaps move it to some nearby location, Battletech-style, signifying system shock or further blood loss?)

2. When you miss a Critical+Wounds roll and take further damage, can you choose wounds or stress, or is your further injury of the same type as the critical?

3. For single shot weapons that happen to do multiple wounds (e.g. the railgun, close-range shotgun, bolt-action sniper rifle), seems to me you'd default to both the same box, critting immediately.  (This isn't really a question I guess!)

EDIT:
4. Regarding VOF and force party, if you have a group of players attacking the same enemy squad, do you use both the "Soldier vs. Group" rule and the "PC Team vs. Enemy" rule?  That would seem to make sense.
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 11, 2013, 04:53:31 PM
@Badgers: There's not enough room right now. :)

@fuseboy: General answer to hit locations: There happen to be six, so you can roll randomly if you don't want to assign the hit.

Just peeking your head out probably means you have 2 or 3 cover, so no, not many head crits from that. :)

1. If you take a wound in a place where you already have a crit, make the critical move again, +1 (for the wound you just took).

2. You choose.

3. You could do that. You could say the shot passes through the first location and hits a second.

4. Yep, that's right. Hopefully that works.
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 11, 2013, 08:55:01 PM
Ah yes, thanks John.  Of course, head hits aren't too likely with all that cover.

4. That's cool.  The sense I get is that with the "vs. Group" rule, you're zooming out a bit and imagining the effects of a short battle.

Does this have a peculiar interaction with the 'area' and 'messy' weapon tags?

Autofire and spray seem simple enough - you just urge the shooter to use the +VOF or +1d mode of the tag.  High rate of fire evens up force parity, effectively.

Area and messy, however, are expressly about hitting multiple people in the same timeframe/gear use that other weapons hit one.  So when we zoom out, it seems we're obscuring a valuable effect of the weapon.

For single shot messy weapons (like grenades, or messy reload like bazookas) I'd be inclined to think the 'messy' tag has no effect:  the messiness is the pretext that lets you fight a squad to begin with.  (Slow or single-use weapons without an area effect of any kind, like a hurled rock, strike me as inappropriate for attacking a squad with, and the GM would have framed the move differently.)

Repeating messy or area weapons, though, seem to get short shrift.  I'm thinking weapons like the incinerator (not merely autofire, but messy to boot), Flamethrower and HMG.

(I realize I'm bombarding you with mechanical nitpicking, this is just my thought process as I read the rules.)

What occurs to me is that for "vs Group" attacks, 'messy', 'area' are like a free VOF increase, while 'expend' and 'reload' are a VOF decrease (since they can't shoot as often).
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 11, 2013, 11:20:37 PM
Yes, that's a great breakdown, Michael. This is important stuff!

Your summary of effects makes perfect sense to me. I'll figure out a way to convey that in the text.
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 12, 2013, 10:11:19 AM
I realized a bit later that if the primary shooter is using an area or messy weapon, it makes sense for them not to use the "vs. Group" rule, and just hit everyone as individuals.
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 13, 2013, 12:24:57 AM
Yeah. It's these kinds of hitchy bits that I am rooting out with fire.

It's a war game, so I want damage and groups and all that to be obvious, smooth and easy. Paul and I are meeting tomorrow night to hash some stuff out. Thanks for all your help!
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 13, 2013, 10:07:39 AM
As one last comment on individual vs. group, I wonder about a connection to whether the assault costs gear.

In our first WWII game, I was soldier with a BAR.  The first few beats of combat were fairly zoomed in: we were shooting at individuals (snipers and so forth).  Because both Assault and Covering Fire use gear inherently, I burned through 4 gear against two enemy soldiers, which seemed like a heck of a lot.  (Maybe it's not!)

At any rate, it occurs to me that perhaps the 1-gear cost of an Assault is part of the "vs. Group" mode.  (So if you just assault against a one-man position, or if the GM is resolving your squad's action as a couple of individual one-on-one assaults, it doesn't cost gear unless you bring in autofire, etc.  If you assault a group of individuals in 'Vs. Group' mode, that's when you pay 1-gear, appropriate for the longer timeframe being represented.)
Title: Re: The Regiment: Colonial Marines
Post by: fuseboy on February 13, 2013, 10:44:47 AM
I realize I'm mourning the separate Assault and Covering Fire moves!

As someone who didn't know about bases of fire and whatnot, the moves felt instructive about how to go about combat.  (Ah, I should be providing covering fire with the MG while my teammates assault them.)

This is either an important observation, or I'm not very good with change. :-)
Title: Re: The Regiment: Colonial Marines
Post by: ttoolhead on February 13, 2013, 12:52:27 PM
Hello internet people,
I've been running the last couple iterations of this game and talking with John about the rules. The Assault and Covering Fire moves have merged in the latest version of the game. Grab that at http://mightyatom.blogspot.com/ (http://mightyatom.blogspot.com/). I think you will find that what you are talking about has been specifically addressed.

A quick overview:

Attack - hurt the enemy - no roll, no gear cost.

Assault - to gain a tactical advantage while fighting directly against an enemy - Roll +Battle, Spend 1-gear

Combat Action - Roll +X while in a battle to do something but not trying to directly assault the enemy.

So, in the case you mention, first, you could roll +Lucky to jump from one rooftop to another to get a better view of the sniper, maybe negating his cover. Then, you could Assault the sniper, laying down heavy fire with your BAR (1-gear), allowing your squad to flank him. Then they could just Attack, getting a VOF bonus for flanking him, which is the result of your successful Assault move.
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 13, 2013, 04:34:18 PM
@fuseboy: I agree that there's instruction going on when the two moves are separate. That's why we did it that way in the first place. I strongly suspect that they will become separate moves once again, though probably not quite in the form they once had.
Title: Re: The Regiment: Colonial Marines
Post by: warzen on February 19, 2013, 03:26:48 AM
I have two quick questions:

1. does BOND reset at -4 ? You can easily go in the negative with the Aid move
2. Xenomorph have 1-grit. Shouldn't they be immune to stress instead ?

Thx for this great hack !
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 19, 2013, 04:13:22 AM
1. Nope. The new sheets (2.5) specify a reset at +4 only.

2. You could do it that way, sure. Since we see xenos being cautious and self-preserving in ALIENS, we decided to go with grit. Distinguishes them from the synthetic, too.

Glad you're digging the hack!
Title: Re: The Regiment: Colonial Marines
Post by: warzen on February 19, 2013, 09:24:19 AM
1. I'd hate to act like a rule lawyer here but having a negative bond is kinda weird as it allows you to regen stress by not helping a comrade, and this is necessary to easily come back to 0 if you're too deep in the negative with somebody.
"If you ignore a comrade who needs help, take stress equal to your bond and you both reset your bond to 0." => negative bond means you're healing stress. I can perfectly understand this: you don't like the guy and his suffering makes you happy. But did you planned for this use or is it a side effect of the negative bond ?

2. If I recall the movie correctly (Aliens, as the xeno in Alien is acting a little bit differently), the xenos are more intelligent/cautious when the queen is nearby (ie hive mind). I would thus reverse the grit bonus near the queen.
Example: Coldly brutal (2-grit, -1 grit when near queen)
This is what we see in the movie, where, when the queen is in the vincinity, the survival instact is higher (thus more suceptible to stress : retreat, cautious...).
Does that make sense ? :)
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 21, 2013, 04:41:25 PM
1. Yeah... negative bonds don't regen stress. I realize it can be read that way (it's getting tweaked). We've joked about it in our local games.

2. I think the xenos in the egg chamber are being more cautious because Ripley is holding the eggs hostage and the queen is telling the drones to back off. They're not afraid of Ripley, and they try to ambush her before the queen commands them. So, +1 grit. :)

But, in your game, handle it however you like, of course. :)
Title: Re: The Regiment: Colonial Marines
Post by: Alejandro on February 23, 2013, 10:17:19 PM
Hi everybody.

I have some questions regarding the starter mission:

1) What is the purpose of Bolden? How do you use him if he is detained aboard the USS Lincoln and has not access to comms or video during the operation? He wants to retrieve the specimens, right? How can he do that? What is the meaning of the +PATRON BONUS?

2) Why the Phoenix agents want the marines involved in this? How this will help them to recover the stolen specimens? My take is this: I understood that Phoenix Industries has no knowledge of the location of laboratories, and they intercepted the Borden's orders to find out the outpost epsilon real placement. (And THAT's why they started the rebellion.) But then, how could the agents start the rebellion if they did not know where the outpost was located?

3) How does the +INTEL bonus work in game? How does the +MOBILITY bonus work in game? Are just Color?

4) Are the facility security forces and the phoenix spec ops teams woking together, or just the opposite? Was the confrontation between the facility security forces and the phoenix spec ops teams which caused the breach in the xenomorph containment? If the engagement move is failed, is the containment still intact when the marines arrive? Because the spec ops are just behind the marines.
Title: Re: The Regiment: Colonial Marines
Post by: warzen on February 24, 2013, 10:48:12 AM
I would add a fifth question:

5) what directive would you give to the synthetic ?
Title: Re: The Regiment: Colonial Marines
Post by: Guns_n_Droids on February 24, 2013, 08:38:47 PM
Quote
1) What is the purpose of Bolden? How do you use him if he is detained aboard the USS Lincoln and has not access to comms or video during the operation? He wants to retrieve the specimens, right? How can he do that? What is the meaning of the +PATRON BONUS?

Purpose
a) Bolden is high-ranked WY employee, hence he probably has most security codes from the site. I'd actually allow clever players with PATRON to keep him close while having his outside communications jammed (so he can't report problems to WY until he's back on the ship). Though he could be persuaded to give his access codes, I doubt it'd be pretty
b) Bolden is one of very few people around who actually has some idea what's going on inside, so he could give valuable answers to the team (though how to make him give those is whole other story)

How do you use him if he is detained aboard the USS Lincoln

Good question, actually. Though main bonus of this is that he won't interfere with your operation. But I agree that "ok, he's out of the picture, proceed without this problem" is kinda dull. Maybe he could instead

Quote
He wants to retrieve the specimens, right? How can he do that?
'
Well, I suppose he has some sort of sealed container for this purpose. Or it is there for him to pick, in some secret safe with keycode in his brain)

if it's about "When Bolden makes the move to retrieve the specimens" ? I'm not sure. Mainly because it seems that he could do this WAY before marines get on site (as on failed engagement move Phoenix has time not only to intercept the call, but to move onto the location ahead of the marines)

by default I suppose he somehow dials main WY headquarters by some sort of "interplanetary phone", and phoenix intercepts the signal. Only problem I get with it is how they decode the location in this case, if Bolden is not there yet (so nothing to triangulate), and I doubt he just names the exact quadrant during the call...


Quote
What is the meaning of the +PATRON BONUS?
In general PATRON means that you have a nice and cozy relationship with your commander, who can help you without risking his skin. In this particular mission it's obvious at first sight, that WY operative who you'd have to nursemaid is a liability, and he chooses to help you by containing this guy on the ship

Quote
2) Why the Phoenix agents want the marines involved in this? How this will help them to recover the stolen specimens? My take is this: I understood that Phoenix Industries has no knowledge of the location of laboratories, and they intercepted the Borden's orders to find out the outpost epsilon real placement. (And THAT's why they started the rebellion.) But then, how could the agents start the rebellion if they did not know where the outpost was located?

Phoenix:"secret WY base is on this planet, but WHERE? let's make them go for retrieval, then go right after them, feed them some lead and take everything".
basically it's duck hunt.

Quote
3) How does the +INTEL bonus work in game? How does the +MOBILITY bonus work in game? Are just Color?
re-read the mission sheet, it's all there. basically INTEL gives you access to data otherwise unavailable (there's two pieces, I'd say it's either one or the other, player's choice) and mobility gives you ability to insert and extract anywhere on the map instead of fixed location.

Quote
4) Are the facility security forces and the phoenix spec ops teams woking together, or just the opposite? Was the confrontation between the facility security forces and the phoenix spec ops teams which caused the breach in the xenomorph containment? If the engagement move is failed, is the containment still intact when the marines arrive? Because the spec ops are just behind the marines.

a) by default security is WY and Phoenix are against WY. Actually, if Phoenix were able to infiltrate the facility they won't need this rebellion in the first place.
Though for WY secrecy probably is too important to allow marines live anyway. but it's debatable and GM/MC's choice
b)
Quote
Was the confrontation between the facility security forces and the phoenix spec ops teams which caused the breach in the xenomorph containment?
Not necessarily. It could be players against security people or players against phoenix.
 
Quote
If the engagement move is failed, is the containment still intact when the marines arrive? Because the spec ops are just behind the marines.
on failure phoenix is ahead of the marines, I think
anyway: yes, it's possible, that when marines do the insetion, containment is NOT breached. However it's pretty far inside the compound, so there's a lot of opportunities for this event before you get to the actual containment cell

Quote
5) what directive would you give to the synthetic ?
depends on a MC/GM's whim
could be:
-Destroy any traces of xenomorf experiments
-Obey orders of specialist Bolden
-Preserve human life (if it's marine synth rather then WY)
-preserve Weyland-Yutani property and interests (always good)
or even
-gather intelligence on X (if X is an officer PC, who has dark history with the WY)
Title: Re: The Regiment: Colonial Marines
Post by: Alejandro on February 24, 2013, 09:45:27 PM
Thanks for the answers.

Only problem I get with it is how they decode the location in this case, if Bolden is not there yet (so nothing to triangulate), and I doubt he just names the exact quadrant during the call...

I guess he had to send the outpost location to the marines.

Obey orders of specialist Bolden

I like this. But I suppose the player chooses his directive, and the GM fill the details, right? May a player change his directive type if the unit is sent to a new mission?

I think the best way for Bolden to get the specimens is through Technician Porter, who has one inside him. Maybe we need a custom move for those times in life when a face-hugger attacks a player character. :)

Rule questions:

1) In the character sheet: What do you write in "Deployment"?
2) In the unit sheet: What do you write in "Theater of Operations"?
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 25, 2013, 02:20:26 AM
5) The player has full authority over the core directive. It's easier to choose after you know what the mission is. It's cool to talk it out with the group, of course, and choose something everyone thinks is cool (and troublesome!)

"Deployment" is where your soldier is serving. In this case, on Colony 724.

"Theater of Operations" is the sector in which your unit is deployed. In this case, Herculis Sector.
Title: Re: The Regiment: Colonial Marines
Post by: warzen on February 25, 2013, 05:08:01 AM
Quick question:
I have a player who wants to play a synthetic with some medic capability (namely the "Medic!" move).

Issue: the +4 guts of the synthe will outshine the +2 or +3 the medic could have in guts.

Beside talking to the player and telling him it's not funny for the medic player, do you have any other solution ?
Choosing "I'm a doctor, dammit!" may be a good alternative.
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 26, 2013, 04:06:37 AM
Hmmm, yeah. That's a good point. I'll think about a fix for that. In the mean time, it's cool to say that the Medic! move is just for the Medic.
Title: Re: The Regiment: Colonial Marines
Post by: warzen on February 26, 2013, 02:13:32 PM
One minor thing you may also correct: replace the +1grit in the advancement of the synthetic.
May be a +1 overload box ?
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on February 27, 2013, 05:21:44 PM
Yes, good call!
Title: Re: The Regiment: Colonial Marines
Post by: Guns_n_Droids on February 28, 2013, 03:21:52 AM
Quote
5) The player has full authority over the core directive. It's easier to choose after you know what the mission is. It's cool to talk it out with the group, of course, and choose something everyone thinks is cool (and troublesome!)
OK. sorry, John, I didn't want to misguide anyone.
Title: Re: The Regiment: Colonial Marines
Post by: warzen on February 28, 2013, 10:43:30 AM
About the core directive:
I just realised it's part of the character sheet of the synthetic, below the profile section...

Now it totaly makes sense to let the player choose it.

Sorry for my silly 5) question...
Title: Re: The Regiment: Colonial Marines
Post by: Drez on February 28, 2013, 11:09:43 AM
EXTREMELY impressed with the polish and production value. Definitely going to give this a shot (no pun intended)!
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on March 02, 2013, 07:18:13 PM
Thanks, Drez!
Title: Re: The Regiment: Colonial Marines
Post by: Grunto on May 12, 2013, 11:32:10 PM
Hey John, I'm a little confused as to how to represent volume of fire when xenomorphs are attacking. They don't really have ranged attacks and they rely more on stealth and attacking from as many unexpected angles as possible. I'm guessing the VoF is how many xenos are attacking and how close they're potentially able to get?
Title: Re: The Regiment: Colonial Marines
Post by: John Harper on May 13, 2013, 05:58:33 PM
I do it like this:

Default VOF is Direct. If they do a rush attack (covering lots of ground to attack and run away again), reduce VOF by 1.

If they pull off an ambush attack, popping out of a wall or whatever, increase VOF by one.

Then increase/reduce VOF due to force parity as usual. So several xenos at once would be +1 (or more).
Title: Re: The Regiment: Colonial Marines
Post by: hobbesque on May 23, 2013, 10:39:13 AM
If you wanted to make the Xeno's beefier, you could also have each one count for multiple enemies – so a fireteam vs. a single warrior is an "even" fight.

I really like this new thing! My excitement for the Regiment is generally disproportionate to the likelihood that I'll convince my local gaming group to play it, but I expect I might have more luck with Aliens than Saving Private Ryan.
Title: Re: The Regiment: Colonial Marines
Post by: vaporsight on March 26, 2014, 10:42:23 AM
I was browsing through the Colonial Marine stuff, and I was looking for something and didn't find it.  What about the Comm-tech?  The guy with the electronic lock-picks and computer slicing equipment?  I know the synthetic could do something similiar, but a comm-tech does more than just the hacking.

Title: Re: The Regiment: Colonial Marines
Post by: grey on April 21, 2014, 05:59:12 AM
I just posted some thoughts in the Synthetics thread, but I had a general observation about wounds that I wanted to relate:

Only my first game of this, but as was, I was disappointed that wounds didn't have more consequence.

I realize you were working on on that from the notes, but it doesn't feel like enough? So for example, I made the fiction work, my Synth got his legs torn off on a crit and wound to the legs. Super cool. But I can still do every move? Like... I want penalties? I realize the GM can point out I don't have legs, and I behaved in the spirit of things in this regard, but I wish there were some additional mechanical ramifications over time for taking more and more damage and or for taking wounds to specific regions. Wounds just make criticals worse as of now, and I'd love for a little more pain there.
Title: Re: The Regiment: Colonial Marines
Post by: silva on February 20, 2016, 08:49:15 AM
My group will play this for the first time and I would like to ask you folks:

1. Any tips or best practices for running the game today ? (Besides the awesome ones already given in this thread ) ?

2. Is there a newer version than 2.5 ? This is the only one I've managed to find.


About the lack of a comma-tech as pointed above, I kinda agree. Though I imagine it would be simply a case of picking the Synthetic hacking move for your Trooper.