Barf Forth Apocalyptica

the swamp provides => The Regiment => Topic started by: schlaghund on April 18, 2013, 04:52:51 AM

Title: Colonial Marines: Gunner
Post by: schlaghund on April 18, 2013, 04:52:51 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

Loadout Choose one
Choose one (unless you use the Heavy Weapon move):


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

Loadout Choose one

Your comments, ideas, criticism are welcome.
Title: Re: Colonial Marines: Gunner
Post by: John Harper on April 24, 2013, 02:02:26 PM
Looks good! Let us know how it works out in play.
Title: Re: Colonial Marines: Gunner
Post by: Guns_n_Droids on April 25, 2013, 06:46:03 AM
why smartgunner does not have helmet? 0.o
Title: Re: Colonial Marines: Gunner
Post by: schlaghund on April 25, 2013, 06:57:39 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.
Title: Re: Colonial Marines: Gunner
Post by: schlaghund on April 25, 2013, 07:17:57 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:

In short:
Title: Re: Colonial Marines: Gunner
Post by: John Harper on April 25, 2013, 06:34:32 PM
Cool! Thanks so much for the playtest report.
Title: Re: Colonial Marines: Gunner
Post by: Grunto on May 04, 2013, 03:11:54 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?)
Title: Re: Colonial Marines: Gunner
Post by: John Harper on May 07, 2013, 05:00:11 PM
No ETA, sadly. Real life and other games are getting my attention at the moment. :)
Title: Re: Colonial Marines: Gunner
Post by: warzen on June 14, 2014, 02:36:05 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)
Title: Re: Colonial Marines: Gunner
Post by: schlaghund on August 17, 2014, 05:31:18 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?
Title: Re: Colonial Marines: Gunner
Post by: warzen on August 24, 2014, 09:31:30 AM
Same here: no issue. It just felt right ! :)
Title: Re: Colonial Marines: Gunner
Post by: super rats on September 15, 2014, 05:14:28 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.
Title: Re: Colonial Marines: Gunner
Post by: doc_cthulhu on November 25, 2014, 07:30:08 AM
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.
Title: Re: Colonial Marines: Gunner
Post by: schlaghund on November 26, 2014, 09:16:16 AM
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.
Title: Re: Colonial Marines: Gunner
Post by: doc_cthulhu on November 27, 2014, 12:57:41 AM
Thanks! I'll most likely upload it today or after the Mondays actual play.