I'm working on a war-themed hack with my buddy Paul Riddle. It's called THE REGIMENT.
The PCs are usually operating as part of a squad which in turn is part of a platoon. There are lots of soldiers around, leading maneuvers and following the leaders. Everyone is fighting as a team, and everyone wants to do their part.
Here's a new move structure I've come up with to deal with leaders and followers. I'd love to hear what you think. (The game has "personal-scale" moves, too, of course. But that part is solid already).
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SQUAD MANEUVERS
When you
do your part in a maneuver, roll+
battle. On a 10+, you give 1-hold to the maneuver leader. On a 7-9, choose one:
- Spend 1-supply to give 1-hold to the maneuver leader.
- Expose yourself to danger to give 1-hold to the maneuver leader.
- Keep your head down and don’t take any chances.
If the leader already has 3-hold, take +1forward instead.
When you
lead a maneuver, roll+
leadership. On a hit, you succeed at the maneuver. On a 10+, get the accumulated hold from the soldiers in the maneuver, up to 3-hold. On a 7-9, choose one:
- Spend 1-supply to get the accumulated hold.
- Expose yourself to danger to get the accumulated hold.
- Abandon the maneuver.
The Maneuvers:
Assault: On a hit, you inflict your harm on the enemy. Spend your hold 1-for-1:
- You inflict +1harm.
- You suffer -1harm.
- You maintain unit cohesion. Everyone takes +1forward.
Suppress: On a hit, you suppress the enemy (their volume of fire is reduced by one). Spend your hold 1-for-1:
- Enemy is pinned (they can’t maneuver).
- If the enemy is suppressed and pinned, you inflict your harm.
- You maintain unit cohesion. Everyone takes +1forward.
Flank: On a hit, you maneuver into a flanking position. Spend your hold 1-for-1:
- You suffer -1harm.
- You break contact and move in concealment.
- You maintain unit cohesion. Everyone takes +1forward.
Advance: On a hit, You close with the enemy. Spend your hold 1-for-1:
- You suffer -1harm.
- You break contact and advance in concealment.
- You maintain unit cohesion. Everyone takes +1forward.
Withdraw: On a hit, you retreat from the enemy. Spend your hold 1-for-1:
- You suffer -1harm.
- You break contact and withdraw in concealment.
- You maintain unit cohesion. Everyone takes +1forward.
(Flank, Advance, and Withdraw are basically the same move. They're split out because of how other moves interact with them.)
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Thoughts? Suggestions?