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OOC: Characters.

Posted by TonyFor group 0
helbent4
GM, 12 posts
aka Tony
Fri 28 Dec 2007
at 02:17
  • msg #27

Re: OOC: Characters

Raellus:
Hello everyone.

I'm not sure if there are char-sheets up yet. If not, I'd be happy to paste one over here for Tony to use.

I would like for my character to be armed with a C8 w/ELCAN and a C3 Parker Hale. I don't plan on him to be an officer but I would like a Browing HP for him as well, if the good GM will allow it. After I purchase all of his other gear, I'll throw in the balance of his starting cash for whatever the group wants to acquire in terms of heavy stuff or communal ammo.

Do ya'll think a marksman (as opposed to a dedicated scout-sniper) would bother with a Ghillie suit/drag-bag and/or other specialized shooting gear or is that over-the-top?

Tony,

For PPCLI, I should start with British basic, correct?

Then, should I use U.S. Airborne or Ranger skills?

I thought his second term could be a stint in Sniper school either in Canada or the U.S., then back to the Airborne or Ranger career when war breaks out.

As soon as I can think of a name I like, I'll let you know.


Rae,

Good of you to join us! As per good-old V2.2, you get either the C8A1 or the Parker-Hale free, not both. You can certainly "buy" the other (plus a Hi-Power) with your equipment allotment.

A ghillie suit isn't out of the question. Although the ex-CF sniper I knew said in his opinion, it was "trying too hard" as you could do the same job with what was around you, and you were much lighter and mobile.

Basic Training is Commonwealth (as per UK Basic in the basic rule book). Just go with regular Infantry training for the PPCLI (I forgot to mention this modification to the others, who also made Pats, so there it is).

Speaking of the rest of the PPCLI, they're in Europe. For whatever reason, your characters found themselves back in Canada at some point (generally, returned  for some critical reason) and instead of being shipped back, were sent West to assist the CF and US Army fight the Soviet invasion in 1998.

So, the Pats PCs were all attached to either the RMR, RRR, or CSR help "stiffen" them up in the fighting. (The Scots were a Militia unit from the Island, the Regina Rifles from Regina, and the Rangers are based in the rugged Interior of the Province).

As for vehicles, I'll say you have around a 6-person team (adding an NPC medic and Signaller). So, you have 2 rolls on the vehicle chart. (Sorry, no Humvees, so if one is rolled it's either the VW ltis or ancient Willy's jeep).

Tony
This message was last edited by the GM at 16:32, Fri 28 Dec 2007.
Legbreaker
player, 8 posts
Fri 28 Dec 2007
at 02:28
  • msg #28

Re: OOC: Characters

There's also an Assault Suit with AV: 2 but weighing 16kg. Not something I'd like to be wearing though - damn thing weighs a tonne!
What's the trade situation with Australia and south east Asia (Singapore in particular). How regular are the ships? Has a previously unknown oil reserve been tapped into allowing the use to proper cargo ships or it is mainly a few enterprising people who've organised some old sailboats (there's a couple of replica 18th and 19th century ships floating about around Australia)?

As there are just the four of us, we get 2 dice to roll for vehicles. I propose that we don't require a second vehicle and so should combine the dice. Anyone disagree?
jinnysong2
player, 3 posts
Fri 28 Dec 2007
at 03:24
  • msg #29

Re: OOC: Characters

Is there any option of trade of a lesser value vehicle if we end up with one unsuited for our mission and role?
helbent4
GM, 15 posts
aka Tony
Fri 28 Dec 2007
at 16:30
  • msg #30

Re: OOC: Characters

quote:
And is the second term sniper thing OK? I would use the U.S. Marine sniper skill package from v2.2. I figured he could have attended some sort of NATO exchange program pre-war.


Canadian snipers are reputedly the best in the world, the ones to beat! Not a lot NATO can teach us.  ;)

I'm too lazy to come up with a dedicated sniper package, so just use whatever career your character is in. The Marine Sniper package isn't anything particularly special.


Tony
This message was last edited by the GM at 16:30, Fri 28 Dec 2007.
jinnysong2
player, 4 posts
Fri 28 Dec 2007
at 04:37
  • [deleted]
  • msg #31

Re: OOC: Characters

This message was deleted by the player at 04:39, Fri 28 Dec 2007.
jinnysong2
player, 5 posts
Fri 28 Dec 2007
at 04:38
  • msg #32

Re: OOC: Characters

Even if the battalions deployed to Europe, not absolutely every man in the regiment goes. Personnel have to remain behind for training soldiers and administrative purposes. Thats how I see it.
helbent4
GM, 15 posts
aka Tony
Fri 28 Dec 2007
at 16:27
  • msg #33

Re: OOC: Characters

Legbreaker:
Raellus:
I'm brainstorming some reasons for PPCLI troops to be in Canada in 2001.


Order of Battle
The following order of battle is as of 1 July 2000.

MARITIME COMMAND
Current Location: Canadian Maritimes
  1st Infantry Brigade
    1/Princess Patricia's Canadian Light Infantry
    2/Princess Patricia's Canadian Light Infantry
    3/Princess Patricia's Canadian Light Infantry


Raellus:
If I do stick with PPCLI, I wanted my PC to be from the 3rd Battalion which was airborne qualified.


legbreaker:
That would be C Coy, 3PPCLI. The same unit my character is from.


Guys,

Re-reading, I realised the above is correct, the PPCLI isn't in Europe at all but the Maritimes. Also, characters who are airborne qualified have in effect joined the Canadian Airborne Regiment. This unit has battle groups located both in Europe and in Quebec, so there are personnel stationed in Canada.

1/Canadian Airborne Regiment (E, P): 300 men (Gaspé, Quebec)

- "Canada: 2000" Challenge #30.

Also, there will also be administrative units located in Canada, as previously mentioned.

GM Clarification: for the purpose of the game, as of 1996 the CAR has been reconstituted from the cadre of jump companies in the PPCLI, R22e and RCR. (All the CF PCs are Pats, so I'll refer only to the PPCLI.)

After the disbanding of the CAR, personnel in the "airborne company" of the PPCLI still trained regularly down at the Ranger school in Ft. Benning Georgia and at the jump school in Canada to keep up the skill sets. (These soldiers were still entitled to wear the red paratrooper beret.)

PCs in the PPCLI before the war can start as "Airborne" and therefore train as per US Army Rangers (including the Basic Training package, Subsequent skills, etc.).

Or, they can also start in one of the "Line Infantry" Coys of the PPCLI, then transfer into the Jump Coy, (switching from Commonwealth Infantry to the "Ranger" career as above). Note, there is no affect on Promotions for this "change" in "branch".

When the CAR is reconstituted in 1996, these characters get 1 "subsequent" terms as "Airborne Commandos" (Raiders, as below). However, again there is no -2 on promotions as per Changing Branches.

http://users.usinternet.com/mi...2k/html/raiders.html

(Berg doesn't have the Raiders' Promotions rolls listed, so use 6+, +1 if INT and/or +1 if Officers went to Military Academy as per Rangers.)

Edit:


Please note that you can now only have a maximum of 1 Terms in the Airborne: the war. (I have changed my mind, because the random nature of when the war occurs means you can't reliably join for over 1 term and then count on the war starting.) So, when war is declared, you go into the Airborne if you were in a parachute coy.

Note: you don't get the "1st term" skills if you've already had Ranger Basic, as this training is redundant. You just get the doubled skill points, chosen from the subsequent skill list. If you've not had the Ranger Basic when joining the Airborne when the war starts, you do take Raider Basic and get normal subsequent skills (but these skill points aren't doubled due to you missing most of the intense parts of the "hot" war in training).

Once the CAR is back in business, the PPCLI gives up it's jump Coy to form the cadre of the new unit. PCs who are "airborne" still keep a technical affiliation with the Pats, but are for all intents and purposes they are "Airborne" in the CAR. (Due to the elite status of this unit and the encouragement of Regimental identification, they would emphasise being in the Airborne over the PPCLI.)

Characters who are already made may adjust their skills accordingly (all rolls for Contacts and Promotions stay the same) if they wish. My apologies for this clarification due to the complicated nature of the Airborne.


Tony
This message was last edited by the GM at 16:32, Fri 28 Dec 2007.
helbent4
GM, 13 posts
aka Tony
Fri 28 Dec 2007
at 09:53
  • msg #34

Re: OOC: Characters

More details:

For universality's sake, I'd like to use Paul Mulcahy's site as a general weapon/vehicle reference (except where noted):

http://www.pmulcahy.com/

Also, the following site is a premier resource for the Canadian Forces (The Canadian-American Strategic Review):

http://www.sfu.ca/casr/101-0intro.htm

Especially DND 101:

http://www.sfu.ca/casr/101-army-index.htm

Please note that not information will apply to T2K!

The Canadian equivalent to MREs is the "IMP" (Individual Meal Pack), supposedly a little better than the MRE, but no self-heating tabs. Cigarettes are around triple pre-war cost, at $20/pack, $200/carton.

The standard CF basic "tactical unit" generally has 4-personnel. 2x riflemen (C7/C8), 1x grenadier (C7 Rifle/GL) and one Section Automatic Weapon gunner (C9 SAW).

The section/assistant section leader generally carries the AR/GL. The 2 "riflemen" are each paired with the Grenadier and SAW gunner. (The Section leader's assistant is often a Signaller with a radio, the SAW's assistant carries spare ammo.)

Two such elements make up a Section ("Squad" in US parlance). It's up to you if you want to arrange yourselves to conform to this pattern or not.

At this point, you'll get a Signaller and Medic (although still useful as a combat soldier), even a driver/mechanic if you want.

Question 1:

Also, one thing that I did a decade or so ago when first playing T2K V2 was to (incorrectly) assume that ranges were added to the "band" before it. Effectively, this meant that the range multiplier was x3 per band, not x2.

So, a C7 rifle with 55m range would be like this in aimed fire:

Short = 0-55m, Medium = 56-165m, Long = 166-495m.

A scoped sniper rifle with range 75 and x10 scope (+35m) would therefore have the ranges as follows:

Short = 0-110m, Medium = 111-330m, Long = 331m-990, Extreme = 2970m.

Non-aimed shots or non-zeroed weapons would go back to x2 per band.

What do people think about using this modification for weapons that have been zeroed?

Question 2:

I always liked the old V1 system of activation and hesitation. It was innovative and different. Perhaps a little too innovative; I felt that V2-2.2 kind of dumbed down the system in some ways, and this was one. How do people feel about using the old V1's rules for Initiative?


Tony
This message was last edited by the GM at 16:33, Fri 28 Dec 2007.
Legbreaker
player, 10 posts
Fri 28 Dec 2007
at 15:01
  • msg #35

Re: OOC: Characters

To question one I have to say no. A weapon should already be zeroed by the individual using it. A weapon that is not zeroed (such as an enemies weapon just picked up from their body) will still be zeroed, just for the previous owner. An unzeroed weapon is a sure sign of an amateur.

Some weapons however cannot be properly zeroed, usually due to age and damage. In these cases, it usually only takes half a dozen shots to see where the shots are falling and compensation can then be made.

I was on the range a few years back (probably 1993) for the annual qualification shoot. My section commander (corporal) had been issued with an old M16 (the L1A1 SLR was the usual weapon at the time except for section commanders, plattoon commanders, and scouts). The weapon had been bashed about so badly that at 200m with the sights wound completely to one side, it was still hitting the far edge of the target in the next lane!

He passed by compensating and aiming at the target a lane or two the other way.

A weapon in this condition should attract substantial penalty to accuracy if it's not either sent back to the armourers for repair or simply wrapped around a conveniant tree.

To question 2 I believe that if you want the headaches that go with it...
Coolness Under Fire, while a great concept, proved to be near unworkable in practice which is why initiative was "dumbed down". I don't know how well it would work in a pbp situation though, but you're braver than I if you want to try it.

One thing I did like quite a bit in 1st ed was the vehicle damage system. It was indepth, relatively accurate (as far as a game can be) and in my opinion, required little more work than the current system.
helbent4
GM, 14 posts
aka Tony
Fri 28 Dec 2007
at 15:36
  • msg #36

Re: OOC: Characters

Legbreaker:
To question one I have to say no. A weapon should already be zeroed by the individual using it. A weapon that is not zeroed (such as an enemies weapon just picked up from their body) will still be zeroed, just for the previous owner. An unzeroed weapon is a sure sign of an amateur.


As your example illustrates, you can aim with a non-zeroed weapon if you know it's idiosyncrasies and compensate.  Therefore aimed fire is still possible with a non-zeroed weapon, although it's probably not nearly as accurate as a properly-maintained weapon. I'll keep your objection in mind, but also it's evidentally a somewhat qualified one. ;)

quote:
To question 2 I believe that if you want the headaches that go with it...
Coolness Under Fire, while a great concept, proved to be near unworkable in practice which is why initiative was "dumbed down". I don't know how well it would work in a pbp situation though, but you're braver than I if you want to try it.


It seemed to work well enough when I first played T2K, but then that was over 20 years ago and my memory could have mellowed. I'll think more on this. It may work better in PbP because you have the time to keep track of things... Could be dicey in larger-scale combats.


Tony
This message was last edited by the GM at 16:33, Fri 28 Dec 2007.
Legbreaker
player, 11 posts
Fri 28 Dec 2007
at 15:50
  • msg #37

Re: OOC: Characters

I've used the 2.0 initiative system here on rpol in my own game without any problems. Having to keep track of how many hesitations and so forth have been taken, especially by NPCs would no doubt be a nightmare!

A weapon is always accurate. It's the user that's not....

I would say that you might want to apply a penalty that varies according to the condition of the weapon. In the case mentioned above, I would be inclined to apply -3 to the hit chance (low skilled characters at longer ranges might as well not bother). Adjusting the base range would have too much of an impact on the higher skilled characters.

Naturally the first shot would be an almost certain miss, so perhaps a -10 would be appropriate with one point take off for each subsequent aimed shot (until it got to -3). One the weapon had been repaired and properly zeroed, it would then function as normal.

Just tossing about some ideas here that I might end up making one of my house rules. Anyone want to comment?
helbent4
GM, 15 posts
aka Tony
Fri 28 Dec 2007
at 16:14
  • msg #38

Re: OOC: Characters

Legbreaker:
I've used the 2.0 initiative system here on rpol in my own game without any problems. Having to keep track of how many hesitations and so forth have been taken, especially by NPCs would no doubt be a nightmare!

A weapon is always accurate. It's the user that's not....

I would say that you might want to apply a penalty that varies according to the condition of the weapon. In the case mentioned above, I would be inclined to apply -3 to the hit chance (low skilled characters at longer ranges might as well not bother). Adjusting the base range would have too much of an impact on the higher skilled characters.

Naturally the first shot would be an almost certain miss, so perhaps a -10 would be appropriate with one point take off for each subsequent aimed shot (until it got to -3). One the weapon had been repaired and properly zeroed, it would then function as normal.

Just tossing about some ideas here that I might end up making one of my house rules. Anyone want to comment?


Andrew,

This sounds good to me. I would think that a minus to skill would be an effective mechanism in this case.

My above house rule (tripling the range increment) was intended to extend the rather short ranges that T2K weapons seem to have without overdoing it or being too complicated.

Also, after realising that you can't choose how many terms there are before the war, I cleaned up the above character creation note. Now, you get only 1 term in the CAR as a "Raider": the war (1996-2001).

Lastly, Rae alerted me that to him I seem to be posting as different characters. I seem to have sorted this out.


Tony
This message was last edited by the GM at 16:35, Fri 28 Dec 2007.
thefusilier
player, 6 posts
Sat 29 Dec 2007
at 08:51
  • msg #39

Re: OOC: Characters

I've got 21,000 to add to the pool for food, unit stores and maybe a vehicle.
jinnysong2
player, 6 posts
Sat 29 Dec 2007
at 09:40
  • msg #40

Re: OOC: Characters

I'll know what I can add to the pool once this answer is given...

Does a RCMP officer receive money per terms? The rule says 5000 per term for military enlisted... mentioning civies will have at least one term when they are drafted or whatever. Since I am not drafted and still serving, what is my money per term?

Also I can drive pretty good - wheeled vehicle anyways.
Legbreaker
player, 12 posts
Sat 29 Dec 2007
at 16:07
  • msg #41

Re: OOC: Characters

The short answer I'm sure is yes. It's not cash as such but represents the equipment, etc the character has picked up over the years.

Hopefully we won't be spending anything on a vehicle at this time. As previously mentioned, we've got 2D6 available and could get (as per the table) a LAV-25, M113A3 or even a 10 tonne truck (a bit excessive though for a small unit). Personally as long as we've got armour in some form, I'll be happy.
helbent4
GM, 16 posts
aka Tony
Sat 29 Dec 2007
at 17:02
  • msg #42

Re: OOC: Characters

jinnysong2:
I'll know what I can add to the pool once this answer is given...

Does a RCMP officer receive money per terms? The rule says 5000 per term for military enlisted... mentioning civies will have at least one term when they are drafted or whatever. Since I am not drafted and still serving, what is my money per term?

Also I can drive pretty good - wheeled vehicle anyways.


We'll go with 1 term for cash as a "civilian". Although RCMP are considered military (and take on a paramilitary role), this only happens in during the war.
helbent4
GM, 17 posts
aka Tony
Sat 29 Dec 2007
at 17:08
  • msg #43

Re: OOC: Characters

Legbreaker:
The short answer I'm sure is yes. It's not cash as such but represents the equipment, etc the character has picked up over the years.

Hopefully we won't be spending anything on a vehicle at this time. As previously mentioned, we've got 2D6 available and could get (as per the table) a LAV-25, M113A3 or even a 10 tonne truck (a bit excessive though for a small unit). Personally as long as we've got armour in some form, I'll be happy.


Group,

Your vehicle roll yielded a LAV-III Kodiak.

"This is the Canadian version of the Piranha Category III armored personnel carrier in 8x8 configuration. It is basically a LAV-25 with upgraded armor and electronics. The hull is longer and wider to accommodate more passengers and crew, and a more powerful engine is installed to cope with the added weight. The Kodiak is fitted with antilock brakes and is unlikely to skid during a fast stop or turn. The Kodiak is fitted with better night vision, an 8-ton capacity winch in the front, air conditioning, heating, arctic engine and fuel heating, and usually has frequency hopping radios. In addition, the Kodiak has a threat-warning receiver that alerts the crew when they are being targeted by enemy lasers or scanned by enemy radar."

Unfortunately, it has a Wear of 10. It's pretty beat up. But the motor pool swears it'll run, and they've kitted 'er out with whatever spares they had.

Doing some more reading, it's also not amphibious, although it can ford up to 1.5m.

(I was considering stripping out all the electronics, AC and heater to represent the worn-out nature, but that would be too cruel!)


Tony
This message was last edited by the GM at 17:22, Sat 29 Dec 2007.
Legbreaker
player, 13 posts
Sat 29 Dec 2007
at 17:09
  • msg #44

Re: OOC: Characters

How's Rae coming along with his character?

I nominate Jinny as driver. Now all we need is the worlds best mechanic and six months in a workshop with access to about three tonnes of replacement parts.

:(

Now I've taken a look at the vehicles stats, I think we're going to need at least a medium still. A motorbike or two for scouting could be handy also since the beast is likely to be broken down more than running.

Can it pull a 2 tonne trailer? (either US or Russian)


This message was last edited by the player at 17:28, Sat 29 Dec 2007.
helbent4
GM, 18 posts
aka Tony
Sat 29 Dec 2007
at 17:53
  • msg #45

Re: OOC: Characters

Legbreaker:
How's Rae coming along with his character?

I nominate Jinny as driver. Now all we need is the worlds best mechanic and six months in a workshop with access to about three tonnes of replacement parts.


Andrew,

Rae PM'd me yesterday with questions about finishing his character, so he's fully "engaged", as they say.

I don't see why the Kodiak wouldn't easily pull a 2-ton trailer, although realistically this should increase fuel use. You could also pull a tank trailer, or just "buy" an Iltis or "MILverado" to pull it for you.

The tank is filled with ethanol, which will get you 160 klicks range on the highway.

(It seems "Kodiak" name has been dropped as a name by General Dynamix in favour of the LAV-III when they bought out GM Canada, probably for marketing reasons, but for our purposes we can say this didn't happen.)

You're getting at least 2 NPCs (Signaller and Medic), and they can spare a gunner/mechanic as well. Edit Added: also, the Signaller/Medic can have useful skill sets.


Tony
This message was last edited by the GM at 18:08, Sat 29 Dec 2007.
thefusilier
player, 7 posts
Sat 29 Dec 2007
at 18:06
  • msg #46

Re: OOC: Characters

helbent4:
You're getting at least 2 NPCs (Signaller and Medic), and they can spare a gunner/mechanic as well.


I can handle the guns.

Edit - Wear value is 10 is too much for me. Mechanic would be nice.
This message was last edited by the player at 18:12, Sat 29 Dec 2007.
helbent4
GM, 19 posts
aka Tony
Sat 29 Dec 2007
at 18:14
  • msg #47

Re: OOC: Characters

thefusilier:
helbent4:
You're getting at least 2 NPCs (Signaller and Medic), and they can spare a gunner/mechanic as well.


I can handle the guns, and I've got a little bit of maintenance ability in me.


Technically, anyone with Autogun can handle the guns including the 25mm, although Heavy Guns would be needed to make use of the accuracy to the fullest.  (In this case, HG could also go off of AGL due to the power-assist.)

Jinny's character can drive the Kodiak, as the RCMP did utilise the Grizzly AVGP. (In real life, the good old Griz's are now being passed on to the RCMP and municipal forces, this process happened sooner for obvious reasons in T2K.)

Previously, the Canadian military carried out missions in the LAV's smaller, slower predecessor, the Grizzly.

"The LAV is like driving a Cadillac and before we were driving a K-car," said Parsons.


- London Free Press

http://lfpress.ca/cgi-bin/publ...rticles&s=wheels


Tony
thefusilier
player, 8 posts
Sat 29 Dec 2007
at 18:24
  • msg #48

Re: OOC: Characters

helbent4:
Technically, anyone with Autogun can handle the guns including the 25mm, although Heavy Guns would be needed to make use of the accuracy to the fullest.  (In this case, HG could also go off of AGL due to the power-assist.)


But autogun isn't penalize though is it? The book says autocannons are fired using either skill.
helbent4
GM, 20 posts
aka Tony
Sat 29 Dec 2007
at 18:54
  • msg #49

Re: OOC: Characters

thefusilier:
helbent4:
Technically, anyone with Autogun can handle the guns including the 25mm, although Heavy Guns would be needed to make use of the accuracy to the fullest.  (In this case, HG could also go off of AGL due to the power-assist.)


But autogun isn't penalize though is it? The book says autocannons are fired using either skill.


Brandon,

The thing is, with AF each shot in a burst is an Impossible roll to hit (1/4). I'm allowing a turn of Aiming to bump that up by one difficulty level for the first burst, but that's still not too good. HG would allow you to use semi-auto fire to really reach out and touch someone.


Tony
thefusilier
player, 9 posts
Sat 29 Dec 2007
at 19:17
  • msg #50

Re: OOC: Characters

helbent4:
Brandon,

The thing is, with AF each shot in a burst is an Impossible roll to hit (1/4). I'm allowing a turn of Aiming to bump that up by one difficulty level for the first burst, but that's still not too good. HG would allow you to use semi-auto fire to really reach out and touch someone.
Tony


I drop my autogun skill points and put them into heavygun then ok?
jinnysong2
player, 7 posts
Sat 29 Dec 2007
at 19:25
  • msg #51

Re: OOC: Characters

I think almost anything is better than an NPC on the guns. I think it'd be best if they (NPCs) were utilized a least amount possible... even a one as a medic is alot (although I know we do need one). Just saying you know?


I also think it'd be a good idea for us all to post our gear (minus the obvious stuff like helmets and rucksacks or whatever). It might make it easier to see what unit stores we need to try to purchase/acquire before starting off.
This message was last edited by the player at 19:34, Sat 29 Dec 2007.
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