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Wing and Sword: a d20 Modern military campaign [METAGAME]
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<blockquote data-quote="The Shaman" data-source="post: 1964139" data-attributes="member: 26473"><p>This is as good a time as any to give you a brief look at the platoon structure of the 1er REP.</p><p></p><p>The platoon consists of three sections (squads). The section is broken down into two groups (fire teams), the LMG team and the assault (<em>choc</em>, 'shock') team. The LMG team consists of a team leader (<em>caporal-chef</em>, 'corporal'), gunner (<em>tireur</em>), ammo carrier (<em>pourvoyeur</em>), and a rifleman (<em>grenadier-voltigeur</em>). The team leader carries a MAT-49 SMG, the gunner the AAT-52 LMG, and the others the MAS-49/56 rifle. The assault team consists of a team leader and three <em>grenadier-voltiguers</em>, all armed with MAT-49s. The section leader (<em>chef de groupe</em>) is a sergeant who is accompanied by a radioman (who is literally called the 'radio').</p><p></p><p>Three sections plus an HQ section consisting of the platoon leader (usually a lieutenant), platoon sergeant (sergeant or warrant officer, <em>adjutant</em>), 'radio,' <em>tireur</em>, <em>pourvoyeur</em>, and <em>grenadier-voltigeur</em> make up a platoon.</p><p></p><p>Now as far as being the commo guy: I wrote first two adventures around the idea that the four characters are the <em>grenadier-voltigeurs</em> in a section assault team. Your character could definitely be the section radio instead, however. Bear in mind that you will need to be glued to the sergeant's hip - I can definitely make the encounters work this way, so that's not an issue for me, but it may cut into some of your personal heroics while providing interesting opportunities for roleplay. Are you up for that?</p><p></p><p>Good point, <strong>Barak</strong> - I think of the player characters as 'nascent heroes,' a full cut-above the unwashed masses in terms of <u>potential</u> but with a steep hill to climb before they fully realize that promise.</p><p></p><p>In this case, your characters are about to make their final training jump, and I don't think I'll be giving away too many details if I mention that there's a better than average chance it will also be their first combat jump as well. They have completed the training that <strong>знаток</strong> describes - hence the required rank in Jump - but there is still a difference between a practice jump and the real deal. The margin of error is a little greater, though not overwhelming IMHO, particularly by d20 game standards. (There are more dangerous CR 2 traps in the 3.5 <em>DMG</em> than these paradrop rules.)</p><p></p><p>Coming back to the idea of class-based mechanics, in all likelihood by the time you make your second combat jump, you characters will have added at least a level, maybe two, meaning possibly more ranks in Jump, a better Reflex save, and possibly an attribute bump, further reducing the risk of a hard landing and an injury - and if the worst happens, you have a more hit points. And as always, Action Points are your friend...</p><p></p><p>We'll try it out and see how it works - if necessary, I'm more than happy to make an adjustment on the fly. Based on my playtests, I don't anticipate any serious problems.</p><p></p><p>As an aside, I do have you all thinking about it, which is what your characters would be doing as well, so I've achieved at least one of my goals already... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Yes, Normand has a +1 to his Cool checks for the Athlete starting occupation.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 1964139, member: 26473"] This is as good a time as any to give you a brief look at the platoon structure of the 1er REP. The platoon consists of three sections (squads). The section is broken down into two groups (fire teams), the LMG team and the assault ([i]choc[/i], 'shock') team. The LMG team consists of a team leader ([i]caporal-chef[/i], 'corporal'), gunner ([i]tireur[/i]), ammo carrier ([i]pourvoyeur[/i]), and a rifleman ([i]grenadier-voltigeur[/i]). The team leader carries a MAT-49 SMG, the gunner the AAT-52 LMG, and the others the MAS-49/56 rifle. The assault team consists of a team leader and three [i]grenadier-voltiguers[/i], all armed with MAT-49s. The section leader ([i]chef de groupe[/i]) is a sergeant who is accompanied by a radioman (who is literally called the 'radio'). Three sections plus an HQ section consisting of the platoon leader (usually a lieutenant), platoon sergeant (sergeant or warrant officer, [i]adjutant[/i]), 'radio,' [i]tireur[/i], [i]pourvoyeur[/i], and [i]grenadier-voltigeur[/i] make up a platoon. Now as far as being the commo guy: I wrote first two adventures around the idea that the four characters are the [i]grenadier-voltigeurs[/i] in a section assault team. Your character could definitely be the section radio instead, however. Bear in mind that you will need to be glued to the sergeant's hip - I can definitely make the encounters work this way, so that's not an issue for me, but it may cut into some of your personal heroics while providing interesting opportunities for roleplay. Are you up for that? Good point, [b]Barak[/b] - I think of the player characters as 'nascent heroes,' a full cut-above the unwashed masses in terms of [u]potential[/u] but with a steep hill to climb before they fully realize that promise. In this case, your characters are about to make their final training jump, and I don't think I'll be giving away too many details if I mention that there's a better than average chance it will also be their first combat jump as well. They have completed the training that [b]знаток[/b] describes - hence the required rank in Jump - but there is still a difference between a practice jump and the real deal. The margin of error is a little greater, though not overwhelming IMHO, particularly by d20 game standards. (There are more dangerous CR 2 traps in the 3.5 [i]DMG[/i] than these paradrop rules.) Coming back to the idea of class-based mechanics, in all likelihood by the time you make your second combat jump, you characters will have added at least a level, maybe two, meaning possibly more ranks in Jump, a better Reflex save, and possibly an attribute bump, further reducing the risk of a hard landing and an injury - and if the worst happens, you have a more hit points. And as always, Action Points are your friend... We'll try it out and see how it works - if necessary, I'm more than happy to make an adjustment on the fly. Based on my playtests, I don't anticipate any serious problems. As an aside, I do have you all thinking about it, which is what your characters would be doing as well, so I've achieved at least one of my goals already... :] Yes, Normand has a +1 to his Cool checks for the Athlete starting occupation. [/QUOTE]
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Wing and Sword: a d20 Modern military campaign [METAGAME]
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