Unit Rules
Starting
Skills & Attributes
Rather than generate separate character sheets for each member of your
unit, you simply generate one character sheet for your entire unit that
is representative of its members. Although I recommend drawing up names
and brief backgrounds for each of the members, this simply makes it easier
to roleplay the unit. A typical unit's Attribute mimimums/maximums are
the same as a human's, i.e. 2D minimum and 4D maximum in all Attributes.
This is because most units will be mainly comprised of humans and therefore
will represent the average case; obviously units that are primarily made
of a different race should have their Attribute minimums/maximums. Regardless
of race each unit may split 16 dice between it's Attributes. A unit may
have 2 specializations and may split 4D between skills. Typically a unit
should not be Force Sensitive. All other normal rules for character generation
apply, including the GM's discretion.
Units should come equipped with gear relevant to their mission profile,
e.g. an X-wing Squadron should come equipped with X-wings.
Special Members of a Unit
Certain members within a unit will be above the norm and will have a specific
role within the unit. These members include Medics, Commanding Officers,
Demolitions Officers, Marksmen, etc. These 'Special Members' may have
an extra 1D to spend on a skill or may have the Command skill. To determine
how many 'Special Members' your unit has refer to the table below (always
round the number of unit members down).
No. of Unit Members
|
No. of 'Special Members'
|
<5
|
1
|
10
|
2
|
15
|
3
|
20
|
4
|
25
|
5
|
30
|
6
|
31+
|
Approximately 1/5 of Unit Members
|
Special Members may only spend their extra dice
on skills that are relevant and helpful to the unit in performing its
role. Once you have chosen your skill make a note of it next to the name
of the 'Special Member'.
Improving a Unit's Skill/Attribute
Units spends character points to improve Skills and Attributes in the
normal fashion, however since there is more than one person in a unit
the cost of improving is multiplied by the number of unit members. So
if a unit of 30 troops (excluding 'Special Members') wishes to improve
their blaster skill from 3D+2 to 4D it will cost 90 character points.
Also, you may not upgrade unit members individually (except 'Special Members'),
so if the same unit of troops only had 60 character points they could
not improve their blaster skill. Units should not improve more than 2
skills per mission.
The same rules apply to buying skills and specializations.
Improving a 'Special Member'
'Special Members' may be improved individually using the unit's character
points, since these members are above the norm. Unlike the normal unit
members, 'Special Members' may improve up to 3 skills per mission. However,
if the 'Special Member's' unit improves a skill, then that member must
also improve that skill at the relevant character points cost.
'Special Members' may buy skills and specializations in the normal way,
just make a note of them next to the members name.
Example: Mike's unit of 10 troopers is made of 8 standard troopers
and two 'Special Members'. Mike chose to have a marksman (+1D to Blaster)
and a commander (the command skill) as his 'Special Members'. After two
missions Mike's unit has 60 character points to spend. He decides that
he wants to improve the unit's blaster skill, which is currently 3D (except
the marksman who has a blaster skill of 4D). Because Mike wishes to improve
the unit as a whole everyone is forced to improve that skill. To do this
he will need to spend 31 character points (Standard troopers (8x3)+Commander
(1x3)+Marksman (1x4)=31). Mike also decides that he wishes to improve
his commander's command skill, which is currently 3D+1. To do this it
will cost 3 character points. In all Mike has used up 34 character points
which will leave him with 26 character points for his unit's next mission.
Unit Casualties
Unfortunately people die, and being a member any sort of unit usually
doesn't help matters. If a member of the unit is killed, a fresh member,
at the GM's discretion, may replace them. Since the character sheet is
representative of the unit there should be no changes to the sheet. If
you're really unlucky and one of your 'Special Members' dies, they are
replaced by a standard unit member who may have an extra 1D in a skill
or may have the command skill.
Roleplaying Units Tips
1. Always have at least the number of unit members x 2.5 in character
points left over for your next mission. I guarantee you'll need them.
2. Remember that your unit members won't be as tough as your normal characters.
3. When improving skills concentrate on improving your unit as a whole
and not on 'Special Members' only.
4. When creating your unit consider carefully what it's role will be,
and choose skills which will help your unit fulfill that role.
5. 'Special Member's' skills should again be helpful in fulfilling the
unit's role.
6. Don't use your units as cannon fodder, it won't go down well with your
commanding officer.
7. Acquire as much equipment for your unit that you can.
|
|
|
|