Light Armor Infantry upgrades (12/06/2007)

Hey, I still need to get the weapons put onto a page.....

okay, okay...


BlackshirtRulespage1.jpg


These will be bundled into an easy to use PDF format, and I'd appreciate it if people give it a run through and then get back to me.
 
This would start sounding more like the Psi-Cops from Bab 5, but what if these forces were gathered from the "rejects" of the initial SICON testing before assignment to training? These could be very low-level Psi-talented personnel that somehow can elevate the main SICON officer where he collects their latent powers together and he becomes a focal point for their use? Just food for thought (or thought for a weapon, lol).
 
BuShips, these aren't Hogan's Heroes or the Dirty Dozen.... these guys aren't supposed to be throw away troops.

Think along the lines of the Inquisition from 40K...with SICON Agents being the Inquisitor and the Blackshirts being their warband...
 
Hiromoon,

I think BuShips was referencing "rejects" in the sense they aren't up to passing grade but they are close. I could be wrong but that doesn't equate to comedic or stupid. :wink:

Psi-Corps low levels were not stupid, just resourced appropriately. 8)
 
Actually, Elvis...

Dirty Dozen took rejects... Hogans heroes had rejects in a different form (Not talking about Odd Ball btw).
 
Hiromoon said:
Hi folks, this is me with only four hours of sleep. :oops:
I'm at the same level of sleep (or lack thereof), and being older it means I'm just in silly land right now.

I have now idea how I figured out you meant something else and then pulled pictures to clarify. Get some sleep and re-read what BuShips wrote. He's got a good idea there. Instead of "rejects" think lesser telepaths...or...Jedi that have low midiclorean levels. :oops:

It's time for me to get in a car and drive 20 miles home! :shock:
 
Man, I'm sorry to have stolen any beauty sleep from either of the two of you :lol:. Yeah, EiC has it about right. These recruits had "some" talent during initial testing (see first movie :idea:), but were considered as not the level of potential that SICON wanted. Later, a very few of the batch that SICON did keep showed some ability to harness the latent abilities in low-Psi personnel within a certain radius. Although considered to be nothing like the Arachnid's full network range of communication with its Host units, the limited ability of some Humans to establish a network allowed SICON to consider formation of a few special units. For one addition, it might enhance the SICON unit leader's own talents, maybe giving him a sort of "psychic dodge roll" when losing a rupture event. Maybe it could be said that in a situation where he himself is not in range to do some action but a member of his team is however, using a variant of Suggestion he could transfer some of his own power to that individual for a turn so that an added flexibility is gained that he would otherwise not have. At least the options are interesting to mull over. The SICON agent of course would not be able to stop the tag of "Bug Brain" (a play on Brain Bug) or even "Big, Fat Smart Butt" :roll: :lol:.
 
Hiromoon said:
Nah, I'm running with normal folks for Black Shirts..

You're no fun. No, not any fun at all... :lol: OK, you old stick-in-the mud. Just remember, those black garments absorb a lot of solar radiation and there are a lot of bug planets with lots of sunshine, heh :roll:.

P.S. You need to watch a lot more Babylon 5. :wink:
 
Finished testing the LAMI specials. Pair of flamers works well as usuall, giving the squad tremendous firepower, although it also forces the squad to approach the enemy. That usually means quick and painfull end to the LAMIs, making it a kind of suicide choice.
Triple Thud is fairly balanced, although being a pack weapon I'd advice to giving a pair to a single squad per platoon for a kind of heavy support against heavier bugs.
Shredder is all but pointless for the LAMI, single extra dice simply dissapears within the fistfulls already rolled. Imo not worth the points in this setting ^^

A word for the bug players: Ripplers taken against unsuspecting LAMIs spell massacre. Good thing my natural born paranoia makes me usually buy the Falcons :)

As for the XP I was talking about: system seems to work. Although it allows to create pretty strong squads fairly quickly, they also get very expensive as fast (think 450 pts for a 10-strong LAMI squad w/2 snipers and armourer trait).

Human, Skinnie and Forth gain XP per squad/model w/independent trait. Arachnids gain XP for Brains, Tankers, Mantis, Infiltrator and Plasma bugs only, rest is simply expendable meat. Models captured by control bugs retain their skills and can be used by Arachnids in future battles, although do not gain any experience - as we all know zombie troopers are unable to learn anything.

XP gained depends on size of the battle and winning/losing:
1 XP per:

100 pts of enemy force if won the battle
150 pts if battle drawn
200 pts if lost the battle.

XP can be spend in the following way (effect, then XP cost/unit value change) and no effect can be taken more than twice:

a) lower unit's Save by 1 point (ie from 4+ to 3+, save can be lowered to 1+ or lower but will still fail on the roll of "1") - 15 XP/+10%
b) lower unit's Dodge by 1 point - 20 XP/+15%
c) raise own Target value by 1 point - 25 XP/+20%
d) raise own Kill value by 1 point - 30XP/+25%
e) lower enemy Target and Kill values by 1, both in range and melee combat - 25XP/+20% (messing with damage results in confusion about number of dices for LZ weapons)
f) skills/talents/trainings can be bought (withing the usuall restrictions) for the whole squad - cost in XP equals the trait cost, while the trait value is added to squads value (after multiplying for already owned upgrades)

Unit value is risen from the current one rounding up, ie.
Squad worth 220 pts takes upgrade e), thus changing its value to:
220 + (0,2x220 = 44) = 264 pts.
After the next battle upgrade a) is chosen, changing the value to:
264 + (0,1 x 264 = 26,4 = 27 pts) = 291 pts.

To simplify bolstering ranks and bookkeeping:

Recruits up to number of surviving models can be added without penalty. For every multiple of that number squad loses 1 upgrade, ie:
Squad numbering 2 survivors can absorb up to 2 recruits without any penalty, 3-4 recruits losing one of previously earned upgrades, 5-6 recruits losing 2 upgrades and so on.
Squad can also be kept below full strengh, reducing it's value acordingly. Special and heavy weapons can be kept (ie. are scavenged from other own dead or salvaged during retreat).

Promoting units (so far MI only, don't know a thing about Skinnie/Forth command, so can't substitute any rules for them)

Following chain of promotion is kept:

Private -> Corporal -> Sergeant -> NCO -> Lieutnant -> Captain

After each battle:

One unit per squad can be promoted by one step, up to sergeant.
One sergeant per platoon can be promoted to NCO
One model per platoon already having the rank of an NCO can be promoted to Lieutnant
One Lieutnant/4 platoons can be promoted to Captain

Adjust promoted model's value accordingly. Usuall restrictions to the number of officers are to be remembered. Also when selecting units for the battle officers can only be used if at least one squad from their platoon is used aswell.
This allows to regenerate company command structure over time, while keeping the temporary commotion resulting from instantenous losing of the entire command cadre.

Wow, I've just realised that after writing it all in an orderly fashion instead of group of criss-crossed pencil notes on the margins of odd army lists it looks more scientific and scary than it is in practice :D Still do let me know how does it look and if I haven't forgotten to write something important ^^
 
mutantpoo said:
But what of the lowly movie morita with SHOTGUN ? Bugshot just doen't translate well into it.
Even though everyone already knows this, but the LAMI have the fletchete rounds. Oh and as for Buships black shirt comment, stick with the forest green or purple(someone should know what I'm talking about).
 
Flechette's grenade, not shotgun.

Maybe d6+1, 7", squad, replaces grenade launcher for free, or 8" for +1 pt/model?
 
Makoto said:
Flechette's grenade, not shotgun.

Maybe d6+1, 7", squad, replaces grenade launcher for free, or 8" for +1 pt/model?
No it doesnt but its rounds spray metal at your enemies eh? I know nousing!

:lol: I was actually thinking of using PR-201-a PRISM and the TW-303-A for my next conversion: Stryker specialist Infantry(working title).
 
Another working idea is to enable frag grenades for LAMIs. They become a very powerfull infantry then, but as the downside they also become very expensive units, while retaining fragility.
 
Makoto said:
Another working idea is to enable frag grenades for LAMIs. They become a very powerfull infantry then, but as the downside they also become very expensive units, while retaining fragility.
Would put all those frag grenades I gave my lami to use
 
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