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Selcinorhc Airyklav

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Thread replies: 29
Thread images: 15

File: Mission_Brief.png (212KB, 500x500px) Image search: [Google]
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Congratulations on becoming a low-ranking officer in the war! Right now, you'll only be in charge of six people.

The enemy has command over the river line. We've got a small encampment on the west side of Novice Street, but there are likely many enemies already there. Take out their base at the start of the bridge, and await further orders.

Don't worry, you're safely commanding them via radio a mile away. You're not in real danger, but that also means you only have as much information as your people on the field can gather.

I'm sure you'll get the hang of it in no time. Good luck out there.
>>
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On your turn, you have 5 commands. You can tell a target to move, and to take one of their possible actions (at any time before, during, or after their movement). This will usually be shooting a target, grenading, or healing.

Units may shoot at any target they can see, but if the target is behind cover or outside the unit's listed threat range, they'll do so with a penalty. Multiple penalties do stack.

- Scouts have good motion and range, and they're trained well enough in their rifles to have high accuracy, and even sometimes headshot. Their damage is middling though.
To command them to fire their rifle, declare a target and roll 5d5.
They'll automatically begin single-shot interception fire against enemies who walk through their threat range, and will automatically counter when fired upon.

- Troopers have high offense and defense, but less mobility than scouts. They'll miss a little more often, but they're spraying so many bullets it doesn't much matter.
To command them to fire their machine-gun, declare a target and roll 10d4.
They'll automatically begin 2-shot interception fire to any enemy walking through their range, and will automatically counter when fired upon.

- Medics are weak overall, but have doubled healing, can freely give their grenades to Scouts and Troopers, and can restock nearby Snipers who are out of ammo.
To command them to fire their pistol, declare a target and roll 5d5.
They can neither intercept enemies nor counter.

- Snipers have long range, and may sometimes instantly kill targets who aren't behind cover. Their ammo is limited, though, and their defense is nil.
To command them to fire their rifle, declare a target and roll 1d5.
They won't intercept enemies who walk through their range, but will counter when fired upon.

Conditional statements are your friends:
>If you run into someone along the way, stop moving and focus on them.
>If your health goes below 5, stop everything and heal
>Etc.
>>
File: Mission_1.png (223KB, 500x500px) Image search: [Google]
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You have two scouts, two troopers, a medic, and a sniper. Your current underlings and some information on them are as follows...

(First person to command them gives a name. Second person to command them can come up with their prior job before joining the military)

(Scout) Name: XXXX
Runner: +1 Movement when selected (up to max).
Coward: Refuses to enter enemy interception fire.

(Scout) Name: XXXX
Point blank: +1 to shots against targets within 1 space.
Sadist: When commanding this unit, roll 1d2. Failure: Refuses to headshot (crits become normal damage).

(Trooper): Name: XXXX
Protector: Takes damage in place of allies on the same space.

(Trooper) Name: XXXX
Jumpy: Immediately engages any new enemy he sees that is within range, ignoring other orders.

(Medic) Name: XXXX
Tenacious: Clings to life at 1HP on the first turn they would have been incapacitated (once per battle).
Asthmatic: When commanding this unit, roll 1d2. Failure: suffer -1 Movement.
*BEGINNING OF TURN 1*

>You hear some static over the radio, then a few voices quieting down.
"This is XXXX. Everyone's at the base, sir. What are your orders?"
Before you can say anything, another pipes up:
"I think I see an enemy medic just across the way. Yeah. In that little alley between the department stores."
You mark it down on your map, and begin giving issuing commands.
>>
>and the sniper arrived late because I forgot to copy-paste his traits with the others

- (Sniper) Name: XXXX
Vengeful: +1 to counterattacks.
Distracted: -1 to attacks if he shares the same space as an ally.


Units can go up to their listed "Move" in spaces with a single action. If the same unit is ordered to move again in the same turn, it is halved (rounding up).

e.g. You tell your medic to cover 5 spaces. If you give him/her a second order this turn, their max movement becomes 3 instead.
>>
Rolled 4, 5, 2, 2, 2 = 15 (5d5)

>>218768
Scout to I3, then J5. Fire at medic.
>>
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>>218802
>You spend 1 command getting your first scout out into the open.
I see an enemy!
>You order him up to fire at the medic.
>His Coward trait stops him from reaching J5, but he gets to J4.
Are you crazy? I'm not getting closer to that guy.

>4, 5, 2, 2, 2
(hit)(crit)(hit)(hit)(hit)
1+2+1+1+1
>Enemy medic at 2 out of 8 HP.

Got him in bad shape. He's still alive, but he ain't happy.
>>
Get a trooper to H2.
>>
File: Mission_1.png (233KB, 500x500px) Image search: [Google]
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>>219073
You got it, boss.
>He doesn't see anyone new or engage any enemies.
>>
Rolled 2 (1d5)

Send sniper Lateman to G2 and have him take out the trooper.
>>
File: Mission_1.png (238KB, 500x500px) Image search: [Google]
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You tell him to relieve you of the trooper.
>2
(miss)
You hear a shot, followed by a sigh.
Uh, I'll get him next time...
>Lateman has 2 bullets left.

1 command remaining until the enemy's turn.
>>
Rolled 2, 4, 2, 3, 4, 4, 1, 1, 4, 4 = 29 (10d4)

>>219755
Send the other trooper (Vassal) to B3 and prepare to return fire at the first threat that shoots you or your teammates.
>>
File: Mission_1.png (240KB, 500x500px) Image search: [Google]
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>Vassal spots a sniper in the northwest alley.Got a live one back here!
Looks like that's all we can do for now.

End of the allies' turn.

Start of enemies' turn...
>>
File: Mission_1.png (254KB, 500x500px) Image search: [Google]
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Command 1:
They're trying to get their medic out of there, but he's getting intercepted by our scout every step of the way.
>1, 4, 1, 5
(miss)(hit)(miss)(crit)
They couldn't make it out.
That's one down!

Command 2:
They're moving their trooper down into range and firing on our scout. He runs through two shots of our scout's intercepting fire getting closer.
>3, 1
(hit)(miss)
>Their trooper's at 14/15 HP

Their trooper unloads into him.
>3, 4, 3, 3, 3, 1, 3, 2, 4, 4
(hit)(hit)(hit)(hit)(hit)(miss)(hit)(hit)(hit)(hit)
>Our first scout is at 3/12 HP

Ugh, get away from me!
Our scout takes his counterattack.
>2, 4, 2, 1, 1
(hit)(hit)(hit)(miss)(miss)
>Their trooper's at 11/15

Command 3:
Their sniper in the northwest alley takes a shot at Vassal. He's just barely in range for a kill shot.
>1
(miss)
Vassal ducks down and hears the crack of a bullet whiz by. He's a little spooked, but unharmed.
>Northwest sniper at 2/3 ammo.

Command 4:
Unknown.

Command 5:
A second enemy sniper we couldn't see is running out from behind a wall, heading west from their camp. He's training his sights on our first trooper.
>4
(-1 due to being out of range)
>3
(hit)
Our trooper shrinks back only slightly as a powerful bullet flattens into the body armor over his chest.
I've felt worse.
>Eastern ally trooper at 9/15 HP.
>Northeast sniper at 2/3 ammo.

The enemies' first turn is over

The allies' second turn begins. You have five actions.
>>
Rolled 3, 1, 1, 3, 2, 4, 4, 2, 3, 4 = 27 (10d4)

The quest version of Frozen Synapse

Welp

>>220652
Trooper (Glacier, if he's unnamed), occupy I4 and engage enemy trooper. At the same time you get to protect the scout should the northeast sniper move to hit you.
>>
File: Mission_1.png (251KB, 500x500px) Image search: [Google]
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Command 1:
You tell Glacier that soldier's wounded badly, and before you can get another word out, he's already on the move. He eats two shots entering the enemy trooper's range.
>4, 4
(hit)(hit)
>Glacier is at 7/15 HP
He steadies his machine-gun, and sprays forward.
>3, 1, 1, 3, 2, 4, 4, 2, 3, 4
(hit)(miss)(miss)(hit)(hit)(hit)(hit)(hit)(hit)(hit)
>Enemy trooper at 3/15 HP

Before the trooper can counter, the hurt allied scout raises his rifle and joins in.
>1, 2, 2, 5, 3
(miss)(hit)(hit)(crit)(hit)
Peppered with bullets, the trooper drops to his knees and falls back, firing blindly into the sky.
>Enemy trooper defeated.

You hear the scout's voice over the radio.
Jeez, man. You just saved my ass.


When an enemy is within range of multiple threatening allies, others may join in on the attack at no cost.

It is good strategy to bunch up for offense, and spread thin for defense.


You have 4 more commands.
>>
>>220748
How true to VC is this? Can Snipers crossfire at you?
>>
>>220748
Sniper(dubbed Falco) shoot at sniper on I12.

roll 1d5
>>
Rolled 2 (1d5)

>>221245

sorry didnt roll correctly
>>
Rolled 3 (1d5)

>>221245
Rolling for this. Run up with Glacier after the shot.
>>
File: Mission_1.png (253KB, 500x500px) Image search: [Google]
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>>220753
They can't join in on team attacks, but they also can't fire at you just for walking through their threat range. They can counter if you attack them while in their range, though.

Another difference is ammo and health don't passively regenerate on their own.


>>221245
>>221580
>2 (-1: out of range)
>1
(miss)
>3 (-1: out of range)
>2
(miss)
>Falco is out of ammo.
Someone else comes on:
What the hell are you doing over there?

You have 2 more commands.
>>
>>221734
Glacier runs to G7.
>>
File: Mission_1.png (248KB, 500x500px) Image search: [Google]
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>Glacier's already moved this turn, so his movement is halved (from 4 to 2).
Just... a sec... chief...
>He gets to H5, but is too winded to go much farther.

You have 1 more command.
>>
>>222015
Medic(Jigsaw) moves to F3
>>
File: Mission_1.png (249KB, 500x500px) Image search: [Google]
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You tell the medic Jigsaw to get prepare to help, and to keep around the corner for now.
>1d2 for his Asthmatic trait
>1
(failure)
He sounds out of breath. Is it his first time seeing real combat?
It's nothing. I'm in position.

End of allies' 2nd turn.

Start of enemies' 2nd turn...
>>
File: Mission_1.png (282KB, 500x500px) Image search: [Google]
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Command 1:
An unseen scout from rank 8 steps into the western alleyway just long enough to fire on our trooper Vassal.
>4, 5, 3, 2, 3
(hit)(crit)(hit)(hit)(hit)
>Trooper Vassal has 9/15 HP.
He's out of Vassal's threat range, so doesn't get counterattacked. The scout uses the rest of his motion to disappear back between the buildings.
Where the hell did he come from?

Command 2:
The northwest sniper loads up to finish the job.
>3
(hit)
The bullet echoes loudly between the walls, and you hear a wince of pain.
>Trooper Vassel is at 3/15 HP.
>Northwest enemy sniper has 1 shot remaining.

Command 3:
Their brave sniper in the middle of the road goes for Falco.
>3
(hit)
Our sniper's down, sir!
Radio static.
I'll get you back... for this...
>Falco Lateman is at 0/6 HP.
>A medic will have to heal him before he's able to take action again.
>North central enemy sniper has 1 shot remaining.

Command 4:
A trooper rounds the corner from the enemy base.
>2, 4, 4, 3, 1, 3, 2, 1, 3, 1 (all -1: out of range)
(miss)(hit)(hit)(hit)(miss)(hit)(miss)(miss)(hit)(miss)
Hrk! Me too? I never shoulda come out here...
>Our first scout was finished off, from 3/12 to 0/12 HP.
Shit. We're out by two now!
The pot-shotting trooper vanishes back around the corner where no one has line of sight.

Command 5:
An enemy scout pops out from between the buildings again, likely the same one as before. This time he's on the east side.
>Glacier spots him just within range, and intercepts with a small burst.
>3, 4
(hit)(hit)
>The nimble scout takes the hits, going from full to 10/12 HP.
He takes cover where he is, ducking behind some barrels, and attacks Glacier.
>3, 1, 5, 4, 4
(hit)(miss)(crit)(hit)(hit)
>Trooper Glacier hurt from 7/15 to 2/15 HP.
Damn it all!
>Glacier counterattacks.
>1, 1, 2, 3, 3, 2, 2, 3, 2, 3 (all -1: target ducking behind cover)
>0, 0, 1, 2, 2, 1, 1, 2, 1, 2
(miss)(miss)(miss)(hit)(hit)(miss)(miss)(hit)(miss)(hit)
>The ducking alleyway scout is damaged from 10/12 to 6/12 HP.
Punk.

They can't have any men left back there. Those two snipers, the scout, and that trooper just now are probably it.
Pshh. Says who? That hunch of yours better not be wrong.
It's hard to tell exactly who is speaking, but you order them to keep up the reports.

End of 2nd turn.

The allies begin turn 3. You have 5 commands.


Summary post incoming.
>>
What's the tech level? WW1?
>>
File: Summary.png (85KB, 500x500px) Image search: [Google]
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Our second scout, XXXX, has yet to leave the base, so isn't shown on this image.

>Point blank: +1 to shots against targets within 1 space.
Sadist: When commanding this unit, roll 1d2. Failure: Refuses to headshot enemy targets (crits become normal damage).
>>
>>223774
Yes, around there.
>>
File: Mission_2.png (1MB, 1000x1000px) Image search: [Google]
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Past bump limit. Did people lose hope after that last round?

I think I'm mostly satisfied with the system, though a couple things might need balancing.

If anyone's interested, the second operation (pic related) would've involved going over the bridge to capture the base on the east side, including a quadrupled map size and a roof to snipe from.
Thread posts: 29
Thread images: 15


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