Star Marine question - Escort missions and better equipment

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Star Marine question - Escort missions and better equipment

Postby Deathworks » Sat May 13, 2017 8:56 pm

Hello!

Reading through Star Marine, I have stumbled upon something that confuses me, namely escort missions. Or rather, the question of how many civilians are to be escorted in the mission as I can't find any advice on how many there should be. And in the same vein, I am wondering about the food supplies - are they trucks and if so, how many?

I take it that the civilians/supplies can also be targeted by enemy attacks (including things like the sniper), so I am wondering about the objective of escort missions - just having your team survive does sound a bit insufficient for me for succeeding in escorting a diplomat; shouldn't that be delivering the diplomat alive, escorting at least one civilian to safety (for those without civilians), escorting at least one truck (or whatever) to safety in the supplies run?

EDIT: And when/how can a character get better weapons? My squad only has one Auto-5 and most have only Auto-2, including the star, so I am wondering if there is a way to get an Auto-3 or better in between missions or something.

Yours,
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Re: Star Marine question - Escort missions and better equipm

Postby Mehman » Sun May 14, 2017 12:03 am

Here's what I would do:

How many civilians do you have? Use that many or less. Make one a Diplomat sometimes. To me, it's about creating a story using the rules as a framework. You have to put some ideas into it to get it to work.

The food supplies could be trucks. I mean, why not? They could be on forklifts even. Refer to the previous thought about how many there should be or, as in all things dice related, roll for how many there are. Rolling 1/2d6 for trucks would seem sufficient.

I would assume the objective is to escort whoever/whatever off the board or to a "safe zone" such as a landing pad or similar to where they leave the board. Game over. You win the princess' hand. Make sure she's not a goomba in disguise, though, because you'll have to do it all over again. Blast you, Mario!

In all THW games I own, I do this: if I have a weaker gun or subpar something like armour and want something new, I erase what's on the Character Journal and write in something new. You could make a mission about it or something. Say you win a mission against Pirates or whoever. You do a great job killing somebody, saving a squad mate, or rescuing all the prisoners/slaves. Everyone goes back to the home ship and your superiors decide to throw some more duties on you for the reward of doing such a great job. They also give you a shiny, new gun. There's your new Auto-whatever.

Remember, you won't break the game because there's always Obviously Dead. Hope that helps some.
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Re: Star Marine question - Escort missions and better equipm

Postby THW » Sun May 14, 2017 2:38 am

Deathworks wrote:Hello!

Here goes.

Reading through Star Marine, I have stumbled upon something that confuses me, namely escort missions. Or rather, the question of how many civilians are to be escorted in the mission as I can't find any advice on how many there should be. And in the same vein, I am wondering about the food supplies - are they trucks and if so, how many? ]You can pick as many as you want. It does specify one Diplomat. I would just use the Contact or Interaction Table found in the book - 1/2d6 Civilians. As for how many supplies and how you are getting them there that's free to decide. You could have your guys pack them in, bring a truck, your call. These are guideline Mission not specific scenarios with details. As Mehman suggests, use what you have as we don't like to dictate to you how many Civilians or vehicles you must have to play.y.

I take it that the civilians/supplies can also be targeted by enemy attacks (including things like the sniper), so I am wondering about the objective of escort missions - just having your team survive does sound a bit insufficient for me for succeeding in escorting a diplomat; shouldn't that be delivering the diplomat alive, escorting at least one civilian to safety (for those without civilians), escorting at least one truck (or whatever) to safety in the supplies run? That's the objective. If you are escorting someone and they die you failed. Technically you could say you survived as the objective, and we could have spelled it out in the objective section.

EDIT: And when/how can a character get better weapons? My squad only has one Auto-5 and most have only Auto-2, including the star, so I am wondering if there is a way to get an Auto-3 or better in between missions or something. You can't. You're a Marine and it's government issued. if you want your own weapon types you'd have to be a mercenary. You already have Exo armor. :D Hoep this helps.


FYI - Basic rule books like Star Marine, Star Navy, Nuts are NOT scenario books. They give you the guidelines and frameworks for missions. Supplements like Stalingrad Heroes all or 5150 First Contact give you specific Missions. Hope this makes sense.


Yours,
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Re: Star Marine question - Escort missions and better equipm

Postby BLACKSTAR » Sun May 14, 2017 3:23 am

"You wan't better weapons and armor? Tough luck Marine - go join the ISS if your gear isn't good enough for you - oh wait, they only take hardened veterans, not first tour pukes. You ought be thankful Mother Gaea provides you the gear she does...ungrateful whelp. Alright platoon, combat drop in 5..."
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Re: Star Marine question - Escort missions and better equipm

Postby Deathworks » Sun May 14, 2017 4:57 am

Hello!

Thank you for the answers. Survival is actually spelled out as the mission objective for escort missions - that is why I asked (^_^;;

As for weapons, I suppose if the squad leader gets killed and I get promoted, I might get a chance (1) to also get their gun.

There is one aspect I consider tweaking, though. Namely the lack of increasing Rep d6. As the rules are, you start out at the height of your skill and only can lose skill, not increase in it. While I can see the challenge idea, I don't like the thought that a green private is at least as skilled if not better than anyone with a few fights in their belt. And if I were to combine it with Urban Renewal, someone spending time as a civilian will be better skilled in than someone who spent that same time actually engaged in combat and on missions. I will have to figure out, how to balance that, though.

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Re: Star Marine question - Escort missions and better equipm

Postby EasyEight » Sun May 14, 2017 2:52 pm

Deathworks wrote:Hello!

Thank you for the answers. Survival is actually spelled out as the mission objective for escort missions - that is why I asked (^_^;;

As for weapons, I suppose if the squad leader gets killed and I get promoted, I might get a chance (1) to also get their gun.

There is one aspect I consider tweaking, though. Namely the lack of increasing Rep d6. As the rules are, you start out at the height of your skill and only can lose skill, not increase in it. While I can see the challenge idea, I don't like the thought that a green private is at least as skilled if not better than anyone with a few fights in their belt. And if I were to combine it with Urban Renewal, someone spending time as a civilian will be better skilled in than someone who spent that same time actually engaged in combat and on missions. I will have to figure out, how to balance that, though.

Yours,
Deathworks


1. Escort missions can be tough -- remember that in the real world, many of the combat missions soldiers in Afganistan experience today would be an Escort Mission -- escorting supply convoys, aid workers or other people between bases and villages, for example.

2. On page 9 under the Decreasing Rep rules it says, "RECOVERING LOST REP Can you recover any point of Rep that you lost? Yes you can and it‟s easy. At the end of any Mission where you did not gain any Decreasing Rep d6, your Rep increases by one point."

So in Star Marine, if you complete your mission and don't screw up and gain Decreasing Rep, your Rep goes up by one. But you could easily use Increasing Rep rules from Urban Renewal or Fringe Space -- or, consider each entry on the Fame Points table to equal 1d6 Increasing Rep.

Cheers!
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