order to produce new and specialized types of soldiers, Civilizations
have tried every kind of training program, brainwashing, synthetic
hormones, magical talismans, eugenic breeding systems, offerings
to obscure gods, exposure to alien radiation from alternate
dimensions, bio-mechanical enhancements, and frequent calls
to soldiers' mothers. Little do they realize, the easiest
way to produce better soldiers is just to spend a couple of
extra CP's on them.
most basic way to improve a soldier is to give him a Trooper
Performance Modification. These modifications do not
give a soldier any surprising new abilities, they just make
him a little better (or worse) at doing the things he is already
able to do. In general, these modifications should be
used to design a couple of new troop types rather than to
modify individual troops. If you set up your army so
that each of your fifty soldiers has slightly different abilities,
you will only succeed in driving yourself crazy trying to
remember all of them.
Moves Fast - For each additional +2" of
movement, the troop costs 1 additional CP.
Thick Hide - For each additional +2 points
of Armor, the troop costs 1 additional CP.
Unusual Skill - For each additional +2 points
of Skill, the troop costs 1 additional CP.
Schwarzeneggarian Strength - For each additional
+1 point of Power, the troop costs an additional 3 CP.
Close Combat Bonus - For each additional +2
points of CC bonus, the troop costs an additional 1 CP.
you are improving a troop and want to give it extra dice in
a certain statistic, remember that 1d6 is worth 3½
points, 1d10 is worth 5½ points, and 1d20 is worth
10½ points; and remember to always round up.
you want to get troops at a bargain price, you can go for
the 'slightly damaged goods' by giving them a few Performance
Sluggish - For each loss of -1" of movement,
the troop costs 1 less CP.
Bruises Easily - For each loss of -1 point
of Armor, the troop costs 1 less CP.
Butterfingers - For each loss of -1 point of
Skill, the troop costs 1 less CP.
Wussy and Weak - If the unit has zero Power
(it cannot walk or manipulate objects), its cost is reduced
by 5 CP.
Close Combat Penalty - For each loss of -1
points of CC ability, the troop costs 1 less CP.
cannot give a unit both a Performance Improvement and the
corresponding Performance Disimprovement. No matter
how many Performance Disimprovements a trooper has, he will
always cost a minimum of 2 CP.
most kinds of new troop types, you'll want to make a specific
description of the abilities that set them apart from the
common grunts. But some troops set themselves apart,
not by having any specific special abilities, but just by
being heroic and able to do amazing things in general.
super-soldiers (called 'Heroes') have the unusual ability
to perform Stupendous Feats. There are all kinds of
Stupendous Feats; these examples are only a few:
again (no automatic hits)
Grabbing hold of a passing vehicle/flyer
Punching a hole in a wall
Climbing sheer surfaces
Moving something big
Leaping great distances
Troubleshooting medical help for a fallen trooper
Fixing a vehicle
Throwing objects great distances
Moving terrain features
Inspiring large groups of Civilians to band together for
large-scale futile gestures
do not describe all possible Stupendous Feats because there
are any number of actions a Hero can attempt. So many
options exist that we leave it up to the players to think
of something silly for their Heroes to do. We like to
have our Heroes pick up vehicles and throw them at other vehicles.
Our Heroes do a lot of 400-Meter Leaps and Really Fast Commando
Crawling as well.
order for a Hero to perform a Stupendous Feat, the player
declares exactly what kind of feat he is trying to accomplish,
and then rolls 1d6. If his opponent wants the attempt
to fail (and he usually will), then he also rolls 1d6.
If the player attempting the feat rolls equal to or higher
than his opponent, then the feat succeeds. If the Feat
fails, the Hero suffers whatever fate would normally befall
someone who attempted such a thing. (Often, in our games,
we try to make sure that a Hero who fails an attempt at a
Stupendous Feat suffers the kind of fate that would befall
Homer Simpson if he attempted the same thing.) For instance,
if a Hero failed in his attempt to eat the World's Biggest
Hoagie, he would eat a large portion of it and then have bad
stomach pain and possibly hallucinations. If a Hero
failed in his attempt to make a standing long jump across
the Chasm of Grisly and Horrifying Death, then he would jump
partway across and then fall flailing into the Chasm, shrieking
like a little girl. If a Hero failed in his attempt
to make Minor Plumbing Repairs, he'd end up flooding the house
with the contents of the septic tank.
Feats can be as silly or stupid as the players desire (often
players think the whole Stupendous Feats idea is too stupid
and outlaw it entirely). A very serious game could be
played with very strict rules on which types of feats can
be performed, or players can choose to allow such things as
eating obstructions or drinking rivers dry. It usually
works best to imagine some role model for your range of Stupendous
Feats. In a more serious game, your Heroes might have
all the abilities of a Green Beret, a CIA Assassin, or an
Airborne Ranger. More commonly, we limit them to anything
you might expect to see in a typical action movie, giving
them the abilities of Rambo, James Bond, Jackie Chan, Conan
the Barbarian, or Xena: Warrior Princess. And every
now and then we set our sights a little higher, with the abilities
of Superman, or Zeus, or God. We leave the restrictions
on silliness to the players' taste, but suggest a high level
Hero can only perform a certain number of Stupendous Feats
per turn. For each Stupendous Feat a Hero can perform per
turn, he costs an additional +3 CP. However, he has to be
pretty amazing in general to be able to perform Stupendous
Feats in the first place, so you'll have to give him a bunch
of Performance Improvements. For each Stupendous Feat a Hero
can perform, he must cost a minimum of 12 CP.