CRUD armies
From: kaladorn@m...
Date: Wed, 11 Sep 2002 22:51:27 -0400
Subject: CRUD armies
Ideas:
Roll leadership test to activate. Fail, don't activate.
Roll a 1 - enemy player may take action with your unit (not shoot
your own guys, but pretty much anything else - someone thinks they've
got an order to do something, and they're really lost)
Low mission motivation
Low quality in some cases
Low leadership in others
Technology being poorly maintained, whenever a piece of tech kit is
called on (GMS launcher, PIG, laser rifle, vehicle), roll Dx (x
determined by how bad the force is). On a roll of 2, the item is
malfunctional that round. On a 1, it is breaks down but good (depot
repair required). This can be annoying if you need that particular
item badly.
Position X percent of your forces, let the other player position the
remainder for game start.
There's some ideas..... (that don't involve the Ref necessarily
whacking into the fray himself by changing orders, which is quite
cool too)
(another neat effect for you RPG geeks is give all orders out written
in really crappy handwriting and making vague references to map grids
(which might or might not be on the map) and to towns (things like
"the town" - which one?) or giving all orders via a voice distorter
or static inducer.... "Say again Piper Two One. I read back: Mix the
<unprintable> and moo to elsie?" (Original: Fix the Truck and Move to
LZ))