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Re: Crew Quality Rules (Full Grunt)

From: Tony Wilkinson <twilko@o...>
Date: Tue, 12 May 1998 01:37:25 +0100
Subject: Re: Crew Quality Rules (Full Grunt)


	On the whole, I like. Most useful for campaigns I guess but
could be used
in one off games in the same way as aces and turkeys from MT.

	Once fleets have been worked out both players then roll for crew
and
leader capabilities.
	ROLL	Quality Captaincy	Admiral
	1	Green		Level 3 Level 3
	2-5	Regular Level 2 Level 2
	6	Veteran Level 1 Level 1

	For a Campaign you need some system that is simple that allows
crews and
captains to improve over time.

	All ships leaving construction yards are considered Yellow until
they
complete a 4 week shake-down cruise (this accounts for gremlins in the
ships systems). Once this is complete the crew is rated Green. A player
may
use a higher quality crew by transferring all the crew from a higher
rated
ship of the same Mass to the new vessel. To do this the higher rated
ship
must be at the dockyards where the new ship is built. The crew will
still
rate as Yellow until the end of the shake down cruise and will then
resume
its actual status.
	All crews/ships accumulate experience points at the rate of 1
point for
every 6 rounds of combat they survive. They gain an extra point if the
battle is won and lose a point if the battle is lost (most battles of
around 2000 pts per side in my experience don't last more than 18
turns).
These points are permenant to the crew. Also after the battle each crew
rolls a dice and adds it to their experience points for that turn only.
Crews with level 3 captains roll a d4, level 2 captains a d6 and level 3
captians a d8 (this is the officers and petty officers pushing the men
through drills and exercises to ensure things go more smoothly the next
time).
	Crews need a certain number of points, including dice rolls
after battles,
to advance to the next level. If the dice roll takes them into the next
level then they are upgraded and start to accumulate experience anew.
	Yellow crews need 25 pts to goto Green,
	Green crews need 50 pts to goto Regular,
	Regular crews need 100 pts to goto Veteran,
	Veteran crews need 200 pts to goto Elite.

	Captains also advance with all new captains starting as level 3.
Captains
gain 1 point for each enemy they destroy plus 1 point for each row of
damage their ship loses and survives. Captains lose 5 points for the
destruction of their ship. If a ship is boarded roll a d6. 1 the captain
is
court martialed and cashiered, 2-5 returns to duty loses 1 point, 6
returns
to duty and gains 2 pts (he has learned a lesson and won't do it again).
Once a captain reaches enough points to advance roll a d4. On a 1 stays
at
this level permenantly no further rolls, 2-3 roll again each time
captain
earns more experience pts (once for each battle not once for each
point), 4
captain advances to next level.  
	Level 3 captains need 15 pts (and must pass die roll)
	Level 2 captains need 35 pts (and must pass die roll)

	When a new admiral is needed randomly which captain is to be
promoted
(leaving out those that were promoted this turn). Admirals keep the
level
they had as captains and do not advance. An admiral can command no less
than 15 ships unless he is designated as a Comodore. Each Admiral may
have
one Commodore as his 2IC. If the Admiral is killed then the Commodore
immediately takes his place and is promoted to Admiral after the battle.
	Officers are marked on ship record cards and are subject to
threshold
checks but always fail on a 6 no matter how many checks the ship has
made.
Officers that fail checks are rerolled after the battle. on a d10, 1-4
dead, 5-7 minor wounds returns to duty after d6 weeks, major wounds
returns
to duty after d10 months except that a roll of 1 indicates that the
officer
is too badly injured to take up active duty and is retired or given a
desk
job.
	Admirals can be retired. A retirement rattempt can only be made
if the
captain loses a battle with either nil loses or >75% loses. Roll a d10,
1-7
your stuck with him, 8-10 court martial has found him guilty of
imcompetence/cowardice and is retired.

	If a ship is destroyed roll a d10, 1-4 all the crew survive and
may be
rescued, 5-7 half the crew survives and may be tranfered to a ship of
half
the Mass of the original or combined with another half crew of the same
quality to make a crew for a ship equal to half the sum of the original
ship Masses, 8-10 majority of the crew is killed and has no real effect
on
ship quality if rescued and reassigned. If the ship explodes add one to
this dice roll for each damage point over that which was need for the
ship
to be destroyed.

	If you work out something similar for generals (battlion
commanders) in
Dirtside that will be great. If running a campaign make admirals and
generals subject to assisination attempts.

	Tony.
	twilko@ozemail.com.au

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