Author Topic: Focht War College Gunslinger Program Rules?  (Read 2303 times)

Dulahan

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Focht War College Gunslinger Program Rules?
« on: 16 August 2016, 09:38:40 »
Is there a Time of War rules somewhere for the Focht Academy "Gunslinger" program (as a lifepath) described in "Field Manual: Comstar" somewhere?  Perhaps Era Report 3062?

And even more, for the Focht Academy leading into the Jihad in general?

Or at least has someone done the conversions from the old system to Time of War?

Maelwys

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Re: Focht War College Gunslinger Program Rules?
« Reply #1 on: 16 August 2016, 10:13:56 »
All of the various Academies were reduced to the generic academy lifepaths in ATOW. That includes the Focht Academy. So your best bet is to use that...I suppose you could set some minimums, or force them to buy a SPA, but that might be a bit tough.

I didn't see any specifics for the Gunslinger program in the ER2750 either, so I think the basic Academy is probably your best bet.

Dulahan

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Re: Focht War College Gunslinger Program Rules?
« Reply #2 on: 16 August 2016, 12:15:47 »
Might just need to be represented by free XP.  Since it's supposed to be an advanced program that takes a full year to get through on top of the normal university and OCS.

theagent

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Re: Focht War College Gunslinger Program Rules?
« Reply #3 on: 16 August 2016, 16:23:23 »
Well, one of my longstanding side projects has been trying to "recreate" the specific programs from the various colleges, universities & academies, based on their MW2/MW3/CBT:RPG stats to fit into AToW... along with a lot of other side projects (i.e. fully-developed production database, a reworking of the old fan-created "MechList", etc.).

This, however, is one of the easiest ones to modify:
Gunslinger Program
  • Admission is limited to cadets at the Focht War College (FWC opened in 3060, but the Gunslinger course was not available until 3062) or members of the SLDF.
  • Cost:  Player has the option (depending on GM's decision) of either adding 70 XP to the normal path cost, or allocating 70 XP from their Flexible XP pool to cover the cost
  • Time:  Add 1 year to the time needed to complete the path.
  • Add +30 XP to Gunnery/'Mech or Piloting/'Mech (choose one).
  • Choose one (1) specialization (cost of 20 XP) for Gunnery/'Mech:  Artillery Weapons, Ballistic Weapons, Energy Weapons, or Missile Weapons.
  • Choose one (1) specialization (cost of 20 XP) for Piloting/'Mech:  Light, Medium, Heavy, Assault, Jump-Capable, or Quad.
  • Note:  This is almost certainly identical to the original Gunslinger program that the old SLDF developed in response to the "duels" their pilots had with the DCMS after the Reunification War.  If your AToW campaign is taking place between the Reunification War and Amaris Coup, it would be available to SLDF personnel, provided they were assigned to a unit stationed within the Draconis Combine theater.

Dulahan

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Re: Focht War College Gunslinger Program Rules?
« Reply #4 on: 16 August 2016, 16:34:45 »
Awesome!  Thank you.

Though on the identical thing, well... given the skills it gives, you're certainly right.  Though it is specifically called out as studying the style of One on One combat favored by the Clans.  (which, arguably, was inspired by the original Gunslinger program)

I'd also be curious to see your full Focht War College Comstar writeup!  Since I'm pondering a character who is part of the Comguard, then did the Gunslinger program (And OCS, just because)

theagent

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Re: Focht War College Gunslinger Program Rules?
« Reply #5 on: 25 August 2016, 17:26:47 »
Sorry it took a bit.  I lucked out in that most of the MW2 stuff (like the stuff from FM: Comstar) had been converted to MW3/CBT:RPG standards & published in Classic BattleTech Companion.  It's a lot easier to convert from a Life Path to a Module.

Anyway, this hopefully covers the Focht War College for its entire history (although the later post-Fortress stuff may be a bit off)...

Focht War College
Originally planned to supplement the Sol System training facilities, Comstar found itself needing a dedicated training academy when the Word of Blake captured Terra in 3058. First opening in October 3060 on Tukkayid, the facility was a joint venture between Comstar and the Second Star League.  However, the facility was temporarily closed after Blakist forces nuked the planet at the start of the Jihad (which also destroyed most of the SLDF's forces), & the Ghost Bear annexation of the planet forced the facility's relocation to Kentares IV. Initially reopening in 3081 as a joint AFFS/Republic facility, it was open to all signatories of the Republic Formation Treaty. Unfortunately, the institution of the Fortress
Protocol cut off the Republic from these trainees, although the Federated Suns would continue to benefit from them.

Module Cost: 830 XP + Field Costs.
Prerequisites: In addition to the standard Military Academy prerequisites, the following restrictions apply:
 -- All characters must have iNT 4+, WIL 4+, and BOD 3+ at the end of character creation.
 -- Between 3060 and 3070, the facility is open to any Inner Sphere or Clan Nova Cat affiliations (including Periphery affiliations). However, characters must designate if they will be entering service with the SLDF or the Com Guards, and must swear to serve at least 5 years with that
group (double if they choose Officer training). For Com Guards service, it is recommended that they select Comstar Service next (as it last 5 years); SLDF personnel & Com Guards characters that want a more action-oriented history will need to either start in the appropriate service or take two (2) Tours of Duty before they can leave service.  Officers will need 2 stints of Comstar Service, or 3 Tours of Duty, before they can discharge that obligation.
 -- From 3081 to 3133, the facility is open to any affiliation that Signed the Republic Formation Treaty. Graduates may choose to serve with the Republic's forces, or return to their own nations' armed forces.
 -- After 3133, the facility is only open to Federated Suns affiliation characters.
 
Automatic: [Attributes] STR (+50 XP), BOD (+100 XP), RFL (+125 XP), wu (+100 XP); {Traits] Equipped (+100 XP), Rank (+200 XP); [Skillsl Interest/special (+15 XP), Leadership (+15 XP), Melee Weapons (+15 XP), Protocol/special (+15 XP); [Flexible XP] (+100 XP)
 -- 3060 to 3070: Interest/Com Guards or Star League History, Protocol/Comstar or Star league.
 -- 3081 to 3133: Interest/Republic of the Sphere, Federated Suns or Terran History, Protocol/Republic of the Sphere or Federated Suns
 -- 3133 onward: Interest/any History, Protocol/Federated Suns
Fields:
 -- Basic (+1 year): Basic Training, Basic Training (Naval). Each skill gets an additional +10 XP (+40 XP total per skill), which will increase the field cost.
 -- Advanced (+2 years): Analysis, Cavalry, Infantry, Marine, Mechwarior, Pilot/Aerospace  (Combat), Pilot/Aircraft (Combat), Pilot/Aerospace (Specialist), Piiot/DropShip, Scout, Ship's Crew.
 -- Special (+2 years): Infantry/Anti-'Mech, Pilot/Battle Armor, Piiot/JumpShip, Special Forces
Optional: Gunslinger Program
 -- Add +1 year to the module time.
 -- Program Cost: 450 XP
     -- Can also be added onto a Stage 4- module [usually a Tour of Duty or other military module). The time & XP costs are the same, but is limited:
     -- From 3060 to 3070, it is only available to characters in the Com Guards or SLDF.
     -- From 3081 to 3133, it is available to characters that would normally be allowed to attend the Academy.
     -- From 3133 onward, it is only available to characters in the AFFS.
     -- In all cases, the standard INT 4+, WIL 4+, & BOD 3+ minimums apply.
 -- Automatic: [Attributes] RFL (+50 XP); [Traits] Connections (+200 XP), Reputation (+100 XP); [Skills] Perception (+30 XP), Strategy (+10 XP), Tactics/BattieMech (+20 XP), pick 1 specialization for Gunnery/BattleMech (costs 20 XP), pick 1 specialization for Piloting/BattleMech (costs 20 XP)
(This is a slight rework)

You may have noticed a new field up there.  MW3 & AT2 added a couple of Specialist options to the Aerospace & Aircraft Pilots.  It was a little harder to convert, but here's my take on it:

Pilot/Aerospace (Specialist)
Add Tactics/Air and Tactics/Air Support (yes, that's a new skill). to the list of field skills. Gunnery/Aerospace counts as two skill
selections, so is awarded XP twice (the original version had Bombing as a skill, but per AToW Companion that converts to Gunnery/Aerospace or Aircraft). Select skills as standard, but 2 skill gets +50 XP and 4 skills only get  +20 XP (player's choice); the remaining skills get +30 XP as normal. The +6 XP/skill 'rebate' rule still  applies. (Yes, this means that theoretically someone could exit Stage 3 with Gunnery/Aerospace at +100 XP, & only need another 20 XP to hit Level 4; but that also means they have 4 other skills that are starting out at +20 XP/Level 0])


 

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