Author Topic: Strike Force: New RPG system!  (Read 33419 times)

Kell

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Strike Force: New RPG system!
« on: 09 February 2011, 11:16:21 »
Hey guys, it's Kellhound01 back with a new version of Strike Force. If you are new to Strike Force, it is a homemade role playing pilot system that I have been testing and trying to perfect for the past year and a half. It involves creating pilots, using a very easy point system that allows you to customize each pilot with abilities and skills.

Strike Force Version 2.0 includes a new Ability Tree system, Lowered Skill costs, New Abilities and alterations to some old ones. Also Random Pilot Roll tables for Class, Skills and Abilities. New rules and variations of game play are also included.

If you haven't checked out Strike Force yet I urge you to, it adds a great new flare to Battleforce or Quickstrike.


Would love to hear back on what you all think of the Strike Force System.

Strike Force Handbook:
http://dl.dropbox.com/u/9027821/Strike%20Force%20Handbook%20V%202.0.pdf
Attached are the various Card Templates used in Strike Force.

« Last Edit: 05 October 2011, 07:40:13 by Kell »

Kell

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Re: Strike Force: New RPG system!
« Reply #1 on: 09 February 2011, 12:45:51 »
Here are some units from around the Sphere that I have put together using mech's that will be included in the new Battletech Introductory Box Set, for easy and quick action. Enjoy:)

1st Davion Guards ( Federated Suns)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/1st%20Davion%20Guards.pdf

Knights of the Inner Sphere ( Free Worlds League)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/Knights%20of%20the%20Inner%20Sphere.pdf

2nd Sword of Light ( Draconis Combine)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/2nd%20Sword%20of%20Light.pdf

Death Commandos ( Capellan Confederation)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/Capellan%20Death%20Commandos.pdf

10th Lyran Guards ( Lyran Commonwealth)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/10th%20Lyran%20Guards.pdf


Below are Battleforce and Quickstrike Templates in Microsoft Word format.
« Last Edit: 04 March 2011, 17:43:28 by Kell »

Drufause

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Re: Strike Force: New RPG system!
« Reply #2 on: 09 February 2011, 13:10:06 »
Nice i want to find someone to try this out with.
Combat Command Counters Thread
http://www.classicbattletech.com/forums/index.php?topic=191.0
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Gunbunnie

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Re: Strike Force: New RPG system!
« Reply #3 on: 09 February 2011, 21:41:07 »
I am looking forward to trying this out.

Daryl
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Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #4 on: 11 February 2011, 04:58:39 »
How do you add pilot pictures to the cards?  :)
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

Kell

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Re: Strike Force: New RPG system!
« Reply #5 on: 11 February 2011, 23:10:55 »
On one of the last pages of the handbook it explains how to add pictures and text to the Open Office templates of the battleforce and Quickstrike card templates.

But if you want to add a picture to the templates, copy your picture, paste it onto the open office card template, then right click on the picture and under the WRAP tab select THROUGH and check the box named IN THE BACKGROUND. then simply resize your picture to fit within the space allocated for the pilot picture and there you go.

Again check the end of the handbook and it should all be there.

Gunbunnie

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Re: Strike Force: New RPG system!
« Reply #6 on: 12 February 2011, 15:02:33 »
Can you use the templates in any Word/Office programs?

Daryl
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Takiro

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Re: Strike Force: New RPG system!
« Reply #7 on: 13 February 2011, 08:55:04 »
Nice little Fanbook here Kell, who did all the work?

Kell

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Re: Strike Force: New RPG system!
« Reply #8 on: 13 February 2011, 16:55:03 »
On the Microsoft Word question, it does work, I just have to create the templates which I will do soon.

and as for the handbook, I got some of the ability ideas from various other sources that I had listed in version 1 but forgot in version 2. Scrapyard Armory's Mechwarrior Quirks, and Time of War's list of pilot abilities helped in crafting some of the individual and command abilities I have in the handbook. But for the most part all of Strike Force's rules, abilities, cards and other templates are made by me and tested for about a year with my local Battletech group.

Gunbunnie

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Re: Strike Force: New RPG system!
« Reply #9 on: 13 February 2011, 18:54:46 »
Thanks,  O0

Daryl
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iamfanboy

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Re: Strike Force: New RPG system!
« Reply #10 on: 15 February 2011, 00:15:39 »
OK, this is perfect. And awesome. thanks muchly yet again. Every time I waffle between sticking with Battletech proper and switching to Strikeforce fully, someone comes up with ANOTHER reason to switch to strike force.

Kell

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Re: Strike Force: New RPG system!
« Reply #11 on: 15 February 2011, 22:13:57 »
New updates have been added to my original two posts, Quickstrike Card Template for Open Office has been fixed, and I have also added Microsoft Word formatted card templates for Battleforce and Quickstrike.

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #12 on: 16 February 2011, 01:16:59 »
There's just one thing I want to add: Did you ask permission to use those pictures from Deviantart? Because if not, they would get... angry. And you probably wouldn't like a horde of Deviantartlets enraged.

I would recommend, at the least, asking their permission and if receiving it including the artist's credits.

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #13 on: 16 February 2011, 03:06:51 »
This (perhaps older file) that Kell made is the right size to work with standard trading card sized...well...cards.  ;)

Like my cards or the cards that Catalyst is putting out.

The ones linked above are too tall to work with a standard trading card sized...um...card.  :)
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

Kell

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Re: Strike Force: New RPG system!
« Reply #14 on: 16 February 2011, 08:54:42 »
I have been trying to go back and find out where I did get the pictures from and email those from deviant art to get permission. Some of these pictures I got a year ago so I am having difficulty tracing the search path I had for them and trying to find the artist. The artwork in the Handbook I am specifically trying to track down because I think it really looks nice and I would like to keep it that way.

By the way has anyone come up with any interesting Faction Abilities? I am still scratching my head.

Gunbunnie

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Re: Strike Force: New RPG system!
« Reply #15 on: 16 February 2011, 20:51:09 »
To be honest things kinda got put on hold this week and next week is looking busy as well because of school.  :'(   I hope to get back to plotting the campaign I am wanting to run soon.   ;D

Daryl
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Kell

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Re: Strike Force: New RPG system!
« Reply #16 on: 19 February 2011, 12:18:45 »
Federated Suns Faction Ability: Luck of the Fox - Once your oposition's force has been reduced to 50% or less, roll 3D6, instead of 2D6, for you Initiatvie roll. (Officer Bonus still apply)

Not sure if this is as good as Dragon's Fury but its all I can come up with for right now.

Kell

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Re: Strike Force: New RPG system!
« Reply #17 on: 24 February 2011, 13:10:13 »
Added a few rule changes after some uprising from my testing group.

* From now on Pilots receive 10 pts for participating in the battle and 5 pts for surviving with their mech intact. ( didn't seem fair that a Cyclops that completely hammers the crap out of everything that got within medium range and then finally goes down would only get 2 pts for contributing so much to the battle.) Now there is more of an incentive to survive the battle and other pilots don't get penalized for piloting slow and easy to hit mechs. In turn I updated the Pilot Aftermath Card that is down loadable on the first thread and on this post to reflect the rule change.

Oh and by the way, my fellow game tester's Warhammer pilot had 48 points saved up and needed 2 more points to purchase a level 4 ability, when my lucky @$$ scores a head shot then rolls another 12. Needless to say he is going to have to play a few more games to get to 50 cuz i brought him down to 0!! It was very fun since his Warhammer has the Commander ability and kicks my butt all the time.
« Last Edit: 24 February 2011, 14:02:39 by Kell »

Lycanthropos

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Re: Strike Force: New RPG system!
« Reply #18 on: 04 March 2011, 06:33:37 »
Really Cool Stuff
 :D
I like it very much!!

Kell

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Re: Strike Force: New RPG system!
« Reply #19 on: 04 March 2011, 17:49:17 »
I have created various units from all major Houses of the Inner Sphere. All the mech's used are the same miniatures that will be included with the purchase of the new and long awaited Introductory Box Set ( it's about time...  24 mechs for 50 bucks YAY!)

Anyway, all the units are generally the same points values and all pilots have at least one Individual Ability, Three pilots have Command Abilities, and each have various skill ratings. Hope you enjoy the Strike Force system, grab a friend and duke it out with these pre-made units, I guarantee you will love it.

1st Davion Guards ( Federated Suns)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/1st%20Davion%20Guards.pdf

Knights of the Inner Sphere ( Free Worlds League)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/Knights%20of%20the%20Inner%20Sphere.pdf

2nd Sword of Light ( Draconis Combine)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/2nd%20Sword%20of%20Light.pdf

Death Commandos ( Capellan Confederation)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/Capellan%20Death%20Commandos.pdf

10th Lyran Guards ( Lyran Commonwealth)
http://www.wolfsdragoons.com/downloads/Media/bfrpg/10th%20Lyran%20Guards.pdf

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #20 on: 06 March 2011, 03:52:05 »
here are 8 generic pilot images I culled from various Battletech books and TCG images for use as 'generic' pilots. They're all sized to fit into the original cards you put up at 100 pixels width - some of them don't reach all the way to the top, though. Still, they actually look pretty good on the cards i've done thus far.

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #21 on: 07 March 2011, 04:57:35 »
I've been trying to work with the files that Kell made for doing pilots, but have been running into issues.

I finally did a hard and fast test to give them one final shot and they failed.  Maybe that was because I was downloading several gigs of data off the internet while running a virus scan while surfing the net while editing pictures in PSP while using OpenOffice.  The java base that powers OpenOffice just takes too many resources, especially when I'm doing graphics editing at the same time.  OpenOffice simply does not work as a program to have open while doing heavy editing of anything.  It is too much of a memory hog.

So I finally broke down, hit copy and pasted Kell's pilot cards into PSP so I could save them as a picture and work with them there.  While in PSP, I realized that the cards were still not fully in the same aspect ratio as mine, so I had to do some tweaks to make them work.  I finally just decided to place them inside the existing template I have so they would have the same look as the BattleForce record sheets.

The innards are Kells, I just rearranged them.  They are still in concept stage and open to be changed.  Please take a look at them and tell me what you think about them.  :)
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

Lycanthropos

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Re: Strike Force: New RPG system!
« Reply #22 on: 08 March 2011, 05:13:11 »
They look great to me  :D

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #23 on: 08 March 2011, 22:11:07 »
Cool, I'm most of the way done porting the MechWarrior Dark Age pilot images onto the cards.  When done, I will upload the files for people to use if they want to.  :)
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #24 on: 08 March 2011, 23:51:56 »
That'd be nice.

Hey, has anyone thought of using these for regular Battletech games? How would that work out, d'you think? Seems as though one could clip a single card to a new-style sheet over the middle, centered on the 'Mech image, and it would fit nicely.

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #25 on: 09 March 2011, 02:55:36 »
Yeah, something like that just might work.  :)

I haven't tried it as I don't use the Total War style sheets but I can see what you are thinking.  I do intend to see if I can use these for that though.  ;)  And even though these are designed for Strike Force, I can easily see them being used for BattleTech as well.  :)

BTW, here is a sample of what I've done with the pictures from all of the MechWarrior Dark Age pilot cards.  I'm going to upload these to my site once it starts working right.  It just started acted up tonight so I'm gonna see if it gets things figured out and then upload the whole 12 meg file that has (I think) all of the Dark Age pilots.  They look good.  Good art and such.  Good enough that I'm happy to use them for the game.  :)

I have a 170 some of these right now.  NEXT I want to do some of the pics from the CCG.  ;)
« Last Edit: 09 March 2011, 02:57:14 by Medron Pryde »
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #26 on: 09 March 2011, 05:03:45 »
My site is working again...I can upload...oh yeah...:)

http://www.pryderockindustries.com/dl_game_aids.php#BFC

Right at the top of that area is the option to download the Dark Age Pilots Pack.  I hope someone can use them.  hehehe.
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

Kell

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Re: Strike Force: New RPG system!
« Reply #27 on: 09 March 2011, 21:47:42 »
So when your guys use the Pilot card only do you flip back and forth from Pilot card to Mech card or have them side by side?

And also I just realized that the rules state that Dodge ( a level 5 Ability) says that on a roll of 7+ you can ignore all damage from one source. That is way too good of an ability to have at Level 5 , it was supposed to be stated as on a roll of 7+ you ignore half the damage from one source rounded down.

Also we have been noticing that the Strategic Operations Skill Point Modifier Table is completely off. There is no way that someone piloting a Phoenix Hawk that is around 13 points would be bumped up to 24 points just because they have a Skill of 2. Right now we are testing out a new way to add Skill value to your Mechs Battle Value:
Skill    Points
6          -4
5          -2
4          +0
3          +2
2          +4
1          +8

What do you guys think?

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #28 on: 09 March 2011, 23:06:01 »
I haven't actually used the pilot cards yet as it hasn't been until now that I've had any to work with.  ;)

I intend to print some up this Friday and test them out.

My initial thought is to have them in the plastic sleeve with the unit they pilot, most likely back to back so one just needs to flip the unit around to see its pilot.

That should work both with my cards and the cards that Catalyst sells I would think.  :)
Col Medron Pryde - DropShip Irregulars - Phoenix Hawk LAM - A Proud Browncoat

RSM Regstav Pryde - Battle Corps Legion - BattleMaster BLR-K4
Angel Strike - They thought they'd killed us.  They were wrong.  We struck back...
Pryde Rock Industries - Your Source for awesome BattleTech programs
My Deviant Art Page
Jack of Harts - updated daily
Strike Force - a fanmade RPG supplement for Alpha Strike

nckestrel

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Re: Strike Force: New RPG system!
« Reply #29 on: 10 March 2011, 08:55:59 »
So when your guys use the Pilot card only do you flip back and forth from Pilot card to Mech card or have them side by side?

And also I just realized that the rules state that Dodge ( a level 5 Ability) says that on a roll of 7+ you can ignore all damage from one source. That is way too good of an ability to have at Level 5 , it was supposed to be stated as on a roll of 7+ you ignore half the damage from one source rounded down.

Also we have been noticing that the Strategic Operations Skill Point Modifier Table is completely off. There is no way that someone piloting a Phoenix Hawk that is around 13 points would be bumped up to 24 points just because they have a Skill of 2. Right now we are testing out a new way to add Skill value to your Mechs Battle Value:
Skill    Points
6          -4
5          -2
4          +0
3          +2
2          +4
1          +8

What do you guys think?

A flat value regardless of the unit's value?  There's a huge difference between an elite warship and an elite infantry platoon (just to make the difference obvious, but it's still huge even comparing an urbanmech to an atlas, much less a Daishi). 
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

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Re: Strike Force: New RPG system!
« Reply #30 on: 10 March 2011, 11:16:05 »
Bookmarking :)
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Kell

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Re: Strike Force: New RPG system!
« Reply #31 on: 11 March 2011, 14:06:14 »
I'm not talking about a flat rate for just the skill. It would be like a 13 point Phoenix Hawk and a Skill 2 pilot (+4) would be a total of 17 points. My problem with the modifier is that the skill doesn't make it harder to hit you. Basically my problem with the modifier is that you can have 2 Marauders at 18 points with skill 4 pilots OR 1 Marauder at a skill 2, they almost equal themselves in point values. The Marauder is still only a +1 to hit ( in most variants) and is bound to go down before the Skill 2 will destroy the other 2 MAD's.  But if you just added a +4 to the skill 2 MAD's 18 point value you end up with a total of 22 points and the other side would have to compensate by maybe taking a lighter mech to even out the point differences.

Kell

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Re: Strike Force: New RPG system!
« Reply #32 on: 17 March 2011, 10:18:08 »
Hey guys I found a easy and FREE!! PDF editor.  www.PDFescape.com      It allows you to simply upload the PDF card templates that I am supplying below and add your pilots pictures and mech's card by simply uploading the image and pasting it right onto the pdf. It's great. Anyways if your interested in using pdf's instead of the open office templates I recommend this pdf editor.

FedSunsBorn

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Re: Strike Force: New RPG system!
« Reply #33 on: 18 March 2011, 21:06:05 »
Gotta say that I really love this idea. The format is slick, your use of pictures is awesome and the system seems pretty logical. I have been wanting to get back into the RPG scene for awhile now and this just might do it. Now I have to find a decent picture...
Made by HikageMaru

Kell

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Re: Strike Force: New RPG system!
« Reply #34 on: 01 April 2011, 13:17:38 »
Hey guys, been working on Faction Abilities and testing them out. So far I have come up with one for each Major House but lately I am thinking about just changing them to a purchasable Ability for your unit. ( hint hint, I am working on your unit as a whole being able to acquire points and save up for better equip tables, initiative abilities, and other fun little things I am coming up with.)

Anyway, as for a units Initiative Bonus I have:
#1 - When you win initiative 3 times in a row all pilots gain a +1 MP and a -1 to hit modifier until you lose the initiative ( Officer Level 2 would be great for this!)
#2 - When you have destroyed 50% or less of you opponents force you may use 3D6 for you initiative rolls.
#3 - When you destroy a unit you may add a +1 INT bonus per unit destroyed for the next rounds INT roll.
#4 - When you win the INT, take your dice roll result and subtract it from your opponents. Divide by 2 and that is how many units are able to move and fire before anyone else may move. ( helpful when you want to destroy a unit before they can even move!)
#5 - For every 2 INT rolls you forfeit to your opponent, you gain an automatic INT win to use at any Initiative Phase in the game.

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Re: Strike Force: New RPG system!
« Reply #35 on: 02 April 2011, 11:42:18 »
#2 - When you have destroyed 50% or less of you opponents force you may use 3D6 for you initiative rolls.

Did you mean 50% or more?

Kell

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Re: Strike Force: New RPG system!
« Reply #36 on: 03 April 2011, 14:55:06 »
yeah haha sorry 50% or more of the opponents force

Ataraxzy

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Re: Strike Force: New RPG system!
« Reply #37 on: 08 April 2011, 02:00:26 »
3d6 initiative rolls are quite powerful.

Compare to giving a permanent +1, which the minimum roll on that extra die is.

That's huge in a 2d6 contest. What this rule proposes is a variable bonus from +1 to +6. This does not even take into account the 18 or so rolls that the opponent can never equal.

Even 3d6 drop the lowest is only an "improvement" in the sense that you can no longer achieve rolls that your opponent can never match, the bell curve generated is still skewed waaaay to the right, it's just chopped off at 12 now.

Consider changing it to +1 or +2, max 12.

Kell

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Re: Strike Force: New RPG system!
« Reply #38 on: 20 May 2011, 11:06:15 »
Well I am in the process of writing Strike Force 3.0! Had a chance to play an Abstract Aerospace game at the Gamer's Reunion in Rochester, MN the other weekend. Have to say it was a lot of fun. I saw lots of opportunities for Aerospace Pilot Abilities. Also trying to play more games with battle armor and infantry so hopefully there will be some stuff for them to.

I wanted to know if you guys had any changes, additional abilities, or rules that you guys have thought up while playing Strike Force. I would love to hear any thoughts or comments.  Just a little preview of what will be in version 3: Create a unit and be able to gain points for successful missions and purchase Unit abilities. Also some rule changes on physical combat, critical hits, and I am developing a system that will help in creating missions or scenarios and track your unit throughout its victories and failures. And finally I am working on new card designs!

Again I would love to hear back on any changes, comments, or loopholes that anyone has on my Strike Force system. And thanks for the great response to my little homemade project, I am glad it is getting people excited again for Battletech and Battleforce.

YingJanshi

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Re: Strike Force: New RPG system!
« Reply #39 on: 20 May 2011, 12:14:45 »
  I really like this, been trying to get my group to switch to Quick-Strike. If I remember it says that you get a +2 modifier to roles when piloting a 'Mech bigger than what your pilot is used to, but nothing for smaller. So if you start out as a light and then lose you 'Mech and salvage an assault you suddenly lose all the modifiers for the smaller 'Mech classes even though you've never piloted them.
  Piloting a light is very different from a heavy or assault. It seems to me you should get a free ability "Specialization: Mech Class" equal to whatever your starting Mech is and if you ever change 'Mech classes you have to buy a new Specialization, with a +1 modifier until you do.
  For example I'm a medium 'Mech pilot until my fourth mission when I lose my 'Mech. I salvage a heavy. I now have a +1 modifier until I gain enough points to buy the "Specialization: Heavy".
  Just an idea.

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Re: Strike Force: New RPG system!
« Reply #40 on: 12 June 2011, 07:18:10 »
  Kell I read through you Strike Force book and like what I see. I will be giving it a try here in a week or two with one of my friends. What I'm interested in hearing about is the campaign rules that your group is using in conjunction with Strike Force. Also keep us updated on your progress with V3.0

Kell

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Re: Strike Force: New RPG system!
« Reply #41 on: 06 July 2011, 07:57:00 »
I am going through and updating a few things and thinking about making some slight changes to existing abilities. I would just like to know from those using it or who have read through the handbook: Which abilities do you like, which abilities do you think should be changed? 

Kell

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Re: Strike Force: New RPG system!
« Reply #42 on: 22 August 2011, 07:20:13 »
The website that contains my rulebook is currently down so here is a dropbox link to Version 2.0
http://dl.dropbox.com/u/9027821/Strike%20Force%20Handbook%20V%202.0.pdf

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Re: Strike Force: New RPG system!
« Reply #43 on: 22 August 2011, 12:57:13 »
Thanks!

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Re: Strike Force: New RPG system!
« Reply #44 on: 24 August 2011, 13:18:33 »
Kell, apologies for not having read the entire thread before posting this (and I will go back to read), but have you considered points for 'failures'? As a gamer, I hold we learn more from what we fail to do, than what we successfully do, as that failure leads us to try harder, explore a different angle.
 
I understand introducing failure points without modifying the existing point system would create too many opportunities, but it seems to me that a force -whether or not it is victorious by any margins- would still have the opportunity to improve because of the experience of the battle.
 
Just throwing this in there for conversation's sake, as clearly the rules as you wrote them are easily house-modifiable.
 
Thanks.
 
Also, you might want to go back and fix the Initiative post above to show the "50% or more".
« Last Edit: 24 August 2011, 13:21:18 by Revanche »

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #45 on: 25 August 2011, 03:36:54 »
What, you mean they don't?

Hurm. For some reason, I thought characters got skill points even if they failed; I must've been using my old-fashioned Necromunda logic where everyone got experience just for surviving.

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Re: Strike Force: New RPG system!
« Reply #46 on: 25 August 2011, 19:29:29 »
I will have to go through Version 2.0 again, but I though I changed the point system that anytime a pilot enters a battle they recieve 10pts just for participating ( within reason, you cant place a pilot on the map for a round and retreat and get 10pts, unless you GM is okay with that )

Wanted to really get to Gen Con this year and show case some new cards and the Strike Force system but couldn't make it.... I'll be there with bells on next year though!

Did anyone play with strike force cards at Gen Con?

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Re: Strike Force: New RPG system!
« Reply #47 on: 20 September 2011, 10:30:34 »
Alright, getting close to almost finishing Version 3, and I thought I would share some of the goodies. Right now here is the new Piloting Tree Abilities List:
Piloting

ALL TERRAIN: level 1
You may ignore the +1 modifier of going up or down elevation changes of 1 level at a time and light woods.

DASH: level 2
You may add +1 MP to your units existing MP.

DODGE: level 3
You may ignore 1 point of damage from all attackers within your firing arc.

HARD TARGET: level 4
All attackers must make a targeting roll of 7 or better in order to fire on you, except when in short range.

GHOST: level 5
You may ignore 2 points of damage from all attackers withing you firing arc, plus you gain HARD TARGET.

hope you enjoy:)

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Re: Strike Force: New RPG system!
« Reply #48 on: 21 September 2011, 00:26:43 »
The damage reduction skills, I would limit them to lowering the damage to no lower than 1.  Otherwise they are too powerful if you are fighting all light 'Mechs.
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Re: Strike Force: New RPG system!
« Reply #49 on: 21 September 2011, 07:39:56 »
I had been going back and forth with having damage reduction or added modifiers to hit and finally came to the conclusion that at Level 5 your pilot more or less has a skill or 1 or 2, and therefore adding modifiers are probably not going to do much. So I went with damage reduction.

Here is the Combat Tree Abilities List:

Combat
HOT HEAD:
You gain a -1 to hit for every point you are up on the heat scale.

STEADY SHOT:
You may receive a -2 to hit in exchange for a -2 MP

EAGLE EYE:
Pilot receives a -1 for all range modifiers.

TRUE SHOT:
Pilot does 1 extra point of damage from long range.

SNIPER:
Pilot receives a -2 for all range modifiers plus gains TRUE SHOT.

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Re: Strike Force: New RPG system!
« Reply #50 on: 22 September 2011, 03:01:33 »
Damage reduction is fine.  AMS works like that, but says that damage will not go below 1.

Trust me, if you have a damage reduction of 1 in this scale, then you will be the God of War when facing Wasps or Stingers or most of the other light 'Mechs in the game.  Which may be fun for the player playing it, but when the person on the other side has NO HOPE of hurting the other guy, it takes the fun out of the game...
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Strike Force - a fanmade RPG supplement for Alpha Strike

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Re: Strike Force: New RPG system!
« Reply #51 on: 22 September 2011, 07:20:09 »
Gunnery Tree Abilities List

Gunnery
AIR WATCH:
It is a -1 to hit all jumping or airborne targets.

WEAPONS EXPERT:
If your mech has AC, SRM, or LRM weapons, you receive a -1 to hit. (maximum -1 to hit.)

MARKSMAN:
Pilot automatically hits for 1 point of damage regardless of  To Hit roll result.

DEAD EYE:
Pilot may choose Critical Hit location instead of rolling (If you target the head or ammo, pilot must add a +3 to their to hit rolls.

ASSASSIN:
Pilot automatically hits for 2 points of damage (if allowable) regardless of To Hit roll result. Plus you gain DEAD EYE.



Assault Tree Abilities List (Rule Change: if a unit has the MEL ability and they successfully hit for a physical attack they not only do 1 point of additional damage, but they also roll 2D6 and on a result of 7 or better they can roll for a critical hit.)

Assault
FIGHTER:
Add your units weight to your physical attack to hit roll.

BRAWLER:
You gain the MEL ability and a -1 to hit for all physical attacks.

BERSERKER: After destroying a unit you gain a -1 to hit and a +1 MP the next turn

INTIMIDATOR:
You gain the MEL ability and your critical chance roll is reduced to 5 or better.

ZELOT:
After destroying a unit you gain a -2 to hit and a +2 MP the next turn. Plus you gain INTIMIDATOR.


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Re: Strike Force: New RPG system!
« Reply #52 on: 19 January 2012, 01:20:25 »
I really like the warchest points system and found this thread looking for pre tested ways of mixing with BF or QS rules. I was wondering if there was anyway that you could reconcile the Warchest Point System with the strikeforce system. As I start my campaign I will continue looking for a way...

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Re: Strike Force: New RPG system!
« Reply #53 on: 19 January 2012, 11:43:45 »
I guess what I am thinking is that I will use the point system in Strikeforce as a bonus to the warchest system combining the points into one pool. Any thoughts?

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Re: Strike Force: New RPG system!
« Reply #54 on: 19 January 2012, 14:27:19 »
I have been working all day on this and this is what rules I have begun with

Warchest to Supply Points

(Fullunits+.5xPartial Units)1.5(Warchest Points+StrikeForce points)=Supplypoints

Repair
Battlemechs and Aerospace =Bvx5
Vehicles=BVx2.5
Battlearmor=50 Points per suit
Infantry = 5 points per man

Upgrades
Difference in BV x 10 if new componants used
Difference in BV x 8 if Salvadged componants used

Purchasing
Battlemechs and Aerospace=BVx50
Vehicles Equal=BVx25
Battlearmor=50 per suit
Infantry (foot) =100
Infantry (motorized) =200
Infantry (jump)=300

Selling
Each unit may be sold for half its purchase value

Notes on Strike force
-use ranges as indicated
-once an additional unit is full an additional pilot may be advanced using the strikeforce rules as the commander of that unit
-all other pilots advance for 20 Supply points per level (simple advancement)
-Each pilot may only be upgraded once after each track
-Once a pilot converts to the strike force rules they may not return to the simple advancement rules
-Support points are always converted back to Warchest Points

I think BV is the best way to keep things simple and fair

Tell me what you think!

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Re: Strike Force: New RPG system!
« Reply #55 on: 20 July 2012, 16:53:26 »
Been using this for a solaris QS Campaign, am curious, is this dead, or just on hold, would be willing to help test as I run 2 weekly groups

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Re: Strike Force: New RPG system!
« Reply #56 on: 29 July 2012, 18:02:21 »
I'm curious if 3.0 is still in the works?

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Re: Strike Force: New RPG system!
« Reply #57 on: 29 July 2012, 18:43:46 »
TBH, It may be dead, though I'm using 2.0 in a weekly game, with the permission of Kell, It might be feasible to continue work ourselves

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Re: Strike Force: New RPG system!
« Reply #58 on: 29 July 2012, 22:36:49 »
Do you know why he quit working on it?

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Re: Strike Force: New RPG system!
« Reply #59 on: 29 July 2012, 23:07:32 »
not sure, I Resurrected this thread to see if I could get a response, as he hasn't responded to my email.

Kell

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Re: Strike Force: New RPG system!
« Reply #60 on: 08 August 2012, 07:02:48 »
Hi guys, sorry about the inactivity. I know have a kid that takes up a lot of my time and recently have been very busy. Version 3.0 is still in the works but I have to dust some stuff off. I have been going at the approach of making 3.0 a full rules booklet so anyone knew to Quickstrike can have the games rules along with Strike Force rules all in one book.

I would love for this thread to be an ongoing forum for Strike Force, where you guys can post your own adaptation of Strike Force rules and abilities! Hopefully by mid August v3.0 will be up and I can start adding all of your guy's stuff also

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Re: Strike Force: New RPG system!
« Reply #61 on: 09 August 2012, 02:07:13 »
No worries, personally my battletech day is my kid free few hours of the week so i understand, so don't feel bad or anything, was just wondering on status, and if you objected to expansion :-)

My own group has been playing it with 2.0 for awhile, the only changes we made were players could start with 50pts to start, and we use the battles AS IS with quickstrike rules, only pulling out the Strike force for pilot creation, abilities and such... we also tried this as an alternate Solaris 7 Quick-Strike Ruleset and it works AWESOME for this, though we found the dervish to be the ultimate brutal in the class and in arenas, but thats just unit selection and not Strike Force's fault :-)

BTW, Feel free to test stuff on me, I can try out with my weekly and see how it goes with an after action report if it helps

Be well, and welcome back

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Re: Strike Force: New RPG system!
« Reply #62 on: 24 February 2013, 18:31:57 »
Alright everyone I have been away for too long. Iamfanboy's post about quickstrike has renewed my faith in Battleforce and Quickstrike that I have dusted off what I started on version 3.0 and plan on finishing it up this week. Couple of things;
1: I am planning on using the cluster hit table to determine damage but keep running into the problem of, is it true to the game. You roll to hit then have to roll again on a random table to see how much damage you take. One option I had was a damage per dice system where your total damage is divided and rolled separate. ( ex. a Marauder does 4 damage at medium range therefore you would roll 3 sets of 2D6, two sets equaling 1 point of damage and the third representing 2. 1+1+2 = 4 points of damage. If all 3 sets hit you just did an alpha strike!!!) Let me know if you like this or prefer cluster table.
2: I have gone over my pilot abilities and have tweaked them to flow much better in the game. Alot of the higher abilities are only usable when you win initiative. ( make winning the INT mean alot more!)
3: Version 3 will be a complete rulebook. Game play rules, Role Playing Abilities for pilots and how to use them, even hopefully a scenario creator. Also a Table page that you can copy that has all the rules and tables on one sheet for easy access.
4: I have found the perfect program that allows anyone to download and make character and mech sheets all in one. They look Beautiful!!! I will be posting a PDF image of one soon and also loading my template and the website for the program this week. ( I have a few more tweaks)

I know many of you enjoyed Strike Force as much as I have so I also plan on trying to get a dedicated website up in the next month or so devoted to Strike Force. I am really excited about getting back onto the battlefield for it has been far too long.
« Last Edit: 06 March 2013, 13:44:10 by Kell »

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #63 on: 25 February 2013, 15:21:09 »
Thanks for saying that! I personally love your system for adding pilots and pilot skills to QS; it's an additional level of complexity without being COMPLICATED. It's... nice. Once you get 3.0 posted up I'll definitely grab it and devour it!

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Re: Strike Force: New RPG system!
« Reply #64 on: 06 March 2013, 08:32:56 »
Okay as promised here is a pic of the new Strike Force record sheet made with NBOS Character Creator software and the template made by me. Hope you like!
The image looks a little off because I had to scan it over to my computer in order to post it. It looks 10 times better printed off.

And can anyone tell me why they don't have the actual picture on the card and instead have a silhouette of the mech? They are the new reseen versions so whats the reason for the black out?
« Last Edit: 06 March 2013, 08:40:44 by Kell »

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Re: Strike Force: New RPG system!
« Reply #65 on: 06 March 2013, 10:24:41 »
And can anyone tell me why they don't have the actual picture on the card and instead have a silhouette of the mech? They are the new reseen versions so whats the reason for the black out?

Because, officially, the WHM-6R (and anything based on refitting it, like the WHM-7A) still looks the same as it always did, Catalyst just can't show it.  Or, if you prefer, Catalyst doesn't want to officially say it doesn't look like it always did, to not offend those that refuse to think of the unseen Warhammer ever looking like anything but the unseen Warhammer.  So, silhouettes.  Fill in the blank without however you think it should look.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #66 on: 07 March 2013, 00:16:58 »
A touch of photoshop can cure that real quick, though.

One SMALL quibble I have.

It's spelled "Achievements." achievEments.

Hrum, I may have to revamp my setup; I've got it so that each lance has a 9-pocket card sheet to itself and the 'combined' cards look pretty good.

Kell

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Re: Strike Force: New RPG system!
« Reply #67 on: 07 March 2013, 08:44:23 »
Good catch, thanks. Paint doesn't have spell check :(
Also the individual card sizes once printed still come close to a 2 x 3 inch card, it looks this way because the program prints out to 8.5 x 11 paper. So you can still cut out the cards after printing them and use your pockets. I simply just slide mine into a 8.5 x 11 plastic binder sleeve so I can still use wet erase markers.

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Re: Strike Force: New RPG system!
« Reply #68 on: 07 March 2013, 08:50:08 »
A touch of photoshop can cure that real quick, though.
If you mean you can fix that for your use, certainly.  You could put Mickey Mouse on there for your use.
But you, generic anybody you, can't put the images of the Unseen on there and post the result to these forums.  Rule 8.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

iamfanboy

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Re: Strike Force: New RPG system!
« Reply #69 on: 07 March 2013, 11:28:06 »
If you mean you can fix that for your use, certainly.  You could put Mickey Mouse on there for your use.
But you, generic anybody you, can't put the images of the Unseen on there and post the result to these forums.  Rule 8.
Why would I do that?  O:-) 

I mean, I got into trouble for a Horned Owl picture within the last few months - I only need to be reminded once a year or so...

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Re: Strike Force: New RPG system!
« Reply #70 on: 13 March 2013, 21:45:07 »
Well I'm not overjoyed this thread got moved but I guess I understand. Good think Strike Force Version 3 is equal amount gameplay and roleplay. I am doing my best to get it done soon, there is just so much. Working hard, I know I said it would be out this week but it is looking more like next weekend. Fine tuning has turned into more of a pop the hood and find out where that clicking noise is coming from. I will be posting the character sheet website and character sheet template here soon. Handbook should be following that quickly. Thanks for all the patients. Strike Force 3.0 will have a brand new thread on the Strategic Games section so you wont have to keep checking both places.

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Re: Strike Force: New RPG system!
« Reply #71 on: 14 March 2013, 00:51:38 »
SQUEE!  NEW FAN-PRODUCED PROJECT!  TAGGED!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Work-in-progress; The Blake Threat File
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
TRO: 3176 Hegemony Refits - the 30-day wonder

Kell

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Re: Strike Force: New RPG system!
« Reply #72 on: 15 April 2013, 13:44:21 »
Hey everyone, don't know who else is following since the move, but I do have an announcement: I have started experimenting with a new gaming system for Strike Force. So far I have two test games under my belt and so far things are looking good. I have been trying out a gaming platform that melds Magic the Gathering and X Wing Miniatures together.
Here is the basic rundown (There will be a full blown Battle Report and Tutorial on all this in a few weeks). Pilots now have 1 skill, and for each Skill they have an Action Point value associated with that skill, example is a Skill 2 pilot gets 6 Action Points. These action points may be divided into 3 categories, Piloting, Gunnery, and Special Actions. ( pilot may not have more than 4 action points in 1 category.)
Now the player builds his or her deck from a variety of Piloting, Gunnery, and Special Action Cards. These cards range from all kinds of tactical advantages you can play to improve you pilot or pilots. Each Card has an Action Point cost that must be payed by 1 pilot in order to play. These costs vary from 1 to 4 points. You then draw 1 card per pilot at the start of the game and 2 cards per turn after. Maximum hand size equals you active pilots x 2.
It is alot of fun so far and adds a great new aspect to the game.
Check out strikeforce.wolfsdragoons.com for further updates along with this thread!

Medron Pryde

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Re: Strike Force: New RPG system!
« Reply #73 on: 09 March 2014, 16:37:02 »
Someone asked about pilot abilities for Alpha Strike and I thought this would be the perfect place to look for pilot abilities.

There were a few created in this supplement after all.  :)
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Red Pins

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Re: Strike Force: New RPG system!
« Reply #74 on: 09 March 2014, 19:35:46 »
...Do I need to update my files?
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Work-in-progress; The Blake Threat File
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
TRO: 3176 Hegemony Refits - the 30-day wonder

Papabees

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Re: Strike Force: New RPG system!
« Reply #75 on: 21 June 2015, 18:50:33 »
To anyone who may have been playing regularly using these rules, what did you do for units that have one large standard attack? We may start using these in combination with Alpha Strike but wondered how one would handle a mech like the Hellstar. A standard attack of six needing one roll to hit. Break it up into two 4's? Any ideas?

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Re: Strike Force: New RPG system!
« Reply #76 on: 26 March 2018, 11:37:24 »
I know I'm digging this up from the ashes but does anyone have the pdf of this fan made Strike Force Handbook? I used to have a copy and my PC crashed and I lost it. Any help would be appreciated.

Thanks,

Papabees

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Re: Strike Force: New RPG system!
« Reply #77 on: 26 March 2018, 16:47:31 »
Looks like someone from Facebook hooked me up.

Alsadius

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Re: Strike Force: New RPG system!
« Reply #78 on: 26 March 2018, 21:05:35 »
Looks like someone from Facebook hooked me up.

Just like on the other thread, you really need to attach files when you say things like that ;)

Papabees

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Re: Strike Force: New RPG system!
« Reply #79 on: 27 March 2018, 21:38:01 »
I'm not sure how to attach a file but I'm happy to email it if you PM me.

 

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