Shells in the Armour

Monday 22 August 2011

The Century War Rules - Unique Characters and Heroes



"What are you waiting for, Corporal Smith? Haven't I made my order clear?" The corporal was sweating, although it was a cold in that twenty-third day of February of 1934. "Yes, sir. But I don't think I can reach the next building, much less throw a grenade in that Boche's walker, sir. With a soft smile in his Major Morrisey took a closer look into the corporal's very young face. "I see. Well, it can be done. Take a close look, son. You'll be the next one to do this in this Company. Boys! Cover me." Saying this the Major leaped over the low wall that was protecting them and run straight to the door entrance of the next building followed by a German's machine gun bullet that ate the ground he had just left. Corporal Smith couldn't believe the speed the Major achieved. Then from a side window, he saw the Major leap next to the German's walker and put a grenade between the joint of the metal beast legs. He jumped back and a tremendous explosion raked the giant, throwing it to the ground. In a few minutes the Major was next to him. "The next of these walkers belongs to you, my boy." And the Corporal shivered, but couldn't stop a smile to lighten his face. He was in the company of heroes.

The Hero Rules
Although FUBAR is a one page game, the possibilities of this game are endless. Heroes are the stuff that gives soul and individuality to games. The Century War is no exception. Heroes are divided in three broad categories. Squad leaders, Heroes and Personalities.
Squad leaders are better officers with better combat capabilities and leadership skills.
Heroes are common soldiers that are a boost to the unit moral and capabilities. They have the ability of moving freely throughout the battlefield, but when they are with their unit, they boost the unit fighting power.
Personalities are the cream of the fighting forces. They are very powerful and capable of achieving extraordinary feats. There is only a very few of them. But you can play with a small unit of personality against a larger army if you want to. Seven Samurai style!

Squad leaders
Squad Leaders heroes are tough and capable of giving good tactical orders.
They have Activation of 2+, Expertise 4+, a special extra save of 4+ and the soldiers in their unit can be 4" apart from each other. They can Direct Fire. Give +1FP to a soldier in their unit.
Squad Leaders have two wounds. This means that the first wound doesn't kill them.
They can also Moralize their squad, using their Expertise to nullify Suppress markers just before they try to roll for the activation of their unit. Each number rolled above their Expertise will nullify one suppress marker.
Example: Sergeant O'Malley's unit has 3 suppress marker. Before O'Malley roll for Activation, he rolls to try to nullify Suppress markers. He rolls a 6, two points above his Expertise of 4, erasing 2 suppress markers, now reduced to only one.

Heroes
Heroes are soldiers that go above and beyond their duties. They have Activation of 2+ when alone (they use the units activation when they are with the unit. They have Expertise of 3+ and a special save of 4+.
They are capable of absorbing 2 Suppress marker themselves (the unit gains 2 extra suppress marker capability that doesn't count against activation. When they are with their unit they can always redirect their wound to another member of the unit. Someone put himself between him and the bullet.
They can move away from their unit and make free actions with their own Activation roll. They loose some of the abilities. And the Suppress markers that they absorbed will burden their unit. If this dictates that the unit will have more suppression markers than it is allowed, the hero must stay with the unit until the Suppress Markers are taken away.
Heroes have two wounds. This means that the first wound doesn't kill them.
They can opt to have one of the following abilities:
Bullseye! - The hero can add 2 extra FP when shooting.
Sprinter - The hero moves 2" extra when walking or running.
Take This! - The hero can attack in close combat with 3 dice.
I'll Take the vehicle! - The hero can attack a vehicle with 8FP if he finishes his movement adjacent to the vehicle.

Personalities
Personalities have a wide variety of roles. They can be officers with amazing skills of leadership to adventurers that find themselves in the middle of a battle. Personalities are always individuals (though some of them can lead an unit). They can be Minor Personalities: Activation 4+, Expertise 4+ and save 5+; Normal Personalities: Activation 3+, Expertise 4+ and save 4+; Or Major Personalities: Activation 2+, Expertise 3+ and save 3+.
Personalities have three wounds. This means that the first and second wounds doesn't kill them.
Personalities can me military or civilians. Military can be Officers or Soldiers.
Officers have Direct Fire (see above), Moralize (see above) and Fast Move. This ability entitles them to roll their expertise. If they can do it, the unit that they are leading can double their move. They can choose one ability from the Heroes ability list.
Soldiers have three of the Heroes abilities.
Civilians are a special case. They have the I'm a Civilian! ability that allows them to cancel fire against them on 5+. They also have one of the following abilities:
I'll Take the vehicle! - The civilian can attack a vehicle with 8FP if he finishes his movement adjacent to the vehicle.
Stealth Movement - If the Civilian is in cover, nobody can shoot him.
Special Weapon - The civilian has a modified weapon that has +2FP than the normal weapon he is equipped with.
Spy! - The Civilian can roll his Expertise once per turn. If he succeeds he can negate an activation to the enemy.

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