Supplement Four
SOC-14 5K
I really like the T5 Tactics rule. (View it at the bottom of this linked post.)
I think the same idea could be used in a CT game, and doing this will give the Tactics skill a real mechancial benefit in the game.
A the start of a combat encounter, roll to see if the character with the skill is able to use his tactical knowledge during the game (determine if it will benefit him, given the circumstances).
Tactics Skill - 1D = Tactics Bonus
Roll 1D and subtract that sum from the Tactics skill. DMs: if EDU 5+ then -1; if EDU 10+ then -2.
Thus, a character with Tactics 1 and EDU 7 would roll:
1 - (1D -1)
If the result is zero or a negative number, then the character does not gain at tactical advantage.
On the occassions where a tactical advantage is obtained, the result is a modifier that can be added to any combat throw during the combat. And, the character with the Tactical advatnage (the one with the skill) can give that bonus to any other ally with which he can communicate.
Basically, if your EDU is 4-, then you'll need Tactics-2 to obtain any tactical advantage. Tacitcs-1 will give you a +1 Tactical advantage when the dice roll is "1" if EDU 5-9, or when dice roll is 1-2 if EDU 10+.
Example.
Fred has EDU 9 and Tactics-2.
At the start of a combat encounter, he rolls for a tactical advantage.
2 - (1D-1). He rolls a 1 on the die, thus the equation is 2 - 0 = 2.
For this combat, Fred has a tactical advantage. He can add +2 to any combat throw each round, or he can give the advantage to one of his teammates.
Notes: I just made up the EDU bonuses on the spot. They deserve more thinking.
Also - Will using this tactical advantage unbalance the game? High Tactics skill should be rare, but will someone with Tactics-5, or Tactics-3, dominate all combat encounters? This may be a can of worms better left unopened.
I think the same idea could be used in a CT game, and doing this will give the Tactics skill a real mechancial benefit in the game.
A the start of a combat encounter, roll to see if the character with the skill is able to use his tactical knowledge during the game (determine if it will benefit him, given the circumstances).
Tactics Skill - 1D = Tactics Bonus
Roll 1D and subtract that sum from the Tactics skill. DMs: if EDU 5+ then -1; if EDU 10+ then -2.
Thus, a character with Tactics 1 and EDU 7 would roll:
1 - (1D -1)
If the result is zero or a negative number, then the character does not gain at tactical advantage.
On the occassions where a tactical advantage is obtained, the result is a modifier that can be added to any combat throw during the combat. And, the character with the Tactical advatnage (the one with the skill) can give that bonus to any other ally with which he can communicate.
Basically, if your EDU is 4-, then you'll need Tactics-2 to obtain any tactical advantage. Tacitcs-1 will give you a +1 Tactical advantage when the dice roll is "1" if EDU 5-9, or when dice roll is 1-2 if EDU 10+.
Example.
Fred has EDU 9 and Tactics-2.
At the start of a combat encounter, he rolls for a tactical advantage.
2 - (1D-1). He rolls a 1 on the die, thus the equation is 2 - 0 = 2.
For this combat, Fred has a tactical advantage. He can add +2 to any combat throw each round, or he can give the advantage to one of his teammates.
Notes: I just made up the EDU bonuses on the spot. They deserve more thinking.
Also - Will using this tactical advantage unbalance the game? High Tactics skill should be rare, but will someone with Tactics-5, or Tactics-3, dominate all combat encounters? This may be a can of worms better left unopened.