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Department of Defense: Exo-Wars Military Database |
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Subplot Design Tables: Equipment
The
equipment subplot tool is used to add a realistic technological element
to the game. After all in real life not everything turn out as we
except. Technology is no different; maybe you could not get the crucial
spare part you needed to get your gear in working order. Maybe you did
get that piece of equipment, but it is faulty, whatever the nature of
the subplot it could be used as the motivation needed to take the game
into a new direction. After all if your targeting computer goes on the
blink in the middle of a combat situation, you might need to infiltrate
and enemy base and steal a replacement. Poor
Maintenance: Your equipment has been improperly maintained and has
suffered damage as a result. While the affected equipment still
functions, its proficiency is severely reduced. Any system linked or
that relies of the equipment functions at half its normal efficiency
level. You must procure replacement parts and have time to correct the
problem before you enter a dangerous situation where the equipment could
cost lives. Faulty
Ammunition: Your ammunition supply is faulty. The rounds are duds or
have been mistakenly switched with training rounds or non-lethal crowd
control rubber bullets. You guns are firing plastic pellets and your
missiles are flares, smoke canisters and phosphorus chalk warheads. You
will have to rely on your other skills to get you out of any bad
situations until you have the opportunity to rearm your weapons with a
new ammunition supply. Low
Priority: You specifically, or your team has been given a low priority
for equipment. Thus you are sent into the field with the minimum of
equipment. But the mission you find yourself in requires more equipment
then you have. You must think quickly, making the best of the equipment
you have. Or perhaps to make up for the lack of equipment you decide to
borrow some from you enemy. They will never miss an Exo or two, and
what’s a few rockets between enemies. Bad
Intelligence: You walk into a situation completely unprepared because
your intelligence was very wrong. You are outgunned, outnumber and
outclassed. You must think quickly to survive the situation. Instead of
numerical superiority you are going to have to rely on guile and cunning
to survive. If you make it back you are going to have a long and very
painful talk to the intelligence boys back at HQ. Malfunction:
Your equipment malfunctions at a critical moment. A weapon does not
fire, a sensor misreads a target or an engine quits at the worst
possible moment. In the case of weapons the melee action is wasted,
sensors ma misread a friend-or-foe signal (F-O-F) allowing you to let an
enemy escape of accidentally fire on a friendly target. Whatever the
malfunction it has consequences; they may be small incontinences or
major disasters. You must repair the malfunction ASAP, or risk
endangering you and your team again. Sabotage:
Your equipment has been sabotaged! During some point in the campaign
your Exo, car, plane, computer, etc was intentionally sabotaged. Not
only are you going to need to find replacement parts to fix the thing,
but also now you have a saboteur to deal with. Was it a one-time event
by an enemy agent working the area, or do you have a traitor/double
agent in your midst? From now on you are going to have to be very
careful of your teammates, one of them may be the enemy. To settle
things down you may chose to track the saboteur down or ferret out the
mole. Or maybe you chose to let this incident slip in the hope the
saboteur strikes again and you can catch them read handed. |
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