So, I was looking through Total Warfare the other day and I noticed that they did have information in there on pilot advancement, which I thought had been left out. Basically 8XP increases gunnery and 4XP increases piloting. It got me thinking about the XP costs I use in my own system. [...]
Every merc unit needs access to the marketplace to survive. Below, I cover the three things you can do in the marketplace: buying, selling, and recruiting.
Buying and Selling
Buying and selling units is pretty simple in my track system. The cost of each unit in SP is given by:
SP cost = C-bill cost / [...]
If there is one area where I think the track system is flawed it is skill advancement. Because the basic track system rules give a very low SP cost for pilot advancement, a pilot can easily go from Green (5/6) to Elite (2/3) in only six tracks.
I have adjusted these rules in two ways. [...]
The track system generally provides three pieces of information on the OpFor for each track: (1) Their size relative to the player’s forces; (2) their overall skill level; and (3) their tech level. Sometimes additional information on the composition of forces is provided (all conventional, all mech, etc.). Let me discuss how I use this [...]
The basic wartrack system just uses a simple tonnage system to determine support point costs of repairs. I have extended this system in two ways. First, I vary the costs by degree of damage and second, I base the cost of repairs on the total cost of the unit.
To determine degree of damage, I [...]
I have really enjoyed the Chaos Campaign track system that Catalyst Game Labs has put into their Jihad Hot Spots sourcebooks. For those who aren’t familiar with it, the track system allows for a highly abstracted method of running your own unit through a series of scenarios. The system relies on an abstract set of [...]