Wildfire Review and Units
Posted: 19 March 2008 05:48 PM  
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Total Posts:  41
Joined  2006-12-26

Early this morning, the review of Wildfire I wrote made its appearance on RPG.net.

To help those who are interested get into the game, I’ve made up a few units to try out. Most of them are based on the troopers out of a certain movie directed by James Cameron. A few others are modern day figures out of “Counterstrike”. Two more are just playing around with the extremes of the system - a cannon fodder recruit and an anti-vehicle cyborg. I hope you like them.

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WF Prototypes.pdf  (File Size: 277KB - Downloads: 32)
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Posted: 21 March 2008 12:10 PM  
Sergeant
Total Posts:  4
Joined  2008-03-18

What did you use come up with the values for the strengths and what not? Ill have to look into wildfire some more thou cause im not 100% on top of it yet.

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Posted: 21 March 2008 03:36 PM  
Sergeant
Total Posts:  41
Joined  2006-12-26

Pretty much, I just followed the guidelines in the book and approximated the rest. Not that there is a lack of info about SWAT teams and the USCMC on the net, but why write a thesis for cannon fodder? All the pistols have the 4 inch range suggested in the books, the Smartgun has higher damage (auto-fire) but lower range (recoil) than the pulse rifle. The marines were a fairly cohesive group replete with hard armor, so thats what accounts for much of their status. (Firepower and armor are at least partially based on the estimation of the troops effectiveness as that of the weapon.)

One thing you may note is that I generally didn’t include grenades. They work out to be pretty expensive in points cost (10 for the indirect ability, and if they affect an area, +10/inch) and the combat rules make them rather hard to use. Having another unit “gone to ground” and directing fire makes sense for motors and artillery - but pineapples should be thrown without such direction. At least as I initially read the rules, such fire is mostly suppressive as well. It probably should be a bit more dangerous.

As I said before, the rules are mostly effect based. So going by the example soviets, the inability to fire on the move is from slow charging weapons, not necessarily and inability to target.

Looking over the units gain, there are a few cut and paste typos. The tank breakers have their weapons reversed - the first weapon should be classed as V, not the second. Terrorists should be listed as trained rather than novice.

Does this answer your question?

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