So every marine has Tactics (something). The book doesn't really give a game effect for using this skill. Anyone have any ideas for how to apply it (assuming the GM and players don't have any knowledge of military tactics themselves)?
Tactics skill - How do you adjudicate it?
Radomo said:
So every marine has Tactics (something). The book doesn't really give a game effect for using this skill. Anyone have any ideas for how to apply it (assuming the GM and players don't have any knowledge of military tactics themselves)?
I think the example in the adventure attached to Game Master's Kit is quite nice - there the players can use their tactic skills to have the GM tell them some things about the layout of the encounter - things that the players could probably spot themselves, but they're not obvious.
Don't want to spoil the examples for any potential players, so here's one of my own:
Imagine the KT needs to assault a bunker fortified with two heavy bolters. On a successful Tactics (I think it was 'Assault', but I don't have the book with me atm) test you could tell the players that (depending on the DoS):
- The bolter's line of fire do not overlap 100%, so they could approach under fire from just a single one.
- They can spot that the cliff behind the bunker seems low enough for a jump pack drop.
- etc.
Note that I have little idea on how a combat squad would assault a bunker IRL. Of course players could spot all of those themselves, if they asked the right questions - the Tactics test would just give them the info on a plate.
That's my approach - hope that helps.
Exactly, that is how I plan to impliment it if ever used. Basically give tactical hints based on the roll, for every two DoS the person gets another thing to use to get past the situation with a minimum of fuss and/or superior firepower.