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Author Topic: SpecOps: a Gruntz Module Released!  (Read 4072 times)

Offline MrHarold

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SpecOps: a Gruntz Module Released!
« on: February 06, 2015, 04:01:43 AM »
Available at http://www.wargamevault.com/product/143154/SpecOps-A-Gruntz-Module

SpecOps is a Gruntz Module that brings the exciting second-to-second action of Special Operations missions and campaigns to the tabletop.





NEW RULES: New rules for stealth operations, contact blips, hacking enemy soldiers and more!


NEW WEAPONS and EQUIPMENT: Specialist grenades, expanded weapon lists and more armor types to outfit your operatives. Hack enemy cybernetics with SLAM modules!


NEW MISSIONS: Eight new missions along with a branching campaign make running your games easy and interesting.


NEW TEAM TYPES: Choose from eight different types of teams with their own unique perkz each and further customize your troops with Species Traits to represent Aliens and Humans.


NEW OFF-BOARD RESOURCES: Light up your enemy with a UAV drone, or maybe an orbital strike with your new off-board resources.


NEW CAMPAIGN MODE: Advance your skills, build up your equipment stores and nurse your wounds with the new campaign mode that keeps your operatives from game to game.




The Gruntz Ver 1.1 rulebook is required for this module.
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Online Commander Roj

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Re: SpecOps: a Gruntz Module Released!
« Reply #1 on: February 07, 2015, 11:04:23 AM »
Available at http://www.wargamevault.com/product/143154/SpecOps-A-Gruntz-Module

SpecOps is a Gruntz Module that brings the exciting second-to-second action of Special Operations missions and campaigns to the tabletop.





NEW RULES: New rules for stealth operations, contact blips, hacking enemy soldiers and more!


NEW WEAPONS and EQUIPMENT: Specialist grenades, expanded weapon lists and more armor types to outfit your operatives. Hack enemy cybernetics with SLAM modules!


NEW MISSIONS: Eight new missions along with a branching campaign make running your games easy and interesting.


NEW TEAM TYPES: Choose from eight different types of teams with their own unique perkz each and further customize your troops with Species Traits to represent Aliens and Humans.


NEW OFF-BOARD RESOURCES: Light up your enemy with a UAV drone, or maybe an orbital strike with your new off-board resources.


NEW CAMPAIGN MODE: Advance your skills, build up your equipment stores and nurse your wounds with the new campaign mode that keeps your operatives from game to game.




The Gruntz Ver 1.1 rulebook is required for this module.

I've been interested in this since I heard it mentioned in Robin Fitton's interview on Meeples & Miniatures. It's pushed me over the edge to buy Gruntz at last. Looking forward to reading through and eventually trying it out.

Offline MrHarold

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Re: SpecOps: a Gruntz Module Released!
« Reply #2 on: February 07, 2015, 04:51:05 PM »
Thanks and I hope you enjoy it! Please let me know if you have any questions!

Offline Mr. Peabody

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Re: SpecOps: a Gruntz Module Released!
« Reply #3 on: February 07, 2015, 05:43:18 PM »
What a great idea!

How many figures a side would be needed for a typical 'SpecOps' game?
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Offline MrHarold

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Re: SpecOps: a Gruntz Module Released!
« Reply #4 on: February 07, 2015, 05:44:32 PM »
5 to 8 to start a team up. Probably up to 10 or so.

Offline Mr. Peabody

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Re: SpecOps: a Gruntz Module Released!
« Reply #5 on: February 07, 2015, 05:47:43 PM »
That sounds perfect. Kudos & congratulations Harold.  8)

Offline MrHarold

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Re: SpecOps: a Gruntz Module Released!
« Reply #6 on: February 07, 2015, 05:48:39 PM »
Thank you :) I'll be putting up a FAQ and updated pdf on Monday with all the little things that tend to come up

Offline Mr. Peabody

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Re: SpecOps: a Gruntz Module Released!
« Reply #7 on: February 07, 2015, 06:11:32 PM »
I think this is the sort of thing that Gruntz! will do best. We tended to play 'big' games, but got bogged down by the dice.

That said, for a skirmish game -especially one with a cool theme like this- Gruntz! would provide just the right amount of friction while allowing all sorts of really cool sci-fi kit on the table.

Offline MrHarold

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Re: SpecOps: a Gruntz Module Released!
« Reply #8 on: February 08, 2015, 06:32:53 AM »
I've updated it to version 1.01 with a couple of clarifications and other minor changes.

Thanks everyone who has picked it up!

Offline MrHarold

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Re: SpecOps: a Gruntz Module Released!
« Reply #9 on: February 09, 2015, 04:49:07 AM »
I'm starting on the writing of the first free supplement for SpecOps - Using Dropships/VTOLs.

My biggest concern is that if one side has a VTOL/Dropship then the other side needs a way to take it down.

Now, soldiers (once they start to advance) can buy missile launchers, but I'm not sure that's going to be enough. I'm thinking that a more abstract system would work better. Something where the VTOLs can drop off the troops (or exfil them) but can only loiter for a turn or two before they risk being blow up (needing a new mission, and possibly handing the enemy a victory). This would introduce an element of how long do I let my VTOLs loiter before telling them to leave, a risk vs. reward which is always fun.
I'm also thinking if one side bought a VTOL, the other side would get the same number of points to spend on MANPADS, Off-table SAMs, their own VTOLs, interceptors, etc. Basically a separate point pool for both sides. The bigger the VTOL, the bigger the enemy response.

I would have different VTOLs to start based off what I sell: Aurora, Sparrowhawk, Raven, Condor.

What do you folks think? Any suggestions/ideas?

Offline YPU

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Re: SpecOps: a Gruntz Module Released!
« Reply #10 on: February 09, 2015, 02:01:13 PM »
I might be wrong, but aren't modern gunships quite vulnerable to small arms fire if they hang around to close to the action? I mean they have a lot of delicate moving parts that really would get seriously screwed by a small dose of flying lead.
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Offline zizi666

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Re: SpecOps: a Gruntz Module Released!
« Reply #11 on: February 09, 2015, 05:07:10 PM »
The option should be available, but it could lead to very quick games.
If the defender throw some perfect dice rolls, all dropships could get shot out of the sky resulting in the death of their crews (unless you create some system where they could escape if they are equiped with jumppacks)
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