GURPS: The Siege (Pt IV)

Interesting thought for the actual "siege" itself: do use Mass Combat, but for the Significant Actions part, run a 10-15 second tactical firefight involving just the PCs as they do something ... well ... something significant (e.g., "Oh, shit! They're setting up mortars!") In this way, each "wave" of bad guys would represent a single Mass Combat round. Principally, though, a lot of this is going to deal with "ammunition conservation" ... I've reviewed the Mass Combat book again to see if it actually includes that sort of component already since being low on ammo is a common trope in both cinema and real life, but haven't found anything. May have to crowd-source that on the GURPS boards...

Using the 13 Hours movie as an example, then:

  • Mass Combat Round 1: Hostiles conduct a zerg rush. PCs defend.
  • Mass Combat Round 2: Hostiles shift tactics slightly, then intend to use a big ass bomb inside a bus. PCs engage bus, cause it to blow up.
  • Mass Combat Round 3: Hostiles engage using mortars. Things get very ... interesting for the PCs.
Something else I need to keep in mind is that two of the PCs in that group are not shooters. We've got a Wheelman and a Hacker type, so they'd need something major to accomplish during this. One possible idea is for the PCs to do a proactive defense and retrieve a vehicle of some sort; for example, let's say the bad guys engage using utilities (which are just trucks with machine guns on them.) Maybe the PCs could take out the gunner and driver, which allows the Daredevil wheelman to rush out and then bring the vehicle in, adding to the effective firepower the PCs have at their disposal? Something to consider, I suppose.

Less clear is what the hacker can do, especially if the bad guys are a bunch of low tech pirate types (e.g., Somali pirates). It isn't like they're going to be deploying drones...

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