Does anyone remember SWAT 2? It had its rough edges but I loved it. The game let you manage LAPD D Platoon, including training, internal procedures, legal problems, gear purchases, and so forth.
Lately I've really been thinking how great it would be if there were a game of some kind that let you manage your own SWAT team. I have been thinking about all kinds of procedural details you could add to improve the kind of stuff they had in SWAT 2.
Specifically, I was considering the possibility of taking a RPG system so you could represent your officers as characters with their own skills, attributes, and personalities. But the RPG system would have to allow for tactical gaming for the concept to work. Once you had your RPG system, you could just tack legal details and internal departmental procedure rolls on top of it to create your department policies and county ordinances.
What RPG system would be best? My first thought was SR3, but that doesn't really account well for facing or for suppressive affects. My next thought was Pheonix Command. It has facing and action time durations, but it's a cumbersome system that hardly anyone knows.
Any suggestions? Maybe once I've picked an "engine" I can create a sample department and a sample scenario.
Er Ronin,
I was pretty sure supressive fire was used in SR3. (Had a lot of fun with AV rounds and a HVAR recently.)
If required, add on a TN modifier for the opposed test (remember, if it's harder than normal, add +2!) or a TN to suit the situation (GM Fiat).
Don't forget the cover half/full rules either?
Apart from that police procedures, legal stuff and small-unit tactics would be pretty much required, no?
_Tir.
I always felt that the SR3 suppression fire rules were a bit weak, but on the other hand I could just re write them and also try and integrate rules for pepper spray, flashbangs, stingers, etc.
If I just add rules for covering, facing, and posture, maybe SR3 could work after all, especially if it simplified by not having magic and cyber.
Not that it has rules for facing necessarily, but the base system for Death Watch/Rogue Trader/Dark Heresy could work. Just modify the critical tables to be less.... visceral. It has rules for pinning, suppression, overwatch, moving from cover to cover (tactical advance). It would actually feel like the SWAT games in some regards, probably most like SWAT 2 (that was the RTS one, yeah?)
In that case I will have to look those up.
EDIT. Ohhh, I see. It's WH40K.
So yesterday evening I went to a FLGS and dropped around 50 bucks to get the Infinity rules. I had asked the store person for suggestions about what system would be best to use for what I'm planning and explained all the suggestions I had gotten here on DSF. He pointed out that Infinity had simultaneous actions, suppression rules, and was pretty tight from the get go when it came to tactical combat. He said it works especially well for situations where you want someone to cover a particular direction. So, I have been studying up on the rules. So far I have a positive impression. Will post more when I'm done studying the rules.
Seems like Infinity is great. There's suppressive fire, grenades, covering, "guts rolls" to see if you automatically scramble for cover after being hit or not. There's even ways to airdrop into the playing field, like if SWAT were to enter the scene by helicopter. The only thing I would have to add would be a lot more less lethal items, and methods for arresting people as opposed to just shooting them or killing them in hand to hand combat. Probably end up being a lot less work than trying to do all that with SR3, which means I'll have more time/mental energy to spend on the most interesting parts of this idea.
Only trouble is I can't really make minis. It'd have to be a 2d game with a paper map and paper counters. Otherwise I'd have to make minis and how the heck could I do that?
Why would you need to make minis? Imperial Guard minis from Warhammer 40k spring to mind as being possible stand-ins for SWAT officers, and I'm sure there are others. Paint the buggers blue with the acronym SWAT in yellow across their backs and Bob's yer uncle.
This actually sounds really interesting. Do keep posting; I'd like to know how it turns out.
I continue to work on this project. I am now thinking in terms of a role playing/management type angle where the GM administers the rules, creates interesting scenarios, and controls the bad guys.
In infinity there are camo markers for pieces that are basically invisible. I am thinking of a Hero Quest type progression where on the playing field, points of interest, such as suspects, hostages, and booby traps, are represented by camo markers. As SWAT gains line of sight onto the camo markers they are revealed if they are in plain sight, or kept hidden if they are hidden. For example if a hostage is tied up and crammed into a cupboard, he will stay hidden until someone succeeds in a roll to detect him.
This style of play will let the GM have the NPCs act in character. I am thinking that if SWAT scores well in a given scenario the player gets more budget for training and equipment. However, SWAT will lose score for things like unauthorized use of deadly force, for missed shots that endanger bystanders, for officers down, for failure to save hostages, etc. Ideally in each level the suspects will have a goal, I.e. make it to the edge of the level and escape, and each suspect goal achieved would also reduce SWAT score.
So, right now, it's more like a tactical role playing game, and less player vs. Player. I feel like if it were player vs. Player, the player controlling the bad guys would "automatically" know that SWAT was about to show up and there wouldn't be an elegant way of stopping him from executing all the hostages as his first in game action, or constructing elaborate fields of fire and defensive positions and hiding spots for his guys, which is behavior that is not typically seen in real life during SWAT raids. Also, you couldn't do the Hero Quest style revealing of the map, which in my opinion is a lot of fun.
Ronin - Lego.
Instant Mini's, can get police-flavoured ones and even better, you can make up your own SWAT van using the rest of town-city set pieces.
Although having your boss be a one-eyed peg-legged pirate is awesome as well.
Tie-bomber deployment! Strange, mysterious helmeted OP FOR...heh, heh, heh....
_Tir
Even better, search "BrickForge" and "BrickArms" for third-party Lego compatible custom accessories.
-k
Hey...does anyone know about how much it would cost a police department to acquire a helicopter and pilot?
Well believe it or not I'm making progress on this project, probably because unlike my other projects the scope and scale is very manageable.
I feel like my biggest sticking point at this moment is something which is secondary to the actual battlefield rules, which is basically chargen and/or department resources. If you can create custom officers to fill your department, how do we devise a points system for that that makes sense in terms of a game? Those points will probably have to be seperate from the points you need to buy equipment for your department, since equipment isn't specific to an officer. How do we deal with the fact that you would have to buy both cheap items, like ammunition or a flashbang, and budget-blasting items like a multimillion dollar helicopter? Finally, what about medical bills, life insurance and disability insurance, and things like that? Finally, since department policies are up in the air, should those be assigned some kind of point value in terms of how much they hinder deployment and mess with your roster? For example, if you wanted to play more realistically, you could have a department policy that says any officer who shoots a suspect is placed on administrative leave for X missions while an internal investigation is conducted. That's policy at many real police departments. If you have something like that in game, it means that there will be a lot of turnover in your SWAT team as officers are constantly rotated out, and there would be a lot more personnel management you'd have to do to make sure your team is always ready to roll with the right specialists. If you chose not to have such a policy, then it would simplify gameplay, and you'd need far fewer officers, so a lot of management stuff would go right out the window.
Anyway, as soon as I come up with a first draft of the rules, I'll post them here, in the form of a list of things that go differently than Infinity. After that, maybe I'll do a paper and pencil playtest, and if that goes well, I'll see about if I can run a beta or not at a local gamestore or something like that.
Baltimore City's foxtrot unit costs $4m a year, and is operating almost 24/7.
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