QUOTE (Tanegar @ Feb 13 2011, 12:12 AM)
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.
I suppose I could do that as well. I didn't think of it because I'm not normally a mini person, but when you think about it, any gaming mini could be used, as long as they're all in proportion to each other.
Less stats in the Infinity system means less of a distinctive feeling for each character, but I've been brainstorming of a way to allow for a skill advancement or perk advancement system to let each officer seem a bit more like a character.
I am thinking that everyone could start with all the stats at a certain baseline level. It could be possible to use some kind of points to "buy" various perks, such as Martial Artist, or Veteran, for each officer. Alternately maybe they can gain these skills from surviving enough missions.
There are only a few skills, ballistic skill, hand to hand combat skill, and an intelligence type attribute that would apply for treating wounds or maybe disarming bombs. The way I see it, players could spend some kind of in game resource to raise these skills between missions, representing training, but if not actively maintained using resources the skills would gradually lower, especially if at a very high level. That would give a sense of specialization to each character and add a little bit of a role playing aspect.
I'll have to tweak around armor and weapons to make them suitable for a "realistic" modern campaign. No automatic railguns, heh heh. Since I'll be chopping out a lot of the default game materials maybe I can make a little bit more refinement and nuance in this area, e.g. try to differentiate between a revolver or single stack pistol, and a high capacity lower caliber pistol. Make the high cap low caliber pistol 2 attacks per Order, and have the single stack or revolver get only one, but then have the single stack penalize the target's armor save slightly.
In terms of adding new and interesting gameplay specific to a SWAT type situation, I need to really flesh out less than lethal grenades and armaments, and also figure out about arresting people, about figuring out whether or not a bad guy surrenders, and also about evacuating wounded or arrested people out of the scenario.
There is already a "guts roll" in Infinity you must make after you're hit but survive, where you may be forced to give up your position and flee to cover. So, maybe a character is impaired by tear gas, a flashbang, pepper spray, etc., and then is ordered to surrender by an officer, he must make a "guts roll" in order to not surrender.
There are already rules for hand to hand combat although in the basic Infinity game they just let models kill each other. Maybe instead of choosing to inflict a wound, an officer can choose to "pin" a suspect once he wins at hand to hand combat. If he moves away from the suspect, the suspect is unpinned, but as long as he stays in base to base contact he maintains control. Once a suspect is pinned, it takes a full order to search and hogtie the suspect with zipcuffs and collect any evidence he may have on his person.
Last summer, I attended an informal CQB training held by a SWAT officer. He explained to me how in a real situation, especially if a department doesn't have a lot of highly trained SWAT officers, regular uniformed officers may be called in to provide support on fairly safe and easy tasks, freeing up SWAT officers to do the dangerous and specialized tasks. For example, if the SWAT team is clearing a building, and they need to keep some people covering certain doorways into areas they've already cleared, they might consider bringing in uniformed officers in order to do that. The uniformed officers aren't going to be clearing rooms or anything like that, but they're just going to stand behind cover and keep their guns trained on a door to make sure that nobody comes through it.
So, for the purpose of a game, maybe restrained suspects and civilians can be removed from play by minis with average stats representing uniformed officers who can come in from the deployment zone, pick up the restrained people, and then carry them back to the deployment zone moving at half speed. In order to prevent people getting too creative with abusing this mechanic, if any uniformed officer gets injured or killed, there would be a really big score penalty for the SWAT player.