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Concilium Convention Rules

Discuss the official campaign set Paradiso, ITS, as well as user-made alternatives, such as YAMS.
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Concilium Convention Rules

by Hero of Man » December 12th, 2013, 2:52 am

An amusing thought I had the other day; what if there was a rule set where you were actually limited by the Concilium Convention ban on certain weapons/ammo types?


From what I can tell, this is what is banned;

DA, Viral, EXP, E/M2, T2, Shock, Swarm Ammo/Type is all forbidden.

Nanopulsers, E/Mitter, E/Marat,E/Mauler, Flamethrower, Blitzen, Chain Rifles, Chain Colts, Vulkan Shotguns, Mines

Neurocinetics, Kuang Shi Control Device, Biolocator, Anti-Hacker Protocols


I think it might be interesting to have some matches around this limitation, but not sure if it'd be Fun. At least this way we'd have a civilized way of slaughtering eachother.
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Re: Concilium Convention Rules

by Pierzasty » December 12th, 2013, 3:19 am

Fix had a campaign where certain missions gave you a reputation hit every time you used a Concilium-restricted device in LOS of a camera/policeman.
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Re: Concilium Convention Rules

by Mob of Blondes » December 12th, 2013, 5:14 am

It would make warcors have an extra use: spot the illegal weapons. ARO with flashpulse, stun pistol or whatever you want to do still allowed, the spotting is free and simultaneous if there is LoF to shotter (maybe LoF to target or any part of template would give points too?).
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Re: Concilium Convention Rules

by Hero of Man » December 12th, 2013, 10:42 pm

Mob of Blondes wrote:It would make warcors have an extra use: spot the illegal weapons. ARO with flashpulse, stun pistol or whatever you want to do still allowed, the spotting is free and simultaneous if there is LoF to shotter (maybe LoF to target or any part of template would give points too?).


Oh man, I think that'd be great in its hilarity, and people trying to shuffle around using illegal weapons infront of the WarCor. And of course have the 'Cannot Shoot WarCors' cause that's illegal, also. But then you'd have to hide your OWN illegal weapons from your own WarCor, so deployment would be really dicey; for her to be able to see all the opponents stuff she needs a good commanding view, but then she might report on yours too!

Perhaps give her a version of Impetuous, where she has to go to where the action is happening...
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Re: Concilium Convention Rules

by chromedog » December 12th, 2013, 10:58 pm

As long as the in-game penalties for using a warcor as a bullet magnet are the same ... That is, no real penalty, I'd be in for it.

I'd just march the warcor out into LoF first chance I got (make them impetuous - I've not known a journo who wouldn't throw common sense (not to mention "sense of preservation") aside just so they could get to "the scoop"). If they die, then they die. Only FOOLS go towards combat if they aren't trained for it. Dead fools.
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Re: Concilium Convention Rules

by Hero of Man » December 12th, 2013, 11:27 pm

Well yeah, but in the spirit of Concilium Convention Rules;

>> ATTENTION: Journalists are under of the protection of the Concilium Convention. Any hostile action performed against a Journalist will be penalized by the international courts.


Perhaps remove their weapons/flash pulse all together? Let them make Discover Rolls against people to see what kind of ammunition they're carrying instead, etc.

Perhaps your equipment and such that violates might detract heavily from VPs or something, and killing a Warcor would be a very steep one.

Another thought; give her a CC distance attack that is basically a FtF WiP check, or she ties you down with an interview. This is basically the most Politically Correct War possible. :P
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Re: Concilium Convention Rules

by Mob of Blondes » December 13th, 2013, 12:21 am

Your own warcor reporting about illegal use... maybe. I didn't think about it that way. For realism... maybe you have heard about embedded journos, censorship (self or by force) and such things.

I would keep that for independent ones, some random dudes running around the table, informing about both sides. And with nice stats and skills for dodging a lot. Maybe also with drones like medics/engineers.
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Re: Concilium Convention Rules

by SgtHulka » December 13th, 2013, 5:53 pm

Well, black bag ops sometimes require SOG agents and such to infiltrate in country weapons-free and procure munitions on the ground. I could see such a mission where units with "illegal" weapons cost double or something, especially if the target is a compound garrisoned by Mercs who have had to procure their weapons legally.
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Re: Concilium Convention Rules

by Pierzasty » December 14th, 2013, 4:34 pm

SgtHulka wrote:I could see such a mission where units with "illegal" weapons cost double

Does that mean you have the formula of actual weapon costs? Gimme!
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Re: Concilium Convention Rules

by IJW Wartrader » December 14th, 2013, 6:19 pm

From http://infinitythegame.com/forum/index. ... nt-drones/

Banned ammo:
All special ammo types except Normal, AP, Adhesive, Monofilament, Stunning and Flash (Ah-aaaah, saviour of the Universe!). Note that this includes Swarm ammo due to the Shock effect and also Explode for the same reason.
'Buckshot' shotgun ammo.

Banned equipment:
Biolocator
Kuang Shi Control Device
Neurocinetics
All direct template weapons.
All Mines.

Plus from your list: AHP.

Having played missions with penalties for 'banned' usage it's fine for a one-off but is quite a pain as it's very easy to get partway through a turn and realise you made a mistake a couple of Orders earlier.
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Re: Concilium Convention Rules

by Lampyridae » February 25th, 2014, 3:03 pm

Odd how flamethrowers are not banned but chain rifles are. EXP being a banned ammo type is ridiculous and virtually impossible to hide. How then are spaceships supposed to use missiles?

I would simply make a schedule of weapons, with the most deadly being penalised more heavily.

Example:
Strictly banned: Viral, Nanopulser, Neurocinetics
Banned use against humans: E/M, Swarm Grenades
Banned in populated areas: EXP, E/M, Mines
Heavily regulated (not usable in peacetime): Chain Rifles

You could use a card system like YAMS which allows you to play a -1 VP card against the opponent if they use a specified ammo type.
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Re: Concilium Convention Rules

by IJW Wartrader » February 26th, 2014, 1:19 pm

Lampyridae wrote:Odd how flamethrowers are not banned but chain rifles are.


IJW Wartrader wrote:All direct template weapons.
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Re: Concilium Convention Rules

by Lampyridae » February 27th, 2014, 8:21 am

LOL shows I should pay attention more!
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