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Author Topic: Rainbow 6 help  (Read 1687 times)
LepRecon
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« on: June 16, 2007, 09:30:44 AM »

Hi all

I am runnig 2.0 for the first time in my club in a few weks.  I have played a bit of Living more 1.0 but we all play 2.0.  I am using a home run game to introduce 2.0 rules to all my mates who haven't play before.  I am playing to use the Rainbow 6 book as a guideline for the scenario the only problem being that most of the missions are very Soldier orientaed can anyone think how I can change these missions to make them suit a more Spycraft group?
Missions to lok at

Terrorist Group in bank job
Take over a school
Hostage situation in a mansion but the hostage takers dont realise they have been found out

I know I will get around it all but wanted to see if there are any ideas out there to aid me, am happy to change the missions and alreay have in a few places.

Thanks in advance for all ideas

LepRecon
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Mister Andersen
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« Reply #1 on: June 16, 2007, 09:41:58 AM »

What classes are your players?
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LepRecon
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« Reply #2 on: June 16, 2007, 10:57:59 AM »

No idea they haven't decide yet have had people say face, Wheelman, Snoops and the like but nobody has made a hard and fast decision on characters but I know they wont be all action.

I am aware that knowing the classes help but I also just wanted to how to make the missions less shooting and more talking/snoopy/sneaky.  I dont mind a few shooty missions just dont want them all that way.

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« Reply #3 on: June 16, 2007, 11:59:30 AM »

Well, Sneaky is easy - just figure out a route that allows the team to sneak past armed check points, either entirely unnoticed or requiring them to covertly take out a couple of sentries. Accessing he surveillance/power systems of a location to turn it against the hostiles is also a good way to go.

Perhaps the hostiles can be talked down of tricked in some scenarios too?
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« Reply #4 on: June 17, 2007, 06:33:06 PM »

Take a look at the R6 games. Good one is the Rogue Spear - you have pure sneaking missions (plant bug in the bad guys villa - be seen or kill a sentry and the mission fails), investigation (handled off-screen in the game - figure out who is selling WMDs for various Tango groups) and regular CT missions (rescue hostages from museum, airplane, Vienna Opera...).

If you follow the book, the Sleuths and Snoops will have plenty of action after the team has taken down the Tangos. Figuring out the whys and whens something that the book did not pay too much time on, and you can always give the jobs that the locals are assumed to handle to the team (locals do the legwork and players do the deduction part). See if the players will figure out the Big Picture before the Mastermind is ready to begin the End Game.
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« Reply #5 on: June 19, 2007, 11:55:29 PM »

Terrorist Group in bank job
Take over a school
Hostage situation in a mansion but the hostage takers dont realise they have been found out

Any of these could lead to hostages and, subsequently, hostage negotiations, a Faceman job if ever there was one.

Snoops and Sleuths can always go about gathering the information they are so good at finding.  Leave it to these people to find out who the terrorists are, how many of them there are, what group they belong to, what their motivations might be, how many people are actually being held hostage and if they really do have access to the WMD they claim to have.

An advocate may be able to use his clout to prevent the media from becoming involved, keeping the terrorists from getting the face time they so badly want.

Explorer's, Hackers, Intruder's, and Scouts can all sneak into the target area and replace a hostage, tap into security cameras, spy on the terrorists, or remove a patrol and clear a path for everyone else.

Depending on his skill set, a Scientist may get inside duting negotiations as a doctor to provide medical aid or reveal through his analysis another way into the target area.

And of course Soldiers and Wheelmen can bust open the wall, with either explosives or a tank, take the terrorists by surprise and proceed to mow all the terrorists down, again with explosives or a tank, before they ever get a chance to react.



Basically, what this all boils down to is this: I have never found a need to tailor missions to specific character types.  The players know their character's abilities a lot better than the GC ever could and player's are a creative lot.  They WILL find a way to use their abilities.  As a GC, just remember to not arbitrarily negate their plans, but rather just roll with it.
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« Reply #6 on: June 20, 2007, 07:50:54 AM »

Any of these could lead to hostages and, subsequently, hostage negotiations, a Faceman job if ever there was one.

A bit more an advocate or (given their "flawless networking" ability) fixer job.

A faceman job would be to exchange places with one of the hostages (or if they are good, a lackey) and become an "inside man". Smiley
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« Reply #7 on: June 20, 2007, 11:02:27 AM »

I had thought about the Faceman exchanging places with a hostage but it seemed difficult for them sneak into the area and actually pull that off.

I hadn't thought of the fixer since we don't actually use it in our home games, but the whole point of the spiel was just a way of saying that players will find a way to make sure their abilities get used.
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LepRecon
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« Reply #8 on: June 26, 2007, 09:25:51 AM »

Cheers guys for all your help a quotes have not been on for a week due to work and I had decided to let the adventures roll and see what the party come up as a solution to the mission.  Their characters and they will find the best way to use em.  I know when I play my Face every mission I play is a Face mission even if the party dont see it that way so if the party want to go down any route I'll roll with it and see how it goes.

Cheers for the little ideas.

LepRecon
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