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May 28, 2016
Warfighter Resource Point Variant v1.xlsx (40 KB) (Log in or Register to download.)
Background: See thread here: Utilizing High Cost Soldiers...looking for ideas. I want to be able to utilize higher resource cost Soldiers in my campaign. Though the steady creep from small resource point missions in a campaign to increasingly higher resource point missions is a fun way to see your options and capabilities steadily increase, the values as they currently exist don't allow the player to utilize the higher value soldiers in a campaign.

This workbook offers players several ways to alter the resource points available for a mission. When Resource Point values are altered from the value given on the mission card this variant also changes the Mission Timer value and Objective Location in an attempt to maintain balance. When using this variant the player can select from options that:

1) Maintain the ratios of Location/Resource Points (RP) and Timer/RP present on the mission cards but apply them randomly or;
2) Maintain the ratios of L/RP and T/RP on every mission and randomly apply them as a pair, reducing variability from 1) above, or;
3) Maintain the ratios of L/RP and T/RP for each mission, removing any other randomness and keeping the ratios the same for each mission identical to the "stock/official" values.

I haven't yet playtested this in an actual campaign. When I playtest, I will start by retaining the Campaign Point award (Objective Location) as printed on the Mission card and not inflating it to the modified Objective Location. I also think it would be good to retain the steady increase in RP as the campaign progresses to retain the feel present in the official rules. For example, I may increase the first mission to 70 RP, 80 RP for the 2nd mission, 90 RP for the 3rd, 95 RP for the 4th, etc.

Any help and ideas are welcome.

version 1.
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