Pour ceux qui n’ont pas de compte Facebook, Dan Versen vient de donner pas mal de détails sur la vague 3 de Warfighter Modern Warfare qui va avoir pour thèmes les combats de nuit, la furtivité et la gestion d’une société de mercenaires.
Cela devrait commencer le mardi 3 septembre en principe mais pour ceux qui étaient sur les standards des vagues 1 et 2 on devrait avoir ici une grosse quantité d’add-on comme ce qu’ils ont fait avec la vague de Warfighter WWII.
Warfighter Modern Wave #3!
DVG is proud to announce Warfighter Modern Wave #3 Kickstarter launching in a few weeks. The tentative launch date is Tuesday, September 3rd. We’ll have a firm date in a week or so when I hear back from the various artists.
The Wave will have several exciting additions to the Warfighter Modern world!
==Shadow War==
The Shadow War games deploy your teams on the darkest of missions inside foreign countries to carry out hit and run attacks.
Shadow War is anchored with a more detailed examination of the Night rules first seen in Wave #2. As before, Hostile cards have an “Undetected” side and a “Detected” side. You also have the Night Gear you are familiar with to move around, detect, and engage enemy forces.
The boxed core game includes all the cards you need to run Night missions against North Korea.
The core game also includes special Night trained SpecOps soldiers, and their specific Night Skills. As well as Suppressed versions of NightOps weapons, such as the M4 Carbine, MP5 SMG, and many more.
With the expanded Night rules, you will choose an Insertion card and Extraction card for each Mission. Each card has specific advantages and disadvantages that you must carefully weigh when planning your mission.
Shadow War comes with an Action card deck optimized for Night warfare. You can expect more sneaking and fewer support cards. You will receive very little outside support for these missions.
==Here’s How It All Works==
Hostile cards start on their “Unrevealed” side, which means you have a vague idea of their location and composition. Once you detect them with your Night Vision Gear, you flip the card to its “Revealed” side, and you’ll see their actual information.
You now track the “Awareness” level of each Hostile card with counters. Each Hostile card comes into play “Unaware”, and is easy to target. If you make too much Noise, they might “Pause” to listen. If you make even more Noise, they will “Go For Alarm”.
I’m very happy about the new Night Combat rules. As your Soldiers move, shoot, reload, and perform other Actions, they generate Noise. Each time you make Noise, the Noise counter bumps up the track, and Hostile cards have a chance to hear you. The higher the Noise level gets, the better the chance of them Pausing or Going For Alarm.
When you declare an Attack, you draw an “Unaware Target” counter for the Hostile. This counter gives you the current modifier to the attack as you’re looking through your Night Vision scope, anything from “No Shot”, to “+2 to Attack and Defeat Cover”, all the way up to an auto “EKIA”. Once you see the counter, you can then decide to take the shot or not, but either way, the Action is spent.
If you run around firing unsuppressed weapons, your Mission will quickly end. So, taking suppressed weapons is a great idea. You also get to carry different types of Ammo counters for your weapons.
You have standard supersonic ammo, which makes a fair amount of noise, even when fired through a suppressor.
You also have subsonic ammo. This makes less Noise, but lacks the punch of supersonic ammo, so it suffers a -2 Penetration.
You also have optimized Black ammo, inspired by the 300 AAC Blackout rounds. This is subsonic ammo, but has a heavier than normal slug. Black ammo does not suffer a Penetration penalty, but it does cost 1 RP per counter.
Keeping Noise to a minimum is vital, because once the Hostiles hear you, they will try to Go For Alarm. Once that happens, you will have only a few Actions to Eliminate the Hostiles on that card. Should you fail to Eliminate the Hostiles in time, they will Sound the Alarm, and then your life gets much more difficult. Once the Alarm is Sounded, you have only a handful of Actions until all the Hostiles are Alerted. You no longer get the “Unaware Target” bonus counters when Attacking, and beefed-up “Reaction” Hostiles begin to enter play.
If the Alarm is Sounded, you’d better be close to your Objective, or you’ll be quickly overwhelmed. So, you might as well open up with the unsuppressed weapons, grenades, LAWs, and anything else you have, because you’ll need to blow the target and get to the Extraction point in a hurry.
If the Alarm hasn’t been Sounded, the Noise level goes down at the end of each Turn. This means you’ll go through cycles of engaging Hostiles, and then laying low for a Turn or two until its quiet again. Of course, the Mission Timer is always ticking.
==Shadow War Mission Expansion Decks==
Each Expansion features a specific enemy facility, such as an air base, port, command center, research lab, etc. that is the target of your mission. All the cards in the expansion will be specifically detailed for that mission, region, nation, and geographical location. This means, for example, you’ll only be able to do Amphibious Insertions and Extractions at coastal or riverine facilities.
Enemy Nation Packs will include: North Korea, Ukraine, African Warlords, Central American Drug Cartels, and more.
==Modern Expansion Decks==
These Packs expand the daytime side of the war.
We will be adding Israeli Soldiers and Gear, as well as other nations to be announced during the Kickstarter!
We will also add Vehicle Expansions that allow you to add Vehicles to your Squad!
North Korea, China, and others will appear as Adversary Nations!
We have many surprises to announce for these Expansions!
==Private Military Companies (PMCs) Boxed Expansion==
This will be a boxed add-on expansion where you get to manage your own company in Iraq in the early 2000’s during the “Iraqi Gold Rush” days.
After the fall of Saddam Hussein, the US military had more tasks than soldiers, so they opened the doors to private companies, some no more than mom and pop operations to escort and provide security for the US’s vital in-country interests.
Warfighter - Private Military Company (PMC) puts you in the role of the owner of a PMC in Iraq! You create your company and decide the kind of business you want to run. Do you play by the rules? Do you take on any contract, no matter how shady? What kind of operators do you hire? Some guys are great shots, but they have a trouble past, while other shooters seem fine on the surface, but how will they hold up once the bullets start flying?
You decide on your relationship with each of your team members at the start of the Campaign. They can be your friends, family, work buddies, or someone you just met. As they complete missions, your devotion to each other will strengthen, and their abilities will improve as the bond grows. However, should they fall in combat, it will tear you up, perhaps to the point of costing you your company!
You bid for contracts, you run your company, you resolve your contracts each week, and when it hits the fan for one of them, you resolve the tactical situation using the Warfighter Modern system, but with your guys (that you hired and have bonded with), armed with the guns (that you purchased), while trying to fulfill the contract (that you bid on). All while trying to turn a profit and come out alive.
==The September Kickstarter==
We are really looking forward to this Kickstarter. It has been too long since we’ve been able to able to Warfighter Modern, and these games add a ton of variety to the game and your missions.
As will get closer to the launch date, we will continue to provide sneak peeks of the new mechanics and cards!
As always, we greatly appreciate your support for our Kickstarter campaigns. The Warfighter series has only been able to expand like it has because of you and your interest in our games. And I thank you for this every day!