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Commercial Corner => Classifieds => Topic started by: Agentmolar on June 21, 2007, 10:42:42 PM

Title: My gaming ideas.
Post by: Agentmolar on June 21, 2007, 10:42:42 PM
Ok ive got a free weekend it seems, so if i knuckle down and retype all the stuff i worked on when sitting in airports etc for the now abandoned Dark Messiah project, would anyone still be interested?

to me most of my ideas are a little heavy on the rules so that you need a calculator and hours to process the gameplay, but im sure that could be altered with the right advice.

Any takers on working on this as perhaps a rule set that Hasslefree could use? I had some ideas for a squad based game for them to use with their minis like a UFO aftermath style game. Another idea was to have a type of space hulk style game with Grymn taking on Sleite/Bodkin and Druusch in their space stations/ star ships.  I figure it would make life easier from a terrian point of view, because people could use either world works /hirst terrain. or alternatively some creative chap here could create some PDFs of our own to create floor maps of space stations. Perhaps even combining some resin walls and internal scenary.

Does this sound worth pursuing, becuase im a terrrible person to stick to one project. I have the ideas, but not the persistence to see them through. Hence why i have the idea to write stories/ make games, sculpt and paint, and in the end do none of them!! lol
Title: Re: My gaming ideas.
Post by: Custom_Hobby on June 21, 2007, 11:00:39 PM
Kurt I still am thinking of doing some things and the threads weren't deleated they were just moved. I will get back to you on that soon.
Title: Re: My gaming ideas.
Post by: Keeper on June 22, 2007, 03:24:50 AM
It sounds interesting to me.  I'd be happy to help in any way that you think I can, although my time comes in short blocks, rather than whole days :)  Let me know if I can help!
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 01:39:59 AM
Ive been rereading my ideas, very clunky and most of them stolen and adjusted from other systems it would seem. However that is more often the case in this hobby of ours right?? lol

Ok i had some ideas for having variety in unit stats. Having a set number of points that can be put in combination to make a character how you want. perhaps with upper limits depending if they are a grunt or leader.

So basically

Balistic attack BA :
Melee attack MA :
Strength ST:
Physical Toughness PT:
Initiative IN :
Morale ML :
Dexterity DX :

Its a 2D6 base system.  Does anyone know how to post files so i can share them. Cheddermongers perhaps??

Im thinking troops having 45 points to spend and leaders 50. Too high? I think the troopers are limited to no score above 7 and leaders no score above 9.. perhaps having rookie troops with 40 points wiht no score above 6?

Title: Re: My gaming ideas.
Post by: Custom_Hobby on July 11, 2007, 01:46:26 AM
Kurt you can post files in the reply window where it says 'additional options.' All of the global mods can do it.
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 02:11:51 AM
Ok here is the grid for determining rolls for a 2D6 system


for example

BA score required to hit can be worked out as

14 - BA +/- modifiers = Roll required.

Melee combat use the table MA vs MA then +/- modifiers = roll required.




Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 02:14:10 AM
Other modifiers

Partial cover -1
Full cover -2
Called Shot -2


Dx gives bonuses

2-4 -1
5-7 0
8-11 +1
12 + 2
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 02:28:05 AM
Ok all people can take 3 wounds anywhere. All shots are to the main body unless called.

to wound you need to score a 7 on your wound roll. You reroll all 6s for extra damage(although im more for having individual weapon characteristics. )
Armour soaks up damage points so you need to roll a higher score to wound.  Still workignout the stats for light/heavy or medium armour. There will be modifiers to stats to armour though. This allows for troops to wear helmets or not.

Arm wound  - 2 MA - 2 Rifle /heavy weapon shots
Leg Wound 1/2 movement ( yes that means with two shots, can only walk 1 inch a round... crawling!)
Head wound... hmm.. originall 1/3 stats on all. but not sure about this. Any suggestions?

The other idea i had was to make the score need to wound based on your PT. So it equals your base PT. It fits with the system somehwhat.
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 02:37:01 AM
Card system for series of play

You use the IN score and halve the number rounded down. That gives you how many action cards you get. You can move twice ina  round but no more. You can either move/shoot/close combat or action. actions can be operating levers, lifting up a comrade and givien medic packs, etc. More for a role playing or mission based play

The cards from all players are placed in a pack, then drawn one at a time for who moves when. This really randomises the game somewhat. Is this a good idea?. playtesting should be a good way to find out.


Movement is 4inches. running 8 inches but cant shoot next card.

Question is is this too many action cards for a round? Perhaps 2 only? The average ive worked out is. 3- 4
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 02:50:06 AM
Weapon damages and modifiers from add ons.

Pistol 1D6 = reroll 6s
Laser or Gauss pistol 1D6 = reroll 5s?
Auto Pistol (ala underworld)   2d6 = reroll 6s.
laser sight +1 to  hit at S or M range
Scope +1 M and L?

SMG 3D6 = reroll 6s
Laser sight +1 to hit at S and M
Scope +1 to hit M and L

Rifile 3D6  = reroll 6s
Armour piercing round 4D6 = reroll 6s.
Laserright +1 tto hit S M L
Scope +1 hit M L

Shotgun 3D6 = reroll 5s in short range. No reroll for other range

Sniperrifle (seems like it should already have a scope or lasersight considering the type of weapon.) perhaps include it in the bonues?

Heavy weapons
Flamethrower 4D6 rerolling 6s with a template auto hit. Perhaps a Dx save for the victim?
Rocket 4D6 rerolling 6s with an explosoin template BA roll required
Heavy MG 1D6 shots at 4D6 damage a shot no rerolls.
Plasma/Guass or other nasty type cannon/... 5d6?
Title: Re: My gaming ideas.
Post by: Keeper on July 11, 2007, 05:58:54 AM
These rules "feel" to me, after reading them, like the combat rules in Traveller, but thought up by someone else, in a slightly more complex manner.  But that is a good thing - I like Traveller :D  And you did say that all rules are alike!

I like the stats.  They seems like a nicely balanced abstraction for tabletop play.  I guess that is why this type of stat set is generally popular :)

45 points does seem too high for grunts, though (45/7)=6.43.  If you're maxing stats at 7 for a grunt, that makes the average a bit too close.  My recommendation would be 40 for grunts and 35 for green troops, both with a max of 7.  50 for leaders seems good to me, though.

By creating a points buying system like this, are you trying to avoid the need for a points system for "buying" forces for a battle (i.e., avoiding a 'codex' type system)?

I like the hit tables and the range modifiers for weapons.  I might suggest the option to aim a shot, however to give a positive modifier if you shoot on your next card.

I think I prefer hit-to-wound rolls against the target's PT.  It just makes more sense (to me), and allows a little more individuality.  After all, you're not aiming for a real-life simulation here (like 3 head shots before you die!) :)

I'm not sure about movement distances.  I assume you're assuming 28mm figures.  My gut instinct is to halve this, since with IN 9 (5 cards) you could charge 24" and assault in one round.  I like the number of actions as they are, but along with modifying move distances, I would be inclined to require a heavy weapon to do nothing on the previous card before it could fire.

2"/4" might seem like a short distance to move, but with the number of actions as they are, I think that your system would produce a better representation for issues like opportunity fire, without needing special rules to cover it.

Weapon damages and modifers in the last post look good to me and just need some playtesting. :)

On with the :fighting40:

I notice that there isn't much on melee comabt damage here.  Would that be attacker ST vs target PT on the table?
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 06:49:29 AM
Yep havnet posted melee combat yet.

The movement would be limited by only allowing 2 movements per turn regardless of IN. So that would mean only 2 cards could be used for movement. that limits the 24 inch movement you described.

The idea of points buying was to make it more interesting and individual. Its also to be more squad based where you actualyl care about every troop. not sending wave after wave of men in to die hopelessly. A tactic that went out with the battle of the somme.

I also wanted to use this in case of a more story based game which is the style i prefer to play if possible. Sort of RPG wargaming

Title: Re: My gaming ideas.
Post by: Keeper on July 11, 2007, 07:05:50 AM
By RPG Wargaming, do you mean the same sort of small-number skirmish game as say, Inquisitor or Occult Wars?
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 07:52:13 AM
Havent played either of them, so couldnt say. i havent played space hulk either, but i like the idea of squad based combat. Thought the idea of having a game with grmn, or modern adventurers in small squads could be fun
Title: Re: My gaming ideas.
Post by: Baldemyr on July 11, 2007, 08:22:23 AM
The problem with body hit locations is the time that would add to the game.  Inquisitor can use it-since my army consists of one space marine and this weird critter with portholes for eyes.  Now if you want SMALL teams-then it makes sense but keep in mind that this is a bigg time sucker (which I dont personally mind).  
 As an alternative-how about doing hit/wound locations at the end of the fight to determine health and cyborg parts for next mission?


 Your armour idea is great-instead of rolling to save, the armour should soak up X amount of points and only allow the rest through with each hit-I like that idea a lot.


 Another thing, is there going to be squad coherency?  If someone is injured, does that mean the whole squad is locked into that movement rate?

Title: Re: My gaming ideas.
Post by: Custom_Hobby on July 11, 2007, 11:18:02 AM
With the rule about double posting I didn't think we needed to make one up about quintuple posting :icon_wink:
Title: Re: My gaming ideas.
Post by: Agentmolar on July 11, 2007, 06:20:10 PM
Quote from: Baldemyr on July 11, 2007, 08:22:23 AM
The problem with body hit locations is the time that would add to the game.  Inquisitor can use it-since my army consists of one space marine and this weird critter with portholes for eyes.  Now if you want SMALL teams-then it makes sense but keep in mind that this is a bigg time sucker (which I dont personally mind). 
  As an alternative-how about doing hit/wound locations at the end of the fight to determine health and cyborg parts for next mission?


totally correct. One of the concerns i have with these rules. Especially since the stats affect alot of the game with modifiers etc. Perhaps having 3 wounds, with PT being the base score required to injure is enough. Having these rules could be optional if you want a more time invested game. I thought it would add some heroism to a guy with an arm wound crawling and only firing a pistol. Considering you reroll 6s, there is room for the chance shot to kill the bad guy . I want to create the possability of a more movie action style game, and room for story driven action. Im not sure if the cards add this or randomise it too much. Perhaps the activation system i briefly read about in Void could work, where you have to activate squads members before moving etc. . hmmm. more thought needed.

I dont want to go back to DND style where its just rolling and doing maths. I would prefer i roll , i hit, roll to wound.. (rolls furiously and rerolls some dice) I scored X , wow 2 chest wounds!! eat that sucker!

Along these lines, when hit with an explosion wounds could be randomly assigned which makes sense with an area effect weapon.

There may be a better way to streamline this, perhaps not affecting stats , but just modifiers.

BTW no squad coherency, would make the game very stilted in a small squad game. Especilaly with the card randomising actions. However you would have to go near a teammate to revive with med packs. They would remove wounds/ or remove stat negatives but leave a wound or something.

CH Oh yeah the quadrupal posting!! lol.. method to my madness.. was keeping certain ideas separate so i could edit them (which is what a did a couple of times) to keep them distinct when reading them. He he.. thought i might get caught on that! :icon_twisted:
Title: Re: My gaming ideas.
Post by: Custom_Hobby on July 11, 2007, 10:07:43 PM
Quote from: Agentmolar on July 11, 2007, 06:20:10 PM
CH Oh yeah the quadrupal posting!! lol.. method to my madness.. was keeping certain ideas separate so i could edit them (which is what a did a couple of times) to keep them distinct when reading them. He he.. thought i might get caught on that! :icon_twisted:

No worries Kurt. I just wanted to poke fun at ya :icon_wink: :bludrgn2: