Saturday, September 17, 2011

Matofekian army book

hq
warlord
Aim:4 HtH:1 Arm: 1 Morale: 15 Reflex: 2 Speed: 9
Gun shotgun Power: 10 type: charging 2 Range: 12"
CCW shotgun butt: Power: 6 Attacks: 2

Poet of the slums: In first organization phase warlord makes a 24" pass. Any unit reached in shouting distance gains a 2+ morale bonus.

Bounty: a Warlord can choose two enemy units. Any unit in point blank range of that unit gains 1+ to all stats. Upon causing said unit to rout the unit is fearless for the remainder of the game.

Seasoned: every two turns he may choose one phase to switch order in.

Hardriders:
Aim:5 HtH:1 Arm: 1 Morale: 13 Reflex: 2 Speed: 12
Gun Punchers Power: 10 type: charging 4 Range: 15"
CCW lance: Power: 8 Attacks: 1
Bike: does not get winded

Mercenary Bands:
Aim:4 HtH:1 Arm: 1 Morale: 11 Reflex: 2 Speed: 9
Gun Punchers Power: 11 type: Charging 2 Range: 9"
CCW lance: Power: 6 Attacks: 2
Eye of war: when in point blank unit is fearless.

Sunday, September 4, 2011

snipers

ok heres how sniper will work:

when set snipers may fire 1 shot with a d8 as normal. On 5+ the hit counts on a model of choice. On 8+ the hit counts as an auto kill.

Option: Spotters

Spotters allow snipers to fire when no set as normal or to fire twice when set if firing upon a unit that has fired upon them previously

Wednesday, July 13, 2011

Morale Score

What if you totaled your armies morale into a score and took test on said score. That way being outnumbered has a psychological effect on the game.

A maximum score would be 500 average 250.

Index

Stunned: Units who are stunned count as reflex -2 aim -1 and may only move half their distance.

Double Time: Units may choose to double time to twice their current speed in the lieu of shooting. Double timed units count as stunned.

In Formation: Units models may take upon any arrangement so long as they maintain a distance of 1/3 their original speed between them. Units who are out of formation must pass a morale check in order to return to formation.

Morale test: Morale tests are rolled on a D20 and compared against the units morale value. If the D20 is lower than or equal to the Morale Stat the test is passed. The unit may now use the ability as described.

Orders: Units in command may issue orders granting specific units temporary special rules.

Abilities: Some units may choose to activate temporary special abilities.

Clash Of Wills: Both units roll a D20 and add that to their Morale Stat. The unit with the highest value wins. If the unit who cast the Clash of Wills wins, they may use their ability. If they lose nothing happens unless stated in the rules of the ability.

Formations

Units models may take upon any arrangement so long as they maintain a distance of 1/3 their original speed between them.

Sunday, July 3, 2011

Weapon types

SO the three basic weapon types function but we need more data.

focus
static
charging

Recoil - aim+1
Indirect - scatters via scatter rule
Large blast - large blast disc
Small blast - small blast disc
Double blast - x/y values for small and large blasts. both occur
Strafing - Starting point and direction are chosen, Point is scattered. Attacks scatter on line.
Template - uses tear template
Flame - causes 2x wounds, hits vehicles like sniper
Sniper - hits like a regular weapon. On a hit roll a d8. on an 8 the kill is instant. Resolve otherwise. See vehicles for sniper vs vehicle
Gas - Treated like flame
Toxic - Causes X additional wounds at a Y+
Acidic - reduces armor by X

Scatter Chart

To determine what scatter type is follow the chart.

0 no scatter
1 d6 scater
2 d12 scatter
3 d20 scatter
4 d20 + d6
5 d20 + d12
6 d20 +d20

+1 for indirect ammunition
+1 for over half distance
+1 for fog
+1 for out of board strike
+1 for out of site
+1 for multiple shots

Fixing vehicle damage.

Armour - Power - D6
2+ Glance, Crew rolls a morale test, If failed they are stunned.
1+ Crew hit, One crew member takes a hit half the strength of the weapon to a minimum of 2. If killed the controlling player chooses which member is killed.
0 Damage taken, Roll a d6, on a 4+ the vehicle cannot move, on a 3- The main weapon takes damage. (Damage may be repaired unles damaged twice. In cases where main weapon is destroyed the next weapon is destroyed.)
1- Serious damage, Roll 2 damage taken results.
2- Critical damage, Roll 4 damage taken results, All crew and passengers take a hit half the power of the attack.
3- Explosion, all crew and passengers take a hit the full power of the attack. Vehicle is completely destroyed.


This system does not work. Its ok but the problem is a gun is either quite effective or barely effective. I need to give it more flex.

4+ Glance, Crew rolls a morale test, If failed they are stunned.
2+ Crew hit, One crew member takes a hit half the strength of the weapon to a minimum of 2. If killed the controlling player chooses which member is killed.
0 Damage taken, Roll a d6, on a 4+ the vehicle cannot move, on a 3- The main weapon takes damage. (Damage may be repaired unles damaged twice. In cases where main weapon is destroyed the next weapon is destroyed.)
2- Serious damage, Roll 2 damage taken results.
4- Critical damage, Roll 4 damage taken results, All crew and passengers take a hit half the power of the attack.
6- Explosion, all crew and passengers take a hit the full power of the attack. Vehicle is completely destroyed.

Now guns of equal strength to armor CAN destroy the vehicle completely but have less chance. This also gives small weapons a chance to at least kill crew.

Also we need a way for snipers to kill crew with ease. Since last game a d has been introduced for an instant kill. If 1/8 is good for open field head shots lets make In vehicle head shots harder. Amror + aim = d8+d20
This way a low armor vehicle with say, windows, is good chance of being hit. While high armor tank and high aim gunner have little chance of hitting.

Fists Of Dice: The Second Playtest

So my trip down to our local gaming store lead to something un-expected.
You see we never had d20's. We used d6's to simulate them. So in my quest to get a real one 1 found that you can't get just a D20. So now I have 2 variety packs of dice I never new existed. My first reaction was "I must find out how to use these." Anyways on to results.

-d20's are the most stressful dice ever.
-d4's are now used for many things, like fog.
-d4s are used for scatter. 1 means hit. all others use 1 for direction of scatter.
-d8's are used for low chance hits like sniper instant kills.
-Scatter has 3 categories, easy, difficult and extreme. Using d6, d12,d20 respectfully.
-Fog changes the game immensely.
-Heat and cold do very little.
-Need to find a good balance between vehicle armour and weapon power.
-All Commanders(hq, wh,fc) may shout orders at 9")
-Fleeing units flee at full speed towards second nearest safe edge rather then double time.
-d10,d100 both need purposes.

Wednesday, June 29, 2011

Second Army Book

This is tentative and subject to change because it is not my army im toying with here.

HQ warhero and feild comand needed

Troops
Tactical Squad
3 teams of 4 Soldiers 120pts
1 squad has 1 sergeant and 1 radio operator
Aim:3 HtH:3 Arm: 3 Morale: 11 Reflex: 3 Speed: 9
Gun R-34 Rifle Power: 8 type: Focus 2/1 Range: 18"
CCW Multi-Knife: Power: 7 Attacks: 2
Squad Tactics: Units are composed of teams. These teams may choose to act as separate units at any point in the game.
Scratch Tactics: Teams or units bellow 50% may combine and form a scratch unit. Scratch units may not use squad tactics.
All purpose: In the event a model carrying special equipment or weapons dies equipment is transferred to next living model.

Auxiliaries
Jeep
Arm: 13 Spd:18 Capacity:5
Crew-less: jeeps have no crew. They are operated by the troops it transports.
Open topped: units may shoot their gun

Combat Jeep
Arm: 16 Spd:15 Capacity:4
Gun R3-M: P9 Static recoil 3 Range: 27 Detachable(spd drops 3")
Crew-less: jeeps have no crew. They are operated by the troops it transports.

Specialized Forces
Land Support Cruiser 250pts
Aim: 3
Guns:
Cruise Missiles:
*scatters 3d6 or 1d6 on a hit.
Destroyer Cannon:
*scatters 2d20's.
Rail Cannon:
Scatters 2d20's, or 1 d20 on a hit.
Non Fielded Unit: Land support cruiser cannot be targeted by a normal unit.
Called in strike: Armies with functional radio support may use an HQ order to call in a strike. For scatter purposes the strike counts as out of site.

Pre-mapped coordinates
Any unit within LOS of a called in strike targeting point may allow the player to reduce the scatter dice by 1 die(smallest denomination in hand)

Targeting lasers:
4 lasers
may be used to subtract 2d6 from any scatter value. Negative results scatter in the opposite direction.

Field hospital
Each squad is given a medic which gives

Heavies
Rocket tubes 120pts
8 tubes per box
Power: 13 type: Static blast One-Shot 1 Range: 42"
Equipment: Rocket tubes can be distributed among the teams. You may either distribute 1 tube to each team or 2 rockets to a team.

Armour Packs
All teams have armour 5 but a speed of 6

Airstrike
Generals may call an airstrike any time after the first turn. The airstrike is treated as an order. To conduct an airstrike pass an order check. Then select a point on the board. Use a pointer to select a direction of attack. Now scatter the selected point by 2d6. Using the starting point and the angle of attack scatter 2d6. Airstrikes are strafing attacks

Note: strafing attacks often have multiple blasts. These scatter along the line of attack. To represent this flip the blasts end over end along the line of attack.

Napalm: Power: 9 Type: Large Blast 2
Napalm inflicts 3x wounds.

Drag Strike: Power 8 type: Small Blast* 5
*Drag Strikes strafe left and right at 45 degrees to the strafe line.

Carpet bomb: Power: 11 Type: Small blast*
*along the attack line 12" any unit hit by a small blast is hit with the bombs. No model may be hit twice.

Monday, June 27, 2011

Reverse thinking

So the new approach to killing got me thinking. Their are allot of things we do in this game simply because its what we've done before in others. That got me thinking to what else i can fix. Lets try aim.

Right now for aim we have a floater value of 6 that we need to match with aim and a dice roll. We then modify this value. But why does the floater need to exist. why cant the stat account for this already.

instead of:
6-aim+mod=roll
have
Aim(6-aim1)+mod = roll

now an aim 4 becomes an aim 2
5-1
6-0
3-3
2-4
1-5

These new aims will become the default value needed to hit before modifiers.

Much simpler.

Friday, June 24, 2011

First Comprehensive Rules Set. Aka FuryStorm A.1

Fury storm.

The game will use standard size miniatures on a board 4x6-6x8. The scale will range up to 400 models. Their will be multiple army choices all with unique play styles and rules.Games are conducted with armies of equal points value and the following composition:

1 HQ - A rearlines type unit that functions as a command and support role.
0-1 Field Commander - a front lines leader that functions in a combat and morale type role.
0-1 War Hero - epic scale warrior designed to turn the tides in a single swoop.
3-8 Troops - The bulk of any army. Functions as the main component supported and complimented by other choices.
0-6 Auxiliaries - Units equipped and prepared to perform certain tasks with more efficiency
0-3 Specialized forces - Cream of the Crop. Top notch warriors designed to do with few what many would normally do.
0-5 Heavies - Big Guns, Big Guys. Heavies bring the power in any army.

At the beginning of a game you roll for weather conditions.
1- Rain - units have a -2 for firing when shooting over 21"
2- Cold - units recover from winding in 6 turns
3- Heat - units count as winded after 4 turns
4- Windstorm - units move 3" slower (to a minimum of 6") when double timing
5- Thunderstorm - vehicles have aim reduced by 1. 3 separate p12 blasts are scattered
6- Fog - Roll a d3 to determine fog level. this is the value added to the roll to shoot if not within 12"

At the beginning of the game players roll for turn order. From then on the game is as follows:
There are three phases:
-Organization Phase
-Movement Phase
-Attack phase

During the organization units armies may use their chain of command convey their tactics and logistics. In this phase many units have the ability to attempt an action depending on the unit.

During the Movement phase units move.

During the attack phase units choose to either shoot or attempt hand to hand combat.

These phases are taken in order. I.E. Player one organizes, Player 2 organizes. This continues until all phases are finished signalling the end of a turn. On the next turn play order is reversed. Meaning Player 2 is now Organizing, Moving, and Attacking First.

Organization:
Most armies have units in their chain of command which are able to attempt an Order or Ability. Orders are conveyed directions that grant the bestowed unit a temporary ability. Abilities are used by the unit that attempts them.

To attempt an order or ability you must first pass a Morale Test.

Morale test: Morale tests are rolled on a D20 and compared against the units morale value. If the D20 is lower than or equal to the Morale Stat the test is passed. The unit may now use the ability as described.

Some units have abilities that require greater morale then the enemy in order to succeed. To test this a Clash of Wills is made.

Clash Of Wills: Both units roll a D20 and add that to their Morale Stat. The unit with the highest value wins. If the unit who cast the Clash of Wills wins, they may use their ability. If they lose nothing happens unless stated in the rules of the ability.

Movement:
All units have a Speed Statistic in their Stat line. This is the amount of inches they may travel normally. Units wishing to travel farther may choose to Double Time.

Double time: Units who double time travel up to twice as far as their speed. However units who Double time farther then 3" above their regular speed count as Winded. Units Who double time cannot fire their weapons.

Stunned/Winded: Units who are Stunned/Winded have the following negative modifiers:
*-1 to their Aim
*Speed is halved for next turn
*Reflex is brought down to 2

Attack Phase:
In the attack phase units Declare whether to shoot or assault. Declarations are made prior to any attacks on a Unit. Ergo: You are not allowed to stall a Hand to Hand charge until shooting determines if it is a smart move. Declare who shoots and who charges. Such is the uncertainty of war.Now that declarations have been made resolve shooting and then resolve Hand To Hand.

Shooting:
Units are shot individually. Unless otherwise allowed a unit fires as a whole. Units may fire at any unit in range and in Sight. Units count as in sight when 25% of the unit is visible. This is covered more in the Cover section.

To shoot a unit determine all weapons shooting in your unit. Each Gun has its own stat-line:
Gun Calipsum Rifle:
Power: 9 type: Focus 1/2 Range: 36"

Power indicates how strong the weapon is.
Type indicates what its rules for when it can shoot are, type also indicates how many shots are taken.
Range indicates how far the weapon may shoot.

There are three types of weapons:
Static weapons
Focus weapons
Charging weapons

Static Weapons are Large guns and heavy emplacements that cannot be handled on the move. They may only fire when they are planted. A unit counts as planted when it has spent a movement phase immobile.

Focus weapons are like rifles. A unit may choose to fire them at full capacity or fire them from the hip while moving. A unit that fires on the move surfers a penalty to their accuracy and may only shoot to half of its range.

Charging weapons are always fired from the hip and receive no penalty from firing after moved.

To determine if a shot hits follow this formula:
Units Aim + the following modifiers = Roll needed.
-1 If the enemy is large (15+ models, a vehicle, a monster)
+1 if the gun is labeled recoil (harder to fire based on power)
+1 if the unit fired a focus weapon while moved
+1 if stunned or winded
+1 if the enemy moved over 11" (faster means harder to hit)
+1 if the enemy unit is in bad cover
+2 if the enemy is in good cover
-2 if the unit is within 12" (point blank)
Some rules give specific units extra modifiers.

When a roll is equal to or higher then the needed value the shot hits. When the value needed is one or less you still must roll 2 or higher. There is no guaranteed hit.

Hand To Hand:
This has yet to be made or tested.

Roll for Armor:
Units have armor to protect them from lethal blows. Each unit has an armor stat in their stat line. Every time a Hit is scored the defending player must roll an Armor test.

To perform an armor test execute the following:
Power of the Weapon - Units Armor value = Roll required
For Each hit the defending player rolls against this value with a D6 for every hit. If the player rolls equal to or higher then the value the hit is ignored. In cases where the value needed is 7 or more the defending player rolls 2 6+ armor tests for the unit.

Cover:
In Fury Storm cover is pervasive. 25-50%mof the board should be filled with different sizes of terrain. This terrain can be used as cover. First we need to classify terrain.

Obstacles: barriers, barricades, short walls, traffic barriers

Features: Large pieces of terrain that block view pervasively

Hazards: Specific elements that have a fair amount of risk

Areas: Woods, cities, outcroppings ect.

Obstacles are scale-able only for movement. They cannot be stood on at any point. In order to use an obstacle as good cover a unit must be:
within 1" of the obstacle.
50% behind cover from the view point of it's attacker.
Pinned or Planted(Planted: abstained from moving in prior turn, Pinned: player elects to count as Planted when fired upon resulting in a -1 to all stats next turn.)
To use as bad cover you must be:
50% behind cover from the view point of it's attacker.

Areas always count as bad cover when a unit is 50% inside.

Features are scale-able and grant bad cover when on top. Otherwise features grant cover as obstacles.

Hazards are dangerous but have specific rules for each piece. These should be agreed upon pre-game.

Vehicles act much differently in cover. For starters vehicles may not get a cover save unless covered by terrain by more then 50%. In which case they achieve good cover

In cases where models in a unit are completely out of sight of the entire attacking unit, they may not be killed. An out of sight unit may only be killed by: weapons that ignore cover, Blasts centered from a point in LOS of the unit, ect.


That is the current state of the game. Anything else mentioned is not cannon only brainstorming. Such aspects have yet to be refined by play-testing.

Things to add:
-Shooting into HTH
-Shooting through units
-Atrocities
-Vehicles
-HTH
-Game objectives

Things to add to Overall gameset:
-Points calculator for vehicles & HQ

Reverse Death

You know what this game is missing. Saves. Not traditional GW save i dont like those. Just the ability to hand your opponent a fist of dice and say roll. I want to incoporate that into the game.

The way i'll do this is by revesing the way wounding is done. Now all hits are considered auto wounding and instead players roll to determine if their armour blocks the shot. I't will still function with the same stats and work basically the same way.

This does however negate previous armour inflation and instead transfers the 4+ tothe gun power
now:
power(4+)-armor=roll made by defendor
8-4=4
8-3=5
7-4=3


Now for each attack made both players roll.

Note: the inflation of vaules destroyed the instant kill mechanic. Instead replace with this: in a scenario where the to kill formula results in a vaule of 7+ each hit is worth double wounds.

Vehicles

Vehicles are something we need in this game. Even if its just little jeeps and trucks for now.

One thing i've hated in 40k is the variability with vehicles no matter the strength you still end up only scaring people. Therefore our system will be circumstantial.

Let's compare the weapon to the target via Armour minus power & D6. This gives us a result value.

Ex: P8 v A12 w/ D6=4
12-8-4=0
Zero will be our base value for determining what happens. Zero's should have an unfortunate result but not be devestating. The higher the number gets the less damaging the result is.

Behold the vehicle damage chart:

Armour - Power - D6
2+ Glance, Crew rolls a morale test, If failed they are stunned.
1+ Crew hit, One crew member takes a hit half the strength of the weapon to a minimum of 2. If killed the controlling player chooses which member is killed.
0 Damage taken, Roll a d6, on a 4+ the vehicle cannot move, on a 3- The main weapon takes damage. (Damage may be repaired unles damaged twice. In cases where main weapon is destroyed the next weapon is destroyed.)
1- Serious damage, Roll 2 damage taken results.
2- Critical damage, Roll 4 damage taken results, All crew and passengers take a hit half the power of the attack.
3- Explosion, all crew and passengers take a hit the full power of the attack. Vehicle is completely destroyed.

This should make vehicles work well.

Meanwhile vehicles have a statline of:
Aim Amor Spd
Gun list
Crew list

there vehicles are now done

Note: due to recent gun power increases armor values for vehicles will range 12-20

Wednesday, June 22, 2011

Game Phases

New game phase system.

Organization phase
Movement phase
Attack phase

You conduct orders during the Organization phase.
You move during movement.
You choose whether to shoot or assault in the attack phase.

Tuesday, June 21, 2011

No instant rule

New rule. Nothing is garunteed. In cases where you would normally be unable to miss or fail to wound you still must roll a 2+

Damage Refined

Hmm sounds like an album.
Anyway I was looking at the way damage was calculated and found it needlessly complex.
currently we go Arm+3=Roll+P+1
Why not just make it a little simpler.
Arm+4-P=roll
We will universally add 4 to all armour values. The armour range is now 5-12.
Now Arm 3(7) - 5 = 2+
simple
This will work fro vehicles to.
Arm 14 -10 = 4+

First Army Book

I've decided to pursue the Palrinians as my go to army for development. Devin is in the process of developing his. In light of the new unit rules he needs to re-write his guys for now. For now I am going to start building this army book.

Palrinians

HQ
Seby Klitux 120pt
Aim:2 HtH:1 Arm: 3 Morale: 14 Reflex: 2 Speed: 6
Gun Calipsum pistol Power: 8 type: Focus 2/2 Range: 18"
CCW fists: Power: 1 Attacks:2
May join any unit and use his leadership for all tests.
Propoganda: Kiltux is a master of propoganda. Each turn before movement phase he may choose to use 2 propoganda actions. These actions may be channeled through his war gear or the his retinues war gear. Propoganda actions may take two forms:
-Inspire: Increase friendly unit morale by 1+
-Deflate: Decrease Enemy Morale by 1-
Propaganda effects may not be doubled on a unit but may be used twice.
Shout: Klitux may shout propaganda at all units within 9"
Retinue:
Radio-tek: 20pts
-Patch-pak: Klitux may use this to broadcast Inspire to units within 42"
-Scrambler: 10pts: Tek may conduct a morale battle to scramble radio signals against opposing radio controller. If won the enemy may not use the benefits of a radio until the next movement phase.
Amp-tek: 20 pts Klitux may use a Loudspeaker to broadcast to all units within 24"
Banner-Man: 10 pts. Units who fail morale tests that are in Line of sight with the Banner-man Doubletime towards the Banner-man, but cannot regroup until they receive an inspirational shout.
Bodyguard: 12pt 0-5
Aim:3 HtH:1 Arm: 3 Morale: 15 Reflex: 2 Speed: 9
Gun Calipsum pistol Power: 8 type: Focus 1/2 Range: 18"
CCW fists: Power: 1 Attacks:2
May take a flamer for 6 pts (P:5 Range: template)

Field Command
Aleman Sovjac: 50pts
Aim:1 HtH:2 Arm: 2 Morale: 13 Reflex: 5 Speed: 9
Gun Calipsum Carbine Power: 8 type: Charging 2 Range: 36"
CCW fists: Power: 2 Attacks:2
Picketing: Skirmishers may use their assault move(4 inches) even when not assaulting. However when this move is used Skirmishers do not benefit from bad cover. Units may also use the movement phase to enter close combat. The combat is resolved during assault phase but only until the opponents first reflex level. I.E. R5 skirmishers attack R4 tactical squad and is resolved to level 4. Skirmishers attack both levels but tactical squads attack on the second only. At this point Skirmishers leave the combat by 3" and is not pursued by the enemy unit.
Swift: When skirmishers double time they may choose to move the entirety of their double time move, and that of their assault move as charged, in a single motion. I.E. May move 26". This unit counts as stunned, cannot shoot, cannot assault, and cannot move next turn in movement phase.
Flanking strike: Sovjac allows all units of skirmishers to enter the board from any corner of the board. To do so: Each turn Sovjac takes a morale check. If passed he may elect to remain off the board, if failed he must enter the board. When he enters the board he rolls a D6:
1- Enter on rear left
2- Enter on rear right
3- Enter on rear left
4- Enter on rear right
5- Enter on center left
6- Enter on center right
7- Enter on front left
8- Enter on front right
For each turn, not including the first, that has passed he gets a 1+ to his roll.

War Hero's
Dane Slizemen: 60
Aim:1 HtH:1 Arm: 5 Morale: 10 Reflex: 2 Speed: 3
Gun Dual Puckle Gun Power: 10 type: Static 8
CCW fists: Power: 1 Attacks:2
May take Mob Guard unit with him. Mob Guards take 1 heavy slot
Mob Guard:2-4 55 each
Aim:5 HtH:1 Arm: 4 Morale: 10 Reflex: 2 Speed: 3
Gun Puckle Gun Power: 10 type: Static 4
CCW fists: Power: 1 Attacks:2
Return Fire: Mob Guard do not Get Pinned or stunned, and do no Fall back from ranged weapon fire.
Strong: Mob Guard ignore recoil penalties.

Troops
Rifleman:
Unit of 9 144pts
Aim:3 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 6
Gun Calipsum rifle Power: 9 type: Focus 1/2 Range: 36"
CCW fists: Power: 1 Attacks:2
Full auto: units may choose to fire their weapons an additional time during the assualt phase if an assault is declared by a unit that it has shot at in the previous shooting phase. If no shots were taken unit may always shoot.
Careful aim: A unit may elect to fire its focus weapons at half range to either capacity. If first capacity is used a +1 is given to the firers aim. If second capacity a -1 is given.
Options: One model may take a puckle gun at 40 pts.

Auxiliaries
Skirmishers:
Unit of 6 114pts
Aim:3 HtH:2 Arm: 2 Morale: 10 Reflex: 5 Speed: 9
Gun Calipsum Carbine Power: 9 type: Charging 2 Range: 18"
CCW fists: Power: 1 Attacks:2
Picketing: Skirmishers may use their assault move(4 inches) even when not assaulting. However when this move is used Skirmishers do not benefit from bad cover. Units may also use the movement phase to enter close combat. The combat is resolved during assault phase but only until the opponents first reflex level. I.E. R5 skirmishers attack R4 tactical squad and is resolved to level 4. Skirmishers attack both levels but tactical squads attack on the second only. At this point Skirmishers leave the combat by 3" and is not pursued by the enemy unit.
Swift: When skirmishers double time they may choose to move the entirety of their double time move, and that of their assault move as charged, in a single motion. I.E. May move 26". This unit counts as stunned, cannot shoot, cannot assault, and cannot move next turn in movement phase.

Specialized Forces
Fireguard:
Unit of 5 140pts
Aim:3 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 9
Gun Flamer Power: 9 type: Template,Flame
Gun Methanide Launcher Power: 9 type: Blast,Flame
CCW fists: Power: 1 Attacks:2

Heavies
Pucklers:
Unit of 2 100pts
Aim:2 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 3
Gun Puckle Gun Power: 10 type: Static 4
CCW fists: Power: 1 Attacks:2
Strong: Pucklers ignore recoil penalties.

Flak Tank:
Arm: 17 Spd:9 Capacity:6
Gun Flak Puckler Power: 10 type: Static 8

Flak Truck:
Arm: 13 Spd:15 Capacity:6
Gun Flak Puckler Power: 10 type: Static 8

Tumblers:
Unit of 2 100pts
Aim:2 HtH:1 Arm: 3 Morale: 10 Reflex: 2 Speed: 3
Gun Blastoon Power: 14 type: Static 1
CCW fists: Power: 1 Attacks:2
Strong: Tumblers ignore recoil penalties.

Monday, June 20, 2011

Army Composition Rules

Points values will be variable but army composition should be fixed to make building easier.

Composition:
1 HQ - A rearlines type unit that functions as a command and support role.
0-1 Field Commander - a front lines leader that functions in a combat and morale type role.
0-1 War Hero - epic scale warrior designed to turn the tides in a single swoop.
3-8 Troops - The bulk of any army. Functions as the main component supported and complimented by other choices.
0-6 Auxiliaries - Units equipped and prepared to perform certain tasks with more efficiency
0-3 Specialized forces - Cream of the Crop. Top notch warriors designed to do with few what many would normally do.
0-5 Heavies - Big Guns, Big Guys. Heavies bring the power in any army.

Playtest #1 results

The game rocks. It's fast and dynamic. Cover is more important but less all encompassing. It's all about handling your bonuses well.

Changes made after testing:
-Winded is removed in place of stunned: reflex drops to 2, move distance is halved,-1 to aim, recovers after 1 turn, doubles if happens consecutively.
-New game phase Orders Units give and receive orders before movement.
-You do not get stunned from double time unless you move 3" more then your standard distance.
-A roll of 1 to hit is always a miss.
-When a unit takes more wounds then it can survive the remaining wounds are allocated to any unit 50% behind to a maximum of 6"
-A unit benefits from cover if the knees are covered from the view of the firer.
-Player order goes 1,2,1,2,1,2,2,1,2,1,2,1...

Zombies

New army The Infection:
Infection mobs may take on units from any army. The mobs are composed of units from all different armies. Generic infection soldier are as such.

Infected
20-50 Infected at 15 pts each.
Aim:2 HtH:4 Arm: 2 Morale: 20 Reflex: 2 Speed: 3
CCW Body: Power: 4 Attacks: 2
Undead: Infected have no mind and cannot be fearful. Infected pass all morale tests but lose all morale battles.
Relentless: Infected continue on until it is impossible to do so. Infected roll a 4+ for each time they are wounded. If passed the wound does not stop the Infected and he continues on.
Infectious: Infected units may hand to hand with a corpse or live enemy. When succeed he becomes an infected with the profile matching his army.

Sunday, June 19, 2011

trying to bash out a points system

Ok

Step 1 choose unit type.
Troop: 1-4 base points
build base stat Lines:
Reflex, Aim, HtH, Spd(in inches 3,6,9)
Multiply speed by 2/3
Add all together. This value may not exceed 16. Average this value for your base points.
Choose your armor.
Units with a speed of 9 may only take armor 1-3. Speed six may take 1-5 speed 3 may take 1-8.
Multiply your score by the following based on armor value:
1-.5
2-.75
3-1
4-1.25
5-1.5
6-1.75
7-2
8-2.25
Choose a weapon:
Gun:
Multiply the Range by the shots and divide by 9.
Use the following chart and multiply that value according to the guns strength:
1-.5
2-.75
3-1
4-1.25
5-1.5
6-1.75
7-2
8-2.25
9-2.5
10-2.75
11-3
12-3.25
Use the same chart for melee weapon to then do the following. Attacks*Reflex*chart value.
You should now have 3 values add them together.
Choose morale:
1-.55
2-.60
3-.65
4-.70
5-.75
6-.80
7-.85
8-.90
9-.95
10-1
11-1.05
12-1.10
13-1.15
14-1.20
15-1.25
16-1.30
17-1.35
18-1.40
19-1.45
20-1.50

Use above chart to multiply for your morale.
Now choose special rules. Troops may only have 3 special rules.
For each minor special rule add 10%. For a major special rule add 25%.
You now have a troop unit.

example of how this pans out:

Rifleman:
Unit of 9 for 144 pts.
Aim:4 HtH:1 Arm: 3 Morale: 8 Reflex: 2 Speed: 6
Gun Calipsum rifle Power: 4 type: Focus 2/2 Range: 36"
CCW fists: Power: 1 Attacks:2
Full auto: units may choose to fire their weapons an additional time during the assualt phase if an assault is declared by a unit that it has shot at in the previous shooting phase. If no shots were taken unit may always shoot.
Careful aim: A unit may elect to fire its focus weapons at half range to either capacity. If first capacity is used a +1 is given to the firers aim. If second capacity a -1 is given.

Saturday, June 18, 2011

4th army

Palrinians
Modified after play test

Rifleman:
Unit of 9
Aim:4 HtH:1 Arm: 3 Morale: 8 Reflex: 2 Speed: 6
Gun Calipsum rifle Power: 4 type: Focus 2/2 Range: 36"
CCW fists: Power: 1 Attacks:2
Full auto: units may choose to fire their weapons an additional time during the assualt phase if an assault is declared by a unit that it has shot at in the previous shooting phase. If no shots were taken unit may always shoot.
Careful aim: A unit may elect to fire its focus weapons at half range to either capacity. If first capacity is used a +1 is given to the firers aim. If second capacity a -1 is given.

Comander Klitux
Aim:4 HtH:1 Arm: 3 Morale: 14 Reflex: 2 Speed: 6
Gun Calipsum pistol Power: 4 type: Focus 2/2 Range: 18"
CCW fists: Power: 1 Attacks:2
May join any unit and use his leadership for all tests.
Inspire: any unit within 9" uses his Morale

Support Team:
Aim:4 HtH:1 Arm: 3 Morale: 8 Reflex: 2 Speed: 6
Gun Calipsum pistol Power: 4 type: Focus 2/2 Range: 18"
CCW fists: Power: 1 Attacks:2
Gear:
Phydium flare launcher 48"range barrage. units hit count as stunned until the next shooting phase.
Scrambler: 36" (used in movement phase) Unit may use a morale Battle against enemy radio controler to attempt to intercept or block radio traffic. Intercept: army may elect to move after the opponent. Block: Cause any radio traffic based events to count as failed.
Loudspeaker: A unit may use its loudspeaker during its shooting phase to reduce the leadership of all units within 36" by 1. Klitux rolls a morale test the total is then contested by each unit in range of the loudspeaker via a morale battle. This represents the power of his propaganda.
Puckle gun: s6 static 4 range 36"

3rd army

Bristols

Bristol Heavy Trooper
Aim:2 HtH:4 Arm: 6 Morale: 12 Reflex: 3 Speed: 3
Gun shredder Power: 4 type: Charging 3 Range: 12"
CCW Beat club: Power: 5 Attacks:1
Marathon: Unit may never be winded and may always double time to double its full distance.
Tough it out: Unit may roll a 5+ save for any wound it takes that is not the direct hit of a weapon 2-3 times its armour.

Bristol General
Aim:2 HtH:5 Arm: 6 Morale: 12 Reflex: 3 Speed: 3
Gun Gattler Power: 5 type: Charging 5 Range: 18"
CCW Beat club: Power: 5 Attacks:1
Tough it out: Unit may roll a 5+ save for any wound it takes that is not the direct hit of a weapon 2-3 times its armour.

Thursday, June 16, 2011

Fire weapons

any weapon that uses flame causes 2 wounds for each model it hits.

Weather Conditions

At the beginning of a game you roll for weather conditions.
1- Rain - units have a -2 for firing when shooting over 21"
2- Cold - units recover from winding in 6 turns
3- Heat - units count as winded after 4 turns
4- Windstorm - units move 3" slower (to a minimum of 6") when double timing
5- Thunderstorm - vehicles have aim reduced by 1. 3 separate p12 blasts are scattered
6- Fog - Roll a d3 to determine fog level. this is the value added to the roll to shoot if not within 12"

Monday, June 13, 2011

Competing army

Note: snipers cause a wound on to hit roll values of six(i.e. a unit has no penalties towards aim and rolls a six or a unit has 2+ aim bonus and rolls a 4+)
Mestoics:


Scouts: 10pts
Aim:4 HtH:3 Arm: 2 Morale: 9 Reflex: 4 Speed: 9
Gun Sniper Rifle Power: 4 type: Focus 1/2* Range: 42"
CCW Tac knife Power: 2 Attacks:2
Stealth: Scouts count bad cover as good cover and no cover as bad cover. A unit in good cover that has not moved or fired counts as hidden.
Head Down: Scouts count as having not moved for purposes of cover(excluding stealth) unless unit double timed.
Sharp eyes: Scouts may always see an opponent. They may hit opponents on a roll of 6


Tarius Tustin 50pts
Aim:6 HtH:4 Arm: 2 Morale: 15 Reflex: 5 Speed: 9
Gun Harbinger: Power: 5 type: Focus 1/2* Range: 42"
CCW Tac knife Power: 2 Attacks:2
Stealth
Head down
Sharp eyes: Scouts may always see an opponent. They may hit opponents on a roll of 6. Tarius grants this ability to any unit he joins
Unexpected: Tarius grants the all scouts the ability to count as hidden. Each time the scouts move they must pass a morale test in order to continue to be hidden. Once fired a unit is no longer hidden.

*moving attacks with snipers cause a -2 aim penalty

Sunday, June 12, 2011

First army

This will be a barebones testplay style army just to check mechanics.

idea: morale is done via d20

Foralimans:
style: structured army, gun focused

Lineman: 5pts
Aim:3 HtH:2 Arm: 3 Morale: 8 Reflex: 3 Speed: 6
Gun Rifle Power: 2 type: Focus 2/3 Range: 24"
CCW Bayonet Power: 3 Attacks:1
A basic troop unit with a cheap cost.

Commander: 25pts
Aim:3 HtH:3 Arm: 2 Morale: 16 Reflex: 5 Speed: 6
Gun Pistol Power: 2 type: Charging 1 Range: 12"
CCW Ceremonial Sword Power: 3 Attacks: 2
Special Rules:
Retinue of Order: A commander may take any number of unit commanders. Unit commanders are divided up and attached to units before deployment.

Unit Commander: 18 pts
Aim:3 HtH:3 Arm: 2 Morale: 12 Reflex: 4 Speed: 6
Gun Pistol Power: 2 type: Charging 1 Range: 12"
CCW Ceremonial Sword Power: 3 Attacks: 2
Special Rules:
Command presence: The unit a Unit Commander is attached to may use his Morale for Morale tests.
Chain of Command: Any unit 6" away from the commander may use his Morale, furthermore any unit that benefits from this rule now may grant it.

Saturday, June 11, 2011

New Idea: atrocities

Ok this is definitely going in. During a battle armies have the ability to commit atrocities. This impacts the game in a number of ways depending on how many have been committed.

Ex. Shooting into a HtH combat kills 5 friendly soldiers. Each unit within 6" takes a test to determine if they resent. 1 unit resents and has a unit killed by the sergeant to bring the unit back in line. All units within 6" have a -1 to some kind of morale stat. Oh and the seargent has to take a morale test with his superiors morale. If he fails the whole unit resents. Resenting units all fail additional resenting checks. after 3 resents the unit turns on the general. When this happens you can have a check for a nearby model of a higher rank has to pass morale to shoot sergeant and get the unit back.

This also allows 2 new rules.
1 heartless: a general never has to take a morale test when committing atrocities.
2 Justified: Cannot commit atrocities and is buffed by the sight of them.

But you can have it so if a general commits so many atrocities a justified unit gets deflated and basically gives up.

And atrocities committed against a general cause an army wide morale check.

Fluff

At the peak of its civilization mankind had reached a peaceful balance and cohesion within itself. Agreeing to limit its existence fore the benefit of the universe mankind stuck to earth. The technology and philosophy it had managed to reach was far beyond what any could have thought. However powerful they were they could not subvert the inevitable laws of the universe. The sun was growing unstable and could no longer support its own existence. Threatened with the destruction of its planet humanity devised a plan. For the first time in three hundred thousand years humanity would leave earth. They chose Iratansia. A galaxy with a complex and large structure. Multiple suns and planets. All capable of sustaining life. They set out to build their ships. Within time they had readied their fleet, flag shipped by the Nebaca-9.

The journey was long but simple. Humanities powers had built the best ships possible and there was little threat in flight. Within 30 years they had reached their new home. However, briefly after entering the galaxy the fleet was attacked. By who or what it was not known. Legend explains ships of a black so deep that space gets lost in them. The mighty asteroid busting cannons of the humans did not but scratch these mythic figures. Humanity was doomed. In hopes of even surviving most ships broke of to retreat deep into the galaxy. Pursued by their attackers Humanity was helpless all but a few ships had managed to escape. Crashing on the planets or Iratansia the humans barely made refuge. over 90% of the human population was destroyed that night. Legend says only the Nebaca-9 was left in the battle but disappeared in a bright flash.

Separated with no means of communication the survivors each believed they were the last. In daring efforts they braved their new planets and restarted humanity in their own way. Humanity was now divided once again. It would be 1258 years until contact was restored, and for the second time humanity would be treated to a space war.

Game Phases

(working title) has 3 phases. Move, Shoot, Assault. These phases repeat for 7-9 turns where upon the game ends. Players roll dice to decide who takes the first phase. They then switch off between positions in phase.

Ex. P1 rolls six P2 rolls 5.
P1 moves
P2 moves
p2 shoots
p1 shoots
p1 assaults
p2 assaults

The second turn takes the reverse order.

Some armies May have abilities that allow them to change the way this order operates.

The Cover System

In (working title) cover is pervasive. 25-50%mof the board should be filled with different sizes of terrain. This terrain can be used as cover. First we need to classify terrain.

Obstacles: barriers, barricades, short walls, traffic barriers

Features: Large pieces of terrain that block view pervasively

Hazards: Specific elements that have a fair amount of risk

Areas: Woods, cities, outcroppings ect.


Obstacles are scale-able only for movement. They cannot be stood on at any point. In order to use an obstacle as good cover a unit must be:
within 1" of the obstacle.
50% behind cover from the view point of it's attacker.
Pinned or Planted(Planted: abstained from moving in prior turn, Pinned: player elects to count as Planted when fired upon resulting in a -1 to all stats next turn.)
To use as bad cover you must be:
50% behind cover from the view point of it's attacker.

Areas always count as bad cover when a unit is 50% inside.

Features are scale-able and grant bad cover when on top. Otherwise features grant cover as obstacles.

Hazards are dangerous but have specific rules for each piece. These should be agreed upon pre-game.

Vehicles act much differently in cover. For starters vehicles may not get a cover save unless covered by terrain by more then 50%. In which case they achieve good cover

The last important system of cover has more to do with shooting operations but here goes. A unit may always be fire at as long as 1 model is visible. However a unit may never take casualties on models which are not visible. Units that are placed in good cover in deployment count as hidden as long as they remain their without shooting or assaulting. Once this unit Moves fires or assaults it is no longer hidden and can not hide again.

Basic Structure

The game will use standard size miniatures on a board 4x6-6x8. The scale will range up to 400 models. Their will be multiple army choices all with unique play styles and rules.

Basic elements:
Movement:
Different units have different speeds. Armies have the ability to be faster then one another and slower. Speed will be a vital point in this game. As such each unit will have its own Spd stat. This will represent the amount of inches a unit may travel directly.

On top of this many units may attempt to cover more ground in the lieu of other actions. Therefore I have made the first Acctual listed rule in the game. DOUBLE TIME: A unit may choose to double the distance it may move. However this unit Is now counted as winded and may only move Half of its original distance next turn. This distance may be doubled once more. Whether a unit was winded from a one or two consecutive double time moves it must spend 3 game phases recovering(doing nothing) These phases may be taken at any time.(A unit who shoots in its next turn counts its immobile shooting and assault phases as rested phases.) When halving the distance always round down. A unit that double times does so in the movement phase.

This allows me to create the first Special rule. Marathon: A unit does not get winded.

Great now our men can move around the board. Let's make them kill something.

Shooting:
This game is mostly about shooting so lets get the mechanics right. There are X kinds of weapons:
Static weapons
Focus weapons
Charging weapons

Static Weapons are Large guns and heavy emplacements that cannot be handled on the move. They may only fire when they are set up. A unit counts as set when it has spent a movement phase immobile. New special rule Hurry up and Shoot: A unit may opt to move half of its distance in a turn. This unit counts as though it had not moved for the purposes of firing. The unit also counts as winded.

Focus weapons are like rifles. A unit may choose to fire them at full capacity or fire them from the hip while moving. A unit that fires on the move surfers a penalty to their accuracy.

Charging weapons are always fired from the hip and receive no penalty from firing after moved.

The firing mechanic:
Every time a unit fires a ranged weapon it performs an accuracy check. To do this we have 2 steps. 1 Determine the hit value 2 Roll for hit value. The hit value is a base 5. To which we add modifiers:
-1 If the enemy is large (15+ models, a vehicle, a monster)
+1 if the gun is a static weapon (harder to fire based on power)
+1 if the unit fired a focus weapon while moved
+1 if the enemy moved over 11" (faster means harder to hit)
+1 if the enemy unit is in bad cover
+2 if the enemy is in good cover
-2 if the unit is within 12" (point blank)
Some rules give specific units extra modifiers.
Once this value is totaled subtract the aim. The value given is the value needed to roll with1 D6. If the value is higher than 6 all shots are missed.

The hand to hand mechanic:
In the third phase of the game units may choose to go into hand to hand. Units may move up to half its speed to reach a unit in hand to hand or preform a Charge. The unit may then move its full speed but count as winded. Due to moral in the charge a unit may perform a charge as though it has not double timed for the purpose of movement speed. A unit that has double timed and or charged counts as winded during the assault. After both players have completed an assault phase if the combat is still going both units count as winded. Any unit that leaves combat counts as winded.

To perform a HtH assault
The assaulting unit uses its maximum moving distance to move into contact with the enemy model. A player may choose any model so long as it is in range. The battle now starts at reflex level(r) 10 and works down in steps to 1. Models may begin striking at their respective reflex level and continue to do so until level 1 is complete.
Unfinished more to do later

The to kill mechanic:
Every unit has some form of armor. This value ranges from 1-8. Each weapon has a power value(p). In order to pierce the armor you need a value higher then the armors value plus 3. Do this by rolling 1 d6 and adding your power to it. When you pierce the armor you score a wound.

In an event where you hit a unit with a strength double the armor value of a units average armor, that unit suffers 2 wounds. In the event a unit suffers a hit from a weapon 3 times its strength that unit suffers 4 wounds.

Initiate

I plan on developing a miniature wargame with my friend. It will be in the style of warhammer 40k but hopefully it will come to something allot different. This blog will be used to contain and organize thoughts.