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.
Wednesday, July 13, 2011
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.
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
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
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.
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.
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.
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