Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Sunday, February 8, 2015

SpecOps first free supplement: Using Dropships/VTOLs.

I'm starting on the writing of the first free supplement for SpecOps - Using Dropships/VTOLs.



My biggest concern is that if one side has a VTOL/Dropship then the other side needs a way to take it down.
Now, soldiers (once they start to advance) can buy missile launchers, but I'm not sure that's going to be enough. I'm thinking that a more abstract system would work better. Something where the VTOLs can drop off the troops (or exfil them) but can only loiter for a turn or two before they risk being blow up (needing a new mission, and possibly handing the enemy a victory). This would introduce an element of how long do I let my VTOLs loiter before telling them to leave, a risk vs. reward which is always fun.

I'm also thinking if one side bought a VTOL, the other side would get the same number of points to spend on MANPADS, Off-table SAMs, their own VTOLs, interceptors, etc. Basically a separate point pool for both sides. The bigger the VTOL, the bigger the enemy response.

I would have different VTOLs to start based off what I sell: Aurora, Sparrowhawk, Raven, Condor.
What do you folks think? Any suggestions/ideas?

Thursday, February 5, 2015

My Gruntz Module, SpecOps is now available at Wargamevault.com!

Hi everyone!

The Gruntz Module i've been working on has now been released for $3.99 at wargamevault.com!

You can get it here: http://www.wargamevault.com/product/143154/SpecOps-A-Gruntz-Module

Here is a quick blurb about it:


SpecOps is a Gruntz Module that brings the exciting second-to-second action of Special Operations missions and campaigns to the tabletop.



NEW RULES: New rules for stealth operations, contact blips, hacking enemy soldiers and more!


NEW WEAPONS and EQUIPMENT: Specialist grenades, expanded weapon lists and more armor types to outfit your operatives. Hack enemy cybernetics with SLAM modules!


NEW MISSIONS: Eight new missions along with a branching campaign make running your games easy and interesting.


NEW TEAM TYPES: Choose from eight different types of teams with their own unique perkz each and further customize your troops with Species Traits to represent Aliens and Humans.


NEW OFF-BOARD RESOURCES: Light up your enemy with a UAV drone, or maybe an orbital strike with your new off-board resources.


NEW CAMPAIGN MODE: Advance your skills, build up your equipment stores and nurse your wounds with the new campaign mode that keeps your operatives from game to game.



The Gruntz Ver 1.1 rulebook is required for this module.

Sunday, November 9, 2014

Expanding ECM/Fog of War in Gruntz...

So, there is already a great neural net system in gruntz, but I was thinking about ways to expand it and provide a bit of fog of war.

I'm thinking instead of units on a table each unit would be represented by a numbered token, and each army would get two dummy tokens.



Until a neural net roll is made you have to have LOS to a token to uncover it. Each unit can make a roll as an action, specialized units get bonuses. The rolls would be opposed, with a target number of 10.  The attacking (sensing) unit would have to beat 10 AND also beat the opponent.

The skill stat would govern these checks and there would be perks for improved or less ECM capabilities or stealth.

Some perk ideas:

Stealth
Noisy
Advanced Sensors
Jumpy
Etc...

The BOGINT perk would give an extra token.

Thoughts?

Sunday, April 20, 2014

How would you? Hidden Movement orders and XCOM Style mission generation.

Hi everyone,

So, as things ebb and flow I've decided to do a supplement add-on to the Gruntz rules to emulate the small-scale skirmish gaming i'd like to do .

I'd like to have both players issuing orders at the same time, and then revealing them with initiative and skill taking part to modify these orders.

I'd also like a mission system that can be a bit random, but also interesting.  A fun part of the game rather than just the start.

I'd like to hear any suggestions you folks have.

What would you guys like to see?

Thanks!
Harold

Tuesday, March 18, 2014

Move It! Move It! Let's talk about movement!

Hi everyone,

Great suggestions and feedback from everyone so far, keep it coming!

So, my desire with this game is to have the actual mechanics be straightforward, and then have the details and crunchy bits in building the units and scenarios and campaign.

So, it's important to define a standard "average" non-combat person. Perhaps a conscript or civilian.  Right now on a scale of 1 - 10 the average person would register at a 3.  Of course, Special Forces troopers are not average troopers.  Their stats are going to start at more like 5 or 6. That means that most SF troops are going to have twice the ability as an average joe.

Each figure has a Physique rating.  It is defined as:
(P)hysique: A measure of general physical fitness of the figure.  Higher physique indicates the figure can take more damage, run faster, and carry more gear.
Each figure also has a derived rating called "Move" (oddly enough) that details how many inches they can move with a normal walk (like a tactical combat movement).

Right now it is set at:
Move = ((P)/2)+2) +Armor Mods
An average person can probably sprint at 7 mph or so.  That translates into about 1" per second in 15mm (~1/100) scale.

That means an average joe will have a Move rating of (3/2)+2 [Rounding Up]... so 4". That looks about right for the 5 - 10 seconds that each activation is supposed to represent.

A Hell Diver with a Physique of 5, with armor that grants an additional +1 bonus gives a total Physique of 6.  That means they will have a Move of  5".  While not a big gain, it still sounds about right. You don't really want figures zooming across the board, but you want there to be some benefit to being in better shape.

Armor can have both bonuses and negative modifiers to physique. If you have really thick, heavy armor it could slow you down and make it hard to do physical things, but provide better protection.  Of course, the high-tech stuff will not only protect you, but have systems that provide a boost to your athleticism (Physique) as well.

Of course, there will be a run action as well.  Running uses additional actions, and means you can move up to twice your move stat.  This will incur shooting penalties.

How about rough terrain and obstacles?  I'm going to keep this simple.  Rough terrain means each inch through it takes two inches of movement.

Impassible terrain is just that, impassible.  But what if you run up to a wall?  Normally that would be impassible, but say you take an action, move up to it, then you declare you're going to climb over it.  You use another action, roll a Physique test (1D10, equal or less than your Physique) and if you succeed you climb over.  Don't want to take a chance that you'll fail?  Take another action and add +2 to your Physique skill for the roll.

Of course, you don't have to jump over it, what if you have bolt cutters as equipment?  Maybe your Initiative rating is higher than your Physique.  Maybe your fancy bolt cutters give you a +2 already to get through the fence. So, instead of hopping the fence, you cut a hole right through it. And now all your buddies can get through too with just a normal move action.

--
Ok... thoughts?




Monday, March 17, 2014

Writing a new rule system... because why not OR 15mm SpecOps Skirmish Campaign System

Hi everyone!

So, i've started to put together my own rule set.  I usually play Gruntz! but I wanted something more like "necromunda crossed with near future military ops."

The idea is a game with (almost) unlimited weapon ranges, limited by "to-hit" modifiers. 5 - 15 figures per side, with maybe a light vehicle or so.  Air support, etc.

Check out below for a better idea of what I'm working on... All suggestions are welcome!

Here is the basic outline: (available as a google doc, please comment! :) )


Spec-Ops 15mm Skirmish Game
By Harold


  • Set 150 years in the future
    • Space Travel
      • FTL Through Wormholes
        • Still takes a long time and is expensive
      • Only backwater colonies
        • Miners/Workforce
    • Earth is still most prosperous planet
      • Still conflicts
      • Orbiting space stations
      • Outposts in Solar System
      • Terra-formed moons in Solar System
  • Several SpecOps/OpFor teams to choose from
    • Two “lists” with each “unique” type chosen (US or china for instance) adds modifiers to list. (Should make it easy to add more variants without messing with main lists too much)
      • Formal Military SpecOps Teams
        • US/NATO
        • Russian BLOC
        • South American
        • China
        • UN
      • Mercenaries
        • Religious Extremists
        • Cartel
        • Pirates
    • Built by points
    • 5-15 figures
  • Campaign Rules
    • Scenarios
    • Advancement
      • Skills
      • Improving Traits
      • Requisition new equipment
      • Hire/recruit new folks
    • Territory controlled
  • 2D10 Based
    • Roll equal to or less than your attribute
    • Attributes 1-10, plus modifiers
      • Modifiers for range, movements, camo, etc.
        • Modifiers are added to the roll, (+) for hindrances,( -) for benefits
  • No individual weapon “ranges”... weapons have range bands that effect firing modifiers. (Harder for pistols to hit at range than rifles) but no limits on range.  If you can see it, you can shoot it.
  • Weapon Damage:  Add Armor and Physique ->  Shooter rolls D10, adds Damage, trys to get past the modified attribute… AP weapons reduce armor stat.
  • Reaction System
    • As units move into LOS you get a chance to react to them before they do things
  • Alternating Activation System
  • Rules
    • Drop Pods,
    • Drop Ships,
    • VTOLs,
    • infiltration,
    • camouflage, including cloaking
    • close combat,
    • Morale,
    • leaders,
    • medics,
    • engineers,
    • hackers,
    • ECM,
    • ECCM,
    • drones,
    • fog of war,
    • air support/artillery/orbital strikes
    • Power Armor
  • Lots of equipment
    • Guns
    • Misc Equipment
      • Hacking Computers, etc
    • Armor
  • Vehicle Rules
    • Air Support
    • Bikes
    • Light Vehicles
      • (Maybe 1 – 2 vehicles max per side)
  • Environmental Rules
    • Landscapes
    • Spaceships/Spacestations
    • Urban
  • Encourage tactical play
    • Stacking up bonuses
    • Room Clearing techniques
  • Scenarios
    • Hidden Objectives
    • Different Objectives for each side (sometimes)
Stats


1 - 10  (1 is the lowest, 10 is the highest)


Shoot: How skilled the figure is in shooting their weapon. D10 roll, adding or subtracting any modifiers, must be equal to or less than shoot skill to hit


Close Combat:  How skilled the figure is in close combat and with "takedown" moves [like knifing a sentry from the back]


Resolve: How confident the figure is in themselves, their comrades, and their equipment. High resolve figures will follow their orders in the face of overwhelming odds, low resolve figures will often flee at the first sign of combat.


Initiative: How in-tune with the environment the figure is.  Also, a measure of intelligence and competence.  Used for reaction tests along with "action tests" like placing explosives or hacking a computer.


(P)hysique: A measure of general physical fitness of the figure.  Higher physique indicates the figure can take more damage, run faster, and carry more gear.


Derived Stats:


(A)rmor: Derived from armor worn


Damage Threshold: (A)+(P)


Movement: How many inches a figure moves, double for run = ((P)/2)+ Armor Mods [Min of 1]


Actions per activation = (Initiative/2) + 1 [Min of 1]

Wound Tracker: (P)/2 [Min of Unconscious and Serious Wound Boxes]


---

And here is a mock up of a stat card:


Of course, as I nail down more of the rules, I'll be posting them here.

Friday, July 13, 2012

5150: Shadowrun PDF Rules

Hey All,

Finished my 5150: Shadowrun rules.  This adds meta-humans and Magic to 5150: New Beginnings.  Any feedback would be appreciated!

http://www.hotk.org/5150Shadowrun/5150shadowrun.pdf

Wednesday, July 11, 2012

5150: Shadowrun - Metahumans

Comments and suggestions welcome! :)

Shadowrun Meta-humans Characters and Grunts can be a meta-human type.

When generating grunts and PEFs roll on a 2D6.

 On a result of 11 or 12 roll 1D6 on the following table: 
1 Human
2 Dwarf
3 Ork
4 Troll
5 Elf
6 Human

When making a character you can pay to be a meta-human by spending 2 REP worth of items.
For example: a REP 5 character would spend 6 items to become a troll. Types:

Note: AA refers to Alien Attribute Tables and BA refers to Basic Attribute Tables. # is the position on the table

Elf

  • Charismatic (BA 2 #1)
  • Agile (BA 1 #1)
  • Rapid (AA 2 #3)

Troll
  • Infrared Vision (AA 1, #6)
  • Brick Wall  (AA 1, #1)
  • Dim  (BA 2, #5)
  • Brawler  (BA 1, #6)
Ork
  • Resilient  (BA 4, #6)
  • Shy [count as appearance]  (BA 5, #2)
  • Infrared Vision  (AA 1, #6)
Dwarf
  • Heightened Sense   (AA 1, #5)
  • Slow Mover   (AA 2, #5)
  • Tough   (BA 6, #4)

5150: Shadowrun - Magic Users

Here is my first draft of my Magic rules for my 5150: NB mod, 5150: Shadowrun, any feedback would be very much appreciated!

MAGIC
A Star or Grunt can be a magic user.

New Skill: Magic
(Chose the same as "How Proficient in Skill" pg 12)

If Magic = 3 or greater then the character is a full magic user (can cast spells)
If Magic = 1 or 2 then the character is an adept (no spells, uses magic similar to enhancements)

Every enhancement reduces the maximum magic skill by:

Enhancement              Magic Skill Max
   1                                  REP
   2                                  REP -1
   3                                  REP -2
   4                                  REP -3
   5                                  REP -4
   6                                  REP -5




And the magic skill die pool for checks by -1D6. When magic die pool = 0 then the character can no longer cast spells or use adept powers.
For example, a magic user with 2 enhancements will have a max magic skill of REP-1 and a penalty of -2d6 for all magic skill rolls.

Spells: (All spells require LOS).
Spells are selected from "Item" pool. A magic user can have a max number of spells of REP/2.

Direct Damage (e.g. Mana Bolt)
Area Damage (e.g. Hellblast)
Illusion (e,g, Invisibility)
Conjuring, Summoning (summon a spirit, basically allows to generate a grunt)
Protection (e.g. Bulletshield)
Counterspell, dispell
Movement (e.g. levitate)
Detection
Health
Manipulate (e.g. charm)


To cast a spell:
Choose spell force: +3D6, +2D6, +1D6

+3D6: after spell is cast (whether successful or not) take a magic skill vs. recover from knockdown test, treat 0D6 as 1D6

+2D6: after spell is cast (whether successful or not) take a magic skill vs. recover from knockdown test, treat 0D6 and 1D6 as 2D6

+1D6: no extra test needed

Roll Magic Skill + spell force

Pass:
0D6 - Spell casting fails


1D6 - Spell minor effect per spell description


2D6 - Spell major effect per spell description

--
Next up, spell descriptions!

Monday, July 9, 2012

Two Hour Wargames - After the Horseman. Initial Thoughts.

I picked up the PDF (and ordered the print version) of THW - ATH... and I gotta say it is a pretty awesome set of rules.

It's the most clear and well though-out ruleset from THW so far (and I really like all of their stuff).  Reading through the campaign and character sections, it was really easy to envision a wasteland or fallout-type game.

I will definitely be building some wasteland terrain (that can double as shadowrun stuff, probably) here shortly to try out some games!

I like the idea of doing a Book of Eli type game...

Monday, June 11, 2012

5150: NB Grunt Cards

Just some cards I made for my 5150: NB game.

Let me know what you think! I plan on adding a whole bunch... that way I can just pull a card when my stars encounter PEFs...







Cyberpunk Random - A Great Resource

I found this today:

http://donjon.bin.sh/scifi/random/#cyberpunk_job

Can generate names, jobs, starship names, all types of things!

I found it very useful, thought it might be useful...

Monday, June 4, 2012

5150: New Beginnings as Shadowrun - Solo play - First Job

Well, I've been going through my 5150:NB.  Got a character made and started to roll up the first job.  I'll be playing solo.

I'm using the Shadowrun universe.

First, my character:

Name: Jovan Cross
Race: Human
Gender: Male
REP: 5

Class: Merc
Motivation: Profit

Attributes:
Steely Eyes
Resilient

Skills:
Fit 5
People 3
Savvy: 4
Sci: 0

Profession: Merc
Field of Expertise: Small Unit Tactics

Armored Jacket

Wpns: Assault Rifle, BA SMG, BA Pistol, Flash Bang

Cyberware:
Targeting Computer
Lock On (Smartlink)
CPU 7
-Lightning Reflexes
-Data Storage


Jobs that came up through my Fixer:

Medium Size Corporate Executive for a Break/Entering for a specific Item
Me: 1 Success  Him: 2 Successes

Not Hired, but can interview again

Embassy for Security
Me: 3 Successes Them: 2 Successes

Hired - Job Accepted

Local Government for Security
Me: 2 Successes Them: 1 Successes

Offered - Job Not Accepted

--

Embassy Job:

Who: Tir Tairngire Diplomat
Where: Downtown Seattle at the Tir Tairngire Embassy
What: Security
Pay: 6 Items
Threat: Assassins (Mercenaries)

When: 0300 hours
Law Level: 5

Weather: Inclement all encounter, LOS reduced to 6"

--

Very excited about this job, going to run it in a couple of days...

Monday, May 14, 2012

My 15mm Rezolution/Shadowrun Ronin (Shadowruners) Team

Here is my 301 pt list:


Maven 58 Pts Assault Rifle or Combat Shotgun

Second 43 Pts Assault Rifle or Pulse Gun

Fist         52 Pts Shuriken

Brick 58 Pts Launcher

Shootist            49 Pts Twin Smart Pistols or Assault Rifle

ESPer 41 Pts Magic!


This fits a Shadowrun team pretty well, the only thing not on here is a decker (ghost).  I'd probably switch out the Second.

Monday, April 30, 2012

The Department - AAR - Shake Some Bushes

Flick and I have started our "The Department" campaign.  We ran through a couple missions the other night, and here's our first (quick) AAR.

We each have a detective (i'll post up our characters later) and we have done three missions so far.


Legwork - A low level mission to gather evidence
Murder Scene - attempt to clear out crowds and investigate a murder
Drug Bust - take out a drug dealer.


It was just a mission to gather some evidence. The person of interest ran from us, but wasn't a suspect.



Wednesday, April 11, 2012

Strange Aeons : Anomaly Detected - Teaser and Scenario

---
And the scenario:

Anomaly Detected


“The automated beacon sounded again and the Threshold Agents could hear the distress signal from the classified research vessel in the helmet radios as they suited up.” 

+++ Attention All Ships, General Distress Beacon, Do Not Attempt Rescue, Lockdown Code 198Foxtrot, Repeat, Do Not Attempt Rescue, Maintain a Two Thousand Kilometer Distance.+++

“The agents knew something had gone horribly wrong, the only way to find out what was to board the ship and bring back the ship’s log.”

The airlock hissed open as the agents double checked their weaponry, oxygen and power packs.  It was quiet and dark, except for the flashing alarms.  The Agents stepped aboard…

Requirements: None 

Lurkers: Only Night-gaunts (Aliens)  and Tcho-Tcho’s (Face Huggers) may be used. 

Set Up: The Threshold and Lurker players setup the interior of the research spaceship to a mutual satisfaction.  There should be at least 2 or 3 ‘arms’ to branch out and the more cover the better.  The Lurker places two ‘dead’ tokens anywhere on the board but at least 10 inches from each other.  The Threshold player than places the third ‘dead’ token anywhere on the board at least 10 inches from any other ‘dead’ tokens and 10 inches from the threshold starting location.  

Special RulesThe Lurkers start with a number of “Anomaly Detected” counters equal to the number of models they have plus 1.  Each counter is numbered, and the Lurker player assigns each counter to a model with one extra counter that goes unassigned and should be used to confuse the Threshold player on the actual location of Lurker models.

The Threshold player sets his forces up within 3 inches of the starting airlock.

The Lurker player sets up his forces anywhere on the board out of LOS of the Threshold models.  The assigned counters acts just like the models they represent. The extra counter activates and moves just as any other model but can only take move actions.  Once any counter is in line of sight of a Threshold model then it is replaced by the actual miniature, or removed if it is the extra counter.

The Threshold player must examine each ‘dead’ token and retrieve the data tape.  Each time a Threshold model is in base contact with a ‘dead’ token it may use one of its actions to search.  The Threshold player rolls a D6 and on a roll of 5 or 6 the data tape is located. Otherwise the tape is not on this token.  The tape is automatically found on the last ‘dead’ token searched if it has not been found already. 

If a Threshold model is taken off the table the data tape remains in the location where the model fell. 

Starting The Game: The Threshold player goes first. 

Ending The Game: The game continues until all the models from one side have been removed from the table or a Threshold model retrieves the data tape and takes it back to the Threshold Player’s deployment area.