Showing posts with label specops. Show all posts
Showing posts with label specops. Show all posts
Saturday, July 11, 2015
A HADES Squad, supported by a Nemesis LSV, conduct a patrol of an abandoned colony...
Working on a new board with GameCraft Miniatures buildings that we jointly designed. They are really easy to put together and they look nice!
Here is a HADES squad with a Nemesis LSV. I need to actually get around to stat'ing theses guys up for SpecOps and running some more solo games. I do have more mercs to paint up too.
Labels:
clearhorizon miniatures,
hades,
nemesis,
specops
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?
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:
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.
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.
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! :) )
Wound Tracker: (P)/2 [Min of Unconscious and Serious Wound Boxes]
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.
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