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| Ideas for the rulebook | |
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| Topic Started: Aug 3 2009, 06:40 PM (267 Views) | |
| dicehead | Aug 3 2009, 06:40 PM Post #1 |
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Coldheart
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Please feel free to post up any ideas you've got for the rules generally. Here's a couple of things that I'd like to add. Note that add means paste on to the end of the rules or replace a page, not print a 50 pager. Faction raid: This is basically an option in the campaign game. If you are in campaign dominance you can elect to raid another faction. The other faction must place loot tokens on the board, all loot tokens must be 3" away from any other token. One token is placed per 10 resources the faction would gain in the next resource phase. So for example a bunker generates 100 resources per campaign turn, they would place out 10 tokens. This represents their raw supplies, what they actually are isn't important. The attackers then attempt to loot the tokens, directly stealing the resources the other side would gain in the resource phase. >Why I think it's worth adding: It makes big fat rich factions an even juicier target and gives looter factions a boost. Random missions: I'm looking at using three charts, basically location, mission and adversary. >Why I think it's worth adding: As well as generating some quite entertaining battles that you may or may not be suited to it should create a story of sorts and provide an alternative to all out battles early in the campaign. Early in the game 90% of battles result in one side or the other being totally wiped out because there's nowhere to retreat to. Taking a random mission offers a chance for factions to bulk up on skills and equipment before meeting and as a bonus it should be pretty easy to mod the game further to your own setting by just replacing locations and enemies, if you want to go further into it you could also change the mission types. Any thoughts on those and any ideas you'd like to see added? |
| Power and chaos! | |
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| johnl5555 | Aug 3 2009, 07:29 PM Post #2 |
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Ghoul
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Funny you mention this. I was going through the campaign rules last night. It did seem that IF a player lost a battle early on they would be wiped out of the Campaign. Not very fun for a campaign. Perhaps battles between players don't happen UNTIL X number of territories have been taken by the group through random missions? Thanks, John |
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| dicehead | Aug 3 2009, 07:38 PM Post #3 |
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Coldheart
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That might be a way to balance it out. Another alternative would be to give gangs more starting sectors with less resource value. That would mean: 1) You can flee the battle and not be wiped out automatically because you have no sectors left. 2) Having one really good sector (like a bunker) could be all bunker forces start with forcing them to defend it to the death early on which I think is fair, same with settlers and their profitable settlments. Other factions have a few low value ones that they can bail out of if they have to. I think that might balance it out a bit and help give factions more of a sense of identity. Having an escape route set up and knowing when to run should be rewarded though, they are valuable skills in the wasteland I think. |
| Power and chaos! | |
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| Tinker | Aug 3 2009, 11:44 PM Post #4 |
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Old School Member
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Another idea may be to have multiple cells of the same gang. The Cutthroats control three areas each having it's own fighters. Then you could have a selected High Commander that each of the cells report to. This could allow for a player to move over extra man power to another area should that area been hard hit by a raid. Or, a raid is planned by the "Cutthroats" against the "Bleeding Bowels", but to leave the sector without support should the raid go horribly wrong would jeopardize the Cutthroats territories. The multiple cells would not be capable of joining in a unified raid or such because of a potential imbalance of forces unless a of course players discussed it beforehand. Personally, it could be fun to have two gangs of multiple cells going having at it. tinker |
| My hands are blistered from trying to get a grip on reality! | |
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| dogmrian | Aug 4 2009, 05:04 AM Post #5 |
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wastleland bard
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in my game the catastrophe instead of happening now or in the future happened in the past or to be persise in the victorian era so if some one could come up with some good rules to simulate the steam powered vehicles and the ram action rifles. personally i liked the slow rules in the old rule book to show this but if anyone has any better ideas i am all ears. also for those who want to start off with heroes in skirmish games not just in campaings have some cost value for buying experience would also be nice. Thanks ahead of time |
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| Ironblood | Aug 4 2009, 09:43 AM Post #6 |
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Wastelander
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The way I'd prevent the one game wipe out form happening is that when a group loses its last sector, they get a new one that is rolled for on a d6 with the best possible roll being a junkyard. this gives the impression of a fleeting group finding someone a reasonable distance away to quickly regroup and start rebuilding. |
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The sun went down and the ground started sort of grinding. A blinding light tore across the sky. A cyclone swept the landscape and left it completely flattened out. And several twirls of smoke unfolded like gigantic flowers. The way the morning broke was quite unusual. | |
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| dicehead | Aug 4 2009, 02:37 PM Post #7 |
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Coldheart
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Tinker: Weirdly that's exactly how I played it in 15mm, if you don't mind the extra paperwork then it makes for a pretty interesting game. It's certainly nice to see a map of the area and make progress / get driven back. If you're playing solo this works a lot better than if you're playing against a few other players some of whom might not show for every game. I've just started a new campaign so I think I'll try it this way and see how I go. The way I used to play it was infantry only can move 1 square and cars can move up to 3, it makes cars a lot more useful for quick raids far from your base. I like how making map creates its own story elements like the skyscraper in the middle of wasteland or the crashed aircraft in the middle of the city. Dogmrian: I'm working on an adaption for victorian sci-fi but it might take me a while, this is something I'd like to play as well. As a quick fix you could give well equipped armies (Britain, France, Prussia etc) rifles and give the low tech guys muskets. Nearly everyone would have a sword or for low tech lads a spear. You could treat the spear as a small blade (d4 damage) and throwable maybe 3" as a ranged attack. Definitely an interesting idea, I like Victorian sci-fi a lot. Those old rifles could belt out a fair rate of fire, the late Martini-Henry rifle in the hands of a well trained soldier (ie not natives) could fire 10 times a minute. The Victorian Colonial Warfare books by Donald Featherstone are definitely worth a read if you're interested in this era. Ironblood: That's a great idea, makes sense if you're not using a map to just send them on somewhere else. It's open to abuse by constantly retreating to avoid a battle but I suppose you could limit it by saying you can't bail until you've lost a percentage of your gang, or maybe just one guy. I like it! If you were using a map as Tinker suggested you could perhaps say you can retreat as long as there's somewhere on the map to actually go! Edited by dicehead, Aug 4 2009, 02:45 PM.
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| Power and chaos! | |
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| dogmrian | Aug 5 2009, 03:08 AM Post #8 |
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wastleland bard
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Thanks for that Dice Head i might work on my own little mods for a while i now have the time with my holiday finally going back to 12 hours of nothing but me and my laptop in a car, and i will look up that Donald guy. |
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| dogmrian | Aug 7 2009, 12:20 PM Post #9 |
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wastleland bard
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Looked up Donald Featherstone. WOW where can i get a job like that. any who i think you had a good idea and just limit the units equipment and such. i have also made two new things. Pike: d6 damage, a range of 3"/ 2 handed a basic weapon and costs 3 resources Messenger: when you setup make two groups or more. First make your command company, afterwards make as many companies as you want, but leave some for messengers. All companies must have a designated leader that all units in that company must remain within 9” of. Messengers don’t have to be within 9” of any one. Instead of moving your units and such normally you will write an order down onto a slip of paper and label it to a messenger who can move and fight as normal. You can only give orders to a messenger if they are at the command company. When the messenger reaches a company the company follows the orders given but can’t do anything else. At the beginning of the game each company has a free order. Also command companies move and fire as normal. |
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| dogmrian | Aug 10 2009, 01:25 PM Post #10 |
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wastleland bard
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two new weapons Bow: 1d4 damage/12" range/2h/primitive/slow/cost 6 Javelin: 1d6 damage/6"/1h/primitive/cost 5 |
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| dicehead | Aug 10 2009, 02:22 PM Post #11 |
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Coldheart
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Not wanting to put a downer on your ideas or anything but the pike was going out of fashion by the end of the English civil war because basically gunpowder and bayonets were a heck of a lot more useful than lumbering around with a massive pole. It was long gone by the Victorian era for sure and it would be hard to imagine a situation where it would be useful even in a sci-fi steampunk setting except maybe to stab tall Martian tripods or something. It's also fairly crap if you've just got one of them, 50 guys with pikes though is a totally different thing but the rules aren't suited to mass combat at all. I'd just use the crossbow stats for bows and say that any armour the person is wearing is increased by 1 point vs bows as they're fairly useless against well armoured targets. Javelins are a bit tricky, those stats put it nearly on a par with a shotgun so I think it might need toning down a bit. D4 damage, 9 range, slow, primitive might be fairer. |
| Power and chaos! | |
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| mattblackgod | Aug 10 2009, 07:12 PM Post #12 |
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Agreed, they are useless against infanty. They came into their own against charging hordes or cavalry. Still pikes have their uses. If your factions are low on firearms and where you live has great lumbering mutant beasts. Spears would be good for fighting a large mutant sabre tooth cat, but up close pikes would work better. |
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| dogmrian | Aug 10 2009, 08:40 PM Post #13 |
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wastleland bard
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i know that the pikes were largely out of fashion by the Victorian era i meant something like a long spear that the royal guard used and lancers that allowed them to fight in two ranks. also most of my groups will be mostly muskets with a few elite with carbines(rifles) with a couple of evil creations with all of the rest of the weapons like the maxim gun(mini gun) or the field gun(r.p.g.) but i understand why i should just keep the crossbow instead of the bow. and i like your idea of the javelin. |
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| dicehead | Aug 10 2009, 08:53 PM Post #14 |
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Coldheart
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Ah right, I see what you mean. Nothing wrong with a trusty lance! Maybe some kind of movement bonus similar to the one for ramming people could apply, up to a maximum of +2 damage perhaps. Maybe you could just say for a long spear you can attack in close combat from 2" away or something like that. That would actually be handier than it might sound because the other guy would still have to blow an action point on moving towards you before he can fight back. |
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| mattblackgod | Aug 10 2009, 08:58 PM Post #15 |
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Dont forget throwing spears/javelins. |
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| Tinker | Aug 11 2009, 12:43 AM Post #16 |
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Old School Member
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Yeah, I like the throwing spear... "Guys, I'm out of ammo! I'll go back get some more and meet ya back here in... say an hour?" |
| My hands are blistered from trying to get a grip on reality! | |
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| mattblackgod | Aug 16 2009, 06:24 PM Post #17 |
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| dicehead | Aug 17 2009, 12:11 PM Post #18 |
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Coldheart
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I'm working on a solo-orientated spin off at the moment. I like the original but now I'm playing at a smaller scale and mostly solo I'd like something that can handle bigger battles and provides more of a framework for solo play. * Attacks either kill or don't kill, cutting out keeping track of wounds except for vehicles. * A simple dice roll at the start of each campaign turn tells you if you had a sector invaded or if you are free to choose from generating a mission, looking for new territory or doing nothing. * 24 basic mission types with random variants and enemies for over 500 unique missions generated using a very simple and easy to remember system. * Set your own difficulty, the more dice you roll for your mission the harder it is likely to be but the better the reward. * D6 based, makes cover vital and forces more evenly matched. * Earn strategy points to allow you to interrupt the normal turn sequence to perform an action or boost your dice roll. * A badly failed attack (1 on D6) causes the enemy to react out of turn, effectively having them fire back a quick snap shot, run for cover or charge you! Playing solo is now a bit less predictable and gives the enemy an edge. * No unit, weapon or faction restrictions - hire and buy what you want to whatever theme fits your setting and your gang. Make things as difficult or easy as you like, it's your campaign. * New rule mechanics makes the game even faster with NO in-game paperwork and much less paperwork in the campaign too. Ruthlessly trimmed for explosive action! This is still very much a work in progress so ideas are always welcome. It isn't intended to replace wastelands, it's just wastelands cut down massively and solo-orientated for fast fun campaigns. The missions will be compatible with wastelands and will be available as a small supplement if you already have the core rules and would like to stick with them. If you fancy trying the solo-orientated version it'll be about 1/4 of the size of the current rulebook so anyone moaning about printing it will be stuck on the front of my car and driven at a stockade. It won't be uploaded until I've tested it to destruction but I just thought you might be interested to hear what's going on with it. |
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| Tinker | Aug 17 2009, 01:01 PM Post #19 |
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Old School Member
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Diceman... do ya want some playtesters for this project? |
| My hands are blistered from trying to get a grip on reality! | |
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| Chrome_Cat | Aug 17 2009, 01:44 PM Post #20 |
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Raider
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The badly failed attack and the enemy gets an action sounds pretty good. If things happen that make the solo player change plans, it's good. |
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Yep i'm trying my hand at blogging to. DC 2150 | |
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