Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Custom Wargame Rule Set - with Terrain and more
Topic Started: Apr 11 2016, 05:58 PM (276 Views)
spectre
Ghoul
[ * ]
So I have been working on this wargame for over 2 years now (coming back to it from time to time.) It's getting pretty close now and I've been playtesting quite a lot. I'd like to share the rules soon for everyone else if anyone is interested in helping with the playtesting.

For now, here is a sample of how the character cards work. I am printing these off and mounting to heavy art board I picked up from HObby Lobby. There will also be a flexible adhesive magnet placed under the photo when mounting because all of the items are also magnetized. Each slot on the character card will hold the items when they are found in the game. There are also some firearms on this image. The icons represent range, damage and how many hands to use. Also the key words give the weapons special rules.

I was initially using mini cards but the sheer amount of table space needed for managing 4 or more characters was alot. This way, everything stays put and organized and the character cards will be 8" wide by 4" tall.

Posted Image

Posted Image

The character images were just snagged off the internet now as place holders until I can find a concept artist in the future.

Here is a quick rundown of what the keywords mean.

Fast Swap - you can ready this weapon for (0 AP) - usually it costs 1 AP to equip a weapon from your back pack

Low Ammo - instead of malfunctioning when you roll a critical failure, instead this weapon is out of ammo

Dependable - you may ignore the first roll of critical failure this turn.

Top / Bottom Rail - slots for weapon attachments

Bolt Action - this weapon takes 2 AP to shoot

Pump Action - this weapon takes 2 AP to shoot

Heavy - you cannot shoot this weapon during a turn in which you moved

Recoil - if you shoot multiple shots in the same turn, those attack die are adjusted down by 1 (there is attachments that help manage recoil) more on that later

Breacher - you can open locked doors and destroy barricades with this weapon.

Well, that's all for now, there is a lot of information to share and I'll post updates reguarly.

Edited by spectre, Apr 11 2016, 06:04 PM.
Offline Profile Quote Post Goto Top
 
spectre
Ghoul
[ * ]
I'd describe this game as "What if Call of Duty, The Walking Dead, Arkham Horror, DayZ and Wargames had a baby."
Offline Profile Quote Post Goto Top
 
spectre
Ghoul
[ * ]
Here is a look at some of the clothing and armor. The combat system works in a similar way to Savage Worlds. Every model's Target Number to hit starts at 5. So if armor says TN: +1, then the TN to hit that location would be 6.

Each model has a Melee Skill and Ranged Skill. These are represented by die types (d6, d8, d10, d12). The number of die rolled is equal to the damage value of the weapon (which is represented by blood splats on the weapons shown above). So a model with Ranged Skill d10, using a .38 special would roll 2d10, then any 5+ would hit. Each attack also has a Hit Location Die rolled with it

1 = Critical Failure (more on that later)
2 = Legs
3 = Hands
4 = Body
5 = Body
6 = Head

So with the above attack, 2d10 hitting the body, and the defender wearing body armor, the attacker would need an 8+ to hit.

After rolling to hit, the defender rolls 1d6 for each die that hit (this is his Armor Save roll).

1= damage
2 = damage
3 = armor damage
4= armor damage
5 = armor save
6= armor save

Any Armor Damage deducts AP (Armor Points) from the item. When it reaches 0, it is damaged and provides no further benefit until it can be repaired.

Posted Image

Critical Failure - Whenever this is rolled when shooting a firearm, that weapon has malfunction and the model must pass a dexterity test to unjam it. Attribute tests use 1d6 and succeed if the roll is equal to or less than the model's attribute number. So a model with 3 Dexterity would succeed on a 1,2 or 3 to unjam.

The Hit location die is again rolled during the attempt to unjam however, and if the critical failure is then rolled again, that weapon is now out of ammo.
Edited by spectre, Apr 12 2016, 01:34 AM.
Offline Profile Quote Post Goto Top
 
tinker
Member Avatar
CEO of "Rat-on-a-Stick" Industries
[ * ]
Nice set up so far! The only detail that catches my immediate attention is the usage of the acronym AP used in to areas having two different meanings. One time for Action Points, and another for Armor Points. I know it is a simple fix.
Offline Profile Quote Post Goto Top
 
spectre
Ghoul
[ * ]
tinker
Apr 12 2016, 09:51 PM
Nice set up so far! The only detail that catches my immediate attention is the usage of the acronym AP used in to areas having two different meanings. One time for Action Points, and another for Armor Points. I know it is a simple fix.
Good idea. I'll have to come up with something.

Here are some pics of my Police Station (TT combat). I designed all the textures and printed them off on Avery full sized labels. I'm not 100% satisfied with the doors and will probably mess with them some more. The broken windows are a cd case hammer to bits.

Posted Image

Posted Image

Posted Image

https://lh3.googleusercontent.com/-v4QA96OsboE/Vw1iI-63spI/AAAAAAAABgk/vhdy40JDcSMxZ7hFEneHxIqwey5mAJMjwCCo/s1152-Ic42/Police%2Bstation%2B4.jpg

And here are a look at a few melee weapons

Posted Image

The weapon key words here mean

Provoking - After damaging target zombie, that zombie moves 4" towards the closet survivor

Concealable - you may start the game with this item face down. You can equip it for 0 Action Points

Breacher (quiet) - automatically pass locked doors without making noise

Knockdown - after damaging, target is knocked down (It takes 1 AP to stand up)

Batteries - During your upkeep, roll 1d6, if you roll a 1, this item is out of batteries. (Batteries can be found elsewhere in the game)

Fragile - if you roll a critical failure on the hit location die (1), this weapon breaks. Flip this item.

Barricade - you may discard this item to barricade a door.

Piercing - cancels armor bonuses vs melee.

Destructive - may be used to destroy barricades.

Fast swap - you can equip this item for 0 AP.

Fuel powered - if you roll a critical failure on the hit location die, this item is out of fuel (you can refuel at the gas station)
Offline Profile Quote Post Goto Top
 
spectre
Ghoul
[ * ]
Here is a look at how the items fit on the survivor card

Posted Image
Offline Profile Quote Post Goto Top
 
spectre
Ghoul
[ * ]
A couple more buildings (also TT combat)

Posted Image

2nd floor
Posted Image

3rd floor
Posted Image

Theater
Posted Image

Posted Image

Posted Image

Posted Image
Offline Profile Quote Post Goto Top
 
mattblackgod
Member Avatar
Big boss warlord dude!
[ * ]
Very nice work.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Terrain WIP · Next Topic »
Add Reply