Post by sevej on Mar 30, 2010 23:36:05 GMT -9
Hello,
I'm a new member here. I'm *this* close jumping into the paper miniature bandwagon. I play all kinds of games (ccg, boardgames, wargames, tabletop). While I in tabletop painting and collecting is my first and foremost focus, I like it when I'm able to use my figs for gaming.
Thanks to some of the paper minis here (and two major paper terrain maker releasing excellent modern sets) makes me want to play gang fights in a post apocalyptic universe. I was searching for a game system but ended up making my own.
I try to make the system as simple as possible. I use the 'bucket o' dice' system instead of the ability score+dice roll system. Also, I opt to choose using grids (but I figure it's kinda easy to switch to gridless). I don't like predicting distance as one of the main staple of my rule. Pre-measuring helps, but still requires measuring.
The game is called "Gangs of the Apocalypse" (corny, I know).
Two players fight it out. A player will have 2 leaders, and each leader will have 2 followers. So it's strictly 6 vs 6 affair. It can be expanded to 12 vs 12. I make it like this so it's simple. Army building is just making your 2 leaders and 4 followers.
Combat is rather simple. You roll a number of dice equal to your weapon strength, with target number affected by your ability, and score successes equal or over target's defense. There are penalties affecting the target number, like range and cover. For example an expert Marksman (3+) using an Assault Rifle (4) against a target with toughness 3; he rolls 4 dice, trying to get 3 or more result on 3+.
The flow of battle use almost simultaneous order system. Each turn, players place order markers face down on gang members. There are 3 orders: Action! (can do 2 actions), Run! (move far), and Move! (move and 1 action). Guys with Action! go first, followed with guys that Run!, and followed with guys that Move! Early guys may hold on and probably interrupt later guys.
The number of gangers activated in one turn and number of action points available for them is varied each turn. At the beginning of each turn players roll dice for two results, the one facing up and the one facing down (1/6, 3/4, 2/5), and assign one as command points (number of gangers activated in a turn) and action points (used for action - shooting, medic, etc). The player with the most command points is the first player this turn. So both players have 2 guys with Action! order, the first player goes first.
I don't have heap of weapon types. It's just pistols, assault rifles, smgs, etc. So M-16 is the same as AK-47. I make sure though that every weapons have their own use.
Pistols can be used on the move, and a ganger can fire 2 at the same time. A specialist can even use it on melee (like equilibrium). A shotgun is effective on close range and especially good for the less skilfull (a better marksman will always choose an assault rifle). SMGs can also be dual wielded for strong close range punch. And so on.
There is a morale system. Being shot at accumulates suppression token (well, you can see my boardgame background here) that may hinder a ganger's actions.
You probably have already know that I'm aiming for more cinematic actions than realism.
What do you think of this? Will you be interested to see more? I have the basic rules in word, but still trying to find a word to pdf converter. Trust me, the 8-page rulebook is much better organized than this post
I also have ideas extending the game to a semi cooperation game against mutated beasts or aliens, and an ambush on an army column passing through the city.
I'm a new member here. I'm *this* close jumping into the paper miniature bandwagon. I play all kinds of games (ccg, boardgames, wargames, tabletop). While I in tabletop painting and collecting is my first and foremost focus, I like it when I'm able to use my figs for gaming.
Thanks to some of the paper minis here (and two major paper terrain maker releasing excellent modern sets) makes me want to play gang fights in a post apocalyptic universe. I was searching for a game system but ended up making my own.
I try to make the system as simple as possible. I use the 'bucket o' dice' system instead of the ability score+dice roll system. Also, I opt to choose using grids (but I figure it's kinda easy to switch to gridless). I don't like predicting distance as one of the main staple of my rule. Pre-measuring helps, but still requires measuring.
The game is called "Gangs of the Apocalypse" (corny, I know).
Two players fight it out. A player will have 2 leaders, and each leader will have 2 followers. So it's strictly 6 vs 6 affair. It can be expanded to 12 vs 12. I make it like this so it's simple. Army building is just making your 2 leaders and 4 followers.
Combat is rather simple. You roll a number of dice equal to your weapon strength, with target number affected by your ability, and score successes equal or over target's defense. There are penalties affecting the target number, like range and cover. For example an expert Marksman (3+) using an Assault Rifle (4) against a target with toughness 3; he rolls 4 dice, trying to get 3 or more result on 3+.
The flow of battle use almost simultaneous order system. Each turn, players place order markers face down on gang members. There are 3 orders: Action! (can do 2 actions), Run! (move far), and Move! (move and 1 action). Guys with Action! go first, followed with guys that Run!, and followed with guys that Move! Early guys may hold on and probably interrupt later guys.
The number of gangers activated in one turn and number of action points available for them is varied each turn. At the beginning of each turn players roll dice for two results, the one facing up and the one facing down (1/6, 3/4, 2/5), and assign one as command points (number of gangers activated in a turn) and action points (used for action - shooting, medic, etc). The player with the most command points is the first player this turn. So both players have 2 guys with Action! order, the first player goes first.
I don't have heap of weapon types. It's just pistols, assault rifles, smgs, etc. So M-16 is the same as AK-47. I make sure though that every weapons have their own use.
Pistols can be used on the move, and a ganger can fire 2 at the same time. A specialist can even use it on melee (like equilibrium). A shotgun is effective on close range and especially good for the less skilfull (a better marksman will always choose an assault rifle). SMGs can also be dual wielded for strong close range punch. And so on.
There is a morale system. Being shot at accumulates suppression token (well, you can see my boardgame background here) that may hinder a ganger's actions.
You probably have already know that I'm aiming for more cinematic actions than realism.
What do you think of this? Will you be interested to see more? I have the basic rules in word, but still trying to find a word to pdf converter. Trust me, the 8-page rulebook is much better organized than this post
I also have ideas extending the game to a semi cooperation game against mutated beasts or aliens, and an ambush on an army column passing through the city.