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2012/12/03 05:54:22
Subject: Exoshift - Scifi Mass Battle Wargame - Version 0.41 rules up
Update 8/2/2013 The project moves forward even if the sculpts are taking a long time.
A new version of the rules is nearing completion, but my lack of sleep addled mind needs an extra pair of eyes to check over the rules to make sure it's readable. Short descriptions for all major factions are included. No army lists yet, but they are being worked on.
Still a work in progress, but there you can find more information about the setting of Exoshift, including why it is named such.
You'll also find introductory fiction for several new factions, such as:
The Remnant Order
Binari Protectorate
The Sine (with Concept art)
Andromedan Expeditionary Army
O'orth Diaspora
***
Exoshift is a science fiction, bright future, mass battle miniatures wargame set in the far future. It is set to be released in late 2013.
We are currently looking for experienced rules and fiction writers, as well as artists for paid contract work, as well as community assistance in developing and testing this game.
Let me toss up a little bit of artwork, and fluff for Exoshift's "human" faction
Infantry:
Backstory:
Spoiler:
Humanity received its first hints to the larger galactic society when its first FTL equipped ships ventured beyond the local cluster. There, they began picking up the equivalent to FTL slow band communications, the contents of which were undecipherable.
As humanity progressed outwards, they began finding the smallest traces of extraterrestrial life, leftover outposts, discarded trash at landing sites, and other detritus. This culminated in a landmark event in Sol history, the finding of the alien refugee fleet.
Having fled from aggressors years before, they were stranded and running out of supplies. The aliens were wary when the unidentified human ships approached bearing none of the markings of any known galactic civilization, but also saw an opportunity.
A deal was struck, the details of which lost to time, but what is known is that the population of the fleet was eventually allowed to settle on Earth and its colonies, in exchange, Humanity confiscated all the ships, technologies, and information present in the fleet.
This influx of people and cultures jump started the fledgling empire, but it was not without problems. Decades of xenophobia, political and cultural unrest wracked the combined populations. As generations passed, some species began to see these worlds as their home too, and desired a place within. The struggle was difficult, but many eventually won a position in society, government, and other institutions. But it would take much more to make them equal…
As this new society dealt with those issues, scientific progress raced on. Humanity had gained access to a treasure trove of technology. New or scavenged advances in energy production, weaponry, materials, waste management, entertainment, all fields of science and commerce benefited. However, the most influential finding was also the least extraordinary, they discovered the primary economical method of FTL for the galactic community: the exoshift.
It opened up a new world of space exploration and travel, no longer was space travel limited to large government or corporate funded expeditions. Instead, a well off person could buy his own ship to find his place in the stars.
In the rush to expand, new colonies formed and new civilizations were discovered. Sol began its first forays into becoming an space faring nation.
However, the people of Sol were not the only ones expanding. The activity began attracting forces from beyond Sol's reach. It began with raids and piracy from unknown aggressors, each attack becoming more brazen than the last. Each attack also spreading word amongst the galactic community of a new people's rise, ripe for the picking. It was then that the criminal known as the Warlord knew his next target for conquest.
He was the epitome of the dangerous regimes that had formed in the power vacuum after the old order's collapse. Driven from his home sector, he commanded a massive fleet of powerful warships, and an army capable of taking an entire planet. Gathering other opportunistic groups in his wake, his armies drove towards Sol.
He attacked Sol Space with a ferocity unseen to Humanity, and conquered much of Earth and its colonies in short order. For a time, Sol is an occupied nation. All species felt the heel of oppression, and in this crucible the people bound together in suffering, and waited.
As the years pass, people believe that their civilization is doomed until the first stirrings of rebellion became a liberation. Secret agreements are made with distant civilizations, and long silent Sol colonies that went dark after the invasion return to activity, their new factories producing weapons and warships to take back their homes.
In a massive uprising, coordinated attacks from outside and within Sol Space break the back of the Warlord's forces, killing most outright, and forcing many others to flee. The Warlord himself is killed in the fighting, but all at such a terrible cost
In victory, the people Sol are left to wonder at their smashed homeworlds. Nations were erased, entire peoples destroyed. The people of Sol, and Humanity with it, had discovered the hard way that the galaxy is a dangerous place.
The first draft of a new constitution is made, and a new government is formed. All were to be given citizenship, all would work towards a common goal of the security they so desperately desired. The Republic of Sol was formed.
The Sol of today is an integrated multi-species civilization that, culturally, is almost unrivaled in galactic society. Their emergence after the Warlord's occupation has thrown the local politics into a stir, a state that Sol has exploited to secure its borders as best it can. With the looming threat of The Combine to its Spinward reaches, where the most dangerous fugitives from the Warlord's armies fled, to the vast and powerful political juggernaut of The Remnant Order hovering ominously along its Coreward border; The people of Sol know their position is as precarious as it is a precious shining beacon in a dark and cold galaxy, and they will fight to protect it.
This message was edited 18 times. Last update was at 2013/08/02 23:46:26
Hmm there miniatures planned for this or it just a free supported ruleset i can use any for?
- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
2012/12/09 03:31:11
Subject: Exoshift - Scifi Mass Battle Wargame - Rules draft and fiction available
Exoshift uses an army building system where you not only choose what overall Faction you play, but then choose an army from within it to give a force organization chart, or available units and support. This is similar to Flames of War to be frank.
For example, within the Sol faction you would have a company of elite powered armor troops and their support as one army list, and generic line infantry in another army list.
The two questions I have are, is this acceptable to scifi gamers? I use this system for a completely non-historic game because it allows the introduction of new units over time, without horribly unbalancing prior match ups. As new units are released, sometimes they can plug into older army lists, or the lists are updated, and sometimes they come with a new army list.
Would the terms "Faction", for overall nationality/government, and "Army" for the actual fighting group work, or are the terms confusing? I've considered Army as the wider term, and Battlegroup as the smaller army list.
My vote is yes to both. I like the idea of army designations within a nation. Very similar to how things are done in real life, and then you can even designate armies from worlds or systems. Faction and army make sense, rather than making up new words that make no sense.
2012/12/17 07:42:23
Subject: Exoshift - Scifi Mass Battle Wargame - Rules draft and fiction available
So have been reading through the rules, I really like the CP idea which seems to generate the concept of ordering units to engage while holding some in reserve.
Questions slash ideas you may consider.
When you only have one unit in the army do you only ever have one action? As I read it the unit will only perform one action move OR shoot.
This might be a GOOD mechanic to leave in though. Here are my reasons. The player who has only a few units left should have the option to "retreat". The rules as is will actually provide an environment for this to happen. So many other games are only decided by the last man. Yet with this mechanic players will constantly have to be thinking about how many units they have left and what they will actually be able to accomplish with those units.
The negatives I can bring up later but here is food for thought.
2012/12/19 20:35:55
Subject: Exoshift - Scifi Mass Battle Wargame - Rules draft and fiction available
A new version of the Exoshift rules are available, these will be the playtest rules. However, the army lists and missions are not finished but will be posted when the playtest officially goes live.
We're currently in crunch mode to prepare for a kickstarter in the coming months, but we've got a lot of cool art, fiction, and miniatures to show for our big reveal. For now, I'll leave this preview of the Sol "Crawler" Advanced Mobility Main Battle Tank:
This message was edited 4 times. Last update was at 2013/01/25 01:48:32
Rad looking tank, it seems a lot more mobile with the independent "legs". I'll be interested to see how that looks as a model!
I read through the playtest rules and had a couple of comments:
- Since the armies aren't done I didn't know what the total available CP would look like, but right now it's listed as a base of 2 CP in a 500 point game. Do the commanders add another 2 or so? Anyway with CP bids for initiative, doesn't this mean a player would generally only have a couple of CP leftover for that round? Do they have to bid CP? What if neither bid CP do you roll off? Seems like the bidding system would be easier for low model armies (that aren't going to use their CP anyway) or armies that have lost a lot of units. In that way I actually like it, since it gives a subtle and intrinsic bonus to the underdog since they have more CP to spare to bid, since they have less units alive.
- I noticed there was a "force enemy activation" action. Aside from that have you found the game to play like a pretty standard UGO-IGO where the whole force activates at once? I'm surprised that there isn't alternating activation or a switch after using a primary action or something. I guess I'm just used to Infinity setting the bar with their new approach of constant interaction compared to the older feel of 40k where you play your turn, then sit down and passively wait for the enemy.
- Since there is a PLAYTEST note in the difficult terrain, I'd assume that's still under revision. But currently it says "difficult terrain does not limit a unit's movement", and then a couple sentences later it says "use their secondary movement value".
- Cover seems pretty awesome, since it's providing a penalty to the attacker and a bonus to the defender.
- Terrific approach with the global disruption tokens, and management of those tokens. I think it's a really neat idea and succeeds at abstractly modeling a lot of negative effects a soldier might face. Too bad range modifiers couldn't somehow be rolled into disruption so that the only modifiers you have are disruption based.
- The fleeing rules just brutalize a unit hey? Flat out removing them if they fail a morale check. How have you found that to play? Is it common for a unit to take a couple casualties and just fold early on?
- I like the use of "roll low" D10s, but I'm not a huge fan of the overall process: roll to hit, roll for defense, roll for effect, roll for quality save. That's a lot of rolls for one of the most common actions in the game Maybe my 40k bias is coming in since I never liked their roll BS, roll vs Toughness, roll armor save. Or do you find that disruption generally cancels quality saves pretty quickly?
Do you have a battle report of a playtest at all? I'd be interested to see how it all comes together. I'd definitely be up for playing a game or two of this once the rules and armies are finalized.
@Piston Honda: You may have just named this tank. "Sphinx" sounds a lot better than the working name, "Crawler." PM me your email so I can stay in contact, when this kit comes out, I'll send you a free one.
Bosky, thanks for the feedback. Exactly what I needed.
- The Army List will usually give at least 1 CP, while the commander for most armies will usually give 1-3 extra Command Points (CP) depending on the abilities you choose, maybe more depending on how the army operates (central command heavy, or distributed).
- A lot of CP use will be in the sergeants and platoon leaders (usually 1 each with an average of 3 platoon leaders), and thus are targets for elimination. The CP provided by those lower leaders can only be used on themselves or on units within their command, forcing them to be on the front lines.
- The game uses alternating activations, like checkers, chess, or Infinity. I need to rewrite that section to be more clear.
- I just corrected the movement rules, thanks.
- Cover is meant to be good due to the setting's ample use of kinetic hardening fields. Basically energy fields that project into solid matter that increases its density and tensile strength. This is what allows a normal wall to withstand space age weaponry, and is a much cheaper alternative than "hard light" energy shields (although those are also in use).
- The fleeing rules were temporary and was intended to reduce bookkeeping and mesh with another system where you bought reinforcements or replacements from side board s using resources gained in field, similar to RTS games. The idea being to lessen the effect of list tailoring by allowing everyone to tailor a bit mid match. The influx of new units helped offset the brutality of losing units through morale outright. I also hoped it would encourage players to push up and take risks, or have fun, knowing that they could bring on a cheap replacement unit to hold the line.
So far the buying units system isn't working out, so units fleeing on table should be back in.
- For the attack roll, the rolls will be folded into three or less at some point, the trick is finding the right way to do it without bogging down each attack in a lot of calculations. The Effect roll going away in the next version, so if you fail the defense roll, it's the Quality Save or nothing. However, Quality needs to factored in more naturally than the Quality Save. A previous version of the rules had a comparison where if the Quality of the Attacking unit was higher than the Target unit, it got a bonus to hit, and vice versa.
- I forgot to mention that the rules overall are in trim down mode. Which means removing, or streamlining, rules as much as possible while still keeping their effect. Vehicle rules will be in the next version, along with Reinforcements/Reserves and the prototype side board system. Indirect fire and AoEs will be handled more abstractly as well, I don't like how hovering templates over everything can bog down a game.
This message was edited 2 times. Last update was at 2013/01/26 00:14:26
Glad I could help. And it sounds like all of my quibbles are being looked at or have already been fixed
That makes sense that sergeant/platoon level CP can only be used for their unit. That's a good way of subtly splitting CP into "free stuff to spend on Initiative and bonuses" and "this is the CP you use to achieve victory".
My mistake on alternating activation. I might have misread the section, but yeah that wasn't initially apparent that the granularity was finer than entire army UGO-IGO.
I think it'd be worth adding a note about cover and the kinetic hardening fields, since that bit of fluff helps explain the universe and the rule. Not sure if you're going to "fluff-erize" the rulebook later.
Unique idea with the old RTS approach of easily replaceable units.
I'll be interested to see what you end up doing with the attack rolls. To me that's such a critical part of a wargame that it always needs special consideration.
I know the feeling on trimming down a rulebook. I normally write a section, leave it for a day or two, then come back in and cut out every extraneous word.
What about using generic blast distance instead of a placeable template? Just saying "everything in 2" of the target (and make them choose a model to target) is hit". Or you could just do AoE abstractly by unit/stand?
Looking forward to hearing more as the game evolves.
It's been a very trying year so far, but this project keeps me going.
The sculpts have hit numerous problems going from digital to miniature form, but those are mostly sorted out. The first Sine sculpts are at the printers and the Sol faction sculpts are making progress.
This message was edited 1 time. Last update was at 2013/08/02 23:46:37