| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/11/14 16:00:39
Subject: [DP9] Heavy Gear Badlands Rally
|
 |
Servoarm Flailing Magos
|
I've been meaning to post this for a while, but I've had a cold and been working 50+ weeks at work, along with getting a new car and a few other things. anyway, enjoy! It's a fun side game with some neat mechanics.
Dream Pod 9's newest release is the Badlands Rally game!
Heavy Gear Badlands Rally (Available Now)
Rally racing with Gears! This expandable board game features fast paced, full contact racing set on the desert world of Terra Nova. Heavy Gear Badlands Rally is playable by two to four players and lasts an hour or less per game. Race around the track, burn rubber to pull ahead, jump over terrain, shot your opponent if he gets a bit to far ahead, take a swipe at him with your vibro blade or push him in the wall. All this along with spin-outs, skids and rattled pilots bring the exciting world of Gear Rally racing to your table top. Includes a new fast and easy to learn ruleset with lots of rule and game play examples.
The box set includes rules booklet, full color hex map, 4 easy to assemble racing gear miniatures of the Rally Viper, Rally Pitbull, Rally Jerboa and Rally Ferret cast in pewter with plastic hex bases, 8 double-sided datacards (Rally Viper/Viper II, Rally Pitbull/Pitbull II, Rally Jerboa/Jerboa II, Rally Ferret/Ferret II, Rally Grizzly/Mamba, Rally Cobra/Chasseur MkII, Rally Sapeur/Iguana, and Rally Hunter/Dart Jager), assorted counters (rattled tracker gears, rattled, rally, damage, and upgrades) , 2 double-sided quick reference cards (rules and weapons/upgrades), and 6 dice. The double-sided Rally Grizzly/Mamba, Rally Cobra/Chasseur MkII, Rally Sapeur/Iguana, and Rally Hunter/Dart Jager datacards can also be used to proxy in other similar size gears from the Heavy Gear Blitz and Arena miniature lines. ( DP9-9310, $49.95)
Heavy Gear Badlands Rally is now available to order on the Dream Pod 9 Online Store click here to order, along with single rally miniature packs and Badlands resin terrain.
Have fun and get racing!
Submitted by Robert Dubois on Fri, 10/25/2013 - 9:58am
Disclaimer: I am a corporate shill. You know the drill. I'm technically freelance, so if you need some web work, we can talk. Automatically Appended Next Post: Please note the below is written from memory, but here's a rough overview of the rules.
The system for badlands Rally is based on two different roll systems. Sometimes you are making an opposed roll (a check), sometimes roll against a target number looking for successes (a Roll). Unless I got the terms backwards.  I'm doing this from memory.
You start with two dice and gain/lose dice according to a simple table of actions. Moved at top speed this turn? Lose a die. Attacking an enemy from the flank? Gain a die. Exact rear arc, 2 dice. Your racing mech's stats are termed Augment numbers, and range from a 2+ (awesome) to 6+ (very not good).
Players move clockwise from whomever wins an initiative roll. The initiative roll is an opposed roll, so everyone rolls their dice (generally 2) and takes the highest. However every racer has an Initiative Augment. For every die that exceeds this Augment number, they get a +1 to the total. If your racer has Initiative 4+ and you roll a 5 and a 4, you get the 5 plus 1 for beating 4, so total initiative of 6.
(This is similar to the Silhouette system used by Heavy Gear, but that system only grants bonuses for multiple 6s. This makes bonus a bit more common, and shifts the 'skill' factor to lowering augments instead of adding dice.)
Players start their turn by choosing to move at Combat or Top Speed. Top Speed is faster (of course) but movement is more restricted (pay for turns). This is a racing game, so moving at top speed is pretty important, though. Each Racer can take an Action during at any point during it's turn, and there's a pretty set list of actions including attacking, jumping, getting a little extra movement, shoving opponents into other things, etc.
Actions that target another racer are resolved similar to initiative. For an attack, the attacker rolls their attack, defender rolls defense. (Obvious. Sorry.) Damage is a bit different from Heavy Gear games: A Damage Dice pool is created by adding one die for the difference between the Attack and Defense roll (so an Attack of 5 vs. a Defense of 3 would start with 2 dice) then adding the difference in the weapons' Power and the defender's Armor (So Power 6 vs. Armor 4 would add another 2 dice.
The Damage Dice pool is a simple roll looking for 3+ results, and most racers spin out after a few hits.
This is intended as a racing game, not a death-match, so permanently disabling another racer is difficult. Racking up damage on an opponent does help in the end, though, as there is a rule for a 'photo finishes' where accrued damage is a negative modifier to see who actually crosses the finish line first in the round. A solid hit will cause an opponent to spin out and spend their turn recovering.
The board is nicely designed with some fun stuff: I did a LOT of demos of this at Gen Con last year and found some neat 'decision points' like an early choice to take a straightaway (and present a rear-arc shot to enemies) or slalom through an S-curve. Certain racers favor certain routes, as the different racers have very different abilities.
The current release includes minis for four Rally-modified Gears an datacards for several alternates. The core four are:
The Rally Pitbull, an off-road specialist with a bazooka. Besides being heavily armed, it's got an edge on a few spots of rough terrain.
The Rally Ferret is a generalist. Small and nimble, but with no real specialties.
The Rally Jerboa is the best jumper, with it's atatched rocket boosters. All the racers can jump, but the Jerboa can jump much more reliably.
The Rally Viper is the 'street racer' and has some massive advantages on the hard-packed sections of the track.
I haven't played with the additional racers yet, but they include an alternate version of each of the core four above as well as several other Heavy Gear designs that have miniatures available to purchase (or use proxies or cardboard stand-ups. I'm not offended. Enjoying the game is the important thing.). One I want to try is the Rally Sapeur, an engineering 'power loader' modified for the track.
The rules and datacards are all up as free downloads at dp9.com by the way.
|
|
This message was edited 1 time. Last update was at 2013/11/14 16:32:56
Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/14 17:20:45
Subject: [DP9] Heavy Gear Badlands Rally
|
 |
Dakka Veteran
|
Balance wrote:I've been meaning to post this for a while, but I've had a cold and been working 50+ weeks at work, along with getting a new car and a few other things. anyway, enjoy! It's a fun side game with some neat mechanics.
Dream Pod 9's newest release is the Badlands Rally game!
Heavy Gear Badlands Rally (Available Now)
Rally racing with Gears! This expandable board game features fast paced, full contact racing set on the desert world of Terra Nova. Heavy Gear Badlands Rally is playable by two to four players and lasts an hour or less per game. Race around the track, burn rubber to pull ahead, jump over terrain, shot your opponent if he gets a bit to far ahead, take a swipe at him with your vibro blade or push him in the wall. All this along with spin-outs, skids and rattled pilots bring the exciting world of Gear Rally racing to your table top. Includes a new fast and easy to learn ruleset with lots of rule and game play examples.
The box set includes rules booklet, full color hex map, 4 easy to assemble racing gear miniatures of the Rally Viper, Rally Pitbull, Rally Jerboa and Rally Ferret cast in pewter with plastic hex bases, 8 double-sided datacards (Rally Viper/Viper II, Rally Pitbull/Pitbull II, Rally Jerboa/Jerboa II, Rally Ferret/Ferret II, Rally Grizzly/Mamba, Rally Cobra/Chasseur MkII, Rally Sapeur/Iguana, and Rally Hunter/Dart Jager), assorted counters (rattled tracker gears, rattled, rally, damage, and upgrades) , 2 double-sided quick reference cards (rules and weapons/upgrades), and 6 dice. The double-sided Rally Grizzly/Mamba, Rally Cobra/Chasseur MkII, Rally Sapeur/Iguana, and Rally Hunter/Dart Jager datacards can also be used to proxy in other similar size gears from the Heavy Gear Blitz and Arena miniature lines. ( DP9-9310, $49.95)
Heavy Gear Badlands Rally is now available to order on the Dream Pod 9 Online Store click here to order, along with single rally miniature packs and Badlands resin terrain.
Have fun and get racing!
Submitted by Robert Dubois on Fri, 10/25/2013 - 9:58am
Disclaimer: I am a corporate shill. You know the drill. I'm technically freelance, so if you need some web work, we can talk.
Automatically Appended Next Post:
Please note the below is written from memory, but here's a rough overview of the rules.
The system for badlands Rally is based on two different roll systems. Sometimes you are making an opposed roll (a check), sometimes roll against a target number looking for successes (a Roll). Unless I got the terms backwards.  I'm doing this from memory.
You start with two dice and gain/lose dice according to a simple table of actions. Moved at top speed this turn? Lose a die. Attacking an enemy from the flank? Gain a die. Exact rear arc, 2 dice. Your racing mech's stats are termed Augment numbers, and range from a 2+ (awesome) to 6+ (very not good).
Players move clockwise from whomever wins an initiative roll. The initiative roll is an opposed roll, so everyone rolls their dice (generally 2) and takes the highest. However every racer has an Initiative Augment. For every die that exceeds this Augment number, they get a +1 to the total. If your racer has Initiative 4+ and you roll a 5 and a 4, you get the 5 plus 1 for beating 4, so total initiative of 6.
(This is similar to the Silhouette system used by Heavy Gear, but that system only grants bonuses for multiple 6s. This makes bonus a bit more common, and shifts the 'skill' factor to lowering augments instead of adding dice.)
Players start their turn by choosing to move at Combat or Top Speed. Top Speed is faster (of course) but movement is more restricted (pay for turns). This is a racing game, so moving at top speed is pretty important, though. Each Racer can take an Action during at any point during it's turn, and there's a pretty set list of actions including attacking, jumping, getting a little extra movement, shoving opponents into other things, etc.
Actions that target another racer are resolved similar to initiative. For an attack, the attacker rolls their attack, defender rolls defense. (Obvious. Sorry.) Damage is a bit different from Heavy Gear games: A Damage Dice pool is created by adding one die for the difference between the Attack and Defense roll (so an Attack of 5 vs. a Defense of 3 would start with 2 dice) then adding the difference in the weapons' Power and the defender's Armor (So Power 6 vs. Armor 4 would add another 2 dice.
The Damage Dice pool is a simple roll looking for 3+ results, and most racers spin out after a few hits.
This is intended as a racing game, not a death-match, so permanently disabling another racer is difficult. Racking up damage on an opponent does help in the end, though, as there is a rule for a 'photo finishes' where accrued damage is a negative modifier to see who actually crosses the finish line first in the round. A solid hit will cause an opponent to spin out and spend their turn recovering.
The board is nicely designed with some fun stuff: I did a LOT of demos of this at Gen Con last year and found some neat 'decision points' like an early choice to take a straightaway (and present a rear-arc shot to enemies) or slalom through an S-curve. Certain racers favor certain routes, as the different racers have very different abilities.
The current release includes minis for four Rally-modified Gears an datacards for several alternates. The core four are:
The Rally Pitbull, an off-road specialist with a bazooka. Besides being heavily armed, it's got an edge on a few spots of rough terrain.
The Rally Ferret is a generalist. Small and nimble, but with no real specialties.
The Rally Jerboa is the best jumper, with it's atatched rocket boosters. All the racers can jump, but the Jerboa can jump much more reliably.
The Rally Viper is the 'street racer' and has some massive advantages on the hard-packed sections of the track.
I haven't played with the additional racers yet, but they include an alternate version of each of the core four above as well as several other Heavy Gear designs that have miniatures available to purchase (or use proxies or cardboard stand-ups. I'm not offended. Enjoying the game is the important thing.). One I want to try is the Rally Sapeur, an engineering 'power loader' modified for the track.
The rules and datacards are all up as free downloads at dp9.com by the way.
Looks interesting, but how this company hasn't released these big Heavy Gear mechs in plastic, with everyone bum-rushing to have things made in plastic, I'll never know.
I've been to a LOT of gaming conventions, and I've never seen a game of Heavy Gear being played.
--Chris
www.chrisvalera.com
|
Looking for the Empire spearmen from the Warhammer sixth edition box set (empire vs orcs) Must be unpainted and in good condition. Also looking for MIB Empire State Troops boxes.
Looking for Battle for Macragge and Black Reach Tactical squads, unpainted and unassembled. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/11/14 21:46:51
Subject: [DP9] Heavy Gear Badlands Rally
|
 |
Servoarm Flailing Magos
|
I wish we could do plastics...
The minis in this box are in less pieces than most of the HGB line. I think they're 3 pieces each, plus base. Nice looking, though, and different from the main Heavy Gear Blitz minis.
|
Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
|
|
 |
 |
|
|
|