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Made in fr
Violent Enforcer







So after reading several (hundred) comments here on how messed up 40k rules are, I've decided to have a go at creating my own skirmish game to use with 40k models. This would be a small scale game to start, with independent models and squads of 3-5. Eventually I'd like to include vehicles. Now, these are just my first ideas, trying to get the broadest strokes of gameplay mechanics sorted. Eventually there will be special rules and I'm sure there will be many many wrinkles to iron out with play testing. I've not started play testing yet but I will do soon. So this is still super WIP, and I find problems at every turn that will need fixing. That's part of the fun.

I'd like to make this game much more terrain-centric and avoid the IgoUgo system of play. I'll admit I've only ever played 40k so I don't know any other rules systems to compare and contrast with, but I'm really trying to find other ways to represent existing ideas. I'll be using d10 die, Action cards and angle measures, and measurements will be in cm.

Anyway, so far I have a rough idea for the turn sequence, unit stat lines and gun stat lines. Everything is open to change. I'm more than happy to listen to criticism and flaws you find in my reasoning, but please do keep any comments and criticisms constructive. Here we go!


Unit stats
*Many of these will be modifiable +/- by special rules*

Movement- this is measured in cm.
Nimbleness- divide nimbleness score by movement to get movement through difficult terrain.
Aiming Reactions- equivalent to Initiative for shooting. If two units shoot at each other simultaneously roll d10+AR to see who draws first!
Aiming skill- equivalent to BS in vanilla 40k. To hit d10+AS=12
Combat Reactions- equivalent to Initiative for combat. again with d10+CR to decide who strikes first.
Vitality- this combines wounds, strength and toughness. As wounds decrease so does strength and toughness. inverse for those with berserker special rule.
Armour- is no longer a save. creates a modifier on to wound rolls.
Morale- no idea of how this will work yet but there will be various reactions such as hide, run, charge, freeze etc.

Gun stats

Strength- equivalent to current 40k except based on a d10 system the "middle path" is 6, not 4.
Shots- number of shots fired. most models will have at least 2 wounds so this will be important
Accuracy- some guns have more recoil, or have advanced targeting systems, so +/- model's Aiming Skill (might change this to Unwieldiness to affect Aiming Reactions, rather than affect AS twice)
Range- modifies AS. 100% range: minus 3 AS. 75% range: minus 2 AS. 50% range, Minus 1 AS
Penetration- works like the armour modification, but inverse

Turn sequence

Each turn consists of 3 phases: 2 Action phases and one Reaction phase. (already thinking of changing to 1 Action, 1 Reaction)
Each unit has a card on which the first 2 actions are written and then placed face down so the opposing player cannot see. Every card is then turned over and both players carry out their first Actions. Once every first Action is completed they move onto phase 2 and the process repeats.
Finally each unit is allowed to perform one "Reaction", which is not predetermined.
Every action in each phase happens simultaneously, like simultaneous combat in 40k. If I stick with 3 phases, repeating the same action more than twice will be disallowed.

Actions consist of (for the moment):
Move, Shoot, Assault, Seize objective, Dig in, Hide, Disengage from combat, Psychic power.

Movement will be measured in cm, with an angle relative to the back edge of the table. premeasuring is not allowed in this case.

Units being shot will have various reactions such as return fire or hide. Units will also have different states, such as dug in or hiding, which will affect how they can react to being shot, what they can do in the next phase, and also cause modifiers on the units shooting them.


Well that's all I've got so far. Hope it's not too much wall of text and maybe I've sparked some interest in some of you to contribute and help me work this all out!

Cheers
   
Made in us
Longtime Dakkanaut






Westchester, NY

I had some ideas I was posting on this other thread, about my ideas for 28mm skirmish (IMO 40k should be basically skirmish). I'm familiar with Infinity (IMO the most advanced skirmish game out there) so I'm heavily influenced by that. I'd highly suggest you read the infinity ruleset. A lot of what you suggest is very similar.

http://www.dakkadakka.com/dakkaforum/posts/list/360/566430.page

Points I agree on
-more terrain, 3D space factored into system too.
-no IGOUGO, some kind of reaction system. I love the idea of a system where orders are written/set up in secret and then revealed simultaneously (still trying to think how this could really work) and then breaking up the traditional turn sequence.
-all 'saves' are folded into the toughness stat. Dice rolling is kept to a minimum manageable level.
-I love the idea of the 'vitality' stat- infinity has a PH (physique) stat, but the idea that combining this stat (which you use to make rolls to dodge, or run away, or climb for example) with the concept of wounds or hit points is REALLY cool.

Things I would change
-weapons are divided into classes (pierce, impact, fire...), and each unit has different resistances to the different weapon classes. Keep the damage value, get rid of the AP system.
-some stats are a little redundant, for ex. weapon accuracy and firing skill, but i think they could be interesting. If we are using different firing modes then it might come into play more. Nimbleness might also be replaced by classes of unit (for ex. Heavy infantry, light infantry, vehicle) that have corresponding movement/and are more or less easy to hit.
-I like D20's and face to face rolls better, it's far more exciting... from infinity
-better rules for suppression fire, interacting with morale.

And keep the system generic, open source, and highly customizable (unit building function) so that it can be used to represent a wide variety of different backgrounds.

 
   
Made in gb
Stalwart Dark Angels Space Marine





Sounds pretty good, if it does make it, make sure the armies are complex and different to the same old same old space marines, maybe make it with an interesting plot/fluff/lore with things like heresy, alliances being made and broken, it will make the game much more interesting

1000 points 80% painted
90 points 0% painted 
   
Made in gb
Fresh-Faced New User




have you tried in the emperors name?
http://iten-game.org/

very good
they have even published a skirmish rule set based on the rules but not the fluff
called in her majesty's name

http://www.amazon.co.uk/Her-Majestys-Name-Steampunk-Wargaming/dp/1780962894/ref=sr_1_1?s=books&ie=UTF8&qid=1391034471&sr=1-1&keywords=in+her+majestys+name
   
Made in fr
Violent Enforcer







Thanks very much for the feedback guys. Some very good ideas coming back already. So, in response:

@ Greenwing, I hadn't started thinking that much in depth about it yet but you have a very good point. So far I've started with statlines for a Marine, an Eldar, a Guardsman and a Grot, because I had those models lying around. However, as the basic ruleset gets solidified it would be very cool to give it an optional(?) story driven aspect, so you could have your characters acting differently depending on other members in their team. This would have a lot to do with Morale, and I haven't really started thinking about that yet.

@Hummus, Just had a quick look at ITEN. I think I have seen it before but didn't look too deeply into it. It looks pretty awesome. I like the way that each stat contributes to the point cost, that makes things quite nice and simple. I also like their idea for the unit stat lines. I'm hoping to finish with something along similar lines. Definitely good inspiration, thanks for pointing it out.

@Meade, that thread was actually one of the threads that inspired this one. I see a lot of people talking about what doesn't work (not just in that thread), and I'm trying to group together some of the suggestions for improvement I've seen.

In response to your points (in no particular order):
-I definitely like the idea you suggested of weapon types. What I've currently got is still too close to original 40k and I was really struggling to make AP something more original. Even making it a modifier to wound could be improved, so getting rid of it altogether could well be the answer!

-I agree with what you mean by the redundant stats. It does kinda make things a bit less accessible. But also possibly more complex (in a good way). I wanted to get across the idea that it may be easy to draw a pistol and shoot quickly, but you won't necessarily hit much, whereas it might take much longer to aim a sniper rifle but you're much more likely to hit. Still needs some work for sure.

-As for nimbleness, I personally love the idea but I'm on the fence as to whether it works with dividing. I'm experimenting with this example: Eldar: M20, N2. Marine: M15, N3. Guardsman: M10, N3. Grot: M8, N1.

So, the Eldar is fast. 20/2=10cm moving through cover.
The Marine is more bulky but can still move pretty far on level ground. However, 15/3=5cm through terrain. That's barely anything and even worse for a Guardsman who moves 3cm through terrain. Then you have a Grot who is small and sneaky. He can't move far but he's completely unaffected by terrain. I think this system is quite fluffy but seriously hinders some units in terrain. The only other way to work this system better would be to divide by fractions, but that starts getting a bit annoying when you have to get your calculator out every 5 minutes. Or, I keep it like that and it just adds a serious tactical element on how you use terrain and open spaces.

-I'm also trying to work out Vitality in a way that it's not too confusing.I just wrote out all my ideas for it, realised it had a serious flaw and deleted the paragraph. So, I'm thinking that Vitality is written as 2 parts, eg 5/7. The first number represents wounds and the second represents both strength and toughness. The only problem with combining the two values (S+T) is that it limits creativity a bit. For example a skinny little Ninja might hit hard, but fold when he gets hit back. That isn't really well represented with this idea. But seperating them just adds more things to keep track of.

Come to think of it, everything should go down the more wounds you take. Reactions, movement, aim skill. If you're walking around with 2 or 3 bullets in you it's certainly not going to help with any of that! But maybe that really makes things too hard to keep track of?

As a side note, I was thinking of using nimbleness to also influence things like sneaking up on people, climbing etc, as opposed to vitality (PH in Infinity).

-I thought I was being radical with d10, but d20! I guess that would actually give even more scope for customisation and showing the degrees of difference between different units. I'm going to look into it.

Anyway, Here's some stats that I came up with to start with.This has not been affected by the previous discussion (except Vitality), it's stuff I came up with before I got your replies.

I tried to make the Marine pretty middle of the road (which in this game will be quite good I think) and then base the others from there, emphasising that the Eldar is faster but weaker. The Grot was basically the worst single model I could think of, so he's there to show just how bad you can get.

....................................Marine............Eldar...........Guardsman.........Grot
Movement .....................15.................20...................10.........................8
Nimbleness...................3...................2 ......................3 ........................1
Aim Reactions...............6...................7.......................5 ........................2
Aim Skill..........................6...................6.......................5.........................2
Combat Reactions.......6...................7.......................5.........................2
Vitality.............................3/6................2/5..................2/4.......................1/3

I still have no idea how Armour and Morale will work so I've left them off.

Cheers for the feedback guys, it's looking more interesting already!
   
Made in us
Longtime Dakkanaut






Westchester, NY

master of asgard wrote:

-I definitely like the idea you suggested of weapon types. What I've currently got is still too close to original 40k and I was really struggling to make AP something more original. Even making it a modifier to wound could be improved, so getting rid of it altogether could well be the answer!


I got the idea from this computer game:

http://units.wesnoth.org/1.10/mainline/en_US/mainline.html

The different weapons classes are blade, impact, cold, pierce, fire, arcane. It looks simple but it's actually a highly addictive computer game... and I think that part of it was that every unit had a weakness to some other unit, and you really had to think about where certain units were. And if you look in there pretty much every kind of fantasy unit is represented. Its so great for inspiration, especially since 40k is pretty much just fantasy in space. And that game is actually a true open source game which is why it's so cool to draw inspiration from.

I think to represent 40k and sci-fi you might need more weapons classes, perhaps something like 8. You don't really need cold, although you might keep it if you want to create a ruleset you can use for fantasy or sci-fi or hard sci-fi (which I think you are actually better off working on). But you might have the same game mechanic, and adapt it to different settings merely by changing the weapons classes.

A generic but 40k friendly version might have: Flame, Ray (would include particle beams, lasers, heat rays), blade, impact, piercing, psychic or arcane, disintegrator, poison. And of course every weapon is ranged, melee, or template, and has a damage value, and number of shots. Using that you can create various weapons. For example, shuriken weapons are ranged, blade. A melta would be a short ranged but powerful ray (or possibly another class... heat ray). Bullets are ranged piercing, shotgun is ranged impact... Disintegrator could be a necron gauss while tesla could be ranged flame (I know it's electricity but its area of effect and burns so works like flame). Plasma could be a high strength ranged flame (it's a kind of fire). Anyway I'm still thinking about how to do it best and what classes would be best to use to represent 40k but it's fun to think about the possibilities. Weapons could also have other special abilities or effects but I'm still thinking how best to do it. Another possibility is to not only have a class, but have it be a number... this would harken back to the AP system. For example, a Ray:0 weapon you would just use the unit's normal resistance to Ray. A Ray:1 weapon is a slightly more powerful ray, so if the resistance would normally add 2 you would add 1 instead. So weapon would have damage, and a second number that shows 'armor pierciness' or 'fieriness' or 'sharpness' It would allow for differences like, well you are cutting me with a blade but it isn't a particularly sharp blade, so I am only slightly more susceptible to it... or, you are cutting me with a mono-particle sharp blade that would slice through solid steel so while i would normally be vulnerable, in this case the effects are compounded and I have no chance.

Then there is the question of how to treat 40k's 'rapid fire', 'salvo', 'pistol', etc. rules... I actually think it's a non issue because I hate those rules anyway! There is no reason a space marine can't fire a bolter and then jump into combat, their bolters can even be used as close combat weapons! I think your idea of 'weapon accuracy' might be an elegant solution to that problem. But it needs to interact with orders somehow... perhaps some weapons allow you to give an order to advance and fire, while others do not? And certain units like marines have a greater ability to fire while advancing, with pinpoint accuracy, so it's not just a weapon thing, it's an interaction of weapon and unit.

I don't know how deep you're interested in the fluff of 40k, but I love it... i read all the black library books and everything. When there are things that happen in the fluff but not in 40k the game, it just irks me. I don't know if you read my example before but the best example is, chaos daemons are supposed to be all but immune to small arms fire like bullets. When space marines first encountered them, they had to figure out that weapons of ritual value (blades, or flame) had the best effect. In the game of 40k, that does not work well at all because daemons get the same invul save they normally get against small arms fire, so it comes out that they are weak against small arms fire which is the opposite of what it should be.

Building resistances is fun too. For example, Necrons could be highly resistant to piercing attacks; being skeletons and full of holes in the first place a few more holes won't hurt much! similarly they would have extremely high (or immunity) resistance to poison. But they could be highly vulnerable to impact weaponry, and to a lesser extent blade, ray, and also disintegrator.


-I agree with what you mean by the redundant stats. It does kinda make things a bit less accessible. But also possibly more complex (in a good way). I wanted to get across the idea that it may be easy to draw a pistol and shoot quickly, but you won't necessarily hit much, whereas it might take much longer to aim a sniper rifle but you're much more likely to hit. Still needs some work for sure.


Definitely. I think anything that will make the game more tactical is worth taking a look at... for example it pays to have your quick-reaction units up front, that throw out a lot of shots but don't require much skill to hit, and your more highly skilled units in the back, that take time to set up and aim and can snipe out the enemy and support.

-As for nimbleness, I personally love the idea but I'm on the fence as to whether it works with dividing. I'm experimenting with this example: Eldar: M20, N2. Marine: M15, N3. Guardsman: M10, N3. Grot: M8, N1.

So, the Eldar is fast. 20/2=10cm moving through cover.
The Marine is more bulky but can still move pretty far on level ground. However, 15/3=5cm through terrain. That's barely anything and even worse for a Guardsman who moves 3cm through terrain. Then you have a Grot who is small and sneaky. He can't move far but he's completely unaffected by terrain. I think this system is quite fluffy but seriously hinders some units in terrain. The only other way to work this system better would be to divide by fractions, but that starts getting a bit annoying when you have to get your calculator out every 5 minutes. Or, I keep it like that and it just adds a serious tactical element on how you use terrain and open spaces.


I think it needs work. I think nimbleness is better as a stat if you are going to use it for die tests and not just as a modifier... in the D20 system that would mean 10 is about average pass or fail. It could also be used similar to a run roll in 40k to add a bonus to movement? just a thought. If you want to give movement as a stat for each individual unit, just write it out for example Marine is 15/5 where the second value is the value used for difficult terrain. In infinity every unit has two moves because movement is split up into a first and second move (so you can have combos like move/shoot). But that is using an orders system... which is interesting but I don't know if I'm sold on.

-I'm also trying to work out Vitality in a way that it's not too confusing.I just wrote out all my ideas for it, realised it had a serious flaw and deleted the paragraph. So, I'm thinking that Vitality is written as 2 parts, eg 5/7. The first number represents wounds and the second represents both strength and toughness. The only problem with combining the two values (S+T) is that it limits creativity a bit. For example a skinny little Ninja might hit hard, but fold when he gets hit back. That isn't really well represented with this idea. But seperating them just adds more things to keep track of.

Come to think of it, everything should go down the more wounds you take. Reactions, movement, aim skill. If you're walking around with 2 or 3 bullets in you it's certainly not going to help with any of that! But maybe that really makes things too hard to keep track of?

As a side note, I was thinking of using nimbleness to also influence things like sneaking up on people, climbing etc, as opposed to vitality (PH in Infinity).


That was one thing that sort of bothered me about infinity, the same stat is used for different physical tasks that may or may not have any relation to each other. For example a unit might be really good at throwing grenades but that doesn't mean they are good at jumping. So it's an interesting idea.

I think special movements could be restricted with wounds. with normal walking, it really depends. Most troops in the far future still might be able to walk fine after being wounded, unless they are hit in the leg or something. Also I think normal human beings should just have one wound then they die. Only special units should have more than one wound, in most cases you just give them higher resistances (like orcs)

this is another crazy bananas idea but in x-wing miniatures game you don't just take wounds, the wounds have a quality to them as well to represent different effects it might have on your ship (but only critical hits, where you turn the card face up).

If you integrate cards into the game (simple ones could be drawn up and printed, really have to be if you are using such complicated stats) then using mini-cards is a great way to give some character to the wounds that large humanoid units like marines/orcs and vehicles receive. It would be like the vehicle damage chart but without rolling, and the cards double as counters for wounds (you put them right on your unit card). Anyway you just put on the back of the card 'leg wound' or 'headshot' or 'weapon arm damaged'. Each card could have some corresponding stat that it affects, some cause instant death, some cause you to lose special abilities or elite abilities, etc. Another reason I like cards is I don't think massive amounts of tokens need to be placed on the board next to miniatures. they get messed up, it's awkward to keep track of, and it messes up the visual appeal of looking at a miniature battlefield.

I haven't had a chance to check it out yet but Deadzone is supposed to be great the way it integrates card game + plus miniatures game. X-wing is great at that too. It's good for skirmish or any game where the elements are restricted to about 12 or so, other games are moving in that direction too.


-I thought I was being radical with d10, but d20! I guess that would actually give even more scope for customisation and showing the degrees of difference between different units. I'm going to look into it.

Also I think it's the best way for the system of resistances to work. Every weapon would have a damage value and would roll to hit, then the defender rolls to save based on the damage value (you skip the toughness). Then with a nice range of 1-20 to work with, you just add numbers to the value you need to succeed. positive numbers increase the chance of success (you need to roll higher than the damage value), negative numbers increase chance of failure. Now you could also fold some kind of cover saves into that, like standing behind a wall for instance could add to your resistances.


I tried to make the Marine pretty middle of the road (which in this game will be quite good I think) and then base the others from there, emphasising that the Eldar is faster but weaker. The Grot was basically the worst single model I could think of, so he's there to show just how bad you can get.


Marines are very superhuman, so they'd definitely be an order of magnitude better statline than a guardsman... eldar can outmatch them for speed and dexterity but a marine is built to survive the attack and then just hit back and if the eldar doesn't dodge fast enough, he's gone. Marines should be very rare in the game and like an elite medieval knight or a TAG in infinity, the centerpiece of a skirmish force pretty much. You want to base the game around humans because that is what we can truly relate to, and then base the other things around that.

This message was edited 2 times. Last update was at 2014/01/30 04:59:26


 
   
 
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