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Made in us
Longtime Dakkanaut





For those familiar with Nodal Wars, we've renamed it Dimensional Warfare....

Primarily 6mm wargame loosely based on many of the Anime cartoons from the mid 1980’s. The game takes care to allow players the flexibility to not only play games that are representative of what they had seen on TV and also in movies, but also open enough that they can adapt units from other genres and be able to mix and match forces and let the imagination run wild. Meant to be played with somewhere between 10 and 20 units per player it can easily be scaled up for larger battles.

The rules are based on an alternating activation system. Players will place their forces into squads and alternate with each other. Players will be able to choose how and when to maneuver their forces in order to try to outmaneuver and outperform each other. Each unit has a given number of actions that it can take each turn. Players can try to pull each other out of positions where they can finish them off and obtain a win.

The rules are designed in such a way as to allow players to minimize the need to reference the book and any tables within. I've just updated the link in my signature with a rules update. I have gone back to rework some basic mechanics to simplify things even more and help increase the fun and utility of each unit.

Currently I have converted some units from Robotech. I have some from Battletech and CAV using the older system that should not take more than a month or two to bring up to date with the new rules.

If you are interested in helping test the rules out and comparing to other systems please feel free to PM me or you can also join us on Facebook at the Dimensional Warfare: Skirmish.

Intro Videos
https://www.youtube.com/watch?v=IR39dO35g7w

https://www.youtube.com/watch?v=EoBaNFzkMHQ

Test Game -- Robotech UEDF vs CAV units
https://www.youtube.com/watch?v=Mt8Pr-5wPCs
https://www.youtube.com/watch?v=QuL_0yJ-bj8
https://www.youtube.com/watch?v=b9cu6HONRS0

Game 2 -- Robotech Masters Vs Robotech UEDF
https://www.youtube.com/watch?v=gscSZTzkAas
https://www.youtube.com/watch?v=5TVacoPoI1g
https://www.youtube.com/watch?v=QpvYOvA_HIQ

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Ok, working on simplification of the rules to speed up gameplay and simplify things some.

New Blast Rules...

Blast(X) - Weapon systems with the Blast ability cause huge explosions that have the chance to damage not only the target, but also other figures and structures nearby. Weapons with the Blast ability will be able to strike any unit within 4 inches of the target. The total number of hits is determined by rolling the value in parenthesis times D3. The total is simply counted up and divided up equally by the defender among the potential targets.

Standard Blast Weapons
When a figure makes a Blast attack, the Target Roll is made against a TR of 5 to see if it hits its intended target or point of impact. For any Blast attack, the target must be a structure or enemy figure (NOT a spot on the ground) unless the weapon system also has the Indirect Fire ability. Ordinary Blast attacks can target any structure or enemy figure within range and Line of Sight (LOS) to the attacking figure, while any Indirect Fire Blast attacks can target any point on the battlefield within range (including a spot on the ground), as long as it is within LOS to any friendly figure or the attacking figure itself. Note: A Blast attack cannot be directed at any target if there are friendly figures within what would be the Blast area; unless those figures have the Expendable ability.

If the attack successfully Strikes its intended point of impact (TR 5) during the attack step, check the power of the blast, the value in parenthesis, and then roll to see how many hits are successfully made from the attack. If the target is a figure or structure and the Target Roll also equaled or exceeded that figure’s or structure’s Target Rating, then that target takes the full DM of the weapon system. Only the targeted figure may increase their Target Rating. Every figure, building or other structure other than the primary target which is also caught under the template will also compare their Target Rating to the attack results. If struck, they will only take half damage (rounded down). Any figure or structure which has a TR attribute higher than the attack roll total takes NO DAMAGE

Each figure under the Blast template may pay an Action via a Defense Token or saved remaining actions to increase their Armor Rating. The increase of Armor Rating will count for all the attacks from a single volley. For all figures hit by the Blast attack the attacker must also Perform an Armor Penetration for each hit as per the normal rules. Note: Figures in Close Formation with each other can shield other figures in Close Formation from a Blast attack, but only if they are also within 4 inches of the target.

Missiles with Blast
When the attacker uses a missile with Blast, ONLY the target figure may attempt to shoot down the Blast Missile attack at the normal Action Point cost per figure. However, if at least 2 additional units are within 4 inches of the target and have weapons with the Anti-Missile trait, then the defending player may add +1 to their Anti-Missile rolls (track ammo normally for units with Missiles with Anti-Missile). If a figure’s attempt to shoot down the Blast Missile is successful, all of the Blast Missiles that would have hit that figure are destroyed and NO figures are damaged by those missiles. In the case of a Missile Volley divided between multiple targets, any missiles that would not have hit that specific figure still remain, unless they are shot down by other figures.

Scattered Shots
If the attacking figure fails to Attack its intended point of impact (TR 5) during the Roll to Attack step, the attack scatters. To resolve this, roll a single D10 die. The result is the distance the blast scattered and the point on the upper side of the D10 tells you in what direction in relation to the target that the shot scattered. Note: A Blast cannot scatter a longer distance than the attacking figure's range to the target or scatter farther than the maximum range of the weapon system used.

Once the new point of impact is determined, the attacker must make a new roll to Target Roll, but this time, do not include the attacking figure’s GN attribute for scattered shots. If the new Target Roll equals or exceeds the TR of any figure within 4 inches from the point of impact, then roll to see how many hits they may have suffered, as described above. Any figures with a TR higher than the new Target Roll take no damage. Regardless of the result of the new Target Roll, the attack does not scatter again; if it does not equal or exceed the TR of any figure or structure in the new location, the attack is ignored. Note: Both friendly and enemy figures can be hit and damaged by the scattered Blast attack.

If a Blast attack is going after a ground or airborne target it can only attack the units within a single elevation.

Blast Cone – These weapon systems, like blast, damage all units in a specific area. Blast Cone weapons hit all figures out to twelve inches in a straight line drawn from the attacker to the target and going 12 inches from the center of the target in a straight line away from the attacker. The first unit that is in the direct line of fire of a conical blast will take full damage and any other units touching the line will, as with normal blasts, take half damage.

This message was edited 1 time. Last update was at 2017/08/07 12:25:06


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Rules Update/Simplification

https://lookaside.fbsbx.com/file/Dimensional%20Warfare%20Rules%20V1.01.docx?token=AWxXCE_kgEk79jKYe6FCPBLwiDLrd3ZlrpH71lJOUpgepr9XQEzkCkb1VUlBshoBLQQUjbvytS5Xa5wZ9UCcLJGjnnaLTLdUvJQ2gkABbli29JGD9DN09u-mTcFAY49XqLDZdeKMffMrZ3Pxjcil-8MlMkzEypayjAuVg_AsE_KKTHB90hSYMe_4DAeu4to3iHy_Y8EA49GEJv4TQPLiRQ8V

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Updated some and reformatted.
 Filename Dimensional Warfare Rules V1.03.docx [Disk] Download
 Description
 File size 3232 Kbytes


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in es
Inspiring SDF-1 Bridge Officer






Thanks for all the work, Mike . I really need to get a new group together and give it a whirl.
   
Made in gb
Regular Dakkanaut




Thanks Mike, I was a fan of the first iteration "Nodal wars2 so am looking forward to giving these a go.

   
Made in us
Longtime Dakkanaut





Thanks guys! I started working on some fleet rules this week since I can't playtest until I move in.

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Since I can't playtest due to not having a house yet I started working on a fleet rules version too......

 Filename Dimensional Warfare Fleet Rules V1.03.pdf [Disk] Download
 Description
 File size 2906 Kbytes


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





For spaceship games.....do you prefer to have a fixed number of actions that can increase as the ship's crew is more experienced or fixed commands?

Actions
1 Action is spent to
accelerate, decelerate or to provide additional turns
or
fire a weapon system
or
boost defenses/shields
or
land/launch fighters

Fixed Commands
Full Ahead
Concentrate Firepower
Weapons Free
All Stop
Come About
Ramming Speed

Personally I prefer actions because you have 2-3 actions for most ships and can perform them without having to memorize a command chart. Others prefer the cool names and the command chart. I think command charts will also require the game to use additional tokens on the table to mark what is doing what.

Often, for lower tech ships, making a hard turn will require the crew to brace themselves or firing a main weapon may cause a power drain from other sources. Having actions simulates this.

Also note that the actions idea allows one to easily take into account more advanced ships that might have a full or partial gravity environment that will allow them to operate normally even when the ship is making high speed maneuvers.

Thoughts?

This message was edited 1 time. Last update was at 2017/09/12 15:39:28


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Swapped to spaceship rules for a while since the boy is turning 8 and loves spaceships over giant robots. That being said I'm working on 3 spaceship rules levels. Starting with the most complex are really small battles. 4-5 ships per player. Once that is playtested and complete I'll move to larger battles with about 2-3x that by simplifying the rules. Further simplification will then get us to large scale battles.

Some ships cards for playtesting
https://www.facebook.com/photo.php?fbid=1855802944461421&set=pcb.1494995054141391&type=3&ifg=1

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Finally worked out a card setup that I like...

[Thumb - 25659262_1874284599279922_3663379076413205045_n.jpg]

[Thumb - 26733729_1874284605946588_7972466837928044988_n.jpg]

[Thumb - 26734172_1874284759279906_5551121466281071548_n.jpg]

[Thumb - 26804510_1874284855946563_7812124477577464415_n.jpg]

[Thumb - 26815561_1874284702613245_8001227499916801953_n.jpg]

[Thumb - 26815597_1874284665946582_8461139765684364227_n.jpg]


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Getting closer, been a while since I posted here but playtesting has started.
[Thumb - Slide1.PNG]

[Thumb - Slide2.PNG]

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[Thumb - Slide7.PNG]

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Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Decrepit Dakkanaut





The Battle Barge Buffet Line

It looks like you've put alot of work into it since I last saw it (admittedly a long time ago). It's definitely not the RRPGT reskin that it started out as. The complexity (of the cards at least) reminds me of Battletech which is both a good and bad thing depending on your target audience.

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Have you considered pitching this to Osprey? They might be able to publish this for you for larger distribution.

It never ends well 
   
Made in us
Longtime Dakkanaut





I might pitch it eventually but I need to get some playtesting done first to make sure it all works well aside from on paper

Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
Made in us
Longtime Dakkanaut





Did a few games this past weekend. Rules work great. Made me think of a few things I could to to rewrite things so that they are a bit faster and clearer to read and understand. Will post pics later.

https://www.facebook.com/photo.php?fbid=2085227561518957&set=pcb.1538148026492760&type=3&theater&ifg=1


Dimensional Warfare
https://drive.google.com/open?id=0B0VSNzmthd1vVlVfU3BadVd2MVk 
   
 
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