How did I only just notice this section of the forum? Oh well I've spotted it now and it's great to see something like this here.
So I've got a few ideas for wargames rattling around inside my head and I'd like to try to get one to a playable state. Here's what I've got so far (not much). What I'm looking to create is a fast playing and simple to learn science fiction wargame. As time has gone by I've got rather tired of the old methods of silly numbers of stats and big look up tables. I like clean and simple systems. One particular thing I'm a fan of is a suppression system so I want to work that in somehow. I'm also wary of games that use silly numbers of miniatures and no movement trays *cough*
40k *cough* I tend to prefer smaller games between squad and part of a platoon in size. I'd also like the game to work with a variety of miniature scales from 10mm to 32mm or whatever the standard slightly bigger than 28mm but not 54mm scale size is. Yes I am designing the game for me more than anything else but that should help keep me motivated to complete it. So my design brief when I started this project was as follows:
Science Fiction
Suitable for a variety of miniature scales
Squad to Platoon size forces
Simple Rules with suppression
That's a very wide spectrum to work in and to be honest I've not got much further than the outline of a setting, some core mechanics and the activation system.
So first the basics.
Dice:
D6s, nothing revolutionary but they are a known quantity and let's be honest throwing a pile of them is very satisfying. Yes they can be very limiting with only 6 possible results but that suits what I have planned for the basic systems.
Measurement:
centimetres for smaller scales (10mm to 15mm) and inches for larger (20mm to 32mm). Not really got much to say about this as it's a very simple way of scaling the game for different scales.
Unit Statistics:
For the unit stats needed to actually play the game I wanted to keep things to an absolute minimum, the names aren't fixed yet but the function is:
Movement, Skill, Defence, Bravery
Yep that's it a grand total of four stats to use through the game. So movement, I would hope you can figure out what that's for.

Originally I was thinking of getting rid of a movement stat all together but in the end I kept it to give certain types of unit benefits or penalties. For example a unit wearing heavy armour or lugging around a heavy weapon should probably move slower than a lightly armoured scout. Skill represents the unit's combat abilities be it shooting, close quarters fighting or whatever else I come up with for specialist units. I could have split this into two stats but one is simpler. The stat itself represents a dice roll, so for example the skill of a regular solider might be 4+. This means the solider would need a 4 or more on a
D6 to pass a skill test. Defence is a mix of a unit's armour, natural toughness and ability to dodge incoming fire. As with the skill stat defence represents a dice roll, a poorly equipped conscript might have a defence of 5+, meaning they need a 5 or more on a
D6 to pass a defence test. Bravery is the inevitable will this unit run away or get suppressed if you hurt it stat. Again this is simply a dice roll. So with this system low numbers for Skill, Defence and Bravery are good and high numbers bad.
And now I start to run out of concrete ideas.
The turn order I have at least sorted out, it's good old alternating activation. I wanted to go with this because it ensures that both players remain engaged with the game rather than the old problem of one player doing bugger all for most of their opponent's turn. So in a turn each unit may only be activated once. Once all units have been activated the turn is over. Not really sure how to determine the order of activation yet I guess I should probably sort that sooner rather than later.
Now what will a unit actually be doing when it's activated. Well I'm planning on using an order system similar to Bolt Action and the like. Currently the orders I'm planning are as follows:
Attack:
Hopefully this one speaks for itself. The unit makes an attack (shooting or close quarters) against a single enemy unit.
Advance:
Move up to movement and make a shooting attack with a as yet undetermined modifier to hit or a close quarters attack if you move into base to base contact with an enemy unit. Not sure about the close quarters bit here, this could probably use some proper play testing once I get close to a complete rule system.
At the Double:
Move up to double movement. If the unit ends it's movement in
B2B contact with an enemy unit it can make a closequarters attack. Not entirely sure about this but it does represent a bayonet charge or similar attack quite nicely.
Down:
A unit may chose to go down, this makes them harder to hit.
Rally:
A retreating unit may attempt to rally by taking a bravery test.
That's essentially all I've got for the rules at the moment. It's not much but I hope it's a solid start. At the moment my priorities are to work out the systems for attacking and suppression and when to test a unit's bravery.
So on to the setting again this really is barebones stuff.
Location: Mars
Era: 2200s
Basic idea: At some point in the 2100s Mars was terraformed and colonised a century later the Martian colonies are fighting for their freedom against Imperialist powers from Earth. Yes it's essentially any colonial revolution you care to name but in space. Of course neither the Martian colonies or Earth are united, which is a roundabout way of saying anyone can fight anyone else. Which is a good thing for most wargames.
So that's what I've got so far, your thoughts?