Monday, 30 November 2015

A side project

Been puttering around with a small side project: A set of rules, guidelines more like, for narrative "Matrix" style games.

A narrative wargame tends to have very few rules. You talk out what happens, maybe make an appropriate roll once in a while.
They are often decided by a GM but can also be played solo or as a co-operative exercise.

Warstory will be my own take on the genre. It'll feature a few simple tables (easy enough to fit on an index card) and various tools for running that style of game.

Great if you are in a story-telling mood and want to still push some miniatures around a table, or if you want to add some warfare to an RPG campaign.

It'll be a micro-game so very short and quite cheap. It should be in your hands this week, if all goes well.


No Hope in Sight. Setting up a battle.

Setting up a campaign battle.

So in the last installment, we generated our warband, now it's time to carve out our turf.

Each turn in the campaign you pick what you want to do. Do you want to play a special scenario, devised by yourself or a GM? Fight against a friends warband? Set up a randomly determined enemy group to tussle with?

We're playing solo, so we'll go with the latter option.

To set up the encounter, we roll 3 dice. 
The game will be an Assault, we'll be fighting a group of scavengers and there will be 2 "points of interest" on the table.

Normally, we'd roll to determine who is the defender, but we'll put our warband as the defenders, since that gives us a good excuse to get revenge later.

We'll be facing off against 7 scavengers, 3 with rifles ,4 with junk weapons coming out to equal a pistol.
2 of them have a large blade in addition to their guns. None of them have grenades.

We outnumber them, though in an assault, they'll get a free turn to start, so it might be a more even fight than it might look.

To set up the terrain, we roll 3 dice again. 
The battle takes place in a ruined city, the key feature is war debris and there's no dangerous terrain features.
Sounds like rubble, old barbed wire and maybe some wrecked pre-war tanks here and there.

The whole process took maybe 5 minutes to go through, using simple 6 sided dice. Now we're on to set up our encounter and battle it out.

This could easily be bolted on to another set of game rules as well, of course.

Next installment will go through the post-game mechanics and how the campaign fits together that way.

Saturday, 28 November 2015

No Hope in Sight. Warband creation explained.

The big draw of No Hope in Sight (available here http://www.wargamevault.com/product/166615/No-Hope-In-Sight ) is the campaign rules so I figured I'd give you a run down of how a campaign turn might look, but to do that, we need to see how a warband might look.

The process is pretty quick, aiming for getting you playing games without too much fuss. You need a few handfuls of D6's.

* * *

To find the size of our warband, we roll three dice and pick the highest two.
We get 11, so a sizeable warband.

On the table, they'll form up into three groups of 3, 4 and 4, making for a nice tactical element.

* * *

Our warband needs some gear. We get 6 rifles automatically and then get to roll for additional stuff.
After much dice rolling, we end up with a total stash of:

7 rifles, 1 pistol, 1 shotgun, 1 bludgeon, 1 large blade and 1 light automatic.

That's a pretty respectable armament for exploring the wasteland. We give our leader the pistol and large blade, our second in command will get the shotgun and bludgeon, 1 trooper carries the automatic and the rest have rifles.

We also have a few supplies, namely 7 doses of "nanos" and 2 "stimpacks".
Nano-medical injections can give a figure a small speed boost while a stim pack can restore a wounded guy to fighting ability. Nice.

We must have looted a pre-war medical cache somewhere.

* * *
This step is optional but we want to add some character to our warband.

We grab a handful of D6 and roll for an identity to our warband.
The keywords we get are:
Motivation = Territory, Uniform = Sub culture, Structure = Hierachy, Reputation =Unknown.

Okay, so we're out to carve out our own turf, we're currently unknown in the wasteland, have a tight power structure with formal ranks and our visuals are patterned after some sub culture.

If I was creative, I'd probably make them the skate-surfer dudes.

We'll also flesh out two of our characters, in this case the boss and his second in command.
We don't need this, but it's nice for a bit of roleplaying.

The boss is Well Meaning, is motivated by Power, Is a Nihilist, has a Practical appearance, is of Moderate build and is an average Human.

Seems like a rough survivor type. He's made it this far by crawling to the top of the rubble piles, but he doesn't have much, if any, hope for the future of mankind.

His second hand man gets:
A Jovial outlook on life, is motivated by Survival, is Depressed, also dresses in a Practical manner, is Stocky and is an average Human.

A trust worthy guy who jokes around, trying to hide his deep despair at a world gone mad around him. Got some serious thousand-yard stare in this one.


With all this, we're ready to explore the wasteland.

The next post will detail how a campaign turn might go.

Wednesday, 25 November 2015

No Hope in Sight turn sequence explained

The turn sequence in No Hope in Sight is a little different from the one presented in No End in Sight, the parent game, though it shares the same fundamentals.

The game takes place over a number of turns, during which, each player will get 5 activation rolls.
The number of activation rolls intentionally is not dependent on the size of your warband, allowing smaller warbands to feel better coordinated, while a larger force will be making harder choices about whether to activate the troops in contact or bring up reinforcements or outflanking units.

The turn starts with a simple initiative roll:
Roll 1D6, a 1-2, the player with the larger number of figures goes first, on a 3-6, the smaller warband can choose to go first or second.

When it's your turn to go, roll a D6, reroll if its a 1, then activate that number of figures.

Unlike No End/Stars in Sight, you don't have fixed squads. Instead, any figures within 3” of each other are a “group” and can be activated.

Each activation roll, you are limited to one group and one isolated figure, though you can always restore figures from being pinned down, even if they are not part of the selected group.

Each activation point lets a figure move and fire, try to fix up a wounded guy, recover from being pinned, throw a grenade, search a terrain feature or similar.

When both players have taken 5 activation rolls, the turn ends, and you test for Mettle.

Essentially, each side rolls 2D6, if the roll is higher than the number of guys you have left, you have to pick one guy who slinks off and flees the battle.
Then each player decides if they'll keep fighting or not.

If both players stick it out, you go again.
Quite a few mission rewards are tied to holding the battlefield for better loot at the end of the game, but you have to balance that with the long term survival and health of your warband.

I'll touch on combat mechanics and the campaign tomorrow.


 Questions about the turn sequence and basic elements?

Monday, 9 November 2015

Post apocalypse ahoy

Quick status update:

Movement, activations and firing are all done.

Need to do the brand spanking new assault rules today and get the armoury/weapons section done.

Campaign rules are all sorted out in note form from testing, but need to actually be written out in human language.


Typical game size will be 10-15 figures per side, with the possibility of going bigger, so "big necromunda" if you will.

Thursday, 5 November 2015

Darkest Star miniatures for LaserStorm

If you want to swing over by Darkest Star Miniatures at http://www.darkeststargames.com/laserstorm.html you can find ready to go starter packs for LaserStorm.

Each gives you 13 vehicles and 52 infantry figures (to be organized into stands as you see fit), perfect for the included starter scenario and as a basis to build out your forces.

Each pack is 40 bucks and saves you a few dollars (basically working out to a free tank platoon or thereabouts).

So go on, go grab some of the figures!

I specifically reached out to Darkest Star to do this, since I've enjoyed their figures a lot. I think they're good value, good quality and I've always had super fast service from them. I guess that's the first commercial endorsement I've ever done on the blog :-)

Monday, 2 November 2015

A little side project you might dig

A bit of a delay in the Precursor/space elf army book, waiting for some good photos. Hopefully won't be more than a week or so.

However, with Fallout 4 on the horizon, what would you say to a post-apocalyptic warband game? Based on "No End/Stars in Sight" incidentally.

Got the rules bits mostly complete.

Take a band of 15 or so wasteland warriors, loot, fight, acquire resources and be eaten by a radioactive monster.

Sound good? Start painting.