Saturday, 26 July 2014

What is up?

Been a little quiet lately, since work on new gaming stuff have been taking up a lot of time.

Reception to Five Men/FiveCore has been astounding and the summer sale at WargameVault has certainly helped massively as well.

Five Parsecs From Home is nearing completion.

Work has started on an "Aliens vs Colonial Marines" supplement.

Next week, I'll start working on the "Great British WW2 campaign".

I also have various notes on possibly, crazy, future projects. That list is really too big to mention here but includes pre-20th century stuff, some squad based stuff and a lot of other things.

Tuesday, 22 July 2014

Team based Bail's

Some thinking gave rise to this idea. Give it a shot:

When a Bail is rolled, the player has two options:

Either withdraw all figures in the same terrain feature by 3"
Bail one figure as per the normal rules.

Isolated figures on their own MUST bail as per the normal rules.
Withdrawn figures count as having Flinched for firing purposes.

This gives the player the choice of either falling back in good order when the fire gets unbearable or a single man panicking and fleeing.

Tuesday, 15 July 2014

A modified Shock die.

For quicker games with less guys running off the table edge, try this on for size:

1: Flinch

As current but 3" move instead of 1D6.

6: Bail

Move away from enemy and find cover minimum of 6", maximum of 12" from current position.

Sunday, 13 July 2014

Expanded melee combat

Thinking out loud here, but for a possible medieval / fantasy variant, how about something like this:

In a brawl, each player rolls an Attack die and a Parry die.

Attack dice work like Kill dice do now.

On the Parry die:
1: Block enemy attack.
6: Riposte. Roll a Kill die against enemy.

If both combatants roll the same results on their Kill dice, nothing happens.
If one rolls an Out of Action and the other rolls a Knock Down, the combat is pushed back 2" and the "winner" rolls another Kill die, with the "loser" rolling another Parry die.

Thursday, 10 July 2014

What's happening?

Work is progressing on Five Parsecs. The release of FiveCore lets me avoid duplicating a ton of mechanics, which is nice.

Also working on the first supplement for FiveCore specifically. It'll have some tools for generating random armies, new rules for mobs as well as bring in some of the "special cases" that I left out, like Stealth missions.

Tuesday, 8 July 2014

Want more supplements, more games and some free stuff?

I try to put up at least one "game'able" post every week, whether it's an optional rule, a new rules idea or similar. Over time, I'd like to expand that into more significant material: Missions, more characters, new event tables, force tables, maybe even full blown mini-campaigns.

The sky is really the limit for this stuff, especially with the release of a Generic version here however, I need to focus on things that I think are commercially viable.

Every time I do something for free, that is time I am not spending on something I could sell.
Balancing those things are always tricky. I think it's important that a game has a steady flow of ideas for people to game with.

So I am going to try something a bit new. I don't know if it'll pay off but it could be an interesting new way of doing gaming.

Essentially, I am opening up the option for you lot, the gamers out there, to sponsor me in creating gaming material.

I've set up a Patreon page where you can pledge to support me each month. The amount is up to you, but I've set up some "reward" tiers.
What pledging will do is help "buy" me time to do more substantial free stuff. Whether that amounts to two or three articles, missions or similar things per month on the blog, a "pay what you want" supplement or even an entire free game will depend on the amount of sponsorship that comes in.

Funding will allow me to pursue this as my primary job and ultimately grow this game line into a series of some pretty cool and pretty unique stuff.

Thank you for your consideration.

Monday, 7 July 2014

Another way of handling grenades

The current method of handling grenades works pretty well, but they can be rather "all or nothing". Either everyone in the blast is flattened or it bounces away.

While this is certainly cinematic ("Hollywood realism" as I like to call it), some players may find it a bit frustrating.

If that's you, here's an alternate way of resolving grenades:

Roll 1D6:

1: Grenade is on the target.
2-5: Grenade scatters the dice roll in inches.
6: Grenade is on target if the target point is visible to thrower and in the open. Otherwise (when throwing over walls or into cover), grenade scatters 6"

Once the target point is located, roll 1 Kill and 1 Shock die for anyone in the area of effect.

Wednesday, 2 July 2014

Hug the dirt. optional rule.

Option for you lot out there:

A stationary figure in the open can hug the dirt instead of taking a normal activation.

The figure may move 2" in any direction and may Guard fire within 12" in the opponent's turn but may not take any other actions. Enemies are prevented from firing at the figure if they are more than 12" away.

Tuesday, 1 July 2014

Ethical questions raised by working on Five Parsecs From Home

Some things that are possible under these rules, if the dice come up just right:

An emotionless super soldier assassin gets a letter from mom.

A combat droid and a religious fanatic become friends.

A mutant trying to find true love.

A mentally unhinged hacker prone to running off in any odd direction.

Clearly this raises important ethical questions about the nature of man and whether it's okay to shoot bounty hunters on sight, or you should wait until you know if they're after you specifically.

A thought experiment

Not saying I'd write this, but if someone out there gives this a shot, let me know how it goes. no particular reason :)

Fantasy Ball game not unlike football or a certain famous board game.

6-10 players per side (same amount obviously)

Kick off:
Place ball in opposing half of field. Scatter 2D6".

Action die:
1: Every player may move 4" in any direction, ignoring enemy zones of influence.
2-5: Activate 2 (3?) players normally.
6: Every player may roll 1 Block die against an enemy in range.

Normal activation:
May move, block or tackle.

Move up to 4" in any direction.
Players moving in a straight line may move 6" (run)

Players moving within 1" of opponent may Tackle them (1 Tackle die)
Players beginning activation within 1" of opponent may Block them (1 Block die)

Player may slide after a run. Continue run move for another 1D6" in straight line. Player is Prone.
Roll a Tackle die against any enemy contacted. If Tackle succeeds, may continue moving and hit additional enemies.

Zone of influence:
Players have zone of influence 1" from them. Enemy players leaving zone of influence have a Tackle die rolled against them.

Tackle dice:
1: Prone
2-5: No effect
6: Down

Block dice:
1: Down.
2-5: No effect
6: Out.

Prone players have no zone of influence and cannot move next turn.

Players that are Down must roll the Block die when they are next active, and suffer the result. On a No Effect, they can act normally this turn.
They have no zone of influence while Down.

Players that are out are removed from the pitch until the next kick off.

Any result on the Tackle or Block dice causes the ball to be dropped.

Instead of blocking, a player may push. Move an adjacent enemy 2" away.

Picking up the ball:
Any player can pick up the ball by moving into contact.

Handing off the ball:
The ball can be handed off once per turn, if it's not being hurled. The players must be within 1" of each other. Simply move the ball from one player to another.

Hurling the ball:
The ball can be hurled up to 12". Only one hurl per turn and not if it's being handed off.
The ball cannot be hurled on a 1 or 6 on the Action die, only on regular turns.

Hurl dice:
1: Fumbled. Scatter 1D6" from hurler.
2-5: On target.
6: Inaccurate. Scatter 1D6" from receiver.

The receiver may move 1" immediately upon receiving the ball but cannot take any other actions this turn.

If the ball passes through any enemy zones of influence, it may be intercepted. Only one interception by hurl is permitted.

Interception dice:
1: Ball knocked 1D6" in a random direction.
2-5: Interception failed
6: Interceptor catches it

Touch downs:
If a standing player is in the end zone with the ball, a touch down is scored.

For now, use whatever pitch dimensions you feel makes the most sense.
Since this was thrown together in like 10 minutes, any gaping holes are to be filled with your best imagination.