Home Forums Sci Fi General Sci-Fi Codename UFA. Ways to play, ways to die

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  • #62653
    Ivan Sorensen
    Participant

    (this is actually the first two posts from my blog, teasing my new project)

    *A mysterious agent on the hunt for signs of alien infiltration.

    *A squad of hard-bitten mercenaries clearing a section of enemy trench.

    *Alien warriors clash in the ruins of a long-gone civilization.

    * * * * *
    Day 1 – We assemble two armies bought using a points system.

    I field an army entirely from [faction erased by censors] while my opponent mixes things up a little, using troops from [faction erased by censors] with mercenary support and an attached [erased by censors] just because they had a mini sitting on the shelf that’d work really well.

    The game is a straight-up pitched battle over a simple objective and stands alone complete.

    Day 2 – We build two mercenary forces from a short list, then they fight using a mission table to give us the basic parameters.
    It turns out we’re both searching for valuable salvage and this world ain’t big enough for both of us.

    After the encounter between them, each figure earns experience points and progresses towards upgrades.
    We even get a few new guns and weapons.

    When we play in this way, our forces persist and develop over time.

    Day 3 – A scifi story about a personal vendetta during a military option.
    Assault troops from the [erased by censors] descend on the world of Cullin’s Drift.

    The first battle is a raid to knock out a communications bunker, but afterwards, the story tables direct us to a flashback episode.

    We write up younger versions of the main protagonists and play through their first meeting on the battlefield, years prior.

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

    #62873
    Ivan Sorensen
    Participant

    Part 3. How things happen.

    Take a deck of cards.

    Each player picks a suit (half-deck) or color (full deck).

    Draw one card at a time.
    When all figures are “Activated”

    The player indicated may activate a figure, taking 2 or 3 actions depending on the card.

    Karl ran across the open space, firing his pistols as he went.
    As he came into the sights of the sniper, he flung himself forward, rolling into cover.

    Aces allow an action to be taken by a figure that already acted (or will act later).

    The gun slinger turned the corner, certain that he’d get the drop on the marksman busy firing at his friends.
    To his dismay, as he stepped into view, he stared right into the barrel of a MK7 “Reciprocator” rifle.

    Characters with particular skills can use any card to take a bonus action, even if all of your figures have activated already.

    Seeing his opportunity, Zzh’krz leapt from the top of the building, his wings carrying him in a sustained glide.
    In moments, he’d covered the span of the plaza, landing behind cover while the humans shot at each other ineffectually.

    And lastly Leaders can stick a card aside, to give a bonus action when they activate.

    “SHOOT YOU BASTARDS” she shouted.
    “I want that Grark DEAD, I want its family DEAD, I want its nest burned to the ground!”

    The Corporate Security troopers complied.
    Facing an angry Grark was one thing, but facing the Captain was another altogether.

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

    #63030
    Ivan Sorensen
    Participant

    Part 4. Building soldiers.

    Figures are rated in 5 ways numerically, 4 of which are expressed as simple target numbers to roll equal or above on a D6.

    Speed is of course expressed directly in tabletop inches.

    Brawling skill, Firing Skill, Morale and Toughness are all expressed as a dice roll.

    So for example, a common infantry trooper might have Speed 6 (moves 6 inches per standard Move action), Brawling skill of 5+, Firing skill of 4+, Morale of 4+, Toughness of 5+.

    So he needs to roll a 5 or 6 to hit with a Brawling attack or to deflect an incoming shot, while needing a 4, 5 or 6 to hit with a ranged shot or pass a Morale test.

    Some rolls are modified but rather sparingly.
    We’ll talk about that later on πŸ™‚

    The goal of the troop profile is to have as few steps from “my guy is a Precursor assault trooper” to “I need to roll this to do a thing”.

    Likewise, the special rules for alien troops will be as consistent and easy as possible, with most abilities being tied to the turn sequence, either being able to perform specific bonus actions or repeat particular actions.

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

    #63032
    kyoteblue
    Participant

    Huh.

    #63033
    irishserb
    Participant

    Sounds good.Β  More?

    #63041
    Ivan Sorensen
    Participant

    One or two more teaser posts tomorrow, along with actual specifics πŸ™‚

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

    #63252
    Ivan Sorensen
    Participant

    Didn’t get a chance to post yesterday but today we talk about actions (as we’re blazing towards the public playtest behind the scenes)

    The core of the game is the Action system.

    We’ve already discussed how the card draw works.

    What are Actions? Well, obviously the things you can do on your turn, with a character being able to take 1, 2 or 3 Actions depending on the card and circumstances.

    One very important caveat is that characters CANNOT repeat the same action in their activation, unless an ability permits otherwise.

    So f.x. if I have two actions, I cannot simply shoot twice.
    If I want to use both actions, I could move and fire, aim and fire or even fire and wait (allowing a shot in return later in the turn).

    This helps push more creative game play and avoid the temptation to simply stand still and get as many attack dice as possible.

    The total list of actions are:
    Move, Prowl, Aim, Fire, Brawl, Task, Recover, Wait.

    These cover most of what we’d want a character to be able to do, and creates quite a bit of flexibility.

    A character creeping forward into an ambush position might Prowl and then Wait.

    In a heated firefight, you might Fire and then Wait.

    Running across an open space, you might Move and then add a Prowl move at the end (in this case representing your character flinging themselves forward at a run, rather than sneaking as such)

    Some actions include an option to “step”, allowing a 1″ move before the action is taken.
    With this, you can generally shift yourself into a suitable position rather than being stuck juuuuust out of sight or whatever.

    Combined with the card system, this system will (I think and hope) allow as much freedom as possible, without falling into some of the traps that such systems can have for a player.

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

    #63254
    Victoria Dickson
    Participant

    I really like the sound of this, it seems almost more roleplaying than tactical gaming. Β Or maybe a perfect blend of both?

    #63255
    Ivan Sorensen
    Participant

    It’s going to be at the lower end of the game scale. 8-12 figures or so each.
    Strong influences from things like Necromunda and Inquisitor, or the original Rogue Trader.

    I’m a huge fan of the “squishy middle” between role playing and war gaming, since it basically lets me satisfy both my nerd-needs πŸ™‚ (Plus, I find that it’s a good way to teach roleplayers about war gaming or vice versa)

    You’ll be able to do pure military games too, but the goal is a bit more towards that character-driven goal I mentioned.

    Nordic Weasel Games
    https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

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