Home Forums General Game Design Tabletop Wargames Builder. A universal rules system

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    Hello everyone,

    I’m working on a project called “Tabletop Wargames Builder” – a universal rules system for all miniatures.

    • “Why do I need TWB?” you might ask.


    The concept is to be able to mix together every miniature from any collection and make them interact naturally as well as building new characters from scratch or transferring favorite ones from video games, storybooks and movies to the tabletop. I’ve always liked the idea of setting themed factions from various storylines (which could never meet under other circumstances) against each other to find out who is the ultimate fighting force. Historical Mongol hordes versus the might of Mordor, perhaps?

    I want to create a single universal game system that will be able to answer every gamer’s needs and will act as a common language allowing all miniature collectors and wargamers out there to communicate through means of tabletop battles.


    The basic idea is that you can take any model and implement it into the game by attaching a stats and equipment profile.

    For example, with the same model I can have a sniper skilled in climbing that deploys before combat hidden atop hard-to-reach terrain features and specializes in making long-range headshots without disclosing himself. Or I can build a character that will infiltrate the board during mid-encounter, occupy a good firing position with the help of his stealth and pathfinding skills, and pick off vulnerable targets. Depending on my playing style and the goals of the scenario I might opt for a stationary unit covering a certain area or make mobile firepower a priority.


    I first tried my hand at writing home rules 15 years ago in high school. Since that time a lot of new publishers made names for themselves. On the one hand, you have some nice and creative rules to portray unique creatures here and there. On the other hand, a common orc or a regular knight still dominates the wargaming field. It is slightly better with wizards or clerics. But I want to forsake the idea of something “common” or “average” altogether and describe every model or unit by the means of unique in-game abilities.


    I wanted to provide new players with an easy access into the world of wargaming, meaning being able to play adaptively outside of demanding “armylists”, using whatever models they have and staging small scale battles as well as large ones.

    The rulebook will be officially free to download. By default you’ll need only this one book to play tabletop battles with most of the world’s popular characters. Elves, orcs, undead, space troops, cyborgs, mutants, you name them. If you’ve ever ventured into the depth of forgotten dungeons, on these pages you’ll find rules for lots of creatures you’ve encountered, as well as your trusty allies: clerics, rogues, paladins and so on.


    ABILITIES. I reorganized the attributes system by dividing all challenges between 3 Abilities: Physique, Perception and Willpower. Having more creates unnecessary complications and makes way for generally useless Skills that you can see in other games such as aiming your bow with Wisdom instead of Dexterity or casting Spells with Charisma instead of Intellect. Useless – because they add nothing to the gameplay except switching abstract numbers. I prefer to dump these entirely in favor of Skills that are fun to play with and better depict, let’s say, a dexterous fencer – for example, making a long reaching lunge attack with a sword and a free sidestep after that.

    The same 3 Abilities also double as Saving Throws (endurance/reaction/will), meaning yet fewer numbers to keep track of and more dynamic action instead.


    With TWB it is easy to execute most actions such as close combat. Yes, players roll only once simultaneously to determine the winner in hand-to-hand compared to a common precedent in wargames when each side has to make a separate attack or even multiple rolls just to get the chance of armour penetration. AP roll still exists in TWB but only a single winner is ever eligible for it per combat. This helps speed up the game quite a bit.

    You also don’t have to consult additional tables to see if you scored a hit or not – just a quick glance at the dice gives you all the info you need.



    TWB system features a strong real-time aspect allowing players to constantly meddle with each other’s turns and battle plans.

    As long as a model has unspent Actions, it can react to any action declared by an opponent’s model this model can see. After your opponent declared an Action, you can declare a Reaction of your own. For example, an enemy model dashes from cover and into melee while your model responds with burst fire to kill or pin it down.

    And there is still more to it…

    Work on Tabletop Wargames Builder is currently in progress and new chapters are added. At the moment I’m writing this, the next chapter is being prepared for publishing online and it will elaborate the concept of Line of Sight, Front, Rear and Team View. For example, this is the only rules system I know that allows you to “accidentally” move your model into contact with the enemy model it can’t see (What? It’s not cheating. He just wanted to go in that direction!) without it being unfair ‘cause you’ll get a special surprise for doing so.

    So please stay tuned and post your questions. Any support to this project is much appreciated, including sharing the info with fellow gamers and leaving comments.

    You can always read the latest chapter for free on my project page: https://www.patreon.com/nazarets


    Angel Barracks

    It seems more skirmish than mass battles, would that be correct?


    I’d say it supports a pretty large skirmish – easily 30 models from each side. You can move and attack with groups just like individual models. For really massive battles (50-200 and more models) there are rules for fast regimental combat that sacrifice a bit of detail such as special combat moves (as long as a regiment is maintained – formation, leader, etc.). I wanted to emphasise both – RPG-like character duels and firing volleys at the enemy formations – and make both possible at the same time on the same battlefield. Then a single explosive shell and subsequent assault can break a regiment into chaos of individual skirmishes. A common rank and file soldier can be separated from his regiment and become a character for the purpose of holding a portion of a castle wall by himself, while a decorated hero can be overwhlemed and trampled in with the rest of his unit by a cavalry charge before he even gets to show his skill.

    Not Connard Sage

    Sounds too Games Workshopy. If I wanted to play WHFB I’d play WHFB 😉

    "I'm not signing that"


    Sounds too Games Workshopy. If I wanted to play WHFB I’d play WHFB

    Wargames Builder is more user friendly. It provides, instead of restricting your sylvanian skeletons to melee weapons only (one-handed melee weapons only:)). I’ve had my share of experience with GW in high school. Roll to hit and check the table. Roll to wound and check the table again. 3 vs 3 you hit on 3+ but wound on 4+, yet hit with missile on 4+… one of the reasons I became a game designer in the first place (the second would be D&D 3 and the third – I’m still waiting for my Master of Magic 2 on PC :))  I remember what struck me after first seeing giant bats of the vampire counts – they were some plain average flyers. What I pictured was someone that large to be able to grab some humans or goblins and take up to the skies to drop them towards certain doom or feed on them mid-air, snatch riders from saddles and so on. Wargames builder provides more detail to weapons selection and individual combat (moves and stunts) then Mordheim did. Then GW is about: Buy a rulebook, buy an armybook… buy a new edition rulebook and armybook to find out that you can no longer play your army the way you used to (I’ll go to the Vampire Counts edition by Thorpe yet again for example -which pretty much clipped the wings for zombie summoners and necromancer armies at that time). “Gamer friendly” is what I aim for at this point.

    Angel Barracks

    Sounds too Games Workshopy. If I wanted to play WHFB I’d play WHFB

    I dunno WFB has what, about 10 or more stats compared to TWB’s 3?
    It is also very much about big battles with lots of troops the same in units slogging it out?
    Plus it is now AOS?


    As far as I remember large battles in Warhammer (over 2000 pts) are quite prolongued. I came up with optional rules for regiments to speed things up. If you include regiments in your game, you sacrifice individual skills and traits in favour of formation bonuses either partially (leaving some solos, heroes and monsters) or entirely. I also made a test run of the latter case with two mixed armies of pikes, crossbows and knights (around 70 models on each side) and the entire battle took about 30 minutes including deployment. It is sort of an expansion for TWB specifically for massive armies, like Apocalypse was for 40K, but faster.


    For example, a model can’t fire a matchlock musket (Complex Action) in response to a cavalry charge (Regular Action). 

    The quote is from your page, Denis, and has raised in my mind a question, do you mean loading and firing a musket or just firing it? Because I’m struggling to see how pulling a trigger is a more complex action than riding a galloping horse into melee.


    Interesting project, congratulations. I know that devising an universal rules system is a never-ending work. 

    I came up with optional rules for regiments to speed things up. If you include regiments in your game, you sacrifice individual skills and traits in favour of formation bonuses either partially (leaving some solos, heroes and monsters) or entirely. I also made a test run of the latter case with two mixed armies of pikes, crossbows and knights (around 70 models on each side) and the entire battle took about 30 minutes including deployment. It is sort of an expansion for TWB specifically for massive armies

    If your system can deal with this, it’s fine, it’s one of the most difficult points.

    Also, what will happen in your action/reaction system if too many characters get involved in separate fights in different places on the table?

    “For example, a model can’t fire a matchlock musket (Complex Action) in response to a cavalry charge (Regular Action).” The quote is from your page, Denis, and has raised in my mind a question, do you mean loading and firing a musket or just firing it? Because I’m struggling to see how pulling a trigger is a more complex action than riding a galloping horse into melee.

    I would say that the precise capacities of weapons is secondary: the author (or players) can change it without changing the system. In that case I would agree with Denis: matchlock muskets are cumbersome weapons, when you pull the lever it takes some seconds before the match sets fire to the powder, it does not qualify as a fast reaction to a sudden charge.



    I wasn’t planning to deal with weapons in detail until later stage, but to answer your question I wanted to show that a matchlock weapon was more cumbersome than a crossbow. All the extra movements apart from the actual reloading (like blowing on a fuse to make sure it is burning). I did some thinking on this matter and came up with realisation that there is an even slower firearm – where there is no trigger and you have to light a fuse. While it’s quite exotic for infantry – cannons don’t get “locks” and it’s still the old fasioned burning cord. So, for those who are interested, I’ve just come up with the following (skills e.g. rapid reload, gunslinger, quick draw, etc. not taken into account):

    Fuse: Complex to fire, Complex to reload

    Matchlock: Regular to fire, and must remain stationary to shoot. Compex to reload.

    Wheellock: Regular to fire (can walk around with a loaded gun). Complex to reload.

    Flintlock: Regular to fire. Regular to reload.

    Single action: Regular to fire. One shot per round (cancelled by certain skills) Reloading: none unless you are playing RPG and keeping track of ammo

    Double action: Regular to fire.

    Semi-auto: Regular to fire. Several shots per action depending on the weapon.

    Full auto: Regular to fire. Burst mode.

    I’ll leave the final desicion until later as well as any revisions of the previos text. And thanks for pointing this out.


    Too many characters involved in seperate fights is no problem. In the tests even too many characters involved in a chaotic melee in one place didn’t make it troublesome to keep track of who’s got actions left. I used tokens for this purpose. The tests showed that either a player has not too many models and they are pretty distinct characters easy to remember, or they act in groups and perform similar tasks. It is natural to target a group of 5 orcs running up a hill with all 10 archers you’ve got camping atop of it. Usually only the reacting players use tokens to mark which of their models will be available when it’s finally their turn.

    Conclusions (based on observation):

    1. In a good scenario players pursue a variety of goals and face multiple hardships to overcome, so all of the player’s models ending up slugging it out in the center of the board is extremely unlikely.

    2. All characters are naturally divided by their role on the battlefield. Depending on this role they either expend all of their actions during the enemy turn (shooters on overwatch) or save all of their actions (melee fighters and objective claimers). Usually when your turn starts as the second player you don’t even look in the direction of your fire support – they are “empty” by default.

    3. Rank and file soldiers acting individually tend to expend all of their actions and their lives pretty fast.

    4. Benefits of being able to actively play during your opponent’s turn (not just rolling armour saves) outweigh any possible action management complications – and it becomes more so the more models are involved and the more time it takes your opponent to “strategically” move them all.

    5. If you exclude reactions system from your game, you can play pretty much classic turn-based without any rules issues.


    Another chapter out! Tabletop Wargames Builder. Ch3. I See – You See


    So far we were discussing the structure of the game Turn and Round and how the Actions system works. Today we will proceed with the core game mechanics such as Field of View and Area Effects.


    Yesterday TWB saw a big update covering movement and most of the Real-time features: https://www.patreon.com/posts/4391909

    For the rest of the month I’ve scheduled two more updates to deal with special movement options and the “shooting phase”.

    As always feedback is greatly appreciated. Enjoy reading.

    Phil Dutré

    Have these rules been playtested already?

    It seems they depend strongly on exact positioning, facing, and exact movement paths of individual figures.

    In my experience, rules that focus so heavily on individual placement only work really well with maybe 10 figures aside maximum. Is that the intent?

    I must say your graphics for explaining the rules are really well done!

    Tiny Tin Men Blog: http://snv-ttm.blogspot.com/
    Wargaming Mechanics Blog: http://wargaming-mechanics.blogspot.com/


    Yes, they have been tested and work pretty much the same with 10 models or 10 regiments each 30 strong, or a mix of those, like 6 regiments, 3 solos and a fatass troll.

    I focused on providing maximum detail on optional basis. You can choose to scratch out some of the rules for the game to be more arcade.

    The concept is to have a modular game engine. The rules will be divided into sections such as “tactical” (which includes facing and mobility), “real time” and “regiment” to name some examples. You can finetune the game based on the level of detail and experience you want.

    Tactical rules are default. From here you can go either arcade or RPG (counting ammo and such).


    Two massive updates coming up on schedule! It was a busy month, and at some point I had doubts I’ll be able to pull it off. But here you have them. Two whole chapters covering special movement and basic ranged combat. Why not publish them separately earlier? Because I wanted to give you all pieces of the puzzle called “real-time combat” at once.

    Chapter 4½: Faster. Higher. Stronger
    Chapter 5: Fields of Fire

    I also revised the previous chapter to optimize the way Fast models behave in real-time and to improve the way movement works when dealing with blind spots. You may notice that there were minor changes and certain paragraphs moved to Ch. 5:
    Chapter 4: Things in Motion

    So, I hope you enjoy reading. As always, your feedback is most welcome!

    In fact they were ready 2 days ago, but I didn’t publish them until I finished polishing the exclusive patron edition downloadable .pdf (available monthly as a reward on the project page) to make it one of the best official rulebooks in terms of looks and design in the world.

    Patreon project page


    TWB Advanced rules for shooting available.

    Now you can check “empty” rooms for enemy presence with grenades, call ordnance support from beyond the battlefield, reduce shelters to dust and ruin, and more.

    Chapter 5½: KABOOM!

    Enjoy reading, leave feedback and support the project in its growth and expansion.



    Hello everyone,

    A new chapter is out, covering the basics of hand-to-hand combat and tactics.

    Chapter 6: Close and Personal

    The updated Patron Edition in pdf is also available for download to all Patreon supporters of the project.

    Enjoy reading!


    Hello everyone,

    In case you haven’t seen the latest update yet – don’t miss Chapter 6½: Quinte. Riposte. Headbutt!, covering advanced rules for hand-to-hand combat.

    If you have any questions, don’t hesitate to post them here or on my Patreon page.

    Enjoy reading and share your thoughts!


    Read the latest Chapter 7: Eye for an Eye, covering in details types of damage and a range of negative and positive conditions.

    We also updated the project Goals, be sure to check them out as well.


    New update available. TWB Chapter 8: Hide and Seek. Read about sneaking up on the enemy, ambushes and surprise attacks. This chapter also covers the mechanics of orders and stratagems that enhance troops or bring in entire new gameplay abilities. Finally, I’ve detailed the deployment of the main force and reserve force, infiltration, and other less conventional ways to arrive into the thick of combat.

    This chapter almost completes the basic rules and the skirmish section. Special classes of models and types of terrain are the last remaining pieces before we can see how all of this works with massive regiments I’ve been talking about on this and other forums.


    The biggest update up till now is here! This chapter opens the second part of the rulebook and offers a lot of rules for specific types of models. TWB originally paid a lot of attention to the physics of tabletop environment, and with the introduction of Big models it goes even further. Smash petty foes and send them flying like a Sauron or stampede them into dust like a herd of rampaging gnues; squash the meek and ram the worthy ones head-on.

    While dominating the land, it is no longer safe to neglect the skies. Flying deathbringers from above will pluck out unfortunates’ eyes while bigger ones will snatch riders or even horses from the ground only to send them screaming and tumbling through the air towards wet and splashy doom. This is but the icing on the cake.

    For the main dish Tabletop Wargames Builder actually takes your battles beyond the table. Literally. The concept of the Sky featured in this section allows flyers soaring high above to pick any target on or off the battlefield, such as troops held in reserve, meaning no one is out of harm’s way anymore. Bombers hum ominously preparing to drop their payload and fighters from both sides zoom towards each other to engage in games of cat and mouse.

    Tabletop wargames just got a whole new dimension.

    Oh, and there is cavalry too!


    Here’s the latest update which covers the remaining classes such as all types of vehicles, artillery, and heroes – Chapter 9½: Full Throttle


    Tabletop Wargames Builder Chapter 10 is out, featuring complete rules for using terrain and weather conditions in your games as well as fighting in exotic environments, such as underwater, for example. This chapter also explains how to garrison, assault and bring down buildings that don’t allow to physically place models inside.

    As always, it is complete with illustrations, and a special PDF edition for 2 people out there who actually support us on Patreon.

    Two more updates are scheduled for this month. “Regiments” and “Formations” will cover the aspect of the game you’ve been asking about the most: fielding large armies and fighting 100 vs 100, 300 vs 300 and even bigger battles.

    TWB is an independent game engine (and is intended to remain such) that runs on enthusiasm and community support. If you like what you see and want the project to have a bright future, there are many ways you can contribute. Inviting your friends to check out TWB and making a donation are just a few. Because every single voice and every single dollar counts. What we aim for is nothing short of top-grade content spiced up with great-looking themed art and full-colour page designs.


    Chapter 11 has arrived, and skirmish engagements will turn into full-scale war with column after column marching to be ground between the rolling dice.

    It took a bit longer than expected but I was able to verify a lot of possible issues and put in some words for each. Now, this must leave some questions, particularly about modern age combat, which will be answered shortly in the upcoming “Formations” chapter.

    TWB remains an independent project aspiring to the highest standards, and community funding is vital for it to grow and evolve. What I believe in is that we are creating not just another game but a different perspective to look at wargaming industry as a whole.

    Enjoy reading and thank you for your support.


    Chapter 12: Formations – the concluding part for mass miniature combat designed with ultimate gaming experience in mind. More tactical options and more personality to your regiments. Indomitable phalanxes and shieldwalls, a wedge that cuts through enemy ranks like a knife through a cliché, a stomping and bellowing or perhaps shambling and moaning horde, and more.

    This officially wraps it all up. 12 chapters from the basic concept of wargaming with individual miniatures to fielding mighty armies on and off the table. The 12 labours are complete… Wait, it’s just the beginning. Next comes the biggest and the sweetest part of the book: weapons, skills, spells and lots of character profiles, complete with points value, so that you can just pick any miniatures you like and start playing.

    As always, stay tuned for regular updates and please support the project if you like it. Follow us on Twitter and Facebook for more updates like work in progress and such, and share the news with fellow gamers. We’re steadily moving towards open testing, so let’s keep the discussion going.

    P.S. Chapter 11 on Regiments has been revised, so don’t miss the post preceding Chapter 12 with a list of changes.


    TWB Open Testing in August

    With the next update TWB project enters the stage of open tests. What do you need to participate? Your favourite miniatures and accessories, and TWB rules available here. The upcoming update will cover prehistoric to late medieval settings.


    Open testing begins!

    Each update of TWB brought something unique, like real-time concept, game physics, off-the-table combat. What do we have this time? More weapons than in skirmish-oriented Mordheim, with much more gameplay difference between them than in role-playing D&D, and… all of this works on apocalyptic scale as well as in duels and small skirmishes. Not to mention that it’s just a small portion of the planned equipment-based content dedicated to settings from prehistoric to medieval. There is a lot more where that came from.

    What’s even more important – you can finally try it out for yourselves as I’ve put together an alpha version of builds and points system for the said periods. This is something I would really appreciate your feedback on. Follow the link. Go ahead and experiment with those, build your unique characters.

    I’ve also done some minor but important revisions throughout the entire book and compiled them into a single page for your convenience. You can check those online and download the pdf version.

    Last but not least, you can see the examples of new graphics for the book. This is the quality level I’ve set for the visuals in TWB, and with luck the person I’ve signed up for this job will stay on the team to help bring you a fat folio packed with lots of lush full-colour pages. This largely depends on your active support of the project.

    TWB is an independent start-up with the purpose to expand the potential of miniature games, make them more available, unite players collecting miniatures from different game systems as well as those that don’t have their official rulebooks. I hope this will greatly encourage individual designers and sculptors to create miniatures they like, knowing that every unique model is playable and demanded, make them more competitive and in the end benefit us all. I wrote all this because we’ve just passed an important milestone. What will happen next? The book will continue to evolve, new content will be added, layout will improve and issues fixed. I hope all of you will stay with us on this journey, and I will do my best. Thank you.


    This update covers ages from great geographical discoveries to steampunk fiction. You get rules for scores of various big guns, advanced hand weapons and ammunitions, as well as vehicle chassis to build tanks, walkers and more. Into these a dozen and a half pages I’ve packed dozens of “Armybooks” worth of gameplay info when it comes to assembly of your own engines of war.

    Stay tuned for further updates rich with content, and please support us – TWB is a huge project and it needs crowdfunding to remain as it is: independent and player-friendly.

    Your feedback is also very important, so please feel free to comment and share your thoughts here or on Patreon.


    Tabletop Wargames Builder is expanding steadily and by now it includes rules, or “datacards”, for almost 400 pieces of equipment such as weapons, enhancements and special issue gear. Today’s spotlight is modern combat and sci-fi, detailing among else a wide array of customizable vehicle chassis so that you can build a profile for virtually any model you might have and include it into the game.

    This is a two-part update, the first entry comprising rules on weapons, armour and equipment, and the second – on artillery and vehicles. Be sure to check out both.

    For those who follow, the previous update got some minor changes and all the firearms and futuristic weapons now come as a single section.

    Stay tuned for more news, and please support the TWB project.



    TWB is updated with the final portion of equipment: natural and bio weapons and armour. These cover virtually all the needs of an unstoppable alien/mutant horde and are capable of unleashing horrors you wouldn’t want to see up close. Eviscerating the foe, bathing them in corrosive acid, turning into a mindless shell or, even better, into a walking time bomb of spores and pus. Not to mention bio adaptations that grant superhuman abilities to the host organism. Snapping pincers and a maw that can swallow armoured men whole are not enough? Turn your beast into a walking hive of ravenous pests, make it flying and invisible. As always, TWB allows for unprecedented level of customisation for all your models.

    Still not enough?

    Coming up starting with the next update is a multitude of skills and spells that will really spice things up with even more diverse tactics and tricks. Follow us on Patreon and support the project with your attention and donation so that the best quality gameplay and graphic content can keep coming. And most of all, enjoy Tabletop Wargames Builder.
    P.S. This month I’d also like to introduce a different project with gameplay lying somewhere between a strategy card game and a classic wargame. Check it out on my Patreon page as well. I’ll be launching an IndieGoGo campaign to make this one so stay tuned for updates. Cheers!



    Chapter 14: Skills – the next cornerstone update for the TWB game system.

    With the long-promised skills added to the list of options, no two regiments will be the same.  Unique combat training multiplies tactical diversity provided by gear. You can give everyone similar muskets but teach every regiment its own tricks, such as firing a volley that makes all but the stoutest rout in fear, specializing in storming hills and strongpoints, or redoubling their effort after suffering losses.

    Below you will find some examples of how virtually the same class of troops can change their tactics and battlefield role based on skill selection:

    Willem’s Bolt Casters (Line infantry, move and fire 360°, destroys morale)
    “- Once the duke’s right flank is broken, send in the cavalry to pincer strike the middle…
    – What if it doesn’t break?
    – It will. We’ve got Willem on the right.”
    Musket, Bayonet
    Box Formation, Thunderous Volley

    Striped Jacks of Merrywinter (Shock troops, quick shots)
    “Stay put for now. We wait for when the highborn pussies are fed up playing soldiers. Then the Stripes step in and show how things are done.”
    Musket, Broadsword
    Snap Shot, Assault, Dynamic Entry

    11th Coastguard Veterans (Mobile, strike first, extra attacks)
    “Did you know captain Whitemane just retired from privateering? Some malady or whatever. Sly old bastard caught the wind that His Majesty has dispatched the 11th.”
    Musket, Cutlass
    Skirmish Formation, Reckless, Scarred Veterans

    His Reverence’s Vigilant (Support/armoured melee)
    “For our guardian angels to wield the devil’s own weapon! Oh Lord, what other trials must we endure to prove our conviction!”
    Musket, Longsword, Heavy Mail
    Overwatch, Covering Fire

    Zephyr Dragoons (Versatile storm/hold ground, superior mobility)
    “I heard the Emir was pompous and arrogant beyond measure, but to claim that he rules over the skies!”
    Musket, Bardiche
    Volley Fire, Relentless Charge, Drop Insertion (yep, they arrive on flying carpets)

    Doug’s Barking Dogs (Devastating long range)
    “If yar looking fer som reliable boys ta take a bite at the Lion’s side, try seeking out Doug of North Barrows. Just watch yarself. Folks say, not olla ‘is dogs are barking.”
    Musket, Broadsword
    Concentrate, Snipe, Volley Fire

    Headtakers, the Hobgoblin Cadre (Fearless, versatile, cheap in points but limited control)
    “Remember, you form up in ranks, hold the muskets with both hands, the hole pointing at the enemy. Then we pounce at them and bash some brains out.”
    Musket, Cleaver
    Battle Rage, Heavy Handed

    Les Trois Mousquetaires (Fencing heroes)
    “One for all and all for one!”
    Musket, Foil, Duelling Dagger
    Heroes, Seize Initiative, Teamwork, Blademasters

    The same way as you grant the models their distinctive colours when painting your collection, you can fine-tune their tactics and playstyle to fit the background and your image of the regiment. Most peculiar variants are possible. A witch-hunting division within a knightly order, fighting in a very “unknightly” way of backstabbing and ambush to counter raw destructive power of magic? If you can imagine it – you can build it with TWB tools.

    When it comes to gameplay diversity, TWB broadens your horizons more than any other wargaming system out there, and it’s just the top of the iceberg, getting bigger with every add-on.

    Magic skills and a vast spell repertoire are coming with the next update, so stay tuned, and remember that your support is crucial to the project staying independent and getting more exciting goodies such as top of the line graphical content. Please join us on Patreon and tell your friends about this project.



    After a longer-than-usual hiatus, I am back with a new update – Chapter 15: Magic and Spells!

    With Magic unleashed, entire battalions of spellcasters arrive on the field to wreak destruction and mischief, raise protective bastions around allies and disintegrate formations in spectacular blasts. While arcane pyrotechnics may not be such big news (I mean, we already have tactical warheads and singularity cannons), the versatility of magic brings tactics to a whole new level.

    TWB system encourages combining spells and skills to gain advantage where the enemy might not expect it. Specialize your spellcasters or increase their repertoire, add new effects to familiar spells.

    Rust + Pyromancer = Smelt armour (on the wearer)
    Force Arrow + Ice Mage + Replicate Spell = Torrent of ice shards
    Force Bolt + Storm Caster + Replicate Spell = Chain lightning

    A new set of magic skills allows to turn virtually any model into a spellcaster or build exactly the character you want to represent you in roleplay. Show the enemies a true nightmare on Elm Street by combining Sleep and Nightmare spells with Pyromancer skill and watching them die trapped in horrible visions, while burns and blisters cover their bodies.

    A few more example builds:

    Battle Mage + Fear + Beam of Light + Command = Gandalf style wizard
    Battle Mage + Storm Caster + Force Ray (Sustained Lightning) + Hold = Sith Lord
    Telekinesis + Barrier + Gravity = Mass Effect style psionic
    Blood Mage + Weakness + Corpse Bomb + Raise Dead = Diablo 2 style necromancer
    Spellslinger + Force Arrow + Paralyze = Hogwarts wizard

    TWB is on par with any roleplaying game when it comes to the list of options available to your characters, but don’t forget that all of it works nice and smooth when entire armies clash in a wargaming apocalypse. Attach spellcasters to mixed formations or field them in regiments of their own, create powerful warriors with a magic trick or two up their sleeves, experiment, and enjoy the freedom of TWB.

    Support the project if you like it. Remember, you can help promote TWB on social media for it to achieve the ultimate goal – bring together all miniature collectors and give them common ground for unbound wargaming experience.

    The project will also benefit a lot from your donations to remain top of the line among even pro game releases both in terms of gameplay and visual content. The game is currently developing at a steady pace, but community support will allow to bring in more of the highest quality book illustrations as well as miniature kit designs, counters, cards, templates and all kinds of extra goodies. Also, with enough supporters I’ll be able to devote all of my time to making games and publish more content with shorter intervals.

    Darkest Star Games

    First time seeing this, I’ll have to check it out!
    Question: I play primarily sci-fi.  Are there rules yet for hacking, ECM, ECCM, drones, “chameleon” type armors, hover craft, anti-grav/flyers (probably covered)?

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."


    First time seeing this, I’ll have to check it out! Question: I play primarily sci-fi. Are there rules yet for hacking, ECM, ECCM, drones, “chameleon” type armors, hover craft, anti-grav/flyers (probably covered)?

    Yes, Hover variants for many vehicles such as bikes, APCs and tanks currently exist in equipment section (see Ch 13.3 Part II https://www.patreon.com/posts/tabletop-builder-6978095). TWB allows to modify each of them extensively with additional gear: jump jets, tesla coil, cloaking field, and more, even a personal teleporter. The same goes for many types of advanced armour: composite, hybrid, bio, power armour can be outfitted with all manner of devices to hide, detect infiltrators, provide mobility.

    Although not yet published, rules for hacking are also part of the system. If you check the latest chapter on magic, you can pretty much figure out how hacking attacks work, which targets they affect and how to counter them, with the exception that hacking is a (PE) attempt that can target anything with “Electronics” attribute. Some notes on hacking below:


    Hacking benefits from team FoV.

    Some models can serve as nodes and assistants to grant further benefits.

    No Obstacles interfere with hacking unless specified otherwise.

    Hacking can provide control over the target, destroy its systems or otherwise reduce performance.

    Hacking Defense can be Active or Passive.

    Passive defense is a “Firewall”. Its effectiveness is determined by the machine’s systems (if remote) or pilot’s skill (Pe in both cases, remote-controlled vehicles have their own Perception provided by AI). Win (PE) vs (PE) Contest to bypass Firewall.

    Active defense requires a model with hacking interface. Successful Active defense can cause the destruction of the hacker’s equipment, operator’s brain damage, etc.


    What can be hacked?

    Piloted machines’ electronic systems can be subjected to basic hacking attacks.


    Basic hacking (Regular Action)

    – Hack sensors. The target is blinded and can’t use any of its enhanced sensors (save ends both effects).

    – Hack weapon controls. The target can’t make attacks with specified or all weapons (save ends the effect).

    – Hack systems. All target’s special systems, such as missile guidance and force field, are disabled (save ends the effect).

    – Short circuit. The target suffers damage.

    – Interface worm. Target: machine, model with hacking interface. The target provides team FoV to the player (save ends the effect).

    – Electron bomb. Target: model with hacking interface. Hacking interface system is destroyed and discarded.

    – Neural virus. Target: living model with hacking interface. The target suffers damage.


    Advanced hacking (Complex Action)

    – Override protocols. Target: remote vehicle (drone, cyborg, etc). Take control of the target (save ends the effect). The player can choose to command the target to self-destruct instead. If the target is currently under control, the action succeeds automatically.
    Of course hacking attempts can be bolstered by equipment and skills, measures and countermeasures.


    Once I’m done with the basics and the book has seen some open playtesting, I’ll recompile the book, add everything I’ve missed (including specialized gear), improve the design and layout. Hacking and combat engineering will be included to allow the players to recreate virtually any setting like Mass Effect, Deus Ex, or what’s present in other tabletop games on the topic.

    I’m also planning to heavily emphasize sci-fi in a separate book which will cover pretty much everything worth noting on wargaming and roleplaying in a sci-fi environment with a lot more detail than the “omnibook” space allows. With Fandom’s will, the release will be complimented with themed miniature kits with great design and versatility. So please look forward to it.


    Hi, fellow wargamers. This update took a bit longer to prepare, but I dare say it was totally worth it. It is not about writing more but rather going through lots and lots of tests to balance out points and builds. And it’s just grazing the surface.

    The update is a complex one as I’ve looked through previous chapters and rebalanced a lot of weapons and gear after weighing them thoroughly against one another. We are not just moving towards realism and variety, but player-friendly rules and gameplay design.

    First, you’ve got the new chapter: Models and Points. Part 1, covering periods from stone age to the great colonial empires. It provides you with a lot of options and examples to design and build a troop, a character or a faction to your liking.

    Second, you get rebalanced weapons and equipment for the said periods – the tables in pdf format with all item profiles grouped together and easy to compare. Perfect for reference as well.

    Third, I made a small change to the magic system which nevertheless massively overhauls the spellcasting mechanics in TWB, making it much more balanced and comfortable for the players. This change was a last moment decision, so I decided to exclude spellcasters from this update, but they’ll appear in the next one along with an updated Magic chapter.

    What is there to look forward to in the coming months?

    1. Remaining builds and points for all tech levels up to the spacefaring age, including natural and bio weapons and mutations.
    2. Introduction of fantastic creatures, special racial abilities added to the lists and unique profiles for some of the most distinguished inhabitants of the fantasy and sci-fi worlds.
    3. Strategic orders, special missions, terrain, etc.
    4. A lot more of the stunning graphical content and page designs you’ve been complimenting so far, from me and our great artist. This last part really depends on your support of our work though – as I have to outsource the illustrations and perhaps attract more people to speed things up. It is with your donations that this independent freeware project can really shine.

    Since I’m updating the book real time as I write it, I don’t have much opportunity to go back to edit things or reorganize old-new content. Once I’m done with the bulk of it, I’ll go through the entire thing again, implement minor updates, correct the wording, and group relevant sections together to improve navigation and integrity.

    From this point on I’m also expecting a lot more feedback from you, on what content you’d like to see, what your experience with the open testing was like and more. Feel free to comment and contact me with your feedback and suggestions. Also don’t forget to share the link with your friends. I look forward to hearing from you again soon. Cheers!

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