Coming soon - WW2 1/35 scale skirmish rules

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weemadando
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Coming soon - WW2 1/35 scale skirmish rules

Post by weemadando »

Been working on a prototype ruleset and its just about ready to release. The aim is to have a single fastplay sheet with a massively expandable system capable of as much or as little depth as you like.

The system is a crossbred between:

RECON (1st ed)
Necromunda
Inquisitor
Conspiracy X
Call of Cthulhu
Advanced Squad Leader

and our own twisted imaginations.


The system will have a NASTY damage system, DO NOT expect heroics to end in anything other than a mauling at the hands of an overwatched MG-42 position.

Its set to be squad level 4-16 men and should be fairly well balanced.

I'll be posting the details soon.
weemadando
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Post by weemadando »

Ready for download the 0.2 beta rules. Including basic character lists suitable for any army.

Please post any comments that you have or recommendations.

Basic Ruleset

Character stats

You must note that the weapon damage stats have not been included, but for comparisons sake they range from 1d10 per round for a 9mm SMG to 2d10+4 for a Browning M2.


FUCK!

First bug already seen, Lt should be initiative 4.

It should be noted that these are truly basic character types, we plan on creating and releasing more later as well as an experience system for the game.

Bug #2 Over watch rule not present. Overwatch allows a single interrupt SHOOTING action against any target that BECOMES visible once the character goes into overwatch. Once this action has been taken they overwatch no longer applies. The overwatcher does not have to engage the first target.
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Post by Exmoor Cat »

Worth seeing if you can get a hand on Peter Pig Miniatures "PBI" sames system for 1/72 skirmish.
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Post by Keevan_Colton »

Well, I would like to have a look and comment since you've used Necromunda as a base and it's my favourite of all such systems. However, it aint going to happen right now since Yahoo wont let me at 'em.
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Post by StarshipTitanic »

I can open it by putting a question mark at the end...
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Post by weemadando »

Started off being a Necromunda conversion using the Nazimunda varient, but now its turned into something else entirely.

First round of play testing is happening now and we should have 0.3 update ready to go in the next few days.
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Post by SWPIGWANG »

Just how many dice is being rolled for all those actions???? How much for firing, how much for leadership tests and what not.

What about some sort of modifier that increase combat effective at close range. It'd be silly with people shooting at each other at point blank range and not hit and take forever to resolve. (-5 mod currently) Also 1D10 damages seems to make hit effects quite random.....maybe use mutiple D6?
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Post by weemadando »

Damage is out of a Firearms compendium, using the CoC damage charts (as we're using the resistance table it works out). Most tests are on a flat d10 (init and leadership), but skill is against a d100.

At most you should need some d6, d8 and d10.

I'll try and clear up that kind of thing in the next revision.
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