Hello everyone!
I'm working on set of fast play skirmish rules for a scifi setting that I'm developing.
I chose 15mm as a scale because it is affordable, and does not take much space to play.
There are 3 factions so far that I would like to represent. I'm having trouble finding models for some of them.
The three factions are
Fortisians: think space dwarves. I want these guys to be very tech savvy and heavy weapons oriented.
Erbans: Think desert nomad psychics, tuskan raiders meets thri-kreen meets Saracens. Stealthy, psychically inclined, light armor, fast.
Infested: The remnants of human kind after coming into contact with mutagenic spores. Think tyranids+necromorphs. Melee oriented, some psychics, minor shooting.
The basic story is that Humans sent out wave after wave of mining and research ships about 20,000 years ago. Some of the ships were lost, and never returned. Other ships were able to land on small planets, rich in ore. These people would eventually lose contact with earth, and evolve into the Fortisians.
Basically, the infestation wiped out earth, and has since wiped out the Fortisian planets. The Fortisians fled to the farthest reaches of the galaxy and landed on a planet previously unknown to them, inhabited by the Erbans. The Erbans were pretty friendly with the Fortisians until the infestation came to their planet too. Now, they blame the Fortisians, and want them off their planet.
The Fortisians came to colonize, but now they face a double threat.
That is the basic story. There are some characters thrown in for flavor, but I'm sure you guys get the jest of it.
This is going to be a skirmish game, I'm not sure if I should add a points system or not, but Ideally the table should look something like this: Fortisians 3-7 models, Erbans 2-5 models, and Infested 5-15 models.
The basic mechanics are pretty easy to follow.
every model has a stat card that has all of the info you need to know about it.
a stat card may look something like this:
Fortisian Soldier
AP1 RP1 PP0
Spd:3
Thr:2
Mis:3
Mel:3
Arm:8
HP:2
Special: Stocky- Fortisians are relatively small, anybody shooting at a fortisian soldier beyond half range recieve a -1 penalty to hit.
Eqp: Ulfberht Assault rifle, Saex dagger
Ulfberht Assault Rifle
Range:6-16
Str:3
Attacks:2
Special: may reroll one missed shot per turn
Saex Dagger
Range: melee
Str:2
Attacks:2
Special:none
Okay so that was probably a lot!
Let me break it down for you
AP: activation points, every unit in the game generates a certain number of activation points per turn. At the beginning of your turn, you put these activation points into a pool, then activate your models one at a time, spending these points as you go.
RP: Reaction points, these are very similar to activation points. Whenever an opponent declares an action, before they complete that action, you may declare a reaction, and spend a reaction point. The difference is, in order to react, you have to test to react. Roll a d6, on a 4+, you may react.
Reactions take place at the same time as actions.
Example: your opponent declares he is going to shoot at your soldier, you declare you are going to react and jump behind cover. Your opponents first shot will count as him shooting you in the open, then the second will count as him shooting you while you are behind cover.
If there is ever a disagreement, err on the side of the actor, not the reactor
PP: Psychic points, these form a pool of points every turn, that stack. Some characters have access to psychic abilities, like manipulation, mirages, storms, seeing the future etc.
Psychic points can also be stored up to try to resist psychic powers.
Each psychic power has a power rating, between 1 and 7. This power rating is how many psychic points the power costs to cast.
Casting psychic powers is a lot like a reaction test, in that you declare, and have to roll to check.
Example, if you want to cast "Mirage", it costs 1AP and 3PP. After you spend that 1 action point, you may add as many psychic points to the power as you want, each point generates a d6, then you roll your d6s, for every 4+ you have successfully generated a PP. once you reach the required amount of PP the ability is cast.
Your opponent may try to cancel your psychic ability however, by spending PP, and requiring 5+'s. They need to roll as many 5+s as you did 4+s
Anytime you are casting psychic powers, and a 1 is rolled, you must roll a die. On a further roll of 1, you lose 1 hp.
(I can try to clear things up a little better so it isn't a big wall of text, really sorry that's what it is turning into)
Spd: This is how many inches a unit can move per move activation.
Thr: Threshold, this is how many times a unit can be activated in a turn.
The next sets of stats are the the mechanical stats of the game. Basically, the way these stats work, subtract the stat from 7, that is the required number to score a hit.
EX: My unit has a missile stat of 3, they are shooting a target in the open within range of them, they need a 4+ (7-3)
Mis: Missile, how well your unit can shoot
Mel: Melee, how well your unit preforms in close combat
Arm: Armor, this is the number your opponent needs to hit to deal damage to you. After a successful hit, look at weapon strength, roll a d6. If d6+weapon strength>=Arm value, unit loses 1 hp
Hp: Hit points, how much damage a model can take before it dies
Spec: any special abilities a model possesses
Eqp: the equipment the model has on it's person.
Models have abstract line of sight, in that if your model's base cannot draw a line to any part of your opponent's base, you cannot see them, and therefore cannot declare actions against them, except suppressive fire.
Additionally, your models have a 180 degree arc to their front, that is all they can see. It requires a move action or reaction to turn around.
This is what I have so far.
I Won't bore you with modifiers.
In the games I have played with this, so far it works.
Psychic powers have some kinks that need to be worked out.
Let me know of some models that could be used for this!
Also let me know what you think of the story and mechanics I have posted here.
Really sorry this turned into a wall of text, if you read through the whole thing, good on you.
Once I get all the kinks worked out, I'll write them out in a smoother format, and distribute them freely to whoever wants them
Anybody who wants to screw around with the rules I have posted may do so. Feel free to invent units and psychic powers etc. and try them out in whatever scale you want etc.
It may be interesting.
I plan to base all of these 15mm guys on American pennies, in case you really want to try these out.
There isn't much here, but enough to try some of the most basic mechanics.
If you come up with something cool, let me know, I may be able to use it ;)
Thanks for reading
Be Gentle
Austin