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Author Topic: IHMN, Sci-fi  (Read 1048 times)

Offline Saxonhalfling1

  • student
  • Posts: 19
IHMN, Sci-fi
« on: December 01, 2018, 10:37:47 PM »
Hey there guys.
 I was reading though the IHMN rules and part of me thought that it would work well for sci fi wargame, I was wondering what you guys thought on it?

Offline McKinnhe

  • student
  • Posts: 10
Re: IHMN, Sci-fi
« Reply #1 on: December 02, 2018, 12:35:31 PM »
What do you have in mind? Seems good for space opera.

Offline Ockman

  • mad scientist
  • Posts: 789
Re: IHMN, Sci-fi
« Reply #2 on: December 02, 2018, 09:21:58 PM »

Offline McKinnhe

  • student
  • Posts: 10
Re: IHMN, Sci-fi
« Reply #3 on: December 03, 2018, 02:32:06 AM »
I had actually been thinking about using the rules to make a Dune game. Craig made a few Dune refs in HVF what with the Brotherhood of the Desert and naming one of the Boers Piter de Vriess. With my backlog and whatnot, it's gonna be next year before I can think about it again.

Offline Saxonhalfling1

  • student
  • Posts: 19
Re: IHMN, Sci-fi
« Reply #4 on: December 03, 2018, 05:02:24 PM »
I had actually been thinking about using the rules to make a Dune game. Craig made a few Dune refs in HVF what with the Brotherhood of the Desert and naming one of the Boers Piter de Vriess. With my backlog and whatnot, it's gonna be next year before I can think about it again.

thats awesome to hear, dune has long been a good setting for some tabletop action and i will love to see more.

You mean iten?

Not quite  i was thinking on moding the IHMN ruleset,  but i had forgot compeltly forgot about ITEN so it will be good to look though.


What do you have in mind? Seems good for space opera.

I was thinking on space opera, the rules are easy to learn and read, and there are ruels for making your own guys and wapons so whats not to love.
There is of courses some down sides, the system is not made for sci fi genre , but i think with soem fiddling it could work nicely.

https://jodrell.org/category/40k/iten/

Offline Craig

  • mastermind
  • Posts: 1985
  • Youth & Talent are no match for Age and Treachery.
    • The Ministry of Gentlemanly Warfare
Re: IHMN, Sci-fi
« Reply #5 on: December 22, 2018, 03:04:09 PM »
I would love to have a go at a Space Opera setting and have already sketched one out called Codominium.
However, our current plans means that it would be some years away, so I am more than happy to watch you guys get into it and possibly contribute here and there... for example:

5.0 The Armoury
5.1 Armour
The ratings and costs of different types of armour are shown in the tables below.
Armour   Weight   Rating   Cost
None/Clothes   Light   7   0
Ballistic Vest   Light   8   1
CN Vest 4mm   Light   9   2
CN Vest 8mm   Medium   10   4
CN Tunic 4mm   Light   10   4
CN Tunic 8mm   Medium   11   9
CN Combat Suit 8mm*   Medium   12   21
CS Breastplate   Light   12   16
CS Combat Suit*   Medium   13   30
PACS Combat Suit*   Heavy    14   41
Titan Suit*   Heavy   15   54
* Requires a G1 Hydrogen Power Cell. This is costed in.
Notes
•   Light armour imposes no restrictions.
•   Medium armour prevents a figure from running.
•   Heavy armour prevents a figure from running and nullifies any Speed bonus it may have.
•   CN armour is made from a single strand of woven carbon nanotube. It is light and remarkably strong. It comes in 4mm and 8mm thicknesses.
•   CS armour is made from cast plates of a ceramic-steel composite.
•   PACS is Power-assisted Ceramic-Steel. The extra weight of the suit is offset by fibre-muscle bundles.
•   A Titan Suit is the ultimate in personal battlefield protection. It is hideously expensive, especially when you factor in the various support systems and heavy weapons it can bear.
•   All forms of Combat Armour and Titan Suits are restricted to licensed military forces only. There is a variation on the Titan Armour for hostile environments such as Asteroid Mining and Space Salvage operations
Armour upgrades
Upgrade   Description   Cost
NBCD   This makes the suit a sealed environment and protects the wearer from most environmental effects. Requires a G1 Hydrogen Power Cell   5
Hardened   Makes the wearer of the suit and his systems immune to electro-magnetic pulse weapons and stunners.   5
EM Buffering   Ionises the plating of the armour and increases the armour rating by +1. Requires a G1 Hydrogen Power Cell.   5+*
ECM   A field surrounds the wearer that makes it impossible for guided munitions to get a lock on. It also hides the user from Sensor Suites. This is graded from 1 to 5. If the guided munitions or enemy sensor suite has a higher grade targeter then it can still see and target the wearer. Requires a G1 Hydrogen Power Cell.   10

5.2 Weapons
Most ranged weapons have enough ammunition to last the game.
Fighting - ordinary   
FV
FV      Hands       Grit    Points
Bonus  Required   Modifier Cost      Notes
Unarmed – basic   +0   one   +1   0   Brawler, pugilist, wrestler etc.
Unarmed – Martial Artist   +1   none   +0   3   Karate, ju-jitsu, kung-fu, savaté etc. (cost is for Talent)
Improvised weapon   +0   one   +1   0   Bottle, pistol butt, etc.
Improvised weapon   +0   two   +0   1   Spade, chair, rifle butt, etc.
Club   +1   one   +0   2   Shillelagh, police truncheon.
Nightstick   +2   one   +0   3   Also Japanese tonfa.
Quarterstaff   +3   two   +0   4   
Knife   +1   one   +0   2   Small sheath knife; can be thrown.
Knife, combat or fighting   +1   one   -1   3   Large blade, e.g. bayonet, Bowie knife, kukri; cannot be thrown.
Axe   +1   one   -1   3   Hand axe; can be thrown.
Axe, large   +2   two   -2   5   Greataxe.
Sabre/Sword/ Katana   +2   one   -1   4   Military sword.
Sword, large   +3   two   -2   5   Greatsword (e.g. Sikh, Arabian).

Fighting Weapons Upgrades
Improvised weapons cannot have the following upgrades.
Monomolecular Blade – any bladed weapon can have this upgrade. It adds +2 to the FV bonus. Recalculate the weapon’s cost to include this upgrade.
Stunner – any blunt weapon can have this upgrade. The weapon has a built in ES stunner cell which increases the Grit penalty imposed by the weapon by 1. So a -1 penalty becomes a -2 etc. Recalculate the weapon’s cost to include this upgrade.

Shooting Weapons   SV Bonus   Range   Hands required   Grit Penalty   Cost
Kinetic Weapons
Pistol   +1   9"   One   0   
SMG   +3   12"   One   -1   
Carbine   +2   18"   Two   -1   
Shotgun, Flechette   +4   12"   Two   -2   
Assault Rifle   +2/+3   24"   Two   -1   
Sniper Rifle   +2   36"   Two   -1   
LMG   +4   24"   Two   -2   
Pulse Laser Weapons
Pistol   +2   12"   One   0   
Assault Carbine   +3   36"   Two   -1   
Sniper Rifle   +3   48"   Two   -1   
Rail Plasma Weapons
4mm Rifle   +4   15"   Two   -2   
12mm Cannon   +6   18"   Four   -2   
Micro-missile
Pods   +5   24"   Two   -1   
Launchers   +5   24"   Two   -1   
ES Stunner Weapons
Pistol   +1   9"   One   -2   
Shotgun   +2   12"   Two   -2   

Kinetic weapons fire tungsten bullets using a gas charge. Magazines come with bullets and an inbuilt gas canister. It is the gas that explodes and propels the bullet down the rifled barrel.
Kinetic weapons have the advantage that they can fire semi or full auto, and mission-specialised ammunition. They are also unaffected by electromagnetic interference.
They are popular with Solemn League Mercenaries and on worlds who do not have the technology to make and maintain laser weapons.
Pulse laser weapons create a pulse of high energy laser light. They cannot fire in a semi or full auto mode, but they do have the advantage of being light, robust with no moving parts, and have greater range. They have small, disposable power cells a similar size to kinetic weapons magazines.
They are pretty much the standard weapon type across the Codominion and out on the Rim. Everyone from System Militias to Mercenaries to Corporate Marines make use of them.
Rail plasma weapons are advanced weaponry with limited availability. The rifles require a G1 Hydrogen Power Cell. and the cannons a vehicle mounted one. The weapon converts a small amount of hydrogen into a plasma and accelerates it along a set of electromagnetic rails. The range is fairly short as the plasma loses containment once it leaves the weapon, but there is little it cannot cut through.
Codominion Marines and Corporate Special Forces are the main users of these advanced weapons.
Micro-missiles are about the size of a man's finger and once locked onto a target are a fire and forget weapon. They can be configured as Anti-personnel, HE or HEAP. A Missile Pod can be attached under a weapon barrel and work off the same targeting system. Many infantry carry a single pod this way.
A Launcher is a man portable system with a linked backpack to hold  and load ammunition.
Both pods and launchers are illegal for civilian use. Some licensed mercenaries have licences for them as do a few Corporations. The Codominion has tried to suppress their general use, which has only driven up the black market price.
Flechette Shotguns are nasty, close quarters weapons. They fire a hail of sharp slivers of steel or tungsten and can equally shred a door or a group of men.
Very popular in the criminal underworld and with some local Law Enforcement SWAT teams.
Stunner weapons fire kinetic munitions that consist of a spike backed up with a powerful micro-capacitor. These ignore most ordinary armour and produce a shock that can wreck electronics and knock a man down.
Pretty much the standard arm of law enforcement officers across the Codominion.
5.3 Advanced Science
There are literally thousands of discoveries and inventions in this period, however, only a relatively small number are suitable for inclusion in combat. Below are just a few.
Sensor Suites
Information is power, certainly on the modern battlefield. A sensor suite is a unit that contains a number of sensor systems and analytical software packages. These include electro-magnetic, infrared and lowlight sensors.
It is graded 1-5. The higher the grade the better it is.
Most lightly armoured Cadres have one or perhaps two men who carry the sensor suite as a backpack.
The Hydrogen Power Cell
This backpack-sized unit contains a number of 1L compressed hydrogen cylinders and a solid state micro-fusion reactor. The reactor converts the hydrogen into power.
Most man portable weapons and armour only require a Grade 1 Cell. However, if you have three or more systems that require a G1 Cell, then you shall need to upgrade to a G2. Most Military and Civilian Mechs and vehicles require a Grade 2, unless they are heavily armoured or toting powered weapons when they probably require a Grade 3. Titan Suits require a Grade 3.
My sincerest contrafibularities
General Lord Craig Arthur Wellesey Cartmell (ret'd)
https://theministryofgentlemanlywarfare.wordpress.com/

Offline Saxonhalfling1

  • student
  • Posts: 19
Re: IHMN, Sci-fi
« Reply #6 on: December 23, 2018, 10:53:02 PM »
Wow  :o :o this is all awesome I will read though it and use it

Offline pixelgeek

  • mastermind
  • Posts: 1397
    • Zac's Gaming Blog
Re: IHMN, Sci-fi
« Reply #7 on: December 27, 2018, 10:32:07 PM »
I created a PDF of the text that Craig sent me. Nothing fancy.

Offline Craig

  • mastermind
  • Posts: 1985
  • Youth & Talent are no match for Age and Treachery.
    • The Ministry of Gentlemanly Warfare
Re: IHMN, Sci-fi
« Reply #8 on: December 28, 2018, 02:13:01 PM »
Thanks PG.

As you can see it is pretty basic.

Offline waitwhat

  • librarian
  • Posts: 159
Re: IHMN, Sci-fi
« Reply #9 on: December 28, 2018, 02:55:46 PM »
You mean iten?

https://jodrell.org/category/40k/iten/

I feel this reply didn't get enough attention.

Offline Saxonhalfling1

  • student
  • Posts: 19
Re: IHMN, Sci-fi
« Reply #10 on: January 06, 2019, 01:33:10 PM »
ITEN is a good game thta gets forgotten about

Offline Craig

  • mastermind
  • Posts: 1985
  • Youth & Talent are no match for Age and Treachery.
    • The Ministry of Gentlemanly Warfare
Re: IHMN, Sci-fi
« Reply #11 on: January 11, 2019, 12:26:41 PM »
ITEN is a good game thta gets forgotten about

It still has a moderately active Facebook page, with a couple of hundred members:
https://www.facebook.com/groups/1072021389527564/?ref=bookmarks

Offline Saxonhalfling1

  • student
  • Posts: 19
Re: IHMN, Sci-fi
« Reply #12 on: January 26, 2019, 08:54:48 PM »
Thanks for the info