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Author Topic: First test and Cie  (Read 2998 times)

Offline Silverpaint68

  • Student
  • Posts: 13
    • Atelier du Mercenaire
First test and Cie
« on: April 14, 2010, 03:38:09 PM »
Hello !

I've tested the game last Friday and it is very good. Easy to play and very interesting.

I'll made a "Festival of RPG" this week end, with some games (Role play, minis, etc...). I'll do demo of Strange Aeons ;) because it's a game easy to aprehend for some people (no dragons, elves or other fantasy.

Playing humans fighting vs "bad cultists", with perhaps one zombi is not difficult.

For the moment, I play with old Necromunda minis (with shotgun and pistols) and Redemptionnists as Cultists (very good choice ;) ). In a few time, I'll buy some other "official" minis.

I've though about something : can we play at modern years (1990 for exemple), like Cthulhu Delta Green ? Maybe...
Just add some weapons (Uzi, Grenades, ...) but not a lot ;)

Offline Argonor

  • Elder God
  • Posts: 11336
  • Attic Attack: Mead and Dice!
    • Argonor's Wargames
Re: First test and Cie
« Reply #1 on: April 20, 2010, 10:28:20 AM »
I've though about something : can we play at modern years (1990 for exemple), like Cthulhu Delta Green ? Maybe...
Just add some weapons (Uzi, Grenades, ...) but not a lot ;)

I think we would need a seperate supplement dealing with modern times - the game as is is very true to the Lovecraftian 1920's universe.
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Breten

  • Librarian
  • Posts: 138
    • Calgary Gaming Forum
Re: First test and Cie
« Reply #2 on: April 20, 2010, 11:42:43 PM »
I will say that various members of the Uncle Mike's Worldwide team are working on variations and expansions near and dear to each person's fave genre.

Bizarro Brett will just state that he *hates* the Coppelstone and Artizan Kiss Kiss Bang Bang line, and that I don't have a notebook full of ideas and crazy spy ideas.

Offline Argonor

  • Elder God
  • Posts: 11336
  • Attic Attack: Mead and Dice!
    • Argonor's Wargames
Re: First test and Cie
« Reply #3 on: April 21, 2010, 07:34:26 AM »
Oh, dear... is there no end to miniature lines I have to collect and paint...  ;D

Offline Wasp

  • Assistant
  • Posts: 22
Re: First test and Cie
« Reply #4 on: April 21, 2010, 06:16:20 PM »
Quote
I've though about something : can we play at modern years (1990 for exemple), like Cthulhu Delta Green ? Maybe...
Just add some weapons (Uzi, Grenades, ...) but not a lot Wink

Hi,

for my version of SA I use a different Weapon List, special for Delta Green and modern encounters. Maybe a little help for you.

Close Combat                           
Weapon      C.C.Bonus         Damage   Special       Movement   BP   
Unarmed      +0                   1D           narmed             -         -   
Club*              +1                   1D+2          -                     -     +0,5 (common)   
Combat Knife*   +1                   1D+1   AP1                     -           +0,5 (common)   
Machete*      +2                   1D+2   Parry, AP1            -           +1   
Sword/Katana   +2                   1D+2   Parry, AP2             -           +2   
Spear/Pitchfork   +3                   1D+1   AP1, 1 Shot 6"     -           +1   
Chainsaw      +1                   1D+5   Dangerous, Power    -1           +3   
                           
                           
Ranged Weapon                           
Weapon   
                        Cal.            Typ   Range         Rate   Damag   Special          BP   
                           
Glock 17*                         9mm Para           Pistol            10"     1-2D  1D+1   -           +0,5(common)
Colt 1911A1*                      .45 ACP           Pistol            10"     1D     1D+2   -              +1   
Magnum Res. Desert Eagle   .50 AE           Pistol            10"     1D     1D+3   AP1           +2
S&W.38 Spl.*                   .38 Spl.       Revolver            10"     1-2D  1D+1       -           +0,5 (common)
Colt Python .357 Mag*           .357 Mag       Revolver            10"     1D     1D+2        -           +1
S&W M629 .44 Mag           .44 Mag       Revolver            10"     1D     1D+3       AP1           +2
Remington 870 Police            12g76mm   Shotgun (Pump G  12"      1D     1D+2 Blast / Power     +1
HK 512                            12g76mm   Shotgun (Semi A)    12"   1-2D     1D+2 Blast / Power     +2
Paker Hale M85                    7,62x51mm   Rifle (Bolt Action)    25"     1D     1D+2 AP1,Ready         +1
HK PSG 1                            7,62x51mm   Rifle (Semi A)    25"   1-2D     1D+2 AP1, Ready        +2
Barrett M82A1                    .50 BMG   Rifle (Semi A)    30"   1D     1D+5 AP2, Ready,M-1  +5
HK MP 7 / FN P90                   4,6mm / 5,7mm   SMG (PDW)    15"   1-3D   1D+1   AP1, Strafe       +2
HK MP 5                           9mm Para           SMG            15"   1-3D   1D+2   Strafe      +2
MAC M10*                            .45 ACP           SMG   10"   3D   1D+2   Strafe              +2
M4 / G36C                           5,56x45mm   Assault Rifle   20"   1-3D   1D+2   AP1, Strafe   -   +3
AK 47                                   7,62x39mm   Assault Rifle   20"   1-3D   1D+3   AP1, Strafe   -   +4
M249 SAW                           5,56x45mm   LMG                   25"   3D   1D+2   AP1, Strafe   -   +4
M240 G                           7,62x51mm   HMG                   30"   3D   1D+3   AP1, Strafe, Ready, 2 man   M-1   +5
                        
Bow/Crossbow (Compound)   -   projektile Weapon   12"   1D   1D+1   AP2, Ready   -                     +1
                        
Handgranate   -   Grenade             6"   1D   1D+5   Ready, AP2, Dangerous, Template                +2
RPG/LAW           -   Rocketlauncher   20"   1D   1D+5   Ready**, AP2, Abweichung, Template M-2 +8
               
Armour                        
Typ                    Movement   Con-Bonus      BP         
light Bodyarmour      -1               +1             +1         
heavy Bodyarmour   -2               +2                  +2         
                        
Shield                        
Typ          Movement        Special               BP         
Riot Shield                       Parry              +1         
Ballistic Shield   -2        Cover Save 4+/5+***   +2

I know, not the best way to post it but I still have a excel document.

Itīs still working with some little modifikation to the game. We use Dexterity increases to balance the weapons as follows:

Dexterity +/- 0 shoting at Targets up to 10"
Dexterity +/- 0 shoting at Targets over 10" with  Weapons that have the Special "Ready"
Dexterity +1  shoting at Targets over 10" (all weapons without the special Ready)
Dexterity +2 shoting at Targets over 10" and more than one attack dice per Action

The Weapons with the special "Ready" in the list use rounds with better balistic properties so itīs easyer to hit even over long distance. When you use more than one attack dice the weapon have an recoil that make it difficult to handle at long distance so the Dex increase by two.

with this modification in the base Range from 10" all match with the Strange Aeons rules, at distances over 10" itīs harder to hit but even a chance to soften up some targets :)

Without this modificationīs firearms are to strong against the Lurkers.
« Last Edit: April 21, 2010, 06:50:52 PM by Wasp »

Offline Breten

  • Librarian
  • Posts: 138
    • Calgary Gaming Forum
Re: First test and Cie
« Reply #5 on: April 21, 2010, 10:06:59 PM »
Those look pretty solid.  I'll have to bring a copy into th garage next time I actually manage to get over there to play games.

Offline Silverpaint68

  • Student
  • Posts: 13
    • Atelier du Mercenaire
Re: First test and Cie
« Reply #6 on: April 22, 2010, 02:25:47 PM »
@ Wasp : why don't you made a PDF file with your list and give the link in your post ? It could be fine ;)

Thank you for this, i'll try it soon and give you feedback (with my old necromunda gamers, who like it certainly ;) )


 

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