Lead Adventure Forum
Miniatures Adventure => Other Adventures => Topic started by: Rich J on 14 November 2011, 08:50:58 PM
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Used a few of my favourite rule sets (including the great Eureka swashbuckling And all for One) to come up with a free flowing set of shoot out rules modern style!
Small space, only a few figures and of course free...
http://surfshackgames.blogspot.com/
for details on how to get it :)
Rich
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Message sent! My China Town minis have been waiting for a chance to get out!
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Message sent.
Thanks for sharing your efforts, and "And for One All" is an EXCELLENT, simple, elegant ruleset, well worth a look (link in the Rich J first post, go to the page and scroll down a little).
I'm sure your adaptation will be a lot of fun too.
Best wishes.
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It is :)
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Thanks. I already sent an email to test your rules.
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To those rather large number of people who asked for them ... thanks.
Also noticed the 'exploding 6' mechanic explanation didn't appear:
Any six after the first adds one to the total - so three sixes would give an 8 etc.
Fixed it in the pdf now as well as typos and added a few explanations (nothing major) as well as fixing the cheesey free move technique that some players are trying where to get round having to dice pool roll when a character changes direction in movement they move, leave the character and free stunt another and then start again with the first moving off in what would have been another direction for free (probably never occured to most people but is now fixed anyway).
So if anyone really wants a fixed up copy mail me :)
Rich
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Hei,
reading right now through the rules but wouldn't mind to get the fixed version too ;)
Should I send you an extra mail again?
Will run some test games on friday and let you know after that
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Send an email
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Will do ;)
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got no response at all! :o
did I miss something?
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Try again and in the morning I'll check my spam folder.
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I just read the rules twice....I was a bit lost the first time. So I read One for All rules and found the game example on Eureka website and it was really clear the second time I read your D&S rules ;D
I have a question though : if player A shoots at player B but player B gets a better result on his dice roll does he hit player A ? Can the defending player hit the attacking player ? (like the duel in One for All)
Suggestions for the scenarios: you don't give any information about the factions. How many actors per side, which Movement Rating,...I think you could add something like : each player has 20 points of MR (an example) to create his faction (it could be 10 guys with 2MR, or 5 with 4MR, or any mix,...).
Experience : you could create campaigns and each actor would be able to gain +1 MR if he survived (up to a maximum of 4 MR...a heroe). He could win MR for each kill, or because he won the game,....If the MR points are not used to enhance an existing actor they could be saved to buy another one. Example : I get 2 MR so I can enhance 2 surviving actors (a maximum of +1 for each actor) or buy a new actor with a 2MR value.
The losing player should win MR to replace the dead actors......
What do you think ?
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Hi
I will have an example on the blog soon.
In a gun duel/fire-fight they are both firing and can both be affected by hits or out of ammo etc.
I have a campaign advancement idea in testing and will try your ideas out as well, thanks :)
Rich
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Hi Rich,
Great news. I'll test the game ASAP. Let me know if you need some help and/or fresh ideas.
I might use the game with specific factions in John Woo movies style but I am considering using the rules to play Sucker Punch movie campaigns. I already received the Reaper miniatures and they rock :)
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Hi Rich,
Great news. I'll test the game ASAP. Let me know if you need some help and/or fresh ideas.
I might use the game with specific factions in John Woo movies style but I am considering using the rules to play Sucker Punch movie campaigns. I already received the Reaper miniatures and they rock :)
Would be great if you share your ideas with us all ;)
Was also little confused during the first "read through", but played some AOFA before, so no big prob.
Will game today the first DAS games :)
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Tobias, let us know how it was.
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Sure :)
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The game how it should look :
http://www.youtube.com/watch?v=jAtxZHuJNW4 (http://www.youtube.com/watch?v=jAtxZHuJNW4)
I am looking forward to playing my first game.
SUBTITLES FOR ENGLISH VIEWERS:Bang! Bang! Bang!Tgggggggggg!Pkow!Chk ChkBang!Bang!Blammo!Bang!Bang!Bang!Bang!.
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That's exactly it :)
All the way I was thinking, stunt, stunt oops mishap, stunt ...
That's how the destroying terrain stunt should look :)
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Now, to come up with stats for Dirty Harry, police shootists, and other Clint Eastwood Western characters and opponents, like Angel Eyes, and Tuco.
Of course, his .44 Magnum, "...which will blow someone's head clean off..." will negate a lot of cover, save for engine blocks (but will penetrate them to cause the vehicle to stall), thick stone walls, heavy bank safes, etc. Trying to hide under/behind a wooden desk, table, or interior wall of a building is just a waste of effort.
For Clint shooting at people, I'm thinking:
Option 1 - use 4D6 per the standard rules (give him 5 wounds though)
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1st Hit - weapon shot out of opponent's hand, or hat off head (Clint's choice)
2nd Hit - 3 wounds to opponent (option - 2 wounds) (swap for 1st Hit, if desired)
3rd Hit - 2 wounds to opponent
4th Hit - opponent's lucky day, he just has to dive for cover
5th Hit - 1 wound to opponent (option - 2 wounds)
Option 2 - use 5D6 for shooting (4D6 for melees of many characters? 5D6 for the "Preacher" character, who's very good with his hands and improvised weapons, e.g. 2 x 4's, etc. He gets 5 wounds)
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1st Hit - 1 wound to opponent (can swap with 2nd Hit below, if desired)
2nd Hit - weapon shot out of opponent's hand, or hat shot off head (Clint's choice)
3rd Hit - 2 wounds to opponent
4th Hit - opponent(s) dive for cover
5th Hit - 2 wounds to opponent
When he fires, he can also allocate hits to characters he is up against, as desired, e.g. all vs. one, any number of wounds vs. several opponents, etc. Also, for Option 1, he has the choice of transposing Hits 1 and 2, so can either be a show off, or can cause 3 wounds to his first opponent with the first hit, if desired, since he is such a great shot (he can nick someone's ear too, if desired - all of these fancy shots cause his opponent(s) to lose 1 die during the next round of opposed combat, or when they attempt to fire at him later).
Opponents going up against him have to state what their "Actor Ratings" are, when requested, and before the shooting starts, since he always seemed to size up and shoot the more deadly opponents first.
Clint needs to declare an intent to scare his opponents with his first shot, or to wound them, before rolling the dice.
Obviously, when going up against Clint, you'll be needing a whole posse of mean hombres.
When being fired at by his opponents, use the following chart:
1st Hit - ignore this, since Clint doesn't flinch
2nd Hit - Reroll a D6: causes him to dive for cover on 1 - 4; drops weapon on 5 or 6
3rd Hit - causes one wound
4th Hit - causes one wound
Suggestions for Angel Eyes, and Police Shootists (pistol marksmen), use 4D6 when firing, and 4 wounds:
Use Option 2 above, when shooting, which is less lethal than Clint's abilities. When Angel Eyes is being fired at, use Clint's defensive chart above.
For Police Shootists, when fired at, use the standard wounds/reactions chart.
For Tuco, use 4D6 when firing, and 4 wounds:
Use Option 2 above, when shooting. Use the standard wounds/reactions chart when being fired at, since he is a bit less steady when under fire.
Not sure how to stat out the points, since the Wounding Charts above are quite a bit different, as is the To Be Wounded Chart (normally number of wounds, plus one point for each weapon), but the values below are probably a decent start.
For a rough guess, I'd say 3x standard points for characters using Option 1, and 2x for Option 2 when shooting. Then probably 2x when being fired upon, if using the above Wounds Chart when being fired on by others. Use 1x for the points times the above (when shooting), if using the standard Wounds Chart when the character is hit.
As you can see, skilled shootists can be rather expensive pointswise, but may be worth it due to their much greater abilities.
I'd be interested in your feedback on the above, as well as any other special characters, stats, special rules, allies, and enemies too, for these film genres, if you come up with some and care to share them.
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Don't forget an actor has to build up the number of dice he shoots with.
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I had my fist game tonight and it was really great : a fast and easy game using prohibition era miniatures armed with pistols, thomsons and pistols so we could test the different weapons. It's fast and deadly :)
I had an idea for vehicles : use the pool of dice of the driver to determine the distance, ie 1 die= move that distance in inches. 2 dice = add the result and move that distance in inches, and so on...so you are not tempted to cross the map if there is no obstacle. The other option would ne to keep the highest die to determine the distance.
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Hi
We tend to play on small cramped boards where vehicles have to make lots of little turns before being able to speed off for larger more open spaces your pool total idea would work as it would model the car speeding up.
Glad it went well :)