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Author Topic: Sci Fi Big group participation games rulesets.  (Read 2038 times)

Offline Battle Brush Sigur

  • Mastermind
  • Posts: 1537
  • Brush-for-Hire
Re: Sci Fi Big group participation games rulesets.
« Reply #15 on: July 15, 2022, 10:27:43 PM »
Aye my call would have been Chain Reaction (available for free from Two Hour Wargames) and/or All Things Zombies, because that's the go-to place for coop games, right?

I'll have to second Akula's Rules though. Here's my review and game report, including a link to the rules way in the end: https://www.tabletopstories.net/language/en/2020/10/arse-introduction-and-review/

I enjoyed the rules, and they can (and frankly have to be) toyed with a bit to make them fit your requirements.

Speaking of Zombie games, Last Days also works with a co-op variant, but to be honest, it's a really simplistic rules set which requires (so I believe) surprising amounts of house rules.


When it comes to cooperative games, one of my tip top favourites has got to be Sellswords and Spellslingers by Ganesha Games. It takes a bit of tinkering to turn it into a sci-fi affair, but once you got that done (which shouldn't be too hard to do) you got a great participation game.

Offline Mako

  • Mad Scientist
  • Posts: 779
Re: Sci Fi Big group participation games rulesets.
« Reply #16 on: July 16, 2022, 02:55:35 AM »
Yea, D10 Fubar means that the poorer troops can activate and fire more frequently.

With the D6, the troops can activate/fire as follows:

Elites on a 5 or less (or 2+ if you prefer rolling high on your dice for success)
Veteran on a 4 or less (or 3+ as above)
Seasoned on a 3 or less (or 4+)
Experienced on a 2 or less (or 5+)
Green/Militia on a die roll of 1 only on 1D6 (or on a 6)

I and some others feel that poor troops can activate and fire too infrequently with the D6 system.

With the D10, you have a bit more separtion, can differentiate between trained but green troops and militia, and the poorer troops activate more frequently that on the D6 percentage-wise, but yet still considerably worse that better troops (this latter point is especially true when you consider multiple activations and firing attempts over time, where the better troops really begin to shine, and poor troops do not.:

Elites activate on a 9 or less on 1D10 (90% of the time)
Veteran activate/fire on an 8 or less (80% of the time)
Seasoned on a 7 or less (70% of the time)
Experienced on a 6 or less (60% of the time)
Trained but Green Troops on a 5 or less (still, 50% of the time, instead of 16.7% of the time)
Militia on a 4 or less (still, 40% of the time, instead of 16.7% using the D6 system)

As above, you can also roll high for successes if you prefer, by just inversing the die roll results instead, e.g.
Elites activate on a 2+ on 1D10 (90% of the time), and Veterans on a 3+ on 1D10 (80% of the time), etc..

Offline 6milPhil

  • Galactic Brain
  • Posts: 4789
    • Slug Industries
Re: Sci Fi Big group participation games rulesets.
« Reply #17 on: July 16, 2022, 01:12:36 PM »
Yea, D10 Fubar means that the poorer troops can activate and fire more frequently...

I and some others feel that poor troops can activate and fire too infrequently with the D6 system.


I agree, have had games bogging down because the cannon fodder in front is just sitting there...

 

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