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Author Topic: Return of Prometheus Rules + factions rules  (Read 3099 times)

Offline Mad-eddy13

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Return of Prometheus Rules + factions rules
« on: February 11, 2013, 09:54:39 PM »
Return of Prometheus

“It has been said that advanced technology is indistinguishable from magic, that divine power may be unlocked through science. This is the dawn of a new era, the next stage of human evolution. As the Titan Prometheus remade man to survive the trials of the world so now we too are remade, not though magic but technology.”
John Adams, CEO of Phoenix Nanotech, 2023

Quick Rules (just the basics)

These are rules for a 28mm table top wargame concept I have been pecking away at for awhile. The game is set in a near future world in the grips of a massive conflict, it is Earth but not quite. The two groups are the massive socialist Alliance (red star) and the democratic forces of the Coalition (white star) both sides have several units and loads of weapons, but for now we’ll focus on the most basic.

Armies are assembled by a point system so a trooper might be 5 points but a mech could break 100.

For the Alliance we give you the humble Trooper, with no body armor and a semiautomatic rifle these guys are not much of a threat, but there are a lot of them.

And for the Coalition there are Commandos, these dudes pack on the armor with high tech “Dragon Scale” plates. They also have better weapons – sub-machineguns.

So now lets see how they stack up against each other

Trooper******* Armor:0 Weapon Range:72inches Weapon Accuracy:0 Weapon Penetration:1 
Commando***Armor:2 Weapon Range:48inches Weapon Accuracy:0 Weapon Penetration:0

Movement:
Since both of these units are infantry they can move 6 inches per turn, if one of the units wants to move more than he can give up his attacks for the turn and move another 6inches.

Attacks:
Every weapon grants the unit using it several attacks, each of these can engage a separate target of focus on a single target.
To attack select the unit you will be attacking with and the enemy you want to attack.
Role a six sided die,
if you roll a 5 or 6 your unit missed or the round bounced of its armor (no effect)
if you roll a 3 or 4 then you wounded the enemy (cannot both move and attack unless with 6 inches of a medic)
if you roll 1 or 2 then your unit has killed (or really badly hurt) the enemy unit (remove enemy unit from play)

You will also see a “Weapon Accuracy” (WC) and Weapon Penetration” (WP) stat
After rolling to attack subtract the value of the WC from your role
Now if the unit is wearing armor add the value of the armor to the roll
Finally subtract the WP from the roll     

Now, each weapon has several special abilities.

The Trooper uses the Callahan Rifle, its big, loud and very powerful.
Basic Stats:
Weapon Range:72inches Weapon Accuracy:0 Weapon Penetration:1 Attacks:3, After Moving:1 

Special Rules:
Dum-Dum (reroll one role that causes wounds per attack)   

The Commando uses the MPC2037, small with a very unique report and high rate of fire.
Weapon Range:48inches Weapon Accuracy:0 Weapon Penetration:0 Attacks:4, After Moving:4 

Special Rules:
Lightweight (no penalty for moving and attacking in the same turn)
Optics (reroll one role that misses per attack)     

And there you have it, the thought out and reworked rules in a easier to understand format, would love feedback, thanks for bearing with me. 
« Last Edit: February 28, 2013, 10:55:22 PM by Mad-eddy13 »

Offline Mad-eddy13

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Re: Return of Prometheus Rules + first faction
« Reply #1 on: February 27, 2013, 03:04:00 AM »
reworking in progress
« Last Edit: February 28, 2013, 10:44:27 PM by Mad-eddy13 »

Offline Mad-eddy13

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  • Posts: 36
Re: Return of Prometheus Rules + first faction
« Reply #2 on: February 27, 2013, 08:02:34 PM »
reworking in progress
« Last Edit: February 28, 2013, 10:44:02 PM by Mad-eddy13 »

Offline Elbows

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Re: Return of Prometheus Rules + factions rules
« Reply #3 on: February 27, 2013, 11:15:12 PM »
While most of this really means nothing to me (I don't really understand the mechanics or background etc.)...shotguns should not have ANY armour penetration bonus. 
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Offline Mad-eddy13

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Re: Return of Prometheus Rules + factions rules
« Reply #4 on: February 28, 2013, 02:37:59 AM »
While most of this really means nothing to me (I don't really understand the mechanics or background etc.)...shotguns should not have ANY armour penetration bonus. 

Shotguns are fairly unique in that though they seldom have the power to punch though body armor they will literally pulverize the body underneath it, in several cases forcing the armor into the victims body. And then you get specialist ammo, like Fragmentation, Flechette, Pitbull, Dragons Breath, Slugs and my favorite, Discarding Sabot. All of these will puch through armor, except the Dragons Breath (also known as Incendiary). For game purposes they're probably firing Pitbull (one slug + 6-12 pellets) as a kill it all solution.

I also want to incorporate a means to simulate the "Sweeping" motion that is used with automatic weapons in the game, I was kind of thinking about using a directional die to get an idea to how well the soldier handles the weapon's recoil...                   

Offline Mad-eddy13

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  • Posts: 36
Re: Return of Prometheus Rules + factions rules
« Reply #5 on: February 28, 2013, 04:30:58 AM »
reworking in progress
« Last Edit: February 28, 2013, 10:39:28 PM by Mad-eddy13 »

Offline Elbows

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  • Posts: 9451
Re: Return of Prometheus Rules + factions rules
« Reply #6 on: February 28, 2013, 04:40:39 AM »
I hate to disagree...but I've spent my fair amount of time behind shotguns.  They do not penetrate armour.  On top of that, a high power slug can break some ribs or bone, but it will not "pulverize" the body beneath the armour.  The other rounds you mentioned are gimmicks.

Now if you're making up your own super-techno shotguns, that's all good - but as a firearms enthusiast, if I read a rules set which included +2 penetration for shotguns, it immediately tells me that the game is wildly detached from reality.

Shotgun slugs are effectively musket-balls...and travel significantly slower than any rifle rounds.  You could use a "knockdown" or "shock" rule if you wanted, but I think pretending they penetrate armour better is a poor choice.  Buckshot would be all but useless against anyone wearing the armour like you're showing.  Good against fleshy bits, but that's about it.


Offline Mad-eddy13

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  • Posts: 36
Re: Return of Prometheus Rules + factions rules
« Reply #7 on: February 28, 2013, 11:03:55 PM »
I hate to disagree...but I've spent my fair amount of time behind shotguns.  They do not penetrate armour.  On top of that, a high power slug can break some ribs or bone, but it will not "pulverize" the body beneath the armour.  The other rounds you mentioned are gimmicks.

Now if you're making up your own super-techno shotguns, that's all good - but as a firearms enthusiast, if I read a rules set which included +2 penetration for shotguns, it immediately tells me that the game is wildly detached from reality.

Shotgun slugs are effectively musket-balls...and travel significantly slower than any rifle rounds.  You could use a "knockdown" or "shock" rule if you wanted, but I think pretending they penetrate armour better is a poor choice.  Buckshot would be all but useless against anyone wearing the armour like you're showing.  Good against fleshy bits, but that's about it.




Maybe an "Accuracy" bonus for Buckshot/Pitbull?
While Sabot and slugs get a bit of a Penetration bonus, and maybe a template for Frags?   

Offline Elbows

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  • Posts: 9451
Re: Return of Prometheus Rules + factions rules
« Reply #8 on: February 28, 2013, 11:48:23 PM »
Yeah, if you're basing your space shotguns on current designs (ideas)...I'd suggest a "to hit" bonus.  Allow the slug to shoot further.  Just give them two options for ammunition.


 

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