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Author Topic: SD Gundam Offline  (Read 9230 times)

Offline Modhail

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Re: SD Gundam Offline
« Reply #15 on: May 30, 2014, 02:14:08 PM »
Great idea, and fun looking game!
Such a shame about the unbalanced model ranges...

Offline Jaeger

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  • Posts: 438
Re: SD Gundam Offline
« Reply #16 on: May 30, 2014, 05:44:26 PM »
Fortunately the Danish customs system "helps me out".

There's a maximum of about 15 US dollars before you pay an enormous fee. Not for Toll or VAT mind you, but an extra fee for Danish Post collecting these small amounts (outside EU only and I get mine mostly from China/Hong Kong).

Therefore I seldomly buy more than 1 at a time. I think they cost me about 5-6 US dollars each with freight included.

So I usually pick and choose from the ones I like and try to get a good mix of Federation and Zeon forces (and the other factions you encounter later on).

Mind you. The game will be constructed, so you can mix your force in any way you want, regardless of time era and faction. This does mean that the 5th generation Gundams such as the Qan (T) will be a real beast and take the coordinated assault of many lesser mobile suit to strike Down.

Should one wish to play "historical" forces, one can always choose to do so.
Too many projects... not enough time...

Offline Jaeger

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  • Posts: 438
Re: SD Gundam Offline
« Reply #17 on: June 06, 2014, 10:53:48 AM »
More on rules:

Game Round:

Start Phase
- Priority Roll

Movement Phase
- Models move in ascending order of pilot skill

Action Phase
- Place Action Counter face Down and reveal when all have been placed (replaces the fog of war element from the movement phase when compared to X-Wing).

Combat Phase
- Models attack in decending order of pilot skill

End Phase
- Remove action tokens
- Each model recover from stun. Remove D3 Stun results if any. Remaining Stun results carry over to next game round.


More on Actions og skills:

Each Mobile Suit has 3-4 "skills", which can be split in the following categories:

Action (A), Damage dependant (D) og Natural (N)

Action Skills are used in the action phase. Damage Dependant skills are activated when the mobile suit loses hull points and keep working until the Mobile Suit is destroyed. Natural are skils that Work all the time.

Examples of Action Skills:

Attack Up: +1 A (Attack)
Defense Up: +1 D (Defense)
Reload Up: +2 P (piloting)
Mobility Up: Make an additional move of 1MP

Examples of Damage Dependant skills:
NewType Awakening: +1 MP
The Red Comet: +1 P, +1 MP
Neo Zeon Fighting Spirit: +1 P, +1 A, +1 MP

Examples of Natural Skills:

Veteran Infighter: +1 D vs. Long Range Attacks
Veteran Ranger: +1 D vs. Close Range Attacks

In addition there will be a few generic skills that all Mobile suits can choose to use:

Target Lock: Re-roll 1 Attack Dice
Evade: Re-roll 1 Defense Dice


I also just won an ebay auction on a Gundam Converge model (Gundam Ground Type). I might change my Next models to these in the future if I like them:


Offline Inso

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Re: SD Gundam Offline
« Reply #18 on: June 06, 2014, 05:37:26 PM »
I am loving this thread  :-*

Such great little models and paint work (simple but very effective).

I have a single SD Gundam, a little Zaku but I didn't fully assemble him (I just wanted to keep him simple):



Reading through this thread and seeing the pics is making it very hard not to be tempted by yet another project :)

Offline Jaeger

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  • Posts: 438
Re: SD Gundam Offline
« Reply #19 on: June 06, 2014, 06:01:46 PM »
Inso: How on earth you can have such an enormous, lovely painted Collection of Sci-fi miniatures and never game is beyond me.  ;)

Very, very cool Zaku.
« Last Edit: June 07, 2014, 08:20:48 PM by Jaeger »

Offline Grimmnar

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Re: SD Gundam Offline
« Reply #20 on: June 06, 2014, 11:53:35 PM »
Inso: How on earth you can have such an enormous, lovly painted Collection of Sci-fi miniatures and never game is beyond me.  ;)

Very, very cool Zaku.
If he used time to game he wouldnt have all this time to collect, build, convert and paint.

Grimm

Offline Jaeger

  • Scientist
  • Posts: 438
Re: SD Gundam Offline
« Reply #21 on: June 07, 2014, 09:58:27 AM »
True. Quite true.  :)

A Little more on the rules:

Critical Hits

6 Direct Hit: -1 Additional Hull Point
5 Damaged Sensors: Cannot perform Actions
4 Structural Damage: -1 D
3 Weapon Damage: -1 A
2 Pilot Injured: -1 P
1 Engine Damaged: -1 MP

Piloting skill:

Will range from 1 to 4. 4 Being the best.

Unlike X-wing I'll try an alternate system where you take turns moving/shooting mobile suits within the Piloting Skill step.

F.ex:

Player A has 2 Mobile Suits with PS 4 and player B has 1. It's the Shooting Phase, so highest PS shoots first (moves last in the movement phase).

Player B won the priority roll off in the start phase (also differs from X-Wing where Imperial has priority on a tie (pun not intended  ;) ).

So player B gets to shoot first with his Mobile Suit. Then Player A gets to shoot with both his PS 4 Mobile Suits before PS 3 Mobile Suits gets to shoot.

If player B had 2 PS 4 mobile suits it would be: Player B, Player A, Player B, Player A and then PS 3 step.

Hope it makes sense.

Offline Jaeger

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  • Posts: 438
Re: SD Gundam Offline
« Reply #22 on: June 18, 2014, 04:34:50 PM »
Cards ready for the Mobile Suits I've collected so far:






Offline Jaeger

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Re: SD Gundam Offline
« Reply #23 on: June 18, 2014, 04:54:42 PM »


Target Lock, Split Fire, Support, Evade

Offline YPU

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Re: SD Gundam Offline
« Reply #24 on: June 18, 2014, 05:37:54 PM »
Very nice, having shiny and good looking counters like these can really tie a game together.
3d designer, sculptor and printer, at your service!



3d files! (here)

Offline Jaeger

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  • Posts: 438
Re: SD Gundam Offline
« Reply #25 on: June 18, 2014, 07:43:00 PM »
I'm affraid I can't take much credit for them, as they are put together from various images from the net. But still. It makes the game much nicer as you say.

The full complement of Action Counters (so far):

« Last Edit: June 18, 2014, 08:31:09 PM by Jaeger »

Offline YPU

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Re: SD Gundam Offline
« Reply #26 on: June 18, 2014, 08:25:27 PM »
I'm affraid I can't take much credit for them, as the are put together from various images from the net. But still. It makes the game much nicer as you say.

Oh I know, but you managed to get a consistent styling going. And small but simple flourishes like the silhouettes really add something beyond stat cards with plain numbers and text.

Offline Jaeger

  • Scientist
  • Posts: 438
Re: SD Gundam Offline
« Reply #27 on: June 18, 2014, 08:42:18 PM »
Ah good. Just wanted to make sure, that people didn't think I was taking vredit for something that wasn't mine.

On the miniature side I'm pretty psyched by the NeXT release (No. 21 series):



I have all the stats ready for them, as they're in the SDGO game and the Card game that I use for reference.

Expecially the Ez-8, the Gouf and the Magella Attack tank will be very nice additions.

I'm still scouring ebay to find the special set with the Neue Ziel and Dendrobium, but havn't found any that I can afford atm.

Offline Ajsalium

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Re: SD Gundam Offline
« Reply #28 on: June 18, 2014, 09:12:52 PM »
I see those cards have icons for rock, paper and scissors.
I guess Spock and lizard will be in the advanced edition? lol

Very professional looking.
Blog updated Jan 21st
ROLE 'N' ROLL

Tell the truth, do what's right, and face the consequences. -Me.

Offline Jaeger

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  • Posts: 438
Re: SD Gundam Offline
« Reply #29 on: June 18, 2014, 09:21:15 PM »
He, he. Naaah.  :D

Actually the SDGO game is phasing the rock/scissors/paper system out, and in my game they only mean close, medium and long range. Thought it would look more cool than just C, M and L.

I do have plans for Wargear Cards where one Card allows a Mobile Suit to change Archtype (nasty surprice to find your disadvantaged long range opponent suddenly turn into a close range fighter).

And thanks. :)

 

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