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Author Topic: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha  (Read 2013 times)

Offline crikeymiles

  • Bookworm
  • Posts: 55
    • Gaslands.com
Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« on: January 22, 2016, 02:11:03 PM »
Hello!

I've just finished the first draft of a fast-play, rules-light, sci-fi wargame with a hand-of-cards based activation system.  I wrote it to fight satisfyingly big battles with my large 28mm "GW bugs" collection in under 90mins, but it should work just as well with 15mm or 10mm.

Bug-Planet.pdf

I would LOVE people's initial thoughts on reading it.

Cheers!
Mike
Gaslands - Post-Apocalyptic Vehicular Mayhem, to be published by Osprey.

Offline YPU

  • Galactic Brain
  • Posts: 4255
  • In glorious 3D!
Re: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« Reply #1 on: January 22, 2016, 08:53:11 PM »
Looks fun and quick, I will give this a better look when my current deadlines are past and done with.
3d designer, sculptor and printer, at your service!



3d files! (here)

Offline The_Beast

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  • As my grandchildren see me...
Re: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« Reply #2 on: January 22, 2016, 11:20:41 PM »
May a unit be activated multiple times in an 'Activation' phase of a turn?

Riders has me flummoxed. Uses the Suit Bonus? Still not getting it.

Dense-R-Us, of course.  :?

Doug




Offline crikeymiles

  • Bookworm
  • Posts: 55
    • Gaslands.com
Re: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« Reply #3 on: January 23, 2016, 08:14:40 AM »
> May a unit be activated multiple times in an 'Activation' phase of a turn?

Yes. If you want to use multiple cards to "rambo" a unit, you can.

Initial playtesting may suggest that this need to be toned down, either by limited the maximum activations by making it harder each time, or by limiting the scope of the turn to a certain number of cards (fewer than the 52 activation current available). I'm imagining that eventually someone will play a joker to cycle their good cards back into their draw deck long before the 52nd activation, particularly as many cards (maybe 3 out of four) will be used as riders.

> Riders has me flummoxed. Uses the Suit Bonus? Still not getting it.

Yes, rules definitely need an example.  Let's say you have a unit of marines, that need a 4+ to activate. In your hand you currently have a 8 of spades, a 4 of hearts and a 2 of diamonds. You can choose to play the 8 of spades to activate the marines, which will give them a move and 8 attack dice. The spade suit gives them the option of digging in, which (let's say) you don't want here. You can simultaneously play the 2 of diamonds as a "rider" alongside your 8. The value, 2, is ignored, but the suit, diamonds, is added to the activation card. You have now effectively played an "8 of both spaces AND diamonds". The diamonds suit give you +1 to hit, so now your marines are hitting a little harder.

You can add up to three "riders" in this way, and the effects of multiple duplicate suits stack.


Offline freewargamesrules

  • Librarian
  • Posts: 105
Re: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« Reply #4 on: January 23, 2016, 10:38:31 AM »
I presume face cards all add ten dice, or is it 11 dice for Jacks, 12 dice for Queens and 13 dice for Kings. It's not made clear in the rules.

Offline The_Beast

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Re: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« Reply #5 on: January 23, 2016, 08:17:01 PM »
Thanks, MUCH clearer!

We may assume a Rambo will find himself bereft of friends at the worst possible time, unless tests prove otherwise.  ;)

Doug

Offline crikeymiles

  • Bookworm
  • Posts: 55
    • Gaslands.com
Re: Bug Planet - Fast Play Epic Sci-Fi Rules - Alpha
« Reply #6 on: January 23, 2016, 09:05:26 PM »
I presume face cards all add ten dice, or is it 11 dice for Jacks, 12 dice for Queens and 13 dice for Kings. It's not made clear in the rules.

Whoops!  Yes, they count as 10.  I also didn't say that Aces count as 1!

I've updated the linked file above, and included the clarifications from above too.

Cheers lads!

 

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