Evening all, I'm after a game recommendation, if you don't mind.
Like many of you, I'm sure, I've got a bunch of rulesets in the works, mostly with the intention of creating something I like or filling a particular niche I want to play. I'd say my rules have a distinct Matakishi flavour, in that they are designed to recreate one setting or support one genre very well (I can't make the claim they are in any way comparable to the quality and playability of Matakishi's rules, however).
My Resident Evil rules do this; they simulate (in my mind, at least) the feel of the newer RE games, small groups of skilled mercs and soldiers surviving a T-Virus outbreak, fighting hordes of zombies and mutating enemies, scavenging ammo and resources. It doesn't do anything else particularly well; it's clearly a RE game and it's good at that.
One ruleset I've neglected for a while is a VSF Mars game at a scale larger than skirmish but smaller than full on mass combat, probably around 50 figures a side, max.
It has powerful heroes that can stand up to a squad of enemy grunts and come out the victor, infantry, cavalry, war machines, giant beasts, elite and unique units. Most squads are loose groups of 3-10 figures. There are psychic powers, magic, orders issued by barking sergeants and volley fire for the redcoats.
I really like the flavour of the genre and the fluff I've assembled around the setting, loose though it is, and most of it cribbed from the manufactures of the miniatures themselves. Mindless
Radon Zombies shuffle to war at the command of the
She Valkyrii of Helene while the
Galactic Rangers, lead by
Dash Daring, protect Mars from the merciless hordes of the sub zero, cephalopodic
Uranians.
One of the key mechanics is the use of many different dice types; the stronger the character, the higher their dice type. The John Carter pastiche rolls a D12 in combat while your average redcoat rolls a D4. Obviously the average rank and file plinker should have Buckley's chance of besting the Warlord of Mars. As a group though, a half dozen Tommys have better odds or surviving.
Shooting is handled with dice from DUST Tactics; a crosshairs is a hit, a blank a miss and more accurate or faster firing miniatures roll more dice, improving their chances to hit (two out of six faces of the D6 show a crosshair, giving each die a 1-in-3 chance to hit).
The reason I've neglected the game so long is the last few times I tried to playtest it, the whole thing fell apart. It just didn't work. Individual parts function on their own, such as the magic system (which I'm quite happy with, very risk vs. reward), but as a complete game it couldn't hold up. I was aiming for the granularity of a skirmish game, replete with individual special rules, but the squad dynamics of something larger.
I'm asking you knowledgeable lot if you know of a game that does all of the above that I could shoehorn this into? A game where small squads and individuals can rival each other, where there is space for magic and psychic power and morale. Where squads can make actions together and lose individual miniatures when taking damage.
I look at my list of requirements and the first thing that comes to mind is some early version of 40k, and it'd be what I'm most familiar with and it's probably what I'll default to if nothing more suitable arises.
My goal is to finish and play this game, not to sell a ruleset. I'm not looking to crib anyone's work, I'm trying to find a system I can tweak in my garage (I've already bought most of the minis, it's too late to back out now!).
Thanks in advance for your recommendations and a special thanks if you read all the way to the end.