A little something I am working on

runequester

Vassal
Figured this might be of interest to you lot. I am working on a set of scifi wargame rules that will play in the style of Necromunda/Laserburn/a bit of the Rogue Trader warband experience. Think Traveller and Firefly in flavour.

Essentially the player has a band of adventurers and will get into various encounters and gun battles with the locals, while trying to find loot and earn a few bucks. Characters will carry over from mission to mission, missions and enemies will largely be randomly generated and the whole thing will run in a very narrative manner.
Players with piles of old Rogue Trader, Confrontation and Necromunda figures should find it pretty easy to populate their gaming tables.

The system is one I created (same I used for my WW2 skirmish rules) and plays wicked fast. Last night, me and a friend ran through two games in maybe 2 hours, including setting up terrain and doing all the campaign steps for random events, experience and so forth.


It'll be a while yet before it's ready but I'd figure it's about 33% done at this rate. Just wanted to give you guys a heads up :)
 
Will it involve vehicles too? The old Traveler game was really bad on vehicles. Laserburn was not, if memory serves correct, exactly replete with them. But Firefly had it's share of vehicles.
 
The scale is pretty much 5-8 guys, so putting in vehicles is hard, as they will end up dominating things. I'd love to have at least some bikes and the likes.

Robots are definitely in though, as are escape vehicles for heists and whatnot.
 
I'll try to supress the realist in my screaming "pipedream!" (knowing others as I know myself and all that) and instead say "colour me intrigued!". :) It's exactly what I'm looking for so I hope it comes to fruition. Let me know if you need someone to assist with play testing in an early stage.

Two things to consider:
- Open ended but hassle free profile creation system
- Granularity

Take a look at games such as Song of Blades and Heroes or Pulp Alley. You create your warband from scratch and decide yourself if they're kobolds or robots or what not. You're not tied to predefined stat lines and can as a result use any miniature in your collection with very little effort.

However, SBH in particular suffers from a lack of granularity. The steps between tiers are large. You can't increase a model "just a little". It shows in the progression and campagin rules. Biggest problem is how only D6 are used.
 
It's a bit weird, because there's no profiles as such. Anything that differs from the baseline human is essentially a special ability or skill.

The character creation is pretty open ended but it's geared towards a "travelling star ship crew" approach. The game is very integrated into the campaign style of play where you keep the same characters, they gain experience and so forth.
 
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