Update on New wargame
Ever thought "gee im starting to get sick of future settings or sword and shield + magic setting games. even flames of war is WWII.
.
My solution for games worshop or anyone interested in helping me (with making it or info for units [eg. weapons, vehicle names and tank and vehicle weapon systems, armor etc]).
Modern warfare!!!
Armies:
USA:
Infantry: The US Marines with special units like Rangers, Delta force..
M4, M16, M249 SAW, etc.
Transports: Humvies, APCs etc..
Tanks: M1A1 Abram
Aircrafts : idk any cause im Australian. sorry guys...
Specialty: mainstream fighting/ Large scale warfare
(adverage fighting ability, well equipt but not organised exceptionally well)
Australia:
Infantry: Infantry Corps, with special Commandos (assualt) and SAS (speacial ops)
Steyr, Minimi (M249 SAW mod) SR98 (snipers)
Transports: Bushmaster IMVs, APCs, ASLAV,
Tanks: M1A1 Abram
Aircraft: F18, Blackhawk (heli), C-17 Globemaster III,
Specialty: Bushfighting/ urban warfare.
(eceptional targeting and workload for minimal troop numbers)
Britain:
i need info for this section plz......
Terrorists:
Infantry:
Civilians (pistols, uzis, rocks, metal poles [no amrour]) cheap points though.
Militia (AK-47s AK-74Us, Uzis, stolen weapons,basic armour) cheap
Gangers (AKs heavy weapons stolen weapons, stolen amrour)
RPG teams (may accompany anything. they have 2shot weapons (only fire twice ever, unless regroup at ammo docks) and have special rule. "Get lucky": have twice as likely chance to hit a vehicle.
Suiciders: (bomb strapped to chest) can detinate on command, or for extra cost u can have a bomb wired to detinate upon death, or at will. [when wounded roll a d6.. on a 4+ the bomb is hit and explodes]
vechiles:
Technicals (lowrider car with machine gun mounted in back) lowerst armour value posible for vehicles.
Rockers (technicals with an RPG cannon on the back (high ammo count)
Specialty: Mass firepower but very low accuracy. high moral in numbers (like orks from 40k) but also have luck when it comes to explosions. largest weapn spread possible. amy take any weapons from any army list. (for gangers only) may take american, australian, and UK weapons for militia also.
More armies to come, just basic idea for the moment
Rules:
Grenades: using the die with 2, 4 , 6, 8, 10, ! on it determines the distance on throw plus strength of thrower. on a ! the grenade is a dud.
for frags only:: if it lands on a hard surface (posible bouncing) roll 1 d3 and the scatter. for frags only
For grenade launcher fired frags u may reroll die to test distance after measureing where it would have landed. if u want to. (as launchers are more acurate than thrown)
RPG's require line of site and must use scatter dice to test if they acctually go in a straight line.
Weapons: assualt rifles have around 7 ammo. now ammo works like this:
u can only target 1 character, and u use ammo in this ratio 1ammo:1die
so using 5 ammo on the target gives u 5 chances to hit. but this can be wasteful.
SMG use same basic system but have around 10 ammo
LMG (light machine guns[carriable]
ammo is around 25.
(NEW) multi targetting for LMG's. if u wish to shoot at multiple targets and use more than say 10 rounds to kill 1 guy, use say 20 rounds and kill a few.
aim at a target say how many shots them point out several more targets, measure from the first to the second (in inches) [after saying how many shots are being fired], for each inch of distance 1 shot is lost (due to fireing at nothing cause the gun is moving) so if im firing 20 shots, and there is 4inches between the targets (2 targets) then target 1 gets hit with 8 then i lose 4 to the air then target 2 is hit with 8 (50% of wot could hit on each target) doing 3 targets and 4 targets is tricky but im sure u can work it out. its follows the same method.
attacking goes in this order.
Each single character fires independantly at a specific character. so u can snipe specific people out, and can kill off multiple squads at once.
fire/ to hit use same to hit system as warhamer 40k and fantasy. but replace BS with AR. (real people have better shooting than those games say)
Cover save: (defender gets a cover save if in cover)
%age showing save on
80% 5+
60% 4+
40% 3+
20% 2+
0% no target derrr
armour: amour takes a save to see if the bullet penetrated the armour.(FMJ and Armour piercing beats some amours)
!DEFENDER ROLLS TO TEST WOUNDING!
6 he is fighting fit but slightly injured slowing him and causeing him for reload longer if wounded again.
5 he is a casualty and must be moved to safety. may be healed by medic.
4 same as above but healing not possible. on a 1 he is dead.
3-1 he is dead. this causes distrest to friendlies (his squad only, and only those that can see him),
result table below occures.
roll 2d6.
1,1 Friend goes beserk, picks up his friends weapon (if possible) and fires auto with all weapons, at enermy target squad who killed his friend. causes the team to take another test.
(sargent calls for immediate evac for the body. if successful nearest transport vehicle capable of completeing this mission MUST immediatly pick up body and transport it out. leaving whatever mission it is doing for this task)
2,2 team must recover body b4 moving on to next destination. they want to make sure his body is buried. (sargent calls for evac for the body. evac is for body only. this is not a priority objective)
3,3 and 4,4 test for moral damage. if moral is lost test again and again until not lost (u could lose all your moral if your really unlucky, or you could lose 2 or 1 or none. its a chance thing).
5,5 team leaves him there for a evac chopper to pick up and is down on moral from now on. if a flee test is successful they must re roll to test for moral damage.
6,6 team is vengful and sargent comand the squad to fire auto for next round. (even if the number of tokens is not enough (the squad reloards just for this action) and does double penatration if targets are killers squad. killers squad will flee after shots are taken round.
These rules only apply to squads of soldiers (ie. terrorists dont go by these rules, but u can if u want to take the chance)
stats:
movement speed, (MS) Acurracy rating (AR) , Armour Value (AV), Wounds (W), Leadership (Ld), Moral (M) [when a members moral is below 5 a moral test must be taken every 2 turns].
(NEW) a persons moral drops if they r not withing 15inches (and line of sight[if a building is in the way but if the guy is just behind cover its fine]) of a rank of corperal or higher then his moral drops by 1 every 2 turns. (this does not effect sargents or corperals or higher) if a soldier is by himself for too long or without a radio he panics and maybe be more bad than good. as he must be evaced asap, but has no radio to determine location to do so.
if a radio is not present every turn u roll a die, on a 1 the character loses 1 moral. same rule apply for radio presence as the above, it needs to be within 15inches
weapons:
Armour piercing (AP), Scope(Scp), Range (R), Ammo (A), Cilps (Cp).
Some Basic Stats: for a small game. with 3 forces and 2 sides
USA: infantry:
MS AR AV W Ld M Cost
Sargent 5 4 5+ 3 8 8 8
Corperal 5 4 5+ 2 6 8 7
Private 5 3 5+ 1 5 8 6
Australia: infantry:
MS AR AV W Ld M Cost
Sargent 6 5 6+ 3 8 9 10
Corperal 6 4 6+ 2 7 9 9
Private 6 4 6+ 1 6 9 8
squad construction.
For basic test game:
USA: alpha squad:
Sgt Folley 9 SCAR (plus 1)
Cpl Dunn 7 m16
Cpl Smith 12 M249 SAW (plus 5)
Pvt Mercer 7 SCAR (plus 1)
PFC Cole 7 m16 (plus radio [needed to talk to command, without rdio squad loses 1 moral each round])
pvt Strohie 11 M249 SAW (plus 5)
pvt Matthews 6 m16
pvt Eversman 6 m16
pvt Warby 6 m16
=71 points total
Aus: Bravo Squad:
Sgt Fergusson 13 SR98 (plus 3)
Cpl Allen 12 SR98 (plus 3)
Cpl Fahey 9 Steyr
Pvt Berry 8 steyr
PFC Maxwell 9 steyr (plus radio)
pvt Strohfedlt 13 Minimi (plus 5)
pvt de Ryck 9 steyr (support Minimi gunner [plus 1])
= 73 points total
Guns: AP: Scp: R: A: Cp:
m16 - crosshair 24 6 6
M249 SAW 4 " " 20 25 4
SCAR 6 crosshair 24 6 6
Steyr - basic 28 6 6
Minimi 5 crosshair 22 25 4
SR 98 2 x12 zoom 72 3 6
Versus Terrorists:
Infantry:
MS AR AV W Ld M Cost
20 Civilians: 6 2 - 1 5 5 40 pistols (1each)
10 militia 5 3 6+ 2 7 8 39 4AKs 1RPG 5uzis
5 Gangers 4 4 4+ 2 8 8 50 2SCAR 1minimi 1RPG 1 SR98
RPG team 5 3(5) 6+ 2 7 8 15 3 RPGs
Guns: AP: Scp: R: A: Cp:
pistol - aimer 15 3 12
AK - crosshair 22 6 6
Uzi - aimer 15 10 8
RPG 1 N/A 30 1 2
Map/battle ground information (missions and terrain etc.)(NEW)
the battle field will need to contain lots of cover, like enough to hide a full miniature behind. if u get shot at you will die. soo my idea was, have buildings that people can move inside of, roadblocks, making it difficult for vehicles. (for a detailed idea i got, the movie BLACK HAWK DOWN, had a very good scenerio. and gave me an idea for a mission. USA is capture leaders. Terrorists mission is kill americans b4 they can leave. with new objectives appearing like black hawk crash requires security)
Objectives may arrise during the game and particular units may have an ability called possible objective. for example an officer wounded is a priority. a aircraft or helicopter crash is priority. each time this event occurs roll a d6, on 3+ it becomes a new objective. ie. DONT LET BAD THINGS HAPPEN!!!
The game ends wen one player has completed their starting mission and has cleaned up the objectives that arrose during the game. so the games can go for quite a while.
Other info for those who are interested.:
the models for this i think should be designed so that the guns are removable, ie. u can give them a different gun so u dont have to buy 50 new miniatures if u change your attack plan.
I need people to get some ideas for these places.
Russia, Germany, south america, africa, china, japan.
atm im testing rules with my imperial guard.
if u have any ideas for rules plz email them too me at thillidan@hotmail.com
with the emails name as "Modern Warfare ideas"
Thanks everyone.... cheers
-Thillidan
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