CGR version 1.4.2

Some members of the MiniWarGaming Community wanted to develop their own game; this is the official place to do that! Keep in mind that this is not related to MiniWarGaming's own project, Primal Horizon.
User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

CGR version 1.4.2

Post by Jaman » Mon Oct 25, 2010 10:39 am

Groundzero Earth Rules V1.4

Generic terms and principles.

Modification: In games of Groundzero D6 requirements can be modified, this can result in requirements of higher or lower of 1 or 6, in that case a basic principle needs to be established, a roll of a 1 always fails and if the requirement is higher than the result that can be attained then it is an automatic fail. The only case in which this principle is niot in effect is during Moral tests, discussed later.

Chosen at random: if something is chosen at random assign a D6 value to it, roll a D6 and that is what happens. For example if there were three outcomes (Option 1, Option 2 and Option 3) Option 1 would happen on a D6 roll of 1-2, Option 2 on a roll of 3-4 and Option 3 on a roll of 5-6

D6: this refers to a six sided dice, if there is a number in front of this notation, for example XD6, this refers to X number of six sided dice. If there is a number added or subtracted to a D6 in notation, for example D6+X then X is added to the D6 result.

Inch and Foot notations: Throughout these rules any number followed by ‘ , for example 2’, means that many feet, using the previous example 2’ means 2 feet. Any number followed by ”, for example 3”, means that many inches, using the previous example 3” means 3 inches.

Friend or Foe?: opposing units may not finish their moves within one inch of each other unless in CQC or charging into CQC.



Profiles


Infantry
All infantry units will have the following profile.

M – Movement value
A - Attacks
Ho – Hits on (Close Combat only)
Wo - Wounds on (Close Combat only)
Hp - Hit Points
I-Initiative
Mr - Moral
S – Armour Save
L - Luck

Movement Value: This is the basic movement value shown in inches

Attacks: The base number of attacks that the unit gets in close combat.

Hits on: The base value that a unit needs to equal or beat on a D6 to hit in combat, For example if a unit has a Ho value of 3 it would need a 3+ to hit in combat.

Wound on: The base value that a unit needs to equal or beat on a D6 to wound in combat, For example if a unit has a Wo value of 3 it would need a 3+ to wound in combat.

Hit Points: The would values of a unit usually more than 1

Initiative: the base initiative of a unit

Moral: the Base moral of a unit. The unit will need to score equal to or under this value on 2 D6 to pass a moral test. For example if a unit has a moral value of 8 then to pass a moral test they would need a value of 8 or less on 2D6

Armour Save: The base armour value of a unit. The unit will need to score equal to or over this value on a D6 to pass an armour save. For example if a unit has an armour save value of 4 then to pass an armour save the controlling player would need a value of 4 or more on a D6

Luck: Usually characters only, the controlling player may reroll a D6 for each point spent.


Vehicles
All vehicle units will have the following profile.

M – Movement value
Sp – Structure Points
Mr - Moral
Sv – Armour Save

Movement Value: This is the basic movement value shown in inches

Structure Points: When a vehicle fails an armour save it loses a structure point. The first time a structure point is lost the vehicle halves its movement value, the second point lost immobilises the vehicle and a weapon chosen at random is lost, the third point lost and destroys another randomly chosen weapon, and this continues until all structure points are lost, at that point the vehicle is destroyed and becomes Hard cover.

Moral: the Base moral of a unit. The unit will need to score equal to or under this value on 2 D6 to pass a moral test. For example if a unit has a moral value of 8 then to pass a moral test they would need a value of 8 or less on 2D6.

Armour save: The base armour value of a vehicle. The vehicle will need to score equal to or over this value on 2D6 to pass an armour save. For example if a vehicle has an armour save value of 4 then to pass an armour save the controlling player would need a value of 4 or more on a 2D6


Ranged weapons
All ranged weapons will have the following profile.

Er -Effective range
Ho – Hits on
Wo - Wounds on
S - Number of shots
Sm - Save modifier

Effective range: The maximum effective range of a weapon used in the shooting phase

Hits on: The base value that a weapon needs to equal or beat on a D6 to hit a target, For example if a weapon has a Ho value of 3 it would need a 3+ to hit a target.

Wound on: The base value that a weapon needs to equal or beat on a D6 to wound a target, for example if a weapon has a Wo value of 3 it would need a 3+ to wound a target.

Number of Shots: This is the base number of shots a weapon has.

Save modifier: This represents how good a weapon is at punching through armour, if a weapon has an Sm of 2 it adds 2 the save of the unit it is shooting at, for example if the previously mentioned weapon was shooting at a unit that had a 4+ save then any wounds caused by this weapon could only be saved on a 6+ (4+2=6). If it was shooting at a unit with a 5+ save then that unit would get no saves as 5+2=7 which is impossible on a D6.


Close combat weapons
All close combat weapons will have the following profile

Im – Initiative modifier
Sm - Save modifier

Initiative modifier: This represents how a weapon affects the speed in combat of its user, if a weapon has an Im of +2 it adds 2 to the initiative of the wielder as for some reason the weapon makes the user faster in combat. If the value is negative then it lowers the initiative by that value.

Save modifier: This represents how good a weapon is at punching through armour, if a weapon has an Sm of 2 it adds 2 the save of any model it causes wounds against in combat, for example if the previously mentioned weapon was used in combat against a unit that had a 4+ save then any wounds caused by this weapon could only be saved on a 6+ (4+2=6). If it was used in combat against a unit with a 5+ save then that unit would get no saves as 5+2=7 which is impossible on a D6.



Unit type’s and rules


Infantry

Any model that is not a vehicle of any kind is counted as infantry. Infantry can be sub divided into two categories, characters and units. Both follow the same simple rules and have the same profiles previously discussed but both have a few different rules.

Troops

Troops is the term that refers to a groups of models acting as a single entity, they must move in the same direction, shoot at the same target and assault the same target. The models are always from the same selection under an army list, for example an FPE squad.
Because Troops are made up of multiple models they have to be near each other, this is called coherency. To be in coherency all models in the unit must be within 3” of another model in the unit. If for any reason the Troop becomes out of coherency, then that unit may no longer shoot or assault or carry out any further voluntarily moves, though if already committed in assault they may continue to fight. They are only allowed to move in their next movement phase back into coherency.

Characters

A character is a single infantry model that is not part of a unit. Characters are chosen from their own entry under an army list.
A character may join a unit in the movement phase, they do this by moving so that by the end of their move they are within the 3” coherency range, if the unit has not moved that turn then they are no longer allowed to move, but for the purposes of shooting they count as having made a standard move.


Vehicles
Although rare in the post apocalyptic future some vehicles do exist and are very potent in combat. Like infantry vehicles can be split into two distinct types, softskinned and hardskinned.

Softskinned

Softskinned is the term that relates to vehicles that have little or no armour, as such any vehicle that has a 7+ or higher armour save count as being softskinned, as such they follow the normal rules.

Movement – Softskinned vehicles can use all movement types as discussed below.

Being shot at – Due to their nature of low or lack of armour plating soft skinned vehicles can be damaged by any weapon, If the weapon does not have the Anit-Vehicle rule then the weapon uses its standard Ho to hit but only damages the vehicle on a 5+ unless its Wo is higher, if the weapon has the Anti-Vehicle rule then it still uses its standard Ho but damages the vehicle on a 2+

Hardskinned

Hardskinned is the term that relates to a vehicle that is highly armoured, as such any vehicle that has an armour save of between 2+ and 6+ counts as being Hardskinned.

Movement – Hardskined vehicles cannot move at double pace due to their armour slowing them down

Being shot at – Hardskinned vehicles can only be damaged by weapons with the Anti-Vehicle rule. The weapon uses it still uses its standard Ho but always damages the vehicle on a 4+



Set up to the Game


The Battlefield

Games of Groundzero Earth are usually fought on a 4’ by 4’ gaming area. Before the game is set up terrain pieces must be set up. The number of Terrain pieces is equal to D6+4 pieces. The terrain is set up before deployment; the two players roll a D6, the player who scores the highest value chooses the first terrain piece and places it on the battlefield, then the other player places the second. This pattern follows until no terrain pieces remain. All terrain counts as cover.


Deployment
The two opposing forces set up on opposing board edges up to 12”. The player who rolled lower when setting up goes first during deployment. That player chooses a unit from their army and deploys it, then the other player deploys a unit, this continues until all units are deployed.

Mission type
There are two main types of mission in groundzero earth, All-out war and Objective

In all-out war missions players score Victory points using the following guide.
Enemy unit destroyed – The original points the unit was worth
Enemy unit falling back - Half the original points the unit was worth
Enemy unit under half strength but not falling back - Half the original points the unit was worth
Enemy unit under half strength and falling back – ¾ the original points the unit was worth
The player at the end of the game with the most victory points wins.

In objective missions a set number of objectives are set up after the terrain on the map as if they were terrain pieces. And objective is held if an friendly unit is within 2” of the objective and no opposing units are within 2” of the objective.

This is not to say however that these are the only missions that can be played with Groundzero Earth. Players can and are welcome to come up with their own missions, just make sure they a fair to all involved and remember the golden rule of gaming, Have Fun.



The Turn

A game is split into anywhere between 6 and 10 turns, each turn is split into the following phases, Initiative, Movement, Shooting, Charge and CQC.


Initiative phase.

At the beginning of each turn both players roll a D6, whoever scores higher goes first in all subsequent phases, one player makes all his actions then the other player makes his. So player 1 moves his units, player 2 moves his units, player 1 shoots, player 2 shoots, player 1 declares charges then player 2 Charges. The only phase not affected by the initiative phase is the CQC phase which will be discussed later.


Movement.

In the movement phase each unit can use 4 different styles of movement, ranging from no movement to flat out running. The Four types of movement are, Overwatch, Tactical, Standard and Double Pace.

Overwatch – overwatch means that a unit has had enough time to secure its position and take careful aim due to the fact they haven’t moved. As such they gain the following benefits and drawbacks

The unit gains a +1 modifier to their weapons Ho and Wo, for example a weapon with a Ho and Wo of 4+ and 5+ respectively, used when a unit is in overwatch would now have a Ho and Wo of 3+ and 4+ respectively.

The unit may not move

Tactical – tactical means that a units is moving along slowly and carefully with their weapons constantly raised looking out for targets, while this makes them more accurate as normal, they cannot be as accurate as a unit which has not moved. Therefore a unit That is moving has the following benefits and drawbacks.

Their movement value halves

The unit gain a 1 modifier to their weapons Ho, for example if a weapon had a Ho of 4+ normally, if used at tactical pace the Ho becomes 3+

Standard – standard means a unit is moving normally, for a combat situation that is, as such they gain no benefits and drawbacks.

Double Pace – double pace represents a unit moving as fast as they can go, weather this be a headlong charge at the enemy or move from cover to cover, as such they gain the following benefits and drawbacks

The unit move double their normal movement value.

The unit may not shoot.

Any unit shooting at a unit that moved double pace gains a -1 modifier to their weapons Ho and Wo, for example a weapon with a Ho and Wo of 4+ and 5+ respectively, used against a unit that moved at double pace would now have a Ho and Wo of 4+ and 6+ respectively,

Moving through cover

The only type of unit that is able to move through cover is infantry, vehicles are just too large, if an infantry unit is moving through cover then they gain the following benefits and drawbacks.

The unit basic Movement value is halved.

The unit is not allowed use the Double Pace movement type.

If a unit end its turn in cover then any unit shooting at it in the following shooting phase suffer a -1 modifier to their weapons Ho and Wo.


Shooting.

Shooting is done on a unit but unit basis, once a different unit has started to shoot then the unit that preceded it is no longer allowed to shoot until the next turn. Shooting is done by using the following method.

Declare target – The first step for a unit to shoot is to declare what that units intended target is.

Check Target – The second step is to check if the weapon is in effective range, do this by measuring the distance to the target in inches, to be in effective range the distance must be equal to or under than the Er of the weapon. If in effective range then the weapons normal Ho and Wo are used, if the weapon is not in effective range then the weapons Ho and Wo become 6+, this vale is not subject to any positive modifiers. The target must also not be in combat even if it is in effective range.

Carry out the next two steps once for each different type of weapon in the unit

Roll to Hit – Roll a number of D6’s equal to the S value of the weapon times the number of that weapon. To hit the D6 value of the dice has to equal or better the weapons Ho value plus or minus any relevant modifiers.

Roll to Wound – Roll a number of D6’s equal to the number of hits. To wound the D6 value of the dice has to equal or better the weapons Wo value plus or minus any relevant modifiers.

Roll for Armour – the unit that is being shot gets to see if their armour does its job and saves them. To do this the controlling player rolls a number of D6 equal to the number of wounds. For the armour to make a successful save the D6 result has to equal or better the Sv value of the unit plus or minus any relevant modifiers ( for example the Sm of a weapon is a modifier.)

Moral Test – if the unit being shot at suffers 25% casualties, rounding up and calculated from the number of models in the unit at the beginning of the turn, than that unit needs to take a moral test, to do this take the base Mr value of the unit and minus the number of casualties in taken by the unit. The controlling player then rolls 2D6 and to pass the test the value of the 2D6 needs to equal or be less than the calculated Mr value. For example if a unit 10 strong which had a base Mr value of 9 took 3 casualties ( 25% rounding up) they would need to score 6 or less on 2D6 in order to pass their Moral test.

If the test is failed the unit is pinned, this means they may take no further action until the beginning of the next movement phase, where they need to pass an unmodified Mr test, if this is failed the unit continues to be pinned and must wait until the next movement phase. If the unit is already pinned and the test is failed then the unit falls back to their starting board edge at standard pace in a straight line following normal movement rules, the unit may take no further action until the beginning of the next movement phase, where they need to pass an unmodified Mr test, if this is failed the unit must wait until the next movement phase, in addition the unit must move in a straight line following normal movement rules until the test is passed or the unit runs of the board.

For Moral tests a roll of double 1 always passes



Charge phase

The charge phase is separated into two sub-phases, Declare Change and Charge!.

Declare charge – Each unit that wants to make a charge declares its intended target. A unit may not charge if it has shoot a weapon in the shooting phase or used either the double pace, as they are two tired to carry on into an assault, or overwatch, as they are to dug in to be able to launch a charge.

Charge! – To be able to charge, the target must be in the units charge range, this is equal to half the units Mv value D6”, if the unit is charging through cover then the calculated value is halved.



CQC Phase

Unlike previous phases the CQC (close quarter combat) phase only happens once per turn, this means that each combat happens once per turn. Each combat uses the following sub-phases, Compare Initiative, Roll to Hit, Roll to Wound, Roll for Armour, Find Winner and Moral Test .

Compare Initiative – The two opposing units compare their respective Initiative values, the highest goes fires in the following three sub-phases, i.e. they hit, wound and force their opponents to take armour saves first, then their opponents get to strike back. If there are more than two initiative values then the combatants strike in descending order. If a model is killed at by a model with higher initiative then they do not get to strike back, if the model is killed at the same initiative as them then they get to strike back. Any initiative modifiers are taken into account before comparison.

Roll to Hit - each model in the unit rolls a number of dice equal to their A stat. If a model is armed with two close combat weapons it gains +1 attack, if the unit charged then the unit gains + 1 attack in the first round of combat only, any other modifiers effecting the number of attacks a unit/model is also taken into account at this point. To hit the D6 value of the dice has to equal or better the models Ho value plus or minus any relevant modifiers.

Roll to Wound – Roll a number of D6’s equal to the number of hits. To wound the D6 value of the dice has to equal or better the weapons Wo value plus or minus any relevant modifiers.

Roll for Armour – the unit that is being attacked gets to see if their armour does its job and saves them. To do this the controlling player rolls a number of D6 equal to the number of wounds. For the armour to make a successful save the D6 result has to equal or better the Sv value of the unit plus or minus any relevant modifiers ( for example the Sm of a weapon is a modifier.)
These three steps are repeated until each model in the CQC has attacked once.

Find Winner – the winner is the unit that caused more unsaved wounds to the opposing side. The loosing unit takes a moral test.

Moral Test –to take the moral test take the base Mr value of the unit and minus the number of casualties in taken by the unit. The controlling player then rolls 2D6 and to pass the test the value of the 2D6 needs to equal or be less than the calculated Mr value. For example if a unit 10 strong which had a base Mr value of 9 took 3 casualties they would need to score 6 or less on 2D6 in order to pass their Moral test.

If the test is failed then winner of combat may try to run them down. Each player rolls a D6 and adds it to their Initiative value, if the unit fleeing score higher then they get away and fall back as mentioned bellow, if the winners value is higher then the fleeing unit is caught and killed.

If the fleeing unit gets away they falls back to their starting board edge at standard pace in a straight line following normal movement rules, the unit may take no further action until the beginning of the next movement phase, where they need to pass an unmodified Mr test, if this is failed the unit must wait until the next movement phase, in addition the unit must move in a straight line following normal movement rules until the test is passed or the unit runs of the board.

At this point the turn ends and the next turn starts
Last edited by Jaman on Mon Feb 14, 2011 2:08 pm, edited 2 times in total.

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Mon Oct 25, 2010 10:40 am

Yeah so that's the profiles section done, would like to get your guys reaction to it before continuing the rest of the rule set.

User avatar
Marine
MiniWarGaming Zealot
Posts: 492
Joined: Mon Jun 08, 2009 3:57 pm
Location: Earth
Contact:

Re: CGR version 1.4 (well the first part)

Post by Marine » Mon Oct 25, 2010 2:49 pm

For a mini Test Battle between FPE and Ferals, lets say:

FPE
-Soldier (Cost 14)
M – 5
A - 1
Ho – 5
Wo - 5
Hp - 1
I- 3
Mr - 7
S - 5
L - 0

-Weapon (FPEARM1) (Cost 2)
Er - 18"
Ho - 5
Wo - 5
S - 3
Sm - 1

Ferals
-Warpack Member (10)
M – 6
A - 2
Ho – 5
Wo - 4
Hp - 1
I- 4
Mr - 6
S - n/a
L - 0
_______________
Stuff I Made Up For Play Testing (Not Official)
_______________
When initiative is used in close combat, it determines who strikes first, and whoever has the higher initiative receives a close combat save one better than what they had previously (those without saves receiving an S of 6).
If 25% of the models in one of your units is reduced to 0 Hp by gunfire, that unit must pass a morale test. If the morale test is failed, then the unit must stop all actions except for shooting until they do not take any casualties in their enemies shooting phase.
Last edited by Marine on Mon Oct 25, 2010 3:42 pm, edited 1 time in total.
Counting graves like sheep
Don't help you sleep.



My Brothers in arms...

It was a mistake

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Mon Oct 25, 2010 2:54 pm

sounds good, and do you see any problems?

a lot of what im going to write is based on version1.3 so if you want to use those for now then that's fine with me

one question, why is your basic trooper having to pay for his weapon?

User avatar
Marine
MiniWarGaming Zealot
Posts: 492
Joined: Mon Jun 08, 2009 3:57 pm
Location: Earth
Contact:

Re: CGR version 1.4 (well the first part)

Post by Marine » Mon Oct 25, 2010 3:16 pm

Different Weapon Options, pre-integrating.

I played and found that I overpowered the FPE. Or maybe I was subconsciously compelled to make them win...

You play a game, okay?
Counting graves like sheep
Don't help you sleep.



My Brothers in arms...

It was a mistake

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Mon Oct 25, 2010 3:25 pm

I'll work on the rules for now.

check back in the next two days, I should have the main bulk of the rules up.

on the FPE trooper front, I say drop the luck point, as they were originally seen as a character only stat, I would also swap the Wo on the FPE trooper and feral around, it may just be me but isn't it more likely that a feral creature would be stronger than someone in a society.a;so try droping the number of shots to 2 or 1 on the weapon, finally try making the feral cheaper, mabey 8 points?

EDIT

just ran through with suggestions, Ferals one 3 out of 5 times, and the Ferals were point heavy ( I assume you meant that the trooper with rifle was 14 points) as I had a squad of 5 FPE troopers at 70 points, and 9 Ferals (now at 8 points) at 72 points.

So I reason that with a LMG upgrade for about 2 points the fight should be fair.

of course this was still using 1.3 rules so we will have to wait to see how they do with 1.4 rules
Last edited by Jaman on Mon Oct 25, 2010 3:47 pm, edited 1 time in total.

User avatar
Marine
MiniWarGaming Zealot
Posts: 492
Joined: Mon Jun 08, 2009 3:57 pm
Location: Earth
Contact:

Re: CGR version 1.4 (well the first part)

Post by Marine » Mon Oct 25, 2010 3:42 pm

The gun in question has a three round burst, which is why I made that it, but I'll change some of the other stuff.
Counting graves like sheep
Don't help you sleep.



My Brothers in arms...

It was a mistake

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Mon Oct 25, 2010 3:49 pm

did you see the edit? and yeah i can understand the 3 round burst thing so ill run it again.

User avatar
Marine
MiniWarGaming Zealot
Posts: 492
Joined: Mon Jun 08, 2009 3:57 pm
Location: Earth
Contact:

Re: CGR version 1.4 (well the first part)

Post by Marine » Tue Oct 26, 2010 4:22 pm

I need to know, so I can make a points calculator to avoid confusion, what you guys would rate the different traits at for infantry.

0-5 Use the same rating as many times as you like.

I rated:
Movement Value - 2
Attacks - 3
Hits on in CC -3
Wounds on in CC -3
Hit points - 5
Initiative - 2
Morale - 2
Armor Save - 4
Luck - 1
Counting graves like sheep
Don't help you sleep.



My Brothers in arms...

It was a mistake

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Tue Oct 26, 2010 4:28 pm

could myou please explain what you mean

User avatar
Marine
MiniWarGaming Zealot
Posts: 492
Joined: Mon Jun 08, 2009 3:57 pm
Location: Earth
Contact:

Re: CGR version 1.4 (well the first part)

Post by Marine » Tue Oct 26, 2010 4:35 pm

I need ratings for each trait so I can make an excel spreadsheet of points. Basically, you multiply each trait value by its rating, then add them all and divide the thing by 2. Boom! Point Value Complete! It makes it all fair.
Counting graves like sheep
Don't help you sleep.



My Brothers in arms...

It was a mistake

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Tue Oct 26, 2010 5:01 pm

ok sounds like a plan, though remeber about the thing about luck points.

User avatar
Marine
MiniWarGaming Zealot
Posts: 492
Joined: Mon Jun 08, 2009 3:57 pm
Location: Earth
Contact:

Re: CGR version 1.4 (well the first part)

Post by Marine » Tue Oct 26, 2010 5:13 pm

With my current excel spreadsheet, I changed some of the stats to make it equal.
FPE Soldier would be 13
Feral would be 9

I was also reminded that we need some sort of marksmanship skill.
Counting graves like sheep
Don't help you sleep.



My Brothers in arms...

It was a mistake

User avatar
Jaman
Lives, breathes, and eats MiniWarGaming
Posts: 1541
Joined: Sat Mar 07, 2009 10:48 am
Ribbons Earned: Has Completed 5 Painting PledgesCompleted a 'Mini of the Month' EntryWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry

Re: CGR version 1.4 (well the first part)

Post by Jaman » Tue Oct 26, 2010 7:15 pm

im working on that within in V1.4, i hope to have it finished for play testing by the 31st

User avatar
DrMasenkoSauce
MiniWarGaming Crazed Zealot
Posts: 993
Joined: Sat Dec 19, 2009 12:08 pm
Location: Nowhere

Re: CGR version 1.4 (well the first part)

Post by DrMasenkoSauce » Tue Nov 16, 2010 8:29 pm

Hi, as I was on the forum, I just happened to stumble upon this, and I love the idea. Just saying. If you guys need any help w/ rules or anything I'm your guy. I'm in. :D If that's cool w/ you guys of course...

Wait, is this even still running?

Locked

Who is online

Users browsing this forum: No registered users and 1 guest