Special rules wanted

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.
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Jaman
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Special rules wanted

Post by Jaman » Sun Nov 07, 2010 8:52 am

So the comunity game rules, as seen here are up and the next step of development begins. As this is the community game I want to get you guys involved, so post in this thread any ideas for special rules you have, it could be just a name, a vague idea or a well though out rule. The rule could concern a weapon type, vehicle or be a generic character rule.

I will the take your ideas and form them into rules for the community game, and the finished article will be posted in the rules in the previous link. Oh and while your there C&C would be welcome on the 1.4 version of the rules.

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Re: Special rules wanted

Post by poptart11 » Sun Nov 21, 2010 12:08 am

Hey I just thought of some armor types for the game.These are meant to be usable by all of the factions.I may post some weapon types later also.

Ballistic fiber armor
This is not the safest armor you'll find around but is favored by recon forces. This armor sacrifices protection capabilities for increases in speed and agility of the wearer. This armor provides a +6 save for the wearer,but increases their movement by 1".

Ceramic carapace armor
This is the most common armor you'll find on the battlefield. It is favored by most troops because it has increased armor capabilities and does not sacrifice any speed for the increased protection. This armor provides a +5 save.

Reinforced ceramic carapace armor
This armor has better proection capabilities than it's cousin due to the addition of extra ceramic plates. This armor provides a +4 save.

Steel composite armor
This is one of the least common armor types known. It provides maximum
protection capabilities at the cost of speed. This armor gives the wearer a +3 save and decreases movement by 1".

Adamantium alloy armor
This armor is the rarest armor of all. There are rumored to be only 12 suits of this armor in exsistence. The wearer is almost a walking tank when wearing this armor but, only because he can barely move. This armor gives the wearer a +2 save and decreases his movement by 3".(only commanders can wear this armor.)

Well, I hope you like my ideas and use them in the game.
Last edited by poptart11 on Sun Nov 21, 2010 10:25 am, edited 1 time in total.
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poptart11
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Re: Special rules wanted

Post by poptart11 » Sun Nov 21, 2010 10:18 am

Hey are you gonna do points in this game? If you are I'll make point costs for the armor
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Re: Special rules wanted

Post by poptart11 » Sun Nov 21, 2010 11:06 am

Hey I just came up with some weapon types. There usable by all factions.

Pistols
revolver: Er/ho/wo/s/sm
10" 5. 6. 2. 0
laser pistol: er/ho/wo/s/sm
10" 4. 5. 1. 1
shotguns
shotgun:er/ho/wo/s/sm
15" 4. 4. 3. 1
rifles
bolt action rifle:er/ho/wo/s/sm
20". 4. 4. 1. 1
automatic rifle: er/ho/wo/s/sm
20". 5. 4 3. 0
submachine gun:er/ho/wo/s/sm
12" 5. 5. 4. 0
sniper rifles
50 caliber:er/ho/wo/s/sm (only usable by 1 person in a squad.)
30" 3. 3. 1 2
bolt action sniper:er/ho/wo/s/sm
30". 4. 3. 1. 1
heavy weapons
missile launcher:er/ho/wo/s/sm (anti armor)
20". 4. 3. 1. 2 (only 2 people in a squad can be armed with these.)
punisher Gatling gun(only usable by people wearing steel composite or adamantium alloy armor.):er/ho/wo/s/sm
20" 3. 3. 6. 1
Heavy machine gun:er/ho/wo/s/sm(only 2 people in the squad can use the heavy machine gun.) 20'' 4 3 4 1


20'' 4 3 4 1

that's all I have for now so tell me if anything needs to be adjusted or modified.
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Re: Special rules wanted

Post by HammerOfTheEmperor » Mon Nov 22, 2010 7:31 am

Genetical Implants!

Nanotech reflex augmenter:
a common neural implant used by specialized bioengineered units. It speeds up responses to stimuli and is used mainly to enhance close combat abilities.
Grants a +1 to initiative and +1 to WS.

Neural Cortex Sense Amplifier:
A common neural implant used by specialized bioengineered units.
This implant stimulates and sharpens senses. It also further processes information gathered by senses.
Units with this implant ignore night fighting rules.
Not sure about this one...

Nanotech Nerve Stimulus dampener
This is a common implant used by specialized bioengineered units. It almost nullifies pain stimuli by dampening and weakening them when they reach the brain.
Units with this implant have Feel No Pain

-need name-
This is a common implant used by specialized bioengineered units.
It affects the affects the area of the brain that processes fear.
Units with this implant are fearless.

BODY IMPLANTS
Adrenaline Injection system
This is a common implant used by special forces.
It provides a stable injection of small amounts of adrenaline, therefore boosting general output.
Units with this implant gain +1 strength and +1" to movement, sprint and charges.

Bioregenerative implant
This is a rare implant used by special ops forces.
It modifies DNA and uses nanomechanical Units to regenerate tissues and damaged organs.
Units with this implant gain +1 resistance and something else?

I WANT TO MAKE MOOOOORE!!!
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Re: Special rules wanted

Post by Marine » Tue Nov 23, 2010 2:39 pm

I already made the points calculator, so that'll be good, but I'm liking these rules.
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Re: Special rules wanted

Post by HammerOfTheEmperor » Wed Nov 24, 2010 10:42 am

More body implants.

Nanotech hardening Internal Coating:
This is a rare implant used by bioengineered units.
This implant is a set of nanomechanical harmonized platings on bones on legs, arms, joints and chest. It makes the skeleton much stronger without sacrificing the bones' elasticity, and also regenerates bones and adjacent tissues using nanobots.
Grants +1 to resistance.

And now explaining this stuff.

These implants are applied to assassins and special ops troops. It all starts from a generic profile, which is modified by armor types, implants and equipment.
"wrong pills again Scarred"-Akaraman
"Look I understand stapling your feet is nice but can you do it with microphone off and not in fleet coms?"-Commander Razama
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Re: Special rules wanted

Post by poptart11 » Sun May 15, 2011 4:04 pm

Sorry for the thread necro, but I just came up with some ideas for the game for people to read if they even come to this part of the forums anymore.
Well, here it is:

WEAPON ATTACHMENTS
weapon attachments are attachments that improve something on the gun like accuracy, recoil, range, etc. or add an extra, usually underbarrel weapon to the gun like grenade launchers or small shotguns(masterkeys).

Now here are the attachments

front grips- they allow the user to have more control on the amount of recoil on the gun they are using allowing them to make more accurate shots.
front grips add 1 to a weapons hit on stat. example (a weapon with a HO of 5 with a front grip added would then have a HO of 4.)

Red dot sights- Red dot sights give the user an easier aiming point than with iron sights allow for more precise shots.
Red dot sights function exactly like front grips except red dot sights effect the the WO stat instead of the HO stat.

I have more I am going to add but I am in a hurry so more for later.

Peace,
Poptart
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Re: Special rules wanted

Post by Marine » Tue Jun 14, 2011 7:43 am

Honestly, I think that we have enough for now, and need to get back on the horse and finish the current rule set and play testing.
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