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PostPosted: Tue May 26, 2009 9:48 pm 
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For all of you wanting to play test Primal Horizon, your time has finally come!

Now, before you download the rules, remember that this is in early Beta. In other words, there will still be a ton of tweaking, balancing, adjusting, fixing, and bettering of everything in the system (that's the point of Beta testing).

Having said that, it would be most useful if you post your feedback in this forum by starting your own thread (unless somebody else is already talking about it, then feel free to reply and throw in your 2 cents).

And remember, just because one player beats another it doesn't mean there are balance issues. Make sure you play a few games before claiming "This rule is broken!" or "This faction is too strong!" The faction list isn't even really the real faction list, it is more a sampling to give you something to start with.

NOTE: Make sure you read all of the rules before you start to play. It is very important to understand how morale works in combat as it is a fundamental part of the game.

Downloads

Main Rules (currently on version 0.2.4 Beta):
Click here to download...

Units and Factions:
Galagido (i.e. tribal race)
Marauders (i.e. nomad bandits)
The Shield (i.e. higher tech)

Have fun!

Matthew

P.S. Please don't post play testing feedback in this thread. Start your own! ;)

-----------------

Update Log

May 27, 2009 - Version 0.2.1 Beta
-added rules for Seek Cover and Cloaking Field
-added rule for unarmed close combat
-updated Factions:
-changed MP to positive numbers to avoid confusion
-added in squad composition
-removed reference to weapon points cost as they are irrelevant

May 29, 2009 - Version 0.2.2 Beta
-added rules for ranged flame weapons
-clarified hits on a scatter die
-added Section 9 - creating an army
-updated Factions:
-created 3 factions - Galagido, Marauders, and The Shield

June 2, 2009 - Version 0.2.3 Beta
-added rules for Spread weapons
-updated Section 9 to simplify and balance more

June 2, 2009 - Version 0.2.4 Beta
-updated rules for cover, slightly lowering its effectiveness
-changed Section 9 to Section 10
-added new Section 9 - Playing the Game
-updated rules on Flash Grenades
-updated all factions to lower to-hit of all weapons


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PostPosted: Tue May 26, 2009 9:54 pm 
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Sweet! Now I have something to read tomorrow while I try and stay awake while they try and teach me how a pressure sensor works (again...) at work tomorrow :mrgreen:.

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PostPosted: Tue May 26, 2009 10:26 pm 
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Hey Matt, just noticed that the rules we've been using for placing cover weren't included. Since having lots of cover was pretty integral to the game, maybe we should outline that as well?

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PostPosted: Tue May 26, 2009 10:43 pm 
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MiniWarGamer Mike wrote:
Hey Matt, just noticed that the rules we've been using for placing cover weren't included. Since having lots of cover was pretty integral to the game, maybe we should outline that as well?


leave it.
you want the core game to work properly first. then worry about your cover.

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PostPosted: Tue May 26, 2009 10:52 pm 
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Well he already said that it was important, so why would they not include it?

Anyways, I'll look into this, now I just got to find someone to play it with. Hmmmmmm...

Also, you might want to add that you can use 2D6 in place of a D12, and just add the results together if a D12 is not available at the time.

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PostPosted: Tue May 26, 2009 11:10 pm 
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Jombo wrote:
Well he already said that it was important, so why would they not include it?

Anyways, I'll look into this, now I just got to find someone to play it with. Hmmmmmm...

Also, you might want to add that you can use 2D6 in place of a D12, and just add the results together if a D12 is not available at the time.


Unfortunately that wouldn't work, the minimum 2D6 can roll is a 2. a D12 needs a one on it. The odds of rolling something would also be a bit different.


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PostPosted: Tue May 26, 2009 11:18 pm 
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Oh darn. I didn't even think of that. Oh well. I guess I'll have to find some D12 then.

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PostPosted: Wed May 27, 2009 12:10 am 
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there are thousands of online dicerollers than can roll d12's for you. But since Im a avid D&D player, I was able to play immediately with my friend, picking up the rules along the way. :D

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PostPosted: Wed May 27, 2009 6:29 am 
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I just realized that I forgot a few small rules that will clarify certain things, as well as actually giving the army composition (I gave points and number of each type, but not squad sizes).

I will get that updated in the next few minutes.

Matthew


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PostPosted: Wed May 27, 2009 6:45 am 
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Ok, I've updated the rules and factions.

May 27, 2009 - Version 0.2.1 Beta
-added rules for Seek Cover and Cloaking Field
-added rule for unarmed close combat
-updated Factions:
-changed MP to positive numbers to avoid confusion
-added in squad composition
-removed reference to weapon points cost as they are irrelevant

Matthew


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PostPosted: Wed May 27, 2009 7:51 am 
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It was a hard decision to go with d12s. The way the system works just wouldn't work with d6s as there is much less granularity with a d6, and I wanted to avoid the whole "roll 4 times to see if he dies" syndrome (i.e. roll to hit, roll to wound, roll armor save, roll feel no pain, etc.).

You can buy 10 d12s on our site for only $4 CA, which will be more than enough to play.

Matthew


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PostPosted: Wed May 27, 2009 7:55 am 
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Well I saw that after posting my (deleted) post.

But then we got shipping, its way too much, and I dont think my parents like to buy stuff over the internet.

Isn´t there another way, I cant think of a way to immitate D12 with D6s.

EDIT: I found out that you can roll two D6s and still get the same result (I have done the math, my special subject).
The only trouble is that you will have to roll two dices, not a too big problem.
You roll the first dice, if its a 4 or more, you roll the dice again and to the result of that dice you add 6, and you will get a number over six.
If you get a 3 or less on the first dice, you roll again, but you add nothing, and you will get a number under seven.
It is 3 on 36 chances that you will get, lets say a 3, and that is equal to 1/12.


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PostPosted: Wed May 27, 2009 9:09 am 
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That does work, and since it is a small scale game it is feasible.

You could always raid your local gaming store for some d12s. If you find a store that sells D&D they should have random dice.

Matthew


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PostPosted: Wed May 27, 2009 9:33 am 
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hey Matthew i saw the rules and read it once and didn't catch it at first after that i re read it and started drawing the rules and started geting the rules easyer. and god bless y did it becase when i tryed to explane the game to my friends they were a little confuse so i tok me rule pics and they got it right away, so i was thinkin of (i know its nº 1 priority, but.. ) puting some drawings or photos of the basic rules as the shooting into combat or the cc2, cc3 ... etc. rules so that newreaders can get the game easyer and so the game is easyer to expand.

thx fro the game its cool
love MWG

bye
=3

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PostPosted: Wed May 27, 2009 9:43 am 
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Definitely. This is a very early draft and isn't anywhere near where the full rulebook will be.

Matthew


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