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.
P.S. Please don't post play testing feedback in this thread. Start your own!
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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
Joined: Fri May 15, 2009 7:16 am Posts: 2474 Location: Tennessee
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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 .
Noc
_________________ Never let your sense of morals prevent you from doing what is right. -Isaac Asimov I bow down, Nocturus. --Aloh'Kais Tau 6th Ed. W-0 D-0 L-3 Tau w/ Eldar Allies W-3 D-1 L-3
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?
Joined: Wed Feb 25, 2009 8:30 pm Posts: 541 Location: TheBoonarmies stronghold , Australia
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.
Joined: Sun Nov 16, 2008 4:23 am Posts: 453 Location: The Internet
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.
Joined: Sun Mar 29, 2009 1:40 am Posts: 712 Location: Seattle, WA
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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.
_________________ Imperial Flak Armour, outdated since 1932.
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).
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
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.
Joined: Tue Jul 01, 2008 11:42 am Posts: 1875 Location: Sweden
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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.
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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