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    166 KB Blackpowder! v2 Sunken !lBoLqplJbM 05/28/11(Sat)01:01 No.15078411  
    This worked last night, so I figured I'd try again tonight for more help!

    For those that missed it, this is for a homebro wargame in 28mm, where each player has a ship and a crew.

    The fluff includes 9 playable factions so far, and a few smaller nations. The world fluff needs work.

    The system is a dice pool based system, with close combat being very choice driven. Do I attack with all of my dice, do I block or run? Ranged combat needs some work as well.

    What does /tg/ want tonight? Faction backgrounds? A more in depth look at what we have for rules?
    >> Sunken !lBoLqplJbM 05/28/11(Sat)01:06 No.15078463
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    I think I'll start with some faction trees. We have three trees: Homelanders, Foreigners, and the Evil factions. These are not final names.
    Pirates (pirates)
    High Throne (imperial england)
    Alkemists (mecha on steamships)

    Sennett (egyptians)
    Far North (vikings)
    Jade Divide (Civil war ravaged orient)

    Cursed (undead)
    Reavers (Basically torturous vampires)
    Sephi (Fish people, more natives fighting civilization, not evil)

    >Captcha: Emperor ofromo
    >> Sunken !lBoLqplJbM 05/28/11(Sat)01:08 No.15078487
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    We currently have a dozen or so units with rules (Hah, rules. More like guidelines) for each faction. We need some cool concepts, maybe rule ideas to flesh this game out.
    >> Sunken !lBoLqplJbM 05/28/11(Sat)01:11 No.15078509
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    Bump! /tg/ is fast tonight, I'll bump once more after this and let the thread sink to the bottom (har har)
    >> Sunken !lBoLqplJbM 05/28/11(Sat)01:13 No.15078543
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    Alright, last bump. I'll watch this thread in case any one wants to help, but if not, then I'll try again another time.
    >> Anonymous 05/28/11(Sat)01:28 No.15078669
    missed the first thread, so il probably be repeating stuff but il try to help
    >greek fire for alkemists
    >pirates being about to use all ships, being pirates and all, but the quality of the handling goes down unless you have a very good crew

    pirates, just at first look, seem to be the orks of this system. have a pirate army flying High Throne Colors as pirvateers for example

    how does crew quality and crew moral factor in?
    well, i guess i should just ask where to find the last thread
    >> Sunken !lBoLqplJbM 05/28/11(Sat)01:43 No.15078787
    Hm. Not sure. Never did figure out how to get a thread archived on thisisnotatrueending.

    Anyway, this is new ground. Crew morale is more of a heroic movie style, so crew members hve to make tests when someone dies nearby, or due to an effect or something. But for the most part even the weakest, most insignificant crewman wont be falling back and running scared every game. It mostly serves as a motivator and if used right can help beat the opponent. Or something.

    Basically, the system in place is a stat called Focus. Models take a focus test, rolling one die for each point of F they have. A success is 5-6, but is modified by other factors. Friend nearby? +1 to the highest die. And you only need at least 1 success to pass it.

    Is this too easy? Any ideas to improve it?
    >> Anonymous 05/28/11(Sat)08:08 No.15080842
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    I love black powder weapons and I love naval vessels of any age, I would be willing to help, just tell me what you'd like me to help with.

    I've got to run to work in 5 mins but I will check back in a few hours.
    >> Anonymous 05/28/11(Sat)08:16 No.15080865
    I wouldn't mind helping out with fluff, and I suppose I know enough about table top rules to help make some, at least put some input into them.

    I'm decent at making maps as well, at least all my friends get me to make their maps for them, so whatever that counts for.
    >> CoF !Sf8nf5UTa. 05/28/11(Sat)09:41 No.15081123
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    I'm willing to help, but collaboration over /tg/ is fairly clumsy, in my opinion.

    Send me an email if you'd like.

    I have some ideas, and I'm sure ill have more by the time you email me.
    >> Anonymous 05/28/11(Sat)09:58 No.15081209
    Could you say some of the gimmicks of the factions?
    Did you decided on something!
    >> CoF !Sf8nf5UTa. 05/28/11(Sat)13:36 No.15082620
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    just keeping the thread alive
    >> Eman 05/28/11(Sat)14:36 No.15083018
    Power to the producer on this one. I'm defiantly keeping an eye on this one.
    >> Anonymous 05/28/11(Sat)15:24 No.15083434
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    >> Anonymous 05/28/11(Sat)17:38 No.15084699
    From what I've seen, (which admittedly isn't much), most of the rules thus far have dealt with the crew more than anything.
    How is the actual ship-to-ship combat going to work in this system?
    >> Sunken !lBoLqplJbM 05/28/11(Sat)19:34 No.15085632
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    Wow, thanks for the interest, guys! That makes me very happy!

    So far most of the rules do revolve around the crew, but the ship mechanics are somewhat completed. First I'll talk a little about ship movement.

    Ship movement is a combination of an AP system with limitations based on speed. For example, each speed a ship can be travelling has 2 key ideas: amount of inches moved by spending 1 AP and the amount of ap needed to make a 1inch turn (from the rear of the ship in either direction, as measured from the bow) The speeds are:
    (and need work on more clever names)
    Speed Name AP to turn/Inches forward per AP
    Slow 1/1
    Medium Slow 1/2
    Medium 2/2
    Medium Fast 2/3
    Fast 3/3

    So moving at medium fast will cost 2 Ap to make a 1 inch turn, and by spending 1 Ap you have to move 3 inches forward. So the faster the ship moves the harder it is to turn, which makes sense.

    Amount of AP a ship has is based on size, where a larger ship will have less AP than a smaller one. (Makes huge Ship-of-the-lines slow lumbering beasts)

    And the way you move up and down on the chart is relevant to wind direction. If the wind is behind the ship you move up 1 before any moves are done, if its in front of the ship you move down 1 speed, and if its perpendicular you are forced to make at least 1 turn into the direction of the wind but otherwise remain at the same speed.

    Sound good so far? Ships could have traits to improve or debilitate movement, such as: Rowers - this ship doesn't drop below medium slow and medium is 1/2 (easier to turn at slightly faster speeds)
    >> Anonymous 05/28/11(Sat)19:36 No.15085650
    So wait.
    just curious dude
    how many ships per side?
    >> Sunken !lBoLqplJbM 05/28/11(Sat)19:43 No.15085708
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    Just 1. There my be missions, expansions, etc that use more than one, but the main focus is having a single ship and a crew of your liking.

    Also; I work a 9 hour job with irregular schedule (minimum wage five) so I'm attaching my email for ease. Anyone interested in helping with this just shoot me an email and we'll chat. Of course I'd like to use /tg/ as the main forum for discussion and maybe irc if I can figure it out.
    >> Anonymous 05/28/11(Sat)20:04 No.15085868
    How many Crew per ship?
    >> Sunken !lBoLqplJbM 05/28/11(Sat)20:46 No.15086223
    A dozen or so. :) Though everythime i draw up a sample list or something the number seems a bit low... But there are space constraints on a foot long pirate ship.
    >> Anonymous 05/28/11(Sat)21:53 No.15086778
    So where exactly is one going to get the 28mm ships needed for this?
    After spending a couple of minutes on Google, all I could find was a couple of card-stock models.

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