spectrehorseman Posted August 6, 2015 Report Share Posted August 6, 2015 Hey guys, I just wanted to share a project I've been working on. I've designed a zombie wargame with an rpg campaign system inbetween battles where players have to find food and scavenge for raw materials to craft new and creative weapons to take back into battle. I had to make a terrain board in order to do the playtesting, and after many a late night folding and cutting, here she is. I wanted a modular system using magnets so that it would hold together better. I went with a 3x3 so that I can also use it with malifaux. The board has sheet magnets glued down and then each tile has the magnetic attracting white sheets cut and put on the bottom. I'm using World Works Games (makers of terraclips) Mayhem products. But I didn't like how they designed their pillars that hold up the walls, so I came up with a better solution. I'm using 7mm brass tubes cut to length with a 1/4" disc magnet in the bottom. Because each map tile also has black magnet sheeting underneath the printed map picture, these really snap snug and stay that way. Next, the card posts that hold the walls slide over the tubes. and a close up Then, add in the walls and scatter terrain and details and a 2nd story last thing we need, zombies I've only got one done painting though. Still lots to do. I've got a whole set of items and rules made but we are still testing them out. There are skill trees with special abilities that can be purchased with xp (earned from killing zombies and winning matches). These are bought during the campaign phase. There are multiple avenues of customization. Here is a sample of the Sniper Skill Tree Adjust for Windage - This model may increase the value of one damage die by +1 when checking for accuracy in a shooting attack Camoflauge - Zombies do not spot you if you have not moved yet this turn Dead Eye - range +4 on Aimed Shots Elusive - This model may deploy last during the deployment phase Sharpshooter - Die rolls of Double 4 now count as headshots in addition to Double 5 and 6 Spotter - Target model within 18" gains the "large target' special rule. Shooting attacks verse Large Targets gain +1 accuracy. Shrouded - This model always gains a Soft Cover Bonus. If this model's weapon is also shrouded, this model cannot be targeted by shooting attacks if it has not moved yet this turn. There are skill trees for hand gun specialists, the gang leader, medics and explosive specialists. Also, during the campaign phase, there are a separate set of skill trees that are designed with crafting in mind. Namely, Leatherworking, Gunsmithing, Metal working and a few others. Here is a sample of the Gunsmith skills 3 point sling - This weapon is always at the ready Recoil pad - After rolling your damage pool, if that roll is effected by recoil, you may first set aside one die; that die does not adjust for recoil. Effects are cumulative Modified Trigger Pull - After rolling your damage pool, you may increase 1 die by +1 result Folding Stock - Add a folding stock to any Assault Rifle, that rifle gains “Strafe: After damaging with this weapon, you may push up to 3” in the direction of your choice. The gunsmith can also reload ammo and make specialized ammo FMJ - ignore hard cover bonus Hollow point - +1 damage pool Armor Piercing - Ignore armor and +1 damage pool Shotgun slugs - Your shotgun loses its blast radius but gains +4 range The Leather worker can get leather from animals (which are hunted at the woods) and make all kinds of gear, leather jackets, shields, archery gloves, leather wraps on melee weapons. There is a bunch of more content that I haven't shared yet. Does this game sound like something anyone would be interested in playing? 2 Quote Link to comment Share on other sites More sharing options...
zFiend Posted August 7, 2015 Report Share Posted August 7, 2015 Lovely work from you once again! Absolutely amazing! 1 Quote Link to comment Share on other sites More sharing options...
spectrehorseman Posted August 7, 2015 Author Report Share Posted August 7, 2015 thanks for the feedback. Here are a few sample cards that I've made so far. I'm using the Strange Eons program and the end result is a nice prototype for playtesting. Melee, Firearms and Weapon Attachments Players can get injured after matches too, plus here is some clothing and armor and a couple samples of things that can be crafted. Quote Link to comment Share on other sites More sharing options...
spectrehorseman Posted August 14, 2015 Author Report Share Posted August 14, 2015 Here is a look at one of the Survivor, I just threw this together for prototype testing, the final product will probably be a little different (better). The picture is snagged from teh internet, so I won't be able to use it. Gonna have to find myself an artist. Anyone on the forums that would be interested in joining the project? Players can create their own characters if they like. As of right now, there are 18 points to distribute between speed (range 4-6) agility (range 1-4) strength (range 1-4) aim (range 1-4) defense (range 1-4) morale (range 4-8) The sneak is derived from the speed (x.75 rounded) and the charge is x1.5 rounded Here is an example of how combat works. .38 Special Damage: 2 Accuracy: 5+ Range: 6 The # of die rolled is equal to the damage value and succeeds on a 5 or 6 in the case of the .38 special. But also, a separate die is rolled. This is the hit location die. 1 = out of ammo 2 = legs / arms 3 = legs / arms 4 = body 5 = body 6 = head shot Each hit location corresponds to certain attributes. If you take a wound to the body, it could lower your strength or defense by one. So wounds actually make your survivor weaker as the game progresses. Shots to the legs would lower agility. Head shots would lower Aim or Morale (you get to choose). Defense vs shooting attacks is used by defense + modifiers like clothing, skills and armor Defense vs melee and zombie attacks - you can choose to evade with agility or block with defense. Additionally, there is a parry system where if you are using a weapon with parry, you can block with your weapon. Here is a sample of a fully loaded character and how the cards layout. View Larger Image http://themostexcellentandawesomeforumever-wyrd.com/community/uploads/gallery/album_564/med_gallery_27841_564_4535288.png Head Gear goes to top right Foot gear to bottom right weapons in hand to right and left (some are one handed, some are two handed) Each character can have 1 tactical item; top left Body Clothing goes to bottom left. Each firearm can have 1 barrel attachment (in this case silencer, but there is also a recoil compensator) Also, firearms that have rail systems can have attachments to the top and bottom (above and below the firearm respectively) Some of these items are found, some are rare, and some have to be crafted. 1 Quote Link to comment Share on other sites More sharing options...
Paddywhack Posted August 14, 2015 Report Share Posted August 14, 2015 That board is pretty awesome. Would love to try playing Malifaux on that. Quote Link to comment Share on other sites More sharing options...
spectrehorseman Posted August 24, 2015 Author Report Share Posted August 24, 2015 A couple more character cards. Quote Link to comment Share on other sites More sharing options...
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