aaaand we're back - it's been busy recently, but I have been doing a little painting using contrast paints, with some hard sci-fi figures that I have had for ages (mostly GZG 25mm). The advantage of contrast paints is speed, and they win vs the 'two foot' rule, in that i do not need to see that much detail.
I also have a penchant for collecting cheap sci or sword&sorcery rulesets for tabletop - maybe it's time to try a few out?
Clearing a 2 foot by 2 foot space on the book table, allows me to set some little games up. First of these is 'Space Weirdos', which is a sci fi 'heartbreaker' ('Heartbreaker' being old D&D speak for homebrewed, rules hacks that benefit the particular DM or group), though in this case the rules are far from hacking existing provisos, and are very well done.
The Basics
It's a really cheap pdf - check out wargames vault or direct (caseyg.itch.io)
Dice are normally 2D* - and the dice type changes up or down, OR a dice type adds - so 2D8 could become 2D10 or 3D8, depending upon circumstance.
Movement is via 1 to 3x 5" measuring sticks
Figures are rated for speed, defence, firepower, prowess (in hand to hand) and willpower (which keeps them fighting - i.e. recovering from stagger results)
Sequence of Play is Command, Initiative, Activation, Maintenance
You can do 3 things in an activation - moving and shooting can be restricted, but not always
When you roll a hit - on the under fire table - the opponent may get a chance to fire back, or go down - all works quite well and intuitively
Different weapons do different things - carbines benefit from suppression, sniper rifles benefit from aim actions etc.
The range sticks are 'X'ed to denote burst markers or grenade results etc.
Leaders have traits like 'tactician' which benefits initiative, or 'political officer' which aids recovery
Being sci fi - there are rules for psychic powers (read Jedi ;) ) and Aliens - this would really suit Star Wars et al (blasters seem to be an entire generation of firearms below current slug throwers - so I think it works without much hacking )
"It all looks clear sir?" Turanian hard-suit heavy infantry approaches the Aquilonian base
'Alright, move in...I mean what can go wrong?"
"Move , move move!"
Aquilonian Sniper Gals rarely miss
the Aquilonian marines are spread out in defensive pattern - they have good fire and willpower, but poor armour and defence
"move it Jansen!"
Early Turanian moves into the airbase, putting softer marines into cover
Turanian Energy weapon moves up, out of sight of the sniper
I had actually forgotten about this Turanian figure, and moved some guys straight into his sights...
Energy weapon was down, but then recovered...this was not a good move - no cover
The sniper displaces to find defilade (those are movement sticks, not terrain)
Turanians go down - mostly thanks to the sniper, though Aquilonians move a little 'too' far forward
But then. few are hidden to sniper girl's x8 optic (she benefits from extra aim - adding dice to her shot - and increasing the chance of a better ratio - which adds mods to the 'hit' table - increasing the chances of a kill - very intuitive)
I mean - they probably think they are using the available cover BWOOHAHA
The marines eventually put the energy weapon down - it has been a tough defence - half of their team is taken out
A very nice set of rules, and I also note that 'Sword Weirdos' is available. ...looks at the Vikings on the painting table...