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12-19-2008, 02:38 PM | #11 |
Cobra Soldier
Join Date: Jul 2008
Location: Chicagoland
Posts: 21
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Hello Tigra,
Interesting. A friend and I were working on a game as well--Table-top being a bit overrun due to scale. The system is different, but the idea is the same. Ours was to be a d10 based system. Each character (or generic, like Cobra Viper) would have unique stats and abilities, along with point costs and such. One would build an "army" to fight an opposing force in a variety of scenarios, and like you say--with different terrain. We've created the mechanical concept based on experience with other RPG and Miniature Games. I love these types of ideas, simply because it provides a framework to do something with the Joes rather than static setups (which are still cool). If we ever finalize things, we will post it up as well. Good times, and good luck, KAM |
12-19-2008, 03:25 PM | #12 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
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Here's what I use for character stats and special moves, in case anyone was interested. I only did stats for the figures I own, but this will give you an idea of what I'm thinking.
Right click and open in new window to view. |
01-10-2009, 05:12 PM | #13 |
Fatal Fluffy
Join Date: Sep 2007
Location: Alexandria, VA
Posts: 442
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This is very cool. I've been working on a similar game myself for many years (very slowly). I like how you kept it simple so it plays fast. Games that get bogged down in rules are not my cup of tea. I also like how you gave them special abilities. Hawk's reminds me of calling in the planes in Call of Duty 4. Nice work.
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01-10-2009, 06:21 PM | #14 |
Wookie 1st Class
Join Date: Jan 2009
Location: Cobra-L.A.
Posts: 388
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tigra.. very well thought out.. and VERY COOL!.. thanks
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01-10-2009, 06:25 PM | #15 |
Crimson Guard
Join Date: Sep 2007
Location: New Castle, Delaware
Posts: 4,498
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Very interesting. I sketched some similar rules a few months back, not as thorough or as complete as yours. The only suggestion I might make is (and this is from someone with decades of experience as a tabletop gamer and boardgame player) that some of the troop types have too much chance of hitting. Instinct tells me that hitting on 2 or up on a d6 is a little too high - this might make the 'marskman' troop type a little too powerful. This is only meant as constructive criticism, though. I'll try playing some small games with the rules and see if this bears out in the play. Thanks for sharing!
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01-10-2009, 07:53 PM | #16 |
Crimson Guard
Join Date: Mar 2008
Location: England
Posts: 1,102
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Looks good Tigra! I worked on a Live Action set of rules for a bunch of 15 year olds a couple years ago - they worked quite nicely. I'll upload details at some stage. Nice work!
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01-15-2009, 07:20 PM | #17 |
Iron Grenadier
Join Date: Sep 2008
Location: Southern Cal
Posts: 521
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I'd love to merge these rules with the Commando Attack Game. Any ideas?
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01-15-2009, 07:24 PM | #18 |
Dremel Happy!
Join Date: Jul 2008
Location: Tukwila WA
Posts: 2,051
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My gamer buddies and me made one like this when we were kids. But it was adapted from the Star Wars one they had...
This is vary cool....
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