Mostrando entradas con la etiqueta rules. Mostrar todas las entradas
Mostrando entradas con la etiqueta rules. Mostrar todas las entradas

viernes, 6 de noviembre de 2020

TWO HOUR WARGAMES (REVIEW)

For this post I was lucky that a colleague made for this blog a small review about the solo game system that Two Hour Wargames has been developing for more than 10 years, so I left you with Slorm.

THW is the name of a games publisher focused on solo wargames that are solved in just under two hours (hence its name Two Hour Wargames). Its variety of settings ranges from wwII to planetary battles with spaceships.


All the settings have in common the game system, whereby each miniature has a Reputation value that would be its Quality to resolve the game actions, an Armor value and special rules (never more than three). Actions are resolved by rolling 2d6 against that Reputation value ranging from 3 to 6, and that 1 success or 2 successes can be successful, causing a relative success or a total success.

The treasure that this game represents is not based so much on its game system, but on its solo game system, managing to give life not only to the enemies, but to the allies themselves who will react to opposing actions, being able to find that you are going to carry out a charge and in the end, it is you alone who as a hero is facing the enemy, because your allies were left behind too afraid to fight.

The combat system is fast and direct, facilitating that the games are fast, and that two games are never the same, as it has a powerful scenario generator, in which not only the scene is randomized, but the race, profession and quality of enemy or allied troops.

The games are normally played on a 90x90 table, and can be even smaller; in which a random number of about 3 PEFs (Possible Enemy Forces) are deployed that will be revealed as the player's troops approach them. But the randomness does not end there, but it is possible that due to different rolls new PEFs are generated that could change the course of the battle at any moment.

This game system is more than 10 years old, and has been improved and outlined by its author Ed Teixeira during this time, until it became the treasure that it is today. In addition, there are two free versions of the game "Swordplay" (fantasy skirmish version) and "Chain Reaction" (version for firearms-focused skirmishes) with which you can test the game without spending any money. These free rules can be downloaded from their own website by clicking HERE.

So we find a reputed game system for solo miniatures wargames, now we only have to choose which setting we want to play, since there is a wide range of possibilities:


Fight in WWII

Explore fantasy worlds


A complete Dungeon Crawler 


Survive a zombie Apocalipsis 


Or a PostApocaliptic world


Live Pulp adventures


Fight the jungle in Vietnam


Fight napoleonic wars...


...or french-indian wars


fight like a gladiator


or survive in the wild west


and the SciFi range deserves a special mention, this collection is called 5150 and there are more than 20 different rulesets that cover the entire range from playing with a single space soldier to battles between fleets of ships (with the ENTIRE range that exists between those scales), also creating a range of cyberpunk style with sordid stories in a Blade Runner´s style.


If you are interested in this game system, I recommend that you visit the blog El Rincon de Slorm, specialized in these rulesets, showing battle reports, reviews and development of this system.











jueves, 18 de junio de 2020

RANGERS OF SHADOW DEEP WW2 RULES




We will follow the rules established in the Rangers of Shadow Deep manual, only we will slightly modify them, adding firearms, eliminating everything related to magic and a slight change of the stats of the main characters.


SKILLS


Skills remain the same except the following:


Traps becomes Demolitions, as knowledge of how explosives work, activating  traps or preparing charges for their detonation.

Reading runes becomes Languages as the basic knowledge of French / German.

Ancestral knowledge becomes Arcane knowledge, as the basic knowledge of supernatural beings, rituals, how the creatures behave...


FIREARMS

Pistol 12" damage: +0

24" rifle damage: +0

24" submachine gun damage: +0

Sniper Rifle 30" damage: +0 attack bonus: +2
Spend both actions on shooting

Lmg 24" damage: +0 (roll 2 dice / make 2 attacks on up to two different targets that are less than 2" away from each other)
Spend both actions on shooting

Grenade 8" attacks +3 damage to all minis within 2" radius


Jammed firearms

Any firearm may get jammed, which is the moment when a bullet or a shell locks into the weapon's mechanism, blocking it.

if you roll a 1 you roll again, and if you roll 1 to 5 on that second roll your weapon is jammed ...

Unlocking (or unlocking the weapon by manual ejection of the bullet or shell) would be an action that you could do even in the same turn if your first action was to shoot (and your weapon jammed) ALWAYS that your weapon allows it (pistol, rifle, Submachine gun)

If your weapon spends both actions to fire (sniper rifle or lmg) you will have to wait for the next turn to unlock it (and you could not fire in that second turn)



COMPANIONS (BROTHERS IN ARMS) 

Infantry soldier (rp 10)

Move
Fight
Shoot
Armour
Will
Health
6+1+110010
Rifle/smg, pistol


Vet Infantry Soldier (rp 15)

Move
Fight
Shoot
Armour
Will
Health
6+1+210010
Rifle/smg, pistol


Elite Soldier (rp 20)

Move
Fight
Shoot
Armour
Will
Health
6+2+210+112
Rifle/smg, pistol


Elite Soldier Sniper/Marksmen (rp 30)

Move
Fight
Shoot
Armour
Will
Health
60+410+314
Perception +5
Sniper rifle, pistol


Elite Soldier Tough Guy (rp 30)

Move
Fight
Shoot
Armour
Will
Health
6+4010+314
strenght+5 
Rifle, one hand weapon


Elite Soldier Tracker (rp 30)

Move
Fight
Shoot
Armour
Will
Health
7+2+210+212
Track+5
Rifle/smg, pistol


Soldier paramedic (rp 20)

Move
Fight
Shoot
Armour
Will
Health
6+0+010+312
Medical kit (works as Spell Heal)
Rifle/smg, pistol


Soldier demolition expert (rp 30)

Move
Fight
Shoot
Armour
Will
Health
6+2+210+114
Demolitions +5
Rifle/smg, pistol




TREASURES
1D20
Outcome
1--7
Gold and jewels
8--14
Gear
15--18
Combat drugs
19--20
Magic items/Technology


Gold and jewels
1D20
Outcome
1--15
Jewels (The Ranger can choose to earn +10XP or have one of his companions earn 1 progression point)
16--20
Gold Bar (The Ranger can choose to earn +20XP or have one of his companions earn 2 progression point)


Gear
1D20
Outcome
1--2
 Tool kit (+4 Armoury rolls and demolitions)
3--4 
 Medic kit (1 action, heal up to 5 life points)
5--6
cammo overall (+5 stealth)
7--8
binoculars (+5  perception)
9--10
Flares (used in night time they quit the modifiers for playing in darkmess)
11--12
languages book (+5 Languages) 
13--14
rope with hook (+5 climb)
15--16
Maps (+5 a orientation)
17--18
lockpick kit (+5 lockpick)
19--20
new boots (+5 acrobatics)


Combat drugs
1D20
Outcome
1--3
relaxing (+1 shoot, -1 will and -1 fight)
4--6
Exciting (one extra action in the next activation)
7--9
Vigorizing (+1 fight damage, -1 will)
10--12
Exciting 2 (2 extra health points during the game)
13--15
Exciting 3 (+1fight)
16--17
exciting 4 (+1 armour)
18--20
exciting 5 (+2 movement and -2 will)


Magic items/technology
1D20
Outcome
1--2
special hand pipe, light
3--4
special 2 hand pipe, light
5--6
special axe, elemental strike
7--8
2 hand special axe, elemental strike
9--10
red dot sight (+1 shoot)
11--12
bulletproof vest (+2 armour)
13--14
active cammo overall (+5 stealth, do not take on account this character in enemy actions)
15--16
Lucky rabbit's foot (once per game may re-roll a die)
17--18
biomecanic gauntlet (+5 strenght)
19--20
EMP Rifle (+5 damage)