GZG ECC 16 - an overview wrap/gzg-d Digest V2013 #21---GZG ECC con

2 posts ยท Feb 26 2013 to Feb 26 2013

From: Doug Evans <devans@n...>

Date: Tue, 26 Feb 2013 15:57:20 +0000

Subject: RE: GZG ECC 16 - an overview wrap/gzg-d Digest V2013 #21---GZG ECC con

[quoted original message omitted]

From: damosan@c...

Date: Tue, 26 Feb 2013 16:36:22 -0500

Subject: Re: GZG ECC 16 - an overview wrap/gzg-d Digest V2013 #21---GZG ECC con

On Tue, Feb 26, 2013 at 10:57 AM, Douglas Evans <devans@nebraska.edu> wrote:

> Love to hear more on all of the above, but especially on the FT

You asked for it.

> 1) I'm thinking of running a Korean era Mig Ally type thing using a

Think of a mini-ssd with modified cinematic movement and light beams.
Nothing too fancy as it'd be a con-game but I'm sure there'd be a few
other tweaks in there as well.

> 2) FMA-Microarmor. Probably set in the 40k sillyverse but it's what I

Think FMAS with microarmor. Units would be rated in the standard
quality scale of d4 - d12.  This would also define the unit's
coherency. There would be the standard three range brackets with
infantry style small arms having ranges of 1-2" per band.  Vehicle
weapons would reach out further.  Combat would simply be quality +
weapon vs. opponents quality + range die.  You'd compare the high
result of each roll against each other. If the shooter beats zero then no
effect. If they beat one then target damaged. If they beat two then target
destroyed.

I need to work on it a bit as players would probably get carpal tunnel based
on the description above.

> 3) Post-Apoc resource grab using TW or SG2.

Nothing very fancy here. 28mm platoon level skirmish with some vehicles. May
just end up as a generic scifi game. Or not done at all.

> 4) FMA-Road Warrior like truck escort.

I've thought about this one a while. The basic concept was to have two rigs
rolling down the highway. The game would be played on a 4'x4' table with a
road running down the center. The rigs would move
at a near constant pre-determined rate.  The players would move in
realtion to the rigs. You'd never physically move the rigs on the table
(except for maybe lane changes) but players would be moving their vehicles.
Also random terrain would appear at the head of the table and drift down the
table N inches per turn based on the speed.

An example of movement would go like this:

1) The rigs are moving 60 mph. Lets say this represents 6" of movement.

2) If you plotted your car's movement to be 60 mph with no turning of the
wheel you basically stay in place.

3) If you plotted your cars movement to be 80 mph you would be able to move
your car forward 2" this turn. If you kept your car at 80 mph you'd move your
car forward 2" every turn until you slowed back down to 60 mph. Then you'd
hold steady.

4) The ability to drift left / right / speed up / slow down will be
defined by the car itself. You'd be able to push it but you may run into
problems.

5) The terrain would drift down the table at whatever speed the rig(s) are
moving. Signs, small hills, rivers, small marauder bands, random animals, etc.
Don't know if I'd have the players move first or the terrain bits move first.
Probably the players. Also undecided is if I should let the players take turns
dropping terrain or the GM should do it.

The point of the game is for one side to escort the rigs from point A to point
B while the other side is there to off the escorts and disable the rigs. There
would be a few weapons here and there (there may be a TON of weapons) but the
rigs themselves would be well armored. Serious style points would be awarded
by having assistant drivers leap from vehicle to vehicle to make an assault on
the rig itself.

The game itself will be 20mm.

Damo