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Evil ColSanders's blog

Barnyard Brawl: Combat, Other Thoughts, and Warhammer

Thoughts
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It seems my drive for working on Arcana Victoriana has run out of steam. Pun intended. I REALLY do not want to work on all the characters by myself. The same thing happened for my time travel game; I don't want to work on every single card. It just boils down to lack of friends that share the same interest. ANYWAY, in an attempt to stall on working on A.V., I'm going to spitball some ideas for B.B.

Combat
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Arcana Victoriana: Naming the action of a mechanic. -Final stages-

I still need a name for the action of turning a die into a die of more sides.
Example: 1d4 becomes 1d6. 1d10 becomes 1d8.

EDIT: I have narrowed down the choices.
The ideas that have been suggested are as follows:

Arcana Victoriana: Factions

Arcana Victoriana: Factions

I've had 4 factions written down several months ago in my physical journal, which are now written below. With this and the template for character creation in my previous Blog entry entitled, "Arcana Victoriana: Additional Characters" I welcome anyone to create characters and post them here or the aforementioned blog entry.

THE FACTIONS
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Arcana Victoriana: Additional Characters

I'm using this particular blog entry to document all the characters I create for the Arcana Victoriana Project.

Mr. Hawkins: Sky Pirate Captain

Defense
Armor ........ 1
Fortitude.... 2
Skill ........... 2

Melee - Cutlass
Strength.... 2
Power ....... 2
Skill ........... 3

Ranged - Pistol
Accuracy..... 2
Lethality..... 2
Skill ............ 2

Wits ........... 8
Range ........ 12
Movement... 6

Abilities
Agile - This model may move out of combat with an enemy model using its full movment.

Misc Thoughts: Gun Mage Creation

Here's the fluff I created for them at our Warmachine meet up today. It can be used with just about any RPG system. I didn't preview, so I lost all of what I wrote so now here's the less cool version.

The Gun Mage:

Barnyard Brawl: Opening thoughts, mechanics, and naming the other game.

This will be the working title for the OTHER skirmish game I'm working on. It will have a lot more units in it, but they will all be solo models. No units. I really think this is the major idea that separates skirmish from wargame. With THIS project, I'm working backwards from my original skirmish game. You know, it REALLY needs a name right now. I can't keep calling it "my first skirmish game". It sounds like a kit for 12 year olds to make their own.

Gearbox...
Blood & Cog....
Arcana Victoriana.......

Prototype Character Stat Chart

I'm going to attempt to make a stat chart for a character for my unnamed game.

Eugene Doubefistington
Even as a grown man, Eugene was still being pushed around and shook down. He had finally had enough of it. Eager to rid himself of these daily brigands, he commissioned a pair of gauntlets. His new "Fisticuffs" would prove more than a match for the ill-willed ruffians that plagued him. Haste comes at a price; He hardly knows how to use them nor has the dexterity to maintain balance. As long as he's safe, he believes, is all that matters.

Steam-powered "Fisticuffs"
Strength.... 2

Continuing with Charging, "Defensive Fire" and probability with the dice system.

Charging
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I have to add charging or assault. It's in every war and skirmish game. Everyone wants to run at everyone else and get fat damage and attacks on them. I have decided that charging will grant you extra inches of movement buy will not allow any extra PROBABILITY of damage. There will DEFINITELY be more damage. How does this equate to game terms? Total up the sums of each player's dice roll. The player with the lowest total subtracts from the higher player's total. That player's model receives damage equal to the difference +5. I didn't want to just give +5, but anything else is more complicated.

Activation Points

I don't mean Activation Points as in "locations you activate".
I mean "Points you spend to Activate". Read on.......

Ranged 3-stats. Gonna need help on this one.

I'm on break at work. I thought I'd make this quick and clean.

3 stats, right. Same as everything.

Power - of weapon
Lethality - of ammunition
Skill - of using weapon

My argument is for Lethality. Is there anything else I could put that generalizes an aspect of ranged combat? I think not. Lethality is the brother of Strength for melee combat (in my system). As an example a pistol can use regular bullets and hollow tip. Shotguns can use buckshot, pellet, or even beanbags. The grain amount used in the casing also differs.

Accuracy (Edited)
1: Pistols
2: Rifles

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