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Game Idea: Steel Suit

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Anonymous

I have thought of a new game idea for my idea of a Collectable Board Game (see post named "New Game Category").

The game is called Steel Suit. Here is a little bit of background and the rules I have thought up so far. (Note: These rules have taken me about 1.5 hours to write, and I didn't read them over very well. These are the first rough draft of the rules) [Text in these brackets are explinations for rules]
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Start Game Rules
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Steel Suit
In the future, the year 4277 A.D., wars are fought with machines know as Steel Suits. These machines are controlled by a pilot inside the machine. The pilots use various controls from inside the Suit, including joysticks, pedals, and buttons. The Steel Suits can punch and shoot with the weapons on their shoulders, ethier Machine Guns or Missiles. Sometimes even the hands are replace with weapons, such as laser.

Units
Each unit comes with a figure and a card. The figure represents the unit, whether it's a Steek Suit, a tank, or an air fighter, and is used on the board, once recruited, to fight for your team. The card shows the unit's statistics, including weapons and speed and the such, and is used as a reference card.

Example Steel Suit:

Name: Name of the Steel Suit (Behemoth)
Durability: How much damage the Steel Suit can take (70)
RS: Weapon mounted on right shoulder (K-7 MachineGun)
LS: Weapon mounted on left shoulder (79 Grenade Rocket)
RH: Weapon replacing the right hand (K-22 Laser)
LH: Weapon replacing the left hand (K-22 Laser)
Damage: Amount of damage weapon deals ,the red number after the weapon's name (5 for the RS)
Accuracy: How well the weapon shoots, the blue number after the red number (11 for the RS)
Speed: How many spaces the unit moves, gold number (5)
Standard Attack: How strong the Steel Suit is weapon attacking, blue number below the gold number (6)
Armor: Damage needed to be done to the outside of the Steel Suit before he takes internal damage, the red number below the blue number (8)
Special Rules: What, if any, special things the Steel Suit can do, blue text in the middle
Type of Unit - Faction: What type of unit the card refers to and the faction of the Steel Suit (Steel Suit - Clan Ghost)
Cost: How much money it takes to buy the Steel Suit (1500)

Example Tank:

Name: Name of the Tank (Scout Tank)
Durability: How much damage the Tank can take (50)
RS: Weapon mounted on right side of tank (K-22 Laser)
LS: Weapon mounted on left side of tank (K-22 Laser)
T: Weapon mounted on the top of the tank (None)
B: Weapon mounted on the back of the tank (R-3 MachineGun)
Damage: Amount of damage weapon deals ,the red number after the weapon's name (4 for the RS)
Accuracy: How well the weapon shoots, the blue number after the red number (9 for the RS)
Speed: How many spaces the unit moves, gold number (7)
Armor: Damage needed to be done to the outside of the Tank before he takes internal damage, the red number below the gold number (5)
Special Rules: What, if any, special things the Tank can do, blue text in the middle
Type of Unit - Faction: What type of unit the card refers to and the faction of the Tank (Tank - Clan Ghost)
Cost: How much money it takes to buy the Tank (350)

Example Air Fighter:

Name: Name of the Air Fighter (Air Bomber)
Durability: How much damage the Air Fighter can take (40)
RS: Weapon mounted on right side of the Air Fighter (X-1 MissileLauncher)
LS: Weapon mounted on left side of the Air Fighter (X-1 MissileLauncher)
B: Weapon mounted on the bottom of the Air Fighter (V-13 MachineGun)
Damage: Amount of damage weapon deals ,the red number after the weapon's name (9 for the RS)
Accuracy: How well the weapon shoots, the blue number after the red number (12 for the RS)
Speed: How many spaces the unit moves, gold number (9)
Armor: Damage needed to be done to the outside of the Air Fighter before he takes internal damage, the red number below the gold number (4)
Special Rules: What, if any, special things the Tank can do, blue text in the middle
Type of Unit - Faction: What type of unit the card refers to and the faction of the Air Fighter (Air Fighter - Clan Ghost)
Cost: How much money it takes to buy the Air Fighter (750)

Setup:
0. Decide on how many round to play to (recommended 20-25) [The recommend round cost is based on how many cards are used to make a deck and how many cards you get each turn]

1. In the beginning of the game, each player counts the deck of the player to left of him. The deck must have between 40 and 50 cards. If the deck has more or less, tell the player to quickly fix the deck. Re-count the cards again after the player fixes the deck.

2. Roll for first player. Each player rolls 1D6. Reroll ties. The player with the highest roll is the first player, then the player count is counted clockwise, until you get back to the first player. Ex.
1st 2nd
_V____V__________
| 6 4 1 |< 3rd
|2______5_______1_|< 4th
^ ^ ^
7th 6th 5th
(Note: There probably will not be this many people playing, but this is just to show you how the order works.)

3. Players now create the board. Starting with the first player, each player places a board pieces. The first player places the first piece in the middle. Then, in order, players attached more pieces. When all players are happy about the size of the board, stop placing pieces.

4. Shuffle your deck and place it next to you. Draw five cards and add them to your hand. If you wish you may mulligan. This means you may shuffle yrou deck again, including your hand, and draw five more cards. This can only be done once.

5. Begin playing.

Recruiting Units:
To recruit units you need to get money. Each player starts the game with 900. Each player gains 75 per turn. You also get money by killing other units. When you kill a unit you get half of its Cost. (ex. you kill a unit with a cost of 520, so you get 260). Money can be tracked with coins (pennies = 10, nickels = 50, dimes = 100, quarters = 200, half dollar = 350 or any other type of thing) or game money, like Monopoly money.

When you recruit a unit, place its card in front of you. Place its figure onto the board on one of the first squares on the side closest to you. Ex.

OOOOOOOOOOOOOOO
OOOOO OOOOO OOO
OOOO OOOOOO OOOOO
OOOOOOOOOOOOOOOOO
OOO OOOOO OOOO OO
OOO OOOOOOOOOOOOOO = Back of Tank
Moving from: to: is a movement

OOOO OOOO
OOOO OOO<
OOO> OOO>
OOO< OOOO

Moving from: to: is a movement

OOOO OOOO
OOO> OO<>
OOO< OOOO
OOOO OOOO

Those are two examples of Tank movement.

When an Air Fighter is moving, it may pass through but not stop on grounded units. It may not pass through or stop on flying units. An Air Fighter ignores terrain when moving. Movement of an Air Fighter is the same as the movement of a Tank.

Phase III ... Shooting Phase
During the Shooting phase, all of your units, including the ones who have moved, may shoot. Units that have been recruited this turn may not shoot or be shot, although they may take damage.

Steel Suit shooting:
If a Steel Suit is shooting, it may shoot up to the amount of spaces of its base attack. All weapons on the Steel Suit may shoot forward, but there are also special shooting rules for different weapons.

Guns on the Right Shoulder may also shoot to the right of the Steel Suit.

Guns on the Left Shoulder may also shoot to the left of the Steel Suit.

Weapons replacing the hands may shoot in any direction, except backwords.

Because the Steel Suits are so big, they may shoot twice, but with different weapons. Because the Steel Suits are machines, they have a special feature called Targeting Computers.

Targeting Computers: Steel Suits ignore the penalty for shooting through one hindering terrain space, but if they are shooting through more then one, they still get the penalty for each extra hindering terrain space.

Because Steel Suits have no means of shooting backwords, pilots are trained to spin around and shoot at the same time. A Steel Suit turn 180 degrees and fire one weapon. This can only be done once per turn, and a Steel Suit can only shoot with one weapon when doing this.

Tank shooting:
If a Tank is shooting, it may shoot up to the amount of spaces of its weapon's accuracy.

Weapons mounted on the Right Side may shoot to the right and forward.

Weapons mounted on the Left Side may shoot to the left and forward.

Weapons on the top may spin slightly and shoot to the left, right, and forward.

Weapon in the back my shoot only backwords.

Tanks may only shoot once.

Air Fighter shooting:
If an Air Fighter is shooting, it may shoot up to the amount of spaces of its weapon's accuracy.

Weapons mounted on the right side may shoot to the right and forward.

Weapons mounted on the left side may shoot to the left and forward.

Weapons mounted on the bottom may rotate 360 degrees and may shoot in any direction.

Air Fighters are high in the air and ignore hindering and blocking terrain when shooting, unless the target is in hindering terrain.
[The different types of units have different shooting rules because they are built differently and have weapons placed in different areas]

Shooting with ballistics:
A weapon with X in the beginning of its name (including ones with numbers after them) are ballistic weapons. If a ballastic weapons hits, every unit in an adjacent space with the target takes three damage.

Hitting:
When shooting, a player rolls 3D6. If the number is equal to or greater then the weapon's accuracy, it hits. If the target has armor, deal damage to its armor. If the target doesn't have armor, deal damage to the internal structure. If an attack destroys a unit's armor but still has damage to deal, that damage is lost and is not dealt to the internal structure.

Phase IIII ... Close Combat Phase
During the close combat phase, Steel Suits may punch and Tanks may ram.

Punching:
A Steel Suit may punch other Steel Suit unit in an adjacent square of it. A Steel Suit may not punch a Steel Suit unit that is behind him. When a Steel Suit punches, it uses its Base Combat number as its accuracy for the attack. Add the target unit's remaining armor to this number. The attacking player rolls 2D6 If the attack is equal to or greater then the accuracy of the attack, it hits. The attack only does damage, however, if the attack is higher then the accuarcy of the attack. The attack deals damage equal to the rolled number minus the accuracy, to a minimum of 0. If the attack hits, whether it deals damage or not, the target must roll 2D6. On a result of a 2, 3, or 4 the Steel Suit loses balance and falls. Put a token next to the unit to show that it has fallen. The next time the fallen unit gets a chance to move, it must use a movement action to stand up. No other movement is allowed.

[The reason a Steel Suit can fall on a punch but not on a shot because the Steel Suits are built to endure the bullets and energy hitting them constantly, but they are not really meant to be punched and only some of the newer Suits can endure this punch]

Punching with a laser-replaced hand:
If one or both hands have been replaced with weapons, the Steel Suit may still attack, but it must choose which hand to punch with. If the hand selected is a laser weapon (laser weapons begin with the letter K), and the attack hits, one or both Steel Suits may take damage. After the attack is resolved and damage dealt, each player rolls 1D6. On a roll of 1, that player's Steel Suit takes 3 damage.

Punching with a ballastic weapon:
If the hand selected is a ballastic weapon a small ammo explosion may take place. If the attack hits, after damage is dealt, the attacking player rolls 1D6. On a result of 1, a small ammo explosion takes place. The Steel Suit unit takes 4 damage, and all units in adjacent squares take 1 damage.

Ramming:
A Tank may ram another Tank or a Steel Suit. When a Tank rams, it must move up to half of its movement (rounded up) to get adjacent to another Tank or a Steel Suit. When a Tank rams, it uses its speed as the accuracy of the attack. Subtract the target's current armor value from this number. The ram automaticly hits.
The ramming player rolls 2D6. The result must be lower of the accuracy number to do damage. Take the accuracy and subtract the result from that number, to a minimum of 0. That is how much damage is dealt to the target.

[Ramming is done backwords (lower roll, better) because the faster the Tank is moving, the better, but the faster it is moving, the higher the roll would have to be]

Winning the Game:
When a player destroys an opponent's unit, the attacking player must write down the destroyed unit's cost. That is how many points the player gets at the end of the game.

The game ends when:
-A set number of turns as passed
-One player is out of cards in his deck

At the end of the game, each player adds up the amount of things he or she killed. The winner is the player who killed the most amount of points.

Terrain:
Clear Terrain: White: Clear terrain is an open field. There are no shooting penalties when shooting through clear terrain. You may move through clear terrain normally.

Hindering Terrain: Green: Hindering terrain is a wooded area.When shooting through hindering terrain, you get a -1 to your roll. When entering hindering terrain, a unit must stop as soon as it enters it. When exiting hindering terrain, the unit must stop as soon as it exits it.

Blocking Terrain: Black: Blocking terrain is a building or a tower. You may not shoot through blocking terrain. You may not walk through or stop on blocking terrain. Blocking terrain can be a useful cover from fire.

Water Terrain: Blue: Water terrain may be shot through as if it were hindering terrain. When moving, water terrain is considered blocking terrain.

Deck/Army Creation:
A deck must be between 40 and 50 cards. The corresponding unit figures must be in the player's figure army. A deck can have 3 of the same unit in its deck, but only one can be on the field at a time.
[These rules are very rough. The rules on deck/army creation will be explained much more at a later time, when I write them. And it's not 3:30 in the morning.]
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End Rules
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Well, please give any feedback.

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