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Turn-based Lego Wargame: Confrontation (working title)

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Joined: 04/23/2013

Like I said in my introduction-thread, I've been working on my own little lego-wargame lately.
This is my attempt at cramming my thoughts into an overview of what I'd like to create.
I hope it gets the general idea across without losing itself in specifics.

Feedback would be very welcome and if there are any questions, please ask!

Confrontation (working title)

This idea evolved, when I tried to port the lego-based tabletop game Mobile Frame Zero to a smaller scale (from giant robots to people). The initial thought was to add more story, as I can't really identify with giant robots (though they are pretty cool).
The idea evolved however, taking on a more Fallout-esque flair, as I added some more mechanics. Now it's basically a tabletop/board-game with quite some features from the classic Fallout Pc-Games.

Gameplay Overview:
In Confrontation two or more players pit their company against each other's in a turn-based battle of life or death. Each company consists of 3-8 characters, with varying abilities/equipment. The players fight until only one company is left standing.
At first the idea was to set this game in catacombs, tunnels and caves, but I’m not so sure anymore, so we’ll see about that.

The game is still based on lego, so the board itself will be lego, as well as the characters. This should make it possible to be creative without having to invest hours upon hours on assembling/painting one company.
One major goal is to keep this simple, so every piece of information (character stats, weapon stats etc.) is kept on cards. Every player will choose his characters, equip some weapons/armor/items and picks the relevant cards. All irrelevant information is kept out of the way.

Character Overview :
Each character is represented by a Lego Minifig (or something self-built) and comes with a stat-card. The stat card lists all relevant information like initial stats, derived stats, skills and a body-grid (more on that later).

I still wanted to retain some of the mech-awesomeness, so there will be two classes, human and mech, each with their own pros and cons. I'm not sure on how to do it exactly yet, but I'd like to keep mechs 'killable', meaning two humans should be able to kill a mech.

Main Stats:
A character has five main stats, similar to those in Fallout.
ST (affects HP stat and Melee skill)
EN (affects DP stat)
PE (affects Shoot skill)
DX (affects Tech and Heal skills)
IN (affects Tech and Heal skills)
AG (affects AP and MV)
Some items may require certain minimum stats (like ST6 for a rocket launcher).

Derived Stats:
A character's main stats translate into derived stats, which are mostly used for battle.
HP (Health Points; if this is empty, you die)
DP (Defense Points; a weapon has to surpass your DP to do damage)
AP (Action Points; everything you do uses these up)
MV (Movement; the maximum AP you can use for moving, your ‘walking range’)

Skills are also affected by a character's main stats and can be used to execute a number of actions. A D6 has to be thrown to see if the skill can be used successfully.
Melee (the chance of hitting; has nothing to do with damage)
Shoot (the chance of hitting; has nothing to do with damage)
Tech (the chance of healing mechs; may be used or other skill-checks in the future)
Heal (the chance of healing humans.

Body Grid:
Similar to the one from Fallout 3, a character's body grid is used to keep track of critical wounds, negatively affecting the character's stats. It consists of 6 elements:
Head (decreases PE, IN)
Body (decreases EN)
Arm L/R (decreases ST, DX)
Leg L/R (decreases AG)

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