Sunday, 7 April 2013

Gunstorm Beta is ready!



Gunstorm Beta 1.0 (PDF)

Pocketmod version (US Letter)

The combat rules are in a reasonable state now and ready to download from the links above. The rules have been written to fit into an 8 page pocketmod format so are quite brief. I don't bother explaining what a d6 is for example.

You will need to make your own character cards, using the temporary Crew builder supplied here:
Crew Builder
The new template-style
cards will be ready soon.

I have been testing with a simple scenario involving searching objectives, but I encourage you to swipe from Necromunda and ItEN scenarios, which are available for free if you google them.

I am currently revamping the crew selection system to be entirely card based so you simply select a character type and two gear/stunt cards. This is to bring the game closer to a pure solo experience that is supported by special scenarios and eventually a campaign system.

Please leave comments or questions!

33 comments:

  1. They look really interesting - I shall have to print them off and see if I have any suitable figures.

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    1. Hope you find them useful, I have been folowing your Clobberin' Time posts with great enthusiasm!

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  2. Fantastic, many thanks. I shall print this off and get going tonight. Perfect timing as I have just started making my own version of the Regular Show crew. I'm very excited.

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    1. Awesome to hear!

      I'll be impressed if you can follow them OK... That's usually the worst problem with fesh rules ;)

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  3. Thank you mate. I'll read them ASAP :)

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    1. You're very welcome Javier, hope you enjoy them!

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  4. Thanks SJ- I'll print them off later when I've done my Sunday family socialising thing!

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    1. The pleasure is mine, GR. Enjoy the rest of your weekend!

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  5. They look pretty interesting, especially the enemy movement chart. in the Close Combat section you have "the the". Search for that to correct for your next beta version. Excellent work overall.

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  6. Very interesting. Although written for 15mm, the rules look perfect for my 25mm Star Wars miniatures. I'll give them a try real soon.

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    1. They should actually work fine for either scale, as the feel is certainly cinematic over simulation!

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  7. Two quick questions:

    1. Are the red bleeder counters returned to the cup or are they used to denote the effect by placing them next to model?

    2. The grey box on page #6 for shooting says, 'D6 + Attacker's Shot stat + vs.' Is that extra '+' after the word 'stat' a typo?

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    1. The bleeders go next to the model, the deads go back in the cup. The bleeders go back if the model dies.

      Yes that's a typo sort of, it used to say +weapon power. I have combined that with shoot in my latest revision but accidentally put it in the main rules. This is all based on a new crew construction system. With the current builder you should add the weapon power to the attack roll.

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  8. Very nice, thanks for making this. I'll try to play a quick game tonight.

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    1. It's designed to be quick, I hope it makes sense!

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    2. It was quick, 20 minutes on my first game, while learning the rules! It was a basic "kill'em all" scenario with four 30-point grunts per side and no stunts, on a 2'x1.5' board with a few line of sight blockers. By the way, the rules mention "speed," crew builder uses "sprint" but I assumed they are the same.

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    3. Yes, sprint and speed are the same... That's one of what I imagine are many typos!

      It's easiest if you give the enemy no stunts to start with.

      I will do some more tweaking tonight to try to fix the confusing bits :) Thanks for playing!

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    4. If you look at the new data card you will see I removed sprint and just included it in the base movement. Next revision coming up soon!

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  9. Hi, Jacker. Thanks man for the hard work and sharing of these rules.

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    1. You are very welcome Jay! I'm even harder at work making the rest of the stuff that's not the game engine now :)

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  10. So cool! One quick question: when the Fortune phase comes up and the player wins, can they repeat a phase that's already occurred?

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    1. Yes, when the player wins the fortune roll, you may choose any phase you like.

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  11. Very nice, I'm glad you put these up, thanks! :)

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  12. Ok, now I have read them and already have a few thoughts/idéas.

    I was thinking about using your rules for 6mm modern as I think that quick and easy rules are better for solo gaming than FoF for example, plus I can use an even smaller table. I thought about making a variant of your crew builder with fireteams for small arms and no armour and vehicles for the armoured guys. I think that if I do this kind of generic it would fit most settings, both historical and sci-fi. Would you be interested in this if I write this down?

    I also saw a small typo that you are probably aware of, in the "enemy shoot phase" it says that all enemy moves, this should be shoots i think.

    Again, thanks for these rules, the enemy move phase is genius! I think they will be appreciated by solo gamers for a long time!

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    1. Thanks very much Jonathan!

      I think there in absolutely nothing wrong with crunchy and involved rules, but for solo play I just have a limit to how much I can keep in my head and still enjoy the action. This is an attempt in-progress to make something that is fast and light enough to remember without having to check a rulebook (once you know it) and also doesn't require a lot of prep or space.

      Thanks for the typo, it is a real problem when dealing with lots of fast changes, you are completely correct and I will try to post a fixed version later tonight.

      As for the setting, it's very much up to you. I originally wrote up the weapons as "Rifle, SMG, Pistol" etc. but decided on sticking with a sci-fi motif to help keep me on track. The more generic you write a ruleset, the tougher it gets as you add things. I'd be very interested to see what you come up with of course!
      The idea, once it all works smoothly, would be to release mini-supplements for different genres and themes. I just want to get the game part working smoothly first.

      I'm very happy that you have enjoyed them so far, just a few more refinements and I can move onto the task of the solo narrative campaign, which is why I'm really doing all this!

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    2. I agree with you, I really like rules like DBA and song of ... from Ganeshagames. That kind of simple rules that still gives a lot of playability is my favourite, as you say, to keep it in ones head while playing is worth a lot. I too still enjoy the "heavy" stuff though.

      I will try to put my thought to paper, I'll send them to you when ready.

      Another thing that crossed my mind is the wound counters. If you have a lot of bleeders on the table, the chance for a dead is getting bigger. Perhaps 1-2=black, 3-6=red on a D6 would work? You still need counters, but the result is more random.

      Ahh, the campaign... :)

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  13. Revised edition up at the link on the right sidebar

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  14. Gonna try to get a solo game in this weekend!! Thanks

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  15. Kudos on this current ruleset, seems to be gaining more traction than Gut Check, which is exciting! Paint or play these this weekend, I'll try both?

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  16. Looking good. I will certainly be giving these a roll!

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  17. Love these rules. A LOT. A couple of suggestions: some sort of rpg type of leveling. Something like extra pts or weapon upgrades for winning ( mordheim style) . Vehicle rules would be cool. I know you want a short simple game. Maybe put these in as optional or advanced rules. New here and Glad i found this site. Also like your paint jobs and would love to see more tutorials.

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  18. Question:
    What about facing ?
    Is enemy moves phase unlimited to Out of Player LOS or Nearest Cover or.... ?

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