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Post by Sir Not Appearing on Forum on Apr 24, 2012 21:07:21 GMT -5
I just recently acquired a whole slew of miniatures from my father since he no longer paints and was doing some cleaning up.
I was looking at them and noticed that most of them were 25mm (Heroclix size) and were from the Renaissance era.
Then I thought to myself, "Could I make some miniatures rules that were Gaia Saga based and then create a skirmish game with these?"
War of Ten Nations or Levasian Invasion anyone???
Just a thought.
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Post by Sir Not Appearing on Forum on Apr 24, 2012 22:08:27 GMT -5
Hopefully somewhere.
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Post by Sir Not Appearing on Forum on Apr 25, 2012 7:59:04 GMT -5
I dug around the internet and found some now defunct rules for a fantasy skirmish/rpg-type deal from Games Workshop called "Mordheim".
I might take a look at it and base whatever I make from it. Never really made miniature rules before, unless you count the tactical battle system for Gaia Saga...
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Post by Sir Not Appearing on Forum on Apr 25, 2012 20:08:01 GMT -5
Started painting up a group of middle ages guys to act as Bretoonian police enforcers. They have what appear to be hand-cannons and flails.
When I get around to this game it will be based during the War of Ten Nations.
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Post by Sir Not Appearing on Forum on May 8, 2012 10:26:22 GMT -5
Have painted quite a few guys now. Probably enough to make a mercenary band, which the game is going to ultimately be about.
Here are a few more ideas I had about this game:
1.) Players are given a certain amount of gold to purchase characters with.
2.) Each character will be represented by a single figure, will have their own place on a roster and can increase in skill level the more battles they survive.
3.) Each "team" is a mercenary band during The War of Ten Nations and can be made up of pretty much any type of character you can think of.
4.) Think Final Fantasy Tactics. ;D
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Post by gendaru on May 8, 2012 12:41:34 GMT -5
I rather wish I knew more Gaia Saga lore. I've been lost many times with some of the recorded histories from prior campaigns...
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Post by Sir Not Appearing on Forum on May 8, 2012 15:14:28 GMT -5
Painting in itself does not require much in the ways of movement. You add a single color to a miniature, then wait till it dries, add another layer and when it is all over you simply dab the whole figure over with a black wash to fill in the details. Sitting at my desk all that really moves is my right arm and there is little to no movement taking place with my torso. I appreciate the concern though. I've also realized that painting these little guys has been a HUGE stress reliever for me. Things have been hard with lack of job and the prospect of Shannon leaving for the summer. I've been fairly depressed actually. As for Gaia lore, if you ever need to find out information about something let me know and I'll explain. I was also thinking of one of these days sitting down and writing up a large history of the different time periods and eras for those that are interested. ;D
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Post by Sir Not Appearing on Forum on May 14, 2012 8:35:59 GMT -5
General Stats for this game:
All ratings are from 1-10
TM: Tactical Movement. If running this can be doubled with some other penalties. You may also choose to sneak if applicable.
MS: Melee Skill. Gives a rating for close combat.
FS: Firearms Skill. Gives a rating for ranged combat. Used for non-gunpowder weapons also.
MP: Magical Power for spells.
PD: Physical defense.
MD: Magical defense.
LK: Luck. Used to modify other dice rolls.
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Post by Sir Not Appearing on Forum on May 25, 2012 10:48:51 GMT -5
When you create a mercenary band for this game you need to choose a basic template for it. Each template gives special bonuses to your units, and each one gives you special options for unit recruitment. As a campaign for this game progresses you will have the potential to unlock and use a variety of different units, equipment, spells and abilities.
Here are a list of some of the band templates I have ideas for. If you have any of your own ideas let me know and they will be added to the master list and will be entered into the rules.
Bretoonian Enforcers - Adeptly trained police force that patrols the cities, towns, villages and roadways of the kingdom of Bretoon. Since Bretoon during this era has become relatively poor due to poor economic management and governmental confusion they sometimes seek other means of monetary gain...
Traditionalists - As new forms of technology have been released there are some who welcome them and others who choose to disregard them. Members of the traditionalist movement seek to destroy technological advancement and keep things the way they are in Dalros with hope of little to no change from the past.
Gear Guild - The individual merchant houses of the Dwarves who have chosen to leave seclusion and spread their technology throughout Dalros. These dwarven nobles seek to gain vast amounts of wealth with little regard for the repercussions to the outside world.
Bandits - Poor individuals with various backgrounds who seek to rob those wit money and simply just try to survive as the world around them seems to be collapsing.
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Post by Sir Not Appearing on Forum on May 26, 2012 11:56:35 GMT -5
CREED Infiltrators - Special agents sent from Levasia to try and cause distress and upheaval within Dalros. They are armed with advanced technology and despise magic in all shapes and forms.
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Post by Sir Not Appearing on Forum on Sept 16, 2012 12:15:20 GMT -5
I might post up the rules I got finished a while back for this game so that you guys can tell me what you think.
The templates posted above have been scrapped, mainly because I feel it would be better if everyone who plays decides what sort of band they create rather than follow a template for it.
There are three archetypes though: Traditionalist, Conformist and Freelance. Each one gives you bonuses and penalties and are the only deciding factor on a band.
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