Dead Wars 2000

I’m still working on my magnetic tile terrain, and its getting there but needs more work. Like all terrain it’s a toss up between playability and aesthetics, playability generally means worse aesthetics, good aesthetics means bad playability. I’ve definitely got more work to do on the aesthetics front as currently it looks like I’m playing with an abandoned kids play area.

Although a skirmish game set in a liminal horror environment could be cool… I did make these guys while back:

So I’ve been darkening everything down, and adding battle damage. From there I’ll be looking at adding accessories, vents, pipes etc. since everything is magnetic I’ll be able to add and remove them at ease without sacrificing playability. Which should be great.

Anywho… I’ve been working on the rules (still very much in rough form):

DEAD WARS 2000

Each figure has a beginning stat line and points cost depending upon their race according to the table below:

EQUIPMENT

Characters are then given equipment which modifies their stat line, or adds special abilities. It is assumed each  figure begins with the basic ability to make ranged and melee attacks, this costs 0pts, and gives no bonuses.

Guns

Upgraded Pistol/Bow +1 AS 1pt

SMG/Shotgun +2 AS 2pts

Rifle +2 SH 2pts

Assault Rifle +1 AS, +1 SH 2pts

Auto Shotgun +3 AS 3pts

MG +3 SH 3pts

Sniper Rifle +2 SH, Sharpshot (cover has no effect) 4pts

Flamethrower +4 SH, 6” range max. 3pts

Missile Launcher +2 SH, Blast (Also hit the each figure within 2” of target) 4pts

Energy Gun +3 SH, Deadly (Any 6s rolled auto wound) 6pts

Melee Weapons

Melee Weapon +2 CH 2pts

Dual Melee Weapon +3 CH 3pts

Two Handed Melee Weapon 2+ CH, Reap (Also hit each enemy in base to base contact) 3pts

Power Melee Weapon +3 CH, Deadly (Any 6s rolled auto wound) 5pts

Equipment

Shield +1 CH, +1 AS, +1 DO 3pts

Bloodpak – Carrier can heal 1 wound on themselves, or an ally in base contact for 1AP when performing a sprint action. 1pt

Armour – When attacked by an enemy, they can make a saving throw against each point of danger they receive (this is in addition to any cover save):

Light Armour 6+ Save 3pts

Medium Armour 5+ Save 6pts

Heavy Armour 4+ Save 9pts

ACTIONS

During a turn characters are activated once each and in a random order. You could use a deck of character cards, or counters in a bag, or roll for activations, as long as the order is random!

When a character is activated, declare an action from the list below, then roll 6 dice. A success is scored according to the figures stats, for example a figure performing an Assault Action with AS 3+ scores 1 success per 3+ rolled. Each success gives the character 1 Action Point (AP). Natural 6s always succeed. Natural 1s always fail. APs can be spent as below according to the action declared:

Sprint (SP) – For 1 AP Move (3”) or Block 1 Danger.

Charge (CH) – For 1 AP Move (2”) or Melee Attack or Block 1 Danger.

Assault (AS) – For 2AP Move (2”) and Shoot or for 1AP Block 1 Danger.

Shoot (SH) – For 1 AP Shoot (+1 to hit) or Block 1 Danger.

Down/Dodge (DO) – For 1 AP Block 2 Danger.

Each shot or melee attack puts a point of danger on a target.

When fired upon from an enemy AS or SH action, if a target has cover they can make a cover saving throw against each point of danger they receive: 4+ for hard cover, 6+ for soft cover.

If a character is in base contact with an enemy and wants to breakaway, they must use a Sprint action, each 1 rolled when performing the action results in the character attempting to break away losing 1 life.

Sometimes a character’s stat will go below 2+, to 1+, 0+ or even -1+, in this case rolls of 1 still fail, however a number of rerolls are allowed for any pesky 1s still rolled for their declared action. So: 1+ = 1 reroll, 0+ = 2 rerolls, -1+ = 3 rerolls. The same die can be rerolled multiple times.

A point danger on a character that is not blocked by the end of their activation causes them to lose 1 life. Once a character has lost all of their lives they are knocked out, lie them on their side. Each time that character would be activated, roll a die, on a 6 they recover and get back up, and on their next activation may be used as normal. On a roll of 2-5 they stay knocked out, on a 1 they die, remove them from play entirely.

DEPLOYMENT

The battlefield is a 2’x2’ square.

Players roll off, and then the higher roller picks an edge and places their characters within 3” of that battlefield edge. the opposing player then places all of their characters within 3” of the opposite edge.

SHRINES

Before the game begins a single shrine is placed in the centre of the battlefield, from there each player places one other shrine each. Shrines cannot be placed within 8” of another shrine. At the end of each round, each shrine under a player’s control generates their warband a gods’ die. For a shrine to be under a warbands control they must have a character within 3” of the shrine, and no enemies within 3” of the shrine. Gods’ dice can be spent when a character performs an action, so instead of rolling 6 dice they can roll more. Once a gods’ die is spent it is discarded.

So that’s everything I’ve got so far. Hope it makes sense, and if you have a go, let me know!

Leave a comment