This will be my most ambitious project yet and this time I'm going all in.
Fluff first:
The year is 1948, D-Day has failed miserably, England is lost, the Nazies are gathering their forces to start the invasion of the United States. Spies bring back frightening intel on the German experimental weapons, guns that spit lightning and soldiers that get back up after having their arm blown off. The allies took a gamble and focussed a lot of resources on the mildly successful iron infantry project to develop 8 foot tall hydraulically powered exoskeletons capable of carrying heavy weapons with ease. The first units outfitted with them report reliability issues but that they make brilliant breakthrough units. Italy obviously flipflopped back to the Axis side. In a last ditch attempt to gain a foothold in Europe the Canadian government started a coup in Spain, the Nazies have consolidated their forces along the Pyrenees and are desperately besieging the city of Zaragoza.
Your squads have been selected (or accidentally dragged along) to find out what the Axis forces are so desperately trying to get to in Zaragoza before it's too late.
Gameplay:
D10 based combat with a map, that's right, a bloody map! D10 to hit, D10 to test against any kind of possible armor, D10 to see how badly hurt the shot person is. Natural 10s always succeed, natural 0s always fail. Simple enough.
You don't just play one guy though, you play a squad of soldiers with a specialization. I'll give a few examples: Canadian Mechanized infantry:
1 squad leader with short sword and M1946 automatic pistol 4 storm troopers with M1-2 Garand automatic rifles. 1 flame trooper with a light flame thrower. 1 Kangaroo APC with passenger manned M1919 light machine gun.
Soviet Conscript squad:
1 commissar with whip and Nagant revolver 15 conscripts with Nagant bolt action rifles.
Defected Wehrmacht:
3 troopers with STG 47 assault rifles 2 man heavy weapon squad with EXP 47-4 "Elektrische Entladungskanone"
Iron Infantry breakthrough team:
1 MKIV Iron Infantry assaulter with 23mm autocannon 4 combat engineers with Trench guns and breaching charges.
Spanish Partisans:
1 partisan sergeant with MP40 SMG 2 partisans with K98 bolt action rifles 1 partisan with Panzerfaust rocketlauncher and Mauser machine pistol 2 man heavy weapon squad with Maxim heavy machine gun
As you can see there's more than enough leeway to come up with something that is truly unique, if you have questions just run em by me and we'll work something out. Just come up with some really cool/weird unit and we'll go from there. Feel free to name any of your squad members. Weapon stats will be made up by me when we start.
Sun Aug 27, 2017 4:18 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD the Wunder waffen
Reserve
Sun Aug 27, 2017 4:18 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD the Wunder waffen
Yassssss
Code:
American motorcycle reconnaissance squad. Five rapid-strike men with Harley-Davidson XA bikes, Thompson submachine guns, and grenade satchels. Sergeant (Garand) and radioman in sidecar-equipped heavier XA-II bike.
Last edited by TheKebbit on Sun Aug 27, 2017 11:01 pm, edited 2 times in total.
Sun Aug 27, 2017 4:28 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: RTD the Wunder waffen
Aw yis.
I'll go with a stock Iron Infantry Breakthrough Team. I like big guns.
Sun Aug 27, 2017 4:34 am
TheMysticDreamer
Joined: Thu Sep 29, 2016 4:04 am Posts: 241
Re: RTD the Wunder waffen
R served
Sun Aug 27, 2017 11:09 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: RTD the Wunder waffen
Code:
Gurkha Weapons Section 1 Corporal, armed with a Webley Revolver. 1 Lance-Corporal, armed with a Mk V STEN. 3 Riflemen/Ammo carriers, each armed with a Rifle No. 4 Mk 2. 1 Automatic Rifleman, armed with a Bren light machine gun. 2 Weapons troopers, each armed with a Rifle, Anti-Tank, .55 in, Boys and an Enfield No. 2 Mk I Revolver.
Mon Aug 28, 2017 2:59 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD the Wunder waffen
Code:
French Machinegun Crew
2x MG teams ( 1 Engineer, armed with Berthier 1892m16 carbine, bayonet, shovel, binoculars, extra MG ammo, MG tripod 1 Engineer, armed with Berthier 1892m16 carbine, bayonet, shovel, extra MG ammo, spare MG barrels 1 Gunner, armed with Hotchkiss M1914 machine gun, M1935S pistol, shovel)
2 Riflemen, armed with Lee–Enfield No.4 Mk.I, bayonet, shovel
1 Sergeant, armed with Berthier 1892m16 carbine, M1935S pistol, binoculars, radio
Last edited by CaveCricket48 on Tue Aug 29, 2017 5:31 pm, edited 2 times in total.
Mon Aug 28, 2017 6:14 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Last edited by CrazyMLC on Thu Aug 31, 2017 11:17 pm, edited 3 times in total.
Tue Aug 29, 2017 3:28 am
TheMysticDreamer
Joined: Thu Sep 29, 2016 4:04 am Posts: 241
Re: RTD the Wunder waffen
Tell me if this is a bit too extravagant.
Damaged Canadian Command Squad 1 Captain with M1946 pistol, map, radio, and binoculars. Landon. 1 SSgt with M20A1 new generation assault rifle, M1946 pistol, and grenades. Zachary. 3 recruits with basic M1-2 Garand rifles. Mike, Travis, Dun. 1 Mk 4 commandeered German Assault vehicle. 6 seats, medium armour, low speeds, and a roof- mounted machine gun.
Tue Aug 29, 2017 4:38 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RTD the Wunder waffen
Alright people, rules time! Shooting, first an example, the trusty M1 garand.
Code:
M1 Garand: 2, 100m, 4+, -1
Those numbers, respectively, are: amount of shots, engagement range, hit roll, damage bonus. I can hear you thinking "cool, now what?" Well here's the shooting action order: Step 1: Determine range, 100m is the ideal range, but that's not all there's to it, weapons have a -1 to hit at less than 50% range, and between 100% and 150%. So the example M1 would need a 5+ to hit at 0m to 50m, 4+ at 50m to 100m, and a 5+ once again between 100m and 150m.(I realize this is really short but we're in close quarters here people.) Step 1a: Cover gives a -1 to hit, heavy cover gives a -2 instead. Step 2: For each hit roll the enemy's armor with the damage bonus. So for instance if the Garand would land 1 shot on a enemy grenadier with 5+ armor the enemy would instand roll a 6+ armor roll. Step 3: If the enemy rolls above his armor nothing happens, the hit is negated. But if he fails his armor roll he rolls again on the damage table to see what happens, adding 1 point for each extra point the armor roll was failed by. (If a 3 is rolled on a 5+ the bonus is 1 for instance.)
Code:
1-5 Knocked down: no action for the next turn. 6-10 Wounded: Same as knocked down, with a permanent -1 to hit penalty 11-13 Out of action: Badly wounded, medics can attempt to reduce this to Wounded when not under attack. 14-15 Dead: Very very badly wounded.
As you can see, this means that only if you badly fail your armor roll you'll die. This also means that really heavily armored units like vehicles will require a weapon with a high damage bonus to actually take them out of action. Got it? Either way, we're moving on to your individual squads, welcome to college.
HKU
Iron Infantry breakthrough team:
1 MKIV Iron Infantry assaulter with 23mm autocannon. 4 combat engineers with Trench guns and breaching charges.
Code:
Iron infantry armor: 2+ Combat engineer armor: 5+
23mm Autocannon: 2, 150m, 4+, -4 Trench gun: 1, 30m, 4+, 0(-2 at half range) Breaching charges: 1, 10m, 6+, -5(also hits adjacent things at -3 damage, no cover penalty, can be placed with a 1-3 turn timer at current location.
Amazigh
Gurkha Weapons Section
1 Corporal, armed with a Webley Revolver. 1 Lance-Corporal, armed with a Mk V STEN. 3 Riflemen/Ammo carriers, each armed with a Rifle No. 4 Mk 2. 1 Automatic Rifleman, armed with a Bren light machine gun. 2 Weapons troopers, each armed with a Rifle, Anti-Tank, .55 in, Boys and a Webley Revolver.
Code:
Basic infantry dress: 7+
Webley revolver: 2, 30m, 4+, 0 Mk V STEN: 4, 40m, 6+, 0 Rifle No. 4 Mk2: 1, 100m, 4+, -1 Bren: 3, 100m, 5+, -1 .55 Boys Anti-Tank: 1, 200m, 6+, -3(if not moved this turn, 4+ to hit)
CaveCricket48
French Machinegun Crew
2x MG teams ( 1 Engineer, armed with Berthier 1892m16 carbine, bayonet, shovel, binoculars, extra MG ammo, MG tripod 1 Engineer, armed with Berthier 1892m16 carbine, bayonet, shovel, extra MG ammo, spare MG barrels 1 Gunner, armed with Hotchkiss M1914 machine gun, M1935S pistol, shovel)
2 Riflemen, armed with Lee–Enfield No.4 Mk.I, bayonet, shovel
1 Sergeant, armed with Berthier 1892m16 carbine, M1935S pistol, binoculars, radio
Code:
Combat engineer armor: 5+
Berthier 1892m16 Carbine: 1, 80m, 4+, -1 Hotchkiss M1914 machine gun: 4, 100m, 7+, -1(If not moved this turn, 5+ to hit) M1935S pistol: 2, 30m, 4+, 0 Lee–Enfield No.4 Mk.I: 1, 100m, 4+, -1
Binoculars: Instead of shooting can increase the long range for an adjacent soldier to 200%
CrazyMLC
Japanese Mechanized Engineer Division
3 precision riflemen armed with Type 97 sniper rifles 6 combat engineers armed with a Type 89 grenade discharger and a Hamada Type handgun 1 Type 1 Ho-Ha APC armed with 3 Type 97 light tank machine guns Engineering supplies (sandbags, shovels, barbed wire, demolition charges, etc)
Code:
Basic infantry dress: 7+ Combat engineer armor: 5+ Ho-Ha APC: 2+ from front, 3+ from everywhere else
Type 97 sniper rifle: 1, 240m, 4+, -2 Type 89 grenade discharger: 1, 100m, 6+, 0(also hits adjacent troops, no cover penalty, no shooting at short range.) Type 97 Machinegun: 3, 100m, 5+, -1 Hamada handgun: 2, 30m, 4+, 0
TMD
Damaged Canadian Command Squad
1 Captain with M1946 pistol, map, radio, and binoculars. Landon. 1 SSgt with M20A1 new generation assault rifle, M1946 pistol, and grenades. Zachary. 3 recruits with basic M1-2 Garand rifles. Mike, Travis, Dun. 1 Sd.Kfz. 38 Hetzwagen Assault vehicle. 6 seats, medium armour, low speeds, and a roof- mounted Mg42.
Five rapid-strike men with Harley-Davidson XA bikes, Thompson submachine guns, and grenade satchels. Sergeant (Garand) and radioman in sidecar-equipped heavier XA-II bike.
Map and movement ranges coming later this week, just be glad you got the rules today.(except melee combat.) Last chance to make minor changes to squads.
Last edited by maart3n on Mon Nov 27, 2017 4:11 am, edited 1 time in total.
Mon Sep 04, 2017 12:46 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD the Wunder waffen
A suggestion for the radio ability, as requested: repeated use (with a very long cool-down time) marks a target for increasingly destructive waves of artillery and/or air support.
Mon Sep 04, 2017 2:10 pm
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RTD the Wunder waffen
Quick question, who would still be up for this? I've been thinking about this RtD a lot lately and I think I figured out a way to make it work.
Mon Nov 12, 2018 3:49 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RTD the Wunder waffen
Sure
Mon Nov 12, 2018 6:48 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RTD the Wunder waffen
Yee haw!
Mon Nov 12, 2018 11:09 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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