Tag Archives: SF Skirmish

Embarrassing Design Relics you can’t explain

What where these?

A long time back (about 14 years ago) I ran a game called Sergeant Slaughter in Bun Bun land.  The game puts players in the role of not-so-elite space patrolmen, all kitted out for a hard fight, encountering and pursuing a group of Alien terrorists called the Vilssh.  The game starts with the Vilssh exiting a scene of recant carnage via a form of extra-dimensional gate; as the space patrol squad pursues them down a corridor, the Vilssh phase out as the space station they are on starts to shift out of reality.  with nothing left to try the space patrol pursues them through the malfunctioning gate, and they all get sucked into … something different.  It’s not important what.. what is important for this post is that I developed a sort of whimsical set of science fiction tactical rules to play a game with (I had the concept long before the rules). I remember almost nothing about “Quien es mas macho” and how it was played. I recall it had special cards I used for everything and a couple of dredel-like tops that were used as randomizers. Oh, and I gave everyone rabbit’s feet. I think it was a pretty standard bucket of dice kind of thing, but I can’t say for sure– I wrote them up in a day and never edited them. There is no surviving copy I could find, even on paper. As I was rooting out my cellar after the tree disaster, i started throwing out some older boxes of junk and bingo, there was the box for Sergeant Slaughter.  I pitched the dollar store rabbits and cutesy dollar store terrain stuff, but kept the human figures.  And these cards.

A sampling of cards.

As I recall (I found the little tops too) there was a colored font on the labels on tops, with initials like “AD” “AR” etc. Given that a preponderance of the cards are like the one in the center, my guess is this was some form of activation and combat card rolled into one– and the combat system might have been run from the combination of cards in your hand and the little top results. Just how I did that is lost to time– I have no digital copy of the SF rules (called Quien es mas macho) and I know they were supposed to be jokey and cinematic. I find myself liking the flavor text on the random events cards, too. Why not? I wrote them, of course.

Cards and tops.. hmmm.. sure it’s silly, but how did I ever think that would catch on? It’s slow and clumsy at best.

Going through the deck and with the tops in hand, I’m trying to resurrect this system in my head. Since the only outcome of the randomizer (tops) was a series of Combat results-style initials (I’m reading AR as Attacker Retreats, AD as Attacker Defends, etc.) I remember my mindset back in the day.Each regular card has a range of actions (usually 3) to pick from.  So that tells me there was a set order of actions– Fight, Fight (Melee) Full Auto Fire, Move Full.. all these are fairly evident at the bottom of the card.  So the card gives a list of possible things to do in a turn, the top a series of initials, and the numbers a range of something.  Maybe there was a threshold somewhere.. printed out.. and these were numbers to beat in certain situations.  This raises all kinds of questions.  How long would executing a turn actually take, given that you have to select a card, check out the possible actions, and then threshold number in approrpriate font, and roll a little top an wait for it to stop.  THEN read the two letter result and see what he actually could do.

It all seems kind of slow and like it’s trying too hard to be clever.  I wouldn’t design something like this today, although I still love cards and odd randomizers (like tops?) to play with.  If you can come up with a better explanation for how all this came together, I’m all ears.  Unfortunately the only person who was definitely there and might have remembered how this all came together as a game tragically took his own life last year, so I’m just going to keep guessing.  I’m not going to throw this stuff away quite yet, but I doubt I’d use them as *I think* they were originally designed.  Spinning tops and cards are cool– but the way I think they were designed to work seems way too slow to be fun.


Playtest Rules for BOOM! ZAP! a pulp SF skirmish game

Here is a playtest version of BOOM! ZAP! a very light hearted attempt at creating a set of workable 28mm PULP Science Fiction skirmish rules for tabletop games.

I’ve been looking for a very light set of rules for running a sort of “Space Port Bar” or “Cantina” game akin to the Blood and Plunder Tavern brawls but in a pulpier era for a while now, at least 2009. I’ve tried a few out but have been disappointed with a lot of them.  What you see here is a very, very high end look at the subject as I’m finding “Pulp” to be a much broader subject than people give it credit for. Do we mean Flash Gordon and Emperor Ming? Crash Corrigan and the Undersea Empire? Buck Rogers and Killer Kane? Do we mean John Carter and Planetary Romance? Do we mean the Skylark of Space? Do we mean the Rocket Man? Commander Cody? There’s a lot of subgenres that are evident, and ONE set of rules just might not cut it. So in an attempt to make a one size fits all approach to a very broad picture, I’m starting with a decent set of Western Skirmish rules, the old RULES WITH NO NAME that appeared in an old MWAN magazine way back in the day. This version has been Science Fictioned up a bit, and I’ve added a very broad brush attempt at Gunfire, Melee, Robots, Rocket Packs and Aliens. There’s so much I can do with this idea, don’t even think this is the final.. I’m adding to it as we go, consider this 1.0. I need to add explosions, malfunctions, space ships, beserk robots, planetary romance, more swordplay, anti-grav travel, and a host of other appropriate topics. This will be enough to get me started in a low key way.

If you want to get in touch with me with suggestions or questions, try me at misternizz@gmail.com

In the meantime, you can download BOOM! ZAP! here.

Update: SJG’s BATTLESUIT in 15mm

Progress Report: follow up to BATTLESUIT in 15mm

I now have a sizable force of the Red Attack Force in 15mm, based, painted and just about good to go.  I was going to go with a straight interpretation of the counter set but as I started discovering some of the excellent options available in 15mm SF, well, it became easy to acquire more troops of a varied nature.  So that means what I end up with will not be an exact interpretation of Battlesuit in miniature, but something more generic with Battlesuit trappings.

Red Force, wide shot

Here’s where there will be some differences.

There are three basic suit types in the printed game, as described by this text:

3.01 Infantry. Ten different kinds of infantry units are supplied.
Four represent different models of armor, four represent
armor that has suffered various degrees of damage, and two
represent infantrymen without powered armor.
The front of each armored infantry counter shows that man
in “normal” status; the back of the counter shows the same
man in a state of shock (see Section 6.042).
3.011 Standard suit. This is the basic type of powered
armor. It has an attack value of 8, an ECM (electronic countermeasure)
value of 2, and a move of 5.
3.012 Assault suit. This is an improved model suit, more
effective but more costly. It has an attack value of 10, an ECM
value of 3, and a move of 6.
3.013 Command suit. This type is identical to the assault
suit except in its increased communications ability (not directly
shown in the game) and better ECM value. It has a combat
value of 10, an ECM value of 4, and a move of 6. Infantry
officers at and above platoon level use these suits.
3.014 Ranger suit. Another costly improvement on the
standard suit, the ranger has improved myoelectric “muscles”
and better jets, as well as extra “stealth” electronics; it is
designed for raiding and reconnaissance. It has a combat value
of 8, an ECM value of 5, and a move of 7.

Those suit types are here in this miniature version too, but I am also adding Specialist and Crew. Specialists are specialty drone and robot operators that operate equipment that either recons the extends the commander’s command space or attacks the op-for side. Crew man static support weapons

I was seriously contemplating printing stats for each soldier in BattleSuit format, see below:

Battlesuit counters from original game

This would entail using the stats: Attack strength / ECM / movement, printed on labels on the stand. Since I started working on this project I’ve gotten away from that view and will go with a more generic approach of three colors that could mean almost anything I want to plug in and a rank insignia. Thus I can swap out stats for the three boxes if I find a rules set I like better than Battlesuit in the future.

Major Rico's Stat line for his base.

I’m adding drones, just like the original BATTLESUIT game. These will come in a variety of sizes and are roughly in three types: recon, bomb and gun drones. My thought is to add one per base but I might turn it into a swarm of drones. I think there should be a handler or operator in the battlespace, so I’ve added Specialist figures.

I’ve also added a few robots, because, well, it’s science-fictional to do so. I found some nice ground based recon robots from GZG in 15mm, as well as a couple of autonomous gunbots on treads I’m classifying as “Boundry Security Droids”, whose job is to provide picket duty for a Company’s flanks. Just because I had one in inventory, I added a cool retro robot figure scaled to 28mm which looks good as a giant walking robot figure in 15mm.

So with that said, where are we?

There will be two forces of about company size in a science fictional universe. One will be predominately red and the other black. The red company will be more agile and mobile, the black will have higher numbers and hard hitting power.

Red is just about done, as you can see:

"Regular Suits".. mostly. Support weapons to the left.

More "Regular Suit" troop types, with heavy weapons team in front.

The Silver helmets I envision as elite Assault troop types.

I have a small squad of "Ranger Suits" that can perform rocket assisted jumps.

Command element up front, Rangers on the right, Assault in the Middle.

Recon bots (rear, upainted), Killabot Prime, Perimeter Security droids, heavy weapons, and regular grunts.

There are support weapons in battlesuit that look more like a Squad Automatic Weapon (SAW) than a larger bore sighted piece of bona fide artillery. So I picked up some more mortars and a field piece.

So far? I’m pretty enthused about the project. Terrain will remain a challenge, but I have some ideas about how to make that happen when I get round to it. I’m loving this project so far.