PropertyValue
rdfs:label
  • Generic tabletop game (deleted 03 Mar 2008 at 15:10)
rdfs:comment
  • GTG is a table top rule set based off the experience of a couple of ex table top players who decided that there were better rules to be had that those of the General Warmongers. As is the game is still in development but here is a breakdown: the stats: unit: skill: the highest possible dice roll to still hit on a D6. so a skill of 3 would hit on 1, 2, or 3. Lives: how many hits a model can take after armor has been penetrated Armor: amount of damage absorbed every turn for the model *ie a model with armor 3 will be able to take 3 damage and remain unaffected but on the 4th damage will lose 1 life.
dbkwik:speedydeletion/property/wikiPageUsesTemplate
Date
  • 2008-02-26
Page
  • Generic tabletop game
substed
  • yes
abstract
  • GTG is a table top rule set based off the experience of a couple of ex table top players who decided that there were better rules to be had that those of the General Warmongers. As is the game is still in development but here is a breakdown: the stats: unit: skill: the highest possible dice roll to still hit on a D6. so a skill of 3 would hit on 1, 2, or 3. Lives: how many hits a model can take after armor has been penetrated Armor: amount of damage absorbed every turn for the model *ie a model with armor 3 will be able to take 3 damage and remain unaffected but on the 4th damage will lose 1 life. Speed: distance a model can converse in one action weapon: damage: amount of damage inflicted after a single hit from the weapon rate of fire: number of shots made per attack set range: maximum distance a weapon can fire type: rapidfire: weapon shoots more than one round in a volley and thus when damage is dealt if it were to kill a model then the remaining damage will carry over onto the next model in the unit (ex. if you have a weapon with str 5 and it hits a squad that has armor 3 and 1 life per model the first shot will take 3 damage on the armor then kill the model and the last point will take one damage onto the next model's armor) heavy: heavy weapons are more difficult to wield, hard to aim, difficult to reload, or just plain heavy. you must pay a single action in the turn you are going to fire them before you may fire them. this action, however, applies to all heavy weapons in the unit or on the vehicle and only need be done once per turn. armor piercing: many weapons such as sniper rifles and laser cannons deal enormous damage but in a minute area. these weapons thus cannot kill any more than one person this is represented by a -x to all armor they shoot. so a sniper rifle with piercing 6 would count as dealing up to 6 damage to the armor of a unit and then having only damage 1 would deal 1 damage to the unit itself if it penetrated the armor. GTFD: get the fuck down is what happens when hit by a weapon and you cannot see the shooter. you must pass a scared shitless test or you will be scared shitless. every turn is broken into segments in which units of similar calibre go at the same time. Infantry units get 2 actions a turn. tanks get 3 actions a turn. an action can be attack, move, or a special action such as aim. actions: move- move the unit up to max speed attack- using your skill see how many attacks hit. then deal damage two a single model at a time reducing damage for armor first then lives and removing models with 0 lives at end of phase. keep in mind a non rapid fire weapon such as a sniper rifle may have 2 damage but can only kill 1 model even if it has enough armor reduction to remove the armor of 2 models.