New Versions of the "Frank (& Den) 40k Game"
Posted: Mon Jan 26, 2009 5:01 am
"Aliens"
You play colonial spess mehrines, your weapon chioices are more limited than in the Warp Cult game, but your gear options are more powerful. Stuff like
Smart-guns (A stub gun or bolter that has awareness score and a firing score, put it in place, and it shoots hostiles. Hostiles are people not carrying a certain type of electric device, so the gun is targeting with sonar, or something that is always producing a certain frequency, and if the smartguns don't hear an object ping back with a specific extra frequency, then they open fire. I'm not sure if that's utterly BS as an idea or not, wait, sonar is part of the EM spectrum. Grunts combat/armour jackets are lined with tons of tiny LED lights; when they're in the middle of their own Smart-Gun nest, their jackets give off light in pre-timed intervals in rapid bursts so that the marine's location is always trackable by the cameras that these smart-guns are using to look and aim with.
Basically, marines with a combat vest that is working, aren't targetable by the smart guns that any smart-gun that has been set-up
Pintle-mounted heavy guns: Heavy bolters or heavy stubbers/auto-guns carried by belts and shoulder harnesses. Either walking doesn't impose aiming penalties since the gun is always being held in the same place in the air. Your legs/hips hold the weight, and your arms just adjust it's position.
Flamers Roughly Same as in 40k. Adjust re-loading, since in all of the Alien movies the flamers seemed to last forever. Can be attached to normal machine guns, usually this isn't done.
Power armour (that "robot suit" from Japan is pretty promising; it's interesting how several sources in the world are creating types of powered exoskeletons for humans; in the US there's the giant black back-pack thing that attaches to the legs and allows the user to carry much more than the suit's own weight).
Grunts can carry more ammo, armour and not get slowed down. They're louder though
Other things: no mutations, flaws are stuff like "mysoginst" or "coward" or "pervert"; stuff you tend to see as character flaws in a movie like Aliens, or Doom or Predator.
Last night I got distracted watching all the footage that I could about Boston Dynamics "Big Dog" walking robot. The thing walks on ice, through snow, up hills; can take a forceful kick from human and keep walking. Since the way that it moves is very natural you get some really wierd uncanny valley sensations watching it; since it's basically a giant metal rig with four legs and a couple hundred pounds strapped to it as "weight" to test its balancing ability.
Which means that the idea for the other game using the Warp Cult system was forgotten.
Something with shooting. I think, and not a buddy-war movie. I must have been really tired last night.
Nm, it was Gantz. Gantz could be done as variation of the Warp Cult rules.
You play colonial spess mehrines, your weapon chioices are more limited than in the Warp Cult game, but your gear options are more powerful. Stuff like
Smart-guns (A stub gun or bolter that has awareness score and a firing score, put it in place, and it shoots hostiles. Hostiles are people not carrying a certain type of electric device, so the gun is targeting with sonar, or something that is always producing a certain frequency, and if the smartguns don't hear an object ping back with a specific extra frequency, then they open fire. I'm not sure if that's utterly BS as an idea or not, wait, sonar is part of the EM spectrum. Grunts combat/armour jackets are lined with tons of tiny LED lights; when they're in the middle of their own Smart-Gun nest, their jackets give off light in pre-timed intervals in rapid bursts so that the marine's location is always trackable by the cameras that these smart-guns are using to look and aim with.
Basically, marines with a combat vest that is working, aren't targetable by the smart guns that any smart-gun that has been set-up
Pintle-mounted heavy guns: Heavy bolters or heavy stubbers/auto-guns carried by belts and shoulder harnesses. Either walking doesn't impose aiming penalties since the gun is always being held in the same place in the air. Your legs/hips hold the weight, and your arms just adjust it's position.
Flamers Roughly Same as in 40k. Adjust re-loading, since in all of the Alien movies the flamers seemed to last forever. Can be attached to normal machine guns, usually this isn't done.
Power armour (that "robot suit" from Japan is pretty promising; it's interesting how several sources in the world are creating types of powered exoskeletons for humans; in the US there's the giant black back-pack thing that attaches to the legs and allows the user to carry much more than the suit's own weight).
Grunts can carry more ammo, armour and not get slowed down. They're louder though
Other things: no mutations, flaws are stuff like "mysoginst" or "coward" or "pervert"; stuff you tend to see as character flaws in a movie like Aliens, or Doom or Predator.
Last night I got distracted watching all the footage that I could about Boston Dynamics "Big Dog" walking robot. The thing walks on ice, through snow, up hills; can take a forceful kick from human and keep walking. Since the way that it moves is very natural you get some really wierd uncanny valley sensations watching it; since it's basically a giant metal rig with four legs and a couple hundred pounds strapped to it as "weight" to test its balancing ability.
Which means that the idea for the other game using the Warp Cult system was forgotten.

Something with shooting. I think, and not a buddy-war movie. I must have been really tired last night.
Nm, it was Gantz. Gantz could be done as variation of the Warp Cult rules.