Stargate Evolutions Miniatures Game, Rules Development

Wargaming 101 for Designers and Enthusiasts

Moderators: MAGNA, Lucky Luke

User avatar
Whiterook
Site Admin
Site Admin
Posts: 7174
Joined: Sat Mar 19, 2011 8:22 pm
Location: Massachusetts, USA

Re: Stargate Evolutions Miniatures Game, Rules Development

Postby Whiterook » Sat Jul 29, 2017 3:21 pm

So we are making forward progress! :D

It's at this point that I started to shore up the rules more, with a numbering system. Note that a lot of the formatting in my actual rules is not represented below; however, this should proviide the overall gist of where I'm heading. Following is the latest update, with new and revised rules added in:


Table of Contents

x





STARGATE EVOLUTION

Welcome to Stargate Evolution, a miniature game based on the hit science fiction movies and television series in the universe of the Stargate franchise. This initial core rules set will be based in the Stargate SG-1 series, with the main characters of Commander Jack O’Neill, Samantha Carter, Dr. Daniel Jackson, and alien dynamo Teal’c representing their roles in the SG-1 team.

Please note that this rules set is not for sale, and is not intended for financial marketing and profit. Its use is solely for miniature gaming this exciting and fun science fiction story icon. If you are holding a copy of these rules in your hands, you are agreeing to use it for personal play of the game, or in a game hosted by a Game Master with no intent to profit financially in such an activity.


1.0 THE GAME

This is a miniatures game, best played with 28mm figures, though the system should support other scales down to 6mm. It is to be played on a diorama, on any ‘World’ of your choice. My preference is of worlds that originated the Earth, Ancient Egyptian timeframe of the God of the Sun, Ra.

In my personal game, I have an SG-1 team of the above stated characters, in 28mm pewter. These were once available from a United Kingdom vendor, Phoenix Miniatures. This vendor also supplied Jaffa Serpent Guards, Jaffa with Skull Caps, and even a Jaffa Cannon!

I also use military support SGC (Stargate Command) teams, in 28mm plastic miniatures from Battlefield Evolutions, in American and British. Though the movies and shows highlighted American Air Force Special Forces, my version uses American Force Recon Marines and British SAS.

System Lords and other-world warriors are represented in 28mm pewter Wargods of Aegyptus miniatures, from Crocodile Games.

My chose diorama base will be made up of an ancient Egypt, Great Adventures of the Lost Kingdom Playset, bought on eBay. This was from direct inspiration in the roots of this game. Back around 2008, I’d seen a Stargate SG-1 miniatures game played at Origins Game Fair, in Columbus, Ohio. It was Game Mastered by Glen Cooley, who used that playset as his core model, and built upon it with other pieces. That’s the exact route I went as well, with this playset as my core model, and I purchased other set components to add-on to the diorama. I also built my own pieces, and terrain.


1.1 Miniatures’ Characteristics

The miniatures are generally deployed in teams, especially for the SGC support elements. Exceptions would typically be members of SG-1 specifically; a System Lord; or a specific character in a scenario, like a captive.

In the rules, an individual miniature can commonly be referred to as a figure. A full group of miniatures (such as a team) can commonly be referred to as a unit.

1.1.1 Unit Organization

When deployed in teams, SGC and Goa’uld/Jaffa are generally in squads ranging anywhere from 4 to a dozen. For the sake of this system, when dealing with SGC, these squads will be known as Teams. When dealing with Goa’uld/Jaffa, they will be referred to as Squads. And when dealing with alien world warriors, they will be referred to as Packs. When referring to individual figures in a Team, Squad, or Pack, they will be referred to by their national affiliation, such as SGC Marine, Jaffa, or tribe name.

1.1.2 Leaders

Leaders will be designated specifically, on the diorama. This can be done with an admin marker (like a cardboard chit), a plastic colored ring, token, painting the base, or whatever works for you.

Leaders help with unit (team, squad, or pack) cohesiveness, and their command presence on the battlefield allows the forces under their control (command) to perform at full effectiveness. Soldiers out of command command range will be acting independently, and therefore will be a reduced effect effectiveness. Leaders are also an inspiring force on the battlefield, and will help in rallying the troops.

Leaders will be designated on Stat Cards, and special scenario rules on scenario sheets. Typically, a Team, Squad, and even some Packs will have at least one leader.

1.1.3 SG-1

A major exception to this is the SGC’s, SG-1 Team, in which all four (or more) figures are all considered ultra elite and leaders in their own right.

1.1.4 Zone of Control (ZOC)

A leader projects a 6” radius command range on the diorama battlefield, making a 12” Zone of Control (ZOC). When individual figures are within this ZOC, they will benefit with strengths only allowed by being In Command, such as full movement; versus a reduced movement modifier when out of command range.

1.1.4.1 Restrictions on Movement

An individual figure Out of Command is acting independently, and therefore moves more cautiously on the battlefield. Of course, the action on the battlefield is fluid, and represent this, a die roll of 1d6 will be made for any movement action opted for, to determine what particular movement restriction applies at that moment; a role or 1-3 reduces movement allowance by 1”, and a roll for 4-6 reduced movement allowance by 2”.

When a Team, Squad, or Pack is deployed on the battlefield, the leader may want to break the unit apart (for a pincer move, for instance). At such instances, the portion(s) of the unit not with and out of the command radius of the leader, all figures are subject to restrictions for being out of command range.

1.1.4.2 Restrictions on Combat

The combat effectiveness of models out of command is unaffected, other than multiple models together will not be capable of firing as a fire group.

1.2 Stat Cards

The miniatures used in the game operate according to their affiliations’ military training, or lack there of. To allow you quick reference to how your forces operate, each type of miniature will be represented on Stat Cards, which will list their statistics, characteristics, skills, traits, special powers, etc. This will help the player utilize their forces with at-a-glance statistics with how they move, fight, and conduct themselves in play.

Teams, Squads, Packs, special heavy weapons, etc., will be listed with their own respective stat card.

……show example…….

Stat Cards (as shown above) contain the following information:

……breakdown…….



2.0 OUTLINE OF PLAY

The game is played in Turns, whereby each side (Attacker and Defender) will be given the opportunity to play through several Phases on their respective turn. Once each side has completed their series of phases, the game progresses to the next turn, and so forth, until either Victory Conditions of a scenario are met, or they have reached the end of the number of turns allowed in the scenario.

Each players’ turn starts with an Initiative Phase, followed by a Rally Phase, Operations Phase, and finally an Administrative Phase.

During the Initiative Phase, players will roll to determine who will play first in the turn.
During the Rally Phase, suppressed units can be rallied by an in-command leader, back into action. This will also be the opportunity to replace a killed leader; or Redeploy, combining two reduced teams/squads/packs into one, under the direction of a leader.

During the Operations Phase, units can perform a variety of actions such as: Movement, Combat, Assault, Ready, or Special actions.

During the Administrative Phase, certain battlefield situation markers may be removed, smoke adjusted, and weather checked.



3.0 SEQUENCE OF PLAY

On a players turn, they will work through the following sequence of play, in order, one Phase at a time. The game is interactive, so the Defender will find opportunities to also act during the Attacker’s (player with Initiative) turn.

3.1 Initiative Phase

On each turn, both players roll for Initiative by rolling a 1d6; high die wins. Winner of Initiative decides whether to go first or second for the turn. Ties go to the player that held Initiative the previous turn.There are advantages to going second at tomes, where a player may wish to see where their opponent is going, or perhaps force their hand. Other times, you may want to keep initiative and press the situation at hand.


3.2 Rally Phase

During the Rally Phase, the player with Initiative has the opportunity to rally his troops that are either pinned or stunned. In order to rally, the affected figure must be in a leaders’ ZOC. Leaders that are pinned or stunned must rally themselves first, before they may attempt to rally their troops. If these elements are satisfied, the leader attempts (rolls) to rally his troops.

3.2.1 The Rally Roll

The Rally Roll is accomplished with a 1d6 = 5, 6.

3.2.2 Combine Reduced Strength Units

SGC Force Recon Teams (exception, Sg-1, 2, etc.), Goa’uld Squads, and warrior packs that find themselves reduced to half strength and lower at the start of a new turn, may attempt to combine with another half strength unit. This can include moving towards one another until combined. If the situation becomes dire where such a combing action proves futile, they can then continue the game at reduced strength, or try again later. Note that when moving towards one another, these reduced units may not fire during this Rally Phase.

3.3 Operations Phase

The battlefield is a confusing place, with many moving parts in the heat of battle, as well as lulls in action. Quiet moments out of danger are quickly roused into desperate battles. There will be moments where all figures in a unit may be engaged in activity, where in other moments figures will be static. That’s that nature of operations in the field.

During the Operations Phase, the player will roll 1d6 for each unit (Team, Squad, or Pack) in their forces. The roll result will determine what they are eligible to do in terms of move and combat actions for that turn.

3.3.1 The Action Roll

The key to what each of your units will be able to do in the Fog of War is determined by an Action Roll. The result of this roll will provide direction as to what eligible actions may be performed by your units: Move only, fire only, or move and fire.

ACTIVATION ROLL
1 Advancing Redeployment
2 - 5 Standard Turn
6 Firefight



3.3.1.1 Advancing Redeployment

In an Advancing Redeployment, the unit can move, but cannot fire. The player can move all, some, or none of the figures in that unit. This represents extremely cautious maneuvering on the units’ part. This is generally the best time to take advantage of repositioning your figures.

During an Advancing Redeployment, the Defender cannot opportunity fire on any figures in the Attackers’ deploying unit, moving or static. The battlefield is full of chaos and confusion, and even when in the crosshairs, triggers were often not pulled.

3.3.1.2 Standard Turn

The Standard Turn allows a player to perform move actions and fire combat actions with all, some, or none of his or her units. Movement and Fire Combat is covered in their respective sections further in the rules.

3.3.1.3 Firefight

In an Firefight, the unit can fire, but cannot move.

3.3.1.4 Defender’s Suppression Roll

The players are allowed to make a Suppression Roll at limited times during a game. For any scenario played, each player will be allotted a number of Suppression Roll chances, equal to half the number of turns of the scenario. These can be used anytime during the game, but each can only be used once.

To qualify for a Suppression Roll check, the Defender must have Line of Sight, with at least 2 figures one or multiple units.

In order to declare use of a Suppression Roll, the defender must verbally announce the intent to use this roll immediately after an Attacker rolls a Standard Turn on their Action Roll. Once declared, the Defender will roll 1d6. On a roll of 5 or 6, the Attacker may only activate half of the unit (fractions rounded down) for movement and combat fire; the other half of the unit must hold their position (cannot move), though they can still fire.


3.4 Administrative Phase

During the Administrative Phase, both players will clean up Admin markers eligible for removal. Both players also will determine if any Victory Conditions were met and the game comes to it’s conclusion.




Note that this is draft....and nothing has been playtested so far.
'Rommel...you Magnificent Bastard...I read your book!" - Gen. Patton


Return to “Wargame Design WorkShop”

Who is online

Users browsing this forum: No registered users and 1 guest