Hi, I hear you guys like mudkips? Sorry, I mean post-apoc games of Nuclear Renaissance! I will be calling it Nuc-Ren from here on in, if you can dig it.
Yeah, any question please feel free to ask. I have been playing a bunch of games with some 300 point forces. They work well as starter forces, so I will get them typed up and published on here. I realised I need some more reference sheets doing too, for download and play. It is hard writing wargames rules! What other type of publishing needs such detailed and easily scanned books?
Nuclear Renaissance Q&A
- ramshackle_curtis
- Game Designer
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- Joined: Tue Sep 29, 2015 10:06 am
- jlopatin
- Karled
- Posts: 617
- Joined: Fri Sep 25, 2015 9:54 am
Re: Nuclear Renaissance Q&A
Thanks, and welcome, Curtis! We are big fans of your game. I am looking forward to seeing your ideas for starter lists.
- Josh
- PatrickWR
- Blogmaster Emeritus
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- Joined: Fri Sep 25, 2015 10:41 am
Re: Nuclear Renaissance Q&A
Thanks for joining the conversation, Curtis.
One thing we've noticed is that Nuclear Renaissance needs more less-than-lethal firearm options to match our figure collection. More stuff along the lines of the "goon gun" from Tome of Tridlins. To that end, we have been fiddling around with more options for ramshackle firearms that make a lot of smoke and noise, but don't necessarily dominate the battlefield the way assault rifles and sniper rifles do. Here's what we came up with so far:
Weapon Cost Bonus Shots Range AP cost
Goon gun 10 0 1 40 2 (Goons only)
Primitive Gun 20 1 1 30 2
Bows 15 0 1 50 3
Again, just looking for stuff to work with our figures that won't break the game. Your thoughts?
One thing we've noticed is that Nuclear Renaissance needs more less-than-lethal firearm options to match our figure collection. More stuff along the lines of the "goon gun" from Tome of Tridlins. To that end, we have been fiddling around with more options for ramshackle firearms that make a lot of smoke and noise, but don't necessarily dominate the battlefield the way assault rifles and sniper rifles do. Here's what we came up with so far:
Weapon Cost Bonus Shots Range AP cost
Goon gun 10 0 1 40 2 (Goons only)
Primitive Gun 20 1 1 30 2
Bows 15 0 1 50 3
Again, just looking for stuff to work with our figures that won't break the game. Your thoughts?
- jlopatin
- Karled
- Posts: 617
- Joined: Fri Sep 25, 2015 9:54 am
- PatrickWR
- Blogmaster Emeritus
- Posts: 81
- Joined: Fri Sep 25, 2015 10:41 am
Re: Nuclear Renaissance Q&A
Josh you need to finish painting that gnarly old Ramshackle truck on your workbench!
- ramshackle_curtis
- Game Designer
- Posts: 2
- Joined: Tue Sep 29, 2015 10:06 am
Re: Nuclear Renaissance Q&A
The next thing I need to do is to do a second pass on the robot rules. THey need tweaking to make the whole process easier to do! I think I need to add "robot chasis" as a vehicle type.
As for the guns, great idea! I think the primitive gun could work well. A low price gun is a good idea, especially one that cannot take any weapon upgrades.
The reason I did not add bows is that, in practice, there is very little difference between a bow and a rifle, in game terms! They are not slow and have long range. A modern crossbow or composite material bow is very accurate and has very good penetration. The theoretical long range is different, but in game terms, where everyting is distorted, then rifle and bow are the same profile! Well, thats my opinion anyway.
As for the guns, great idea! I think the primitive gun could work well. A low price gun is a good idea, especially one that cannot take any weapon upgrades.
The reason I did not add bows is that, in practice, there is very little difference between a bow and a rifle, in game terms! They are not slow and have long range. A modern crossbow or composite material bow is very accurate and has very good penetration. The theoretical long range is different, but in game terms, where everyting is distorted, then rifle and bow are the same profile! Well, thats my opinion anyway.
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