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Commercial: Unity Field Agent rules released

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Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Sat Jul 29, 2017 4:48 am

Image

Ready your blasters, Unity Field Agent is here.

Unity Field Agent is a space opera war-game for 10-12 figures on each side.


Features include:

Simple unit profiles. Each unit is defined by 5 numerical ratings (Yes, a Nordic Weasel Title with stats!)

Dice rolls use minimal modifiers. You can look at your troop roster and see exactly what you need to roll in almost all cases.

A card driven system that makes the turn sequence unpredictable without taking control completely away from the player.

This combines with the Action system to create a dynamic flow of the battle.

*A leader runs forward before dropping to his knee to take an aimed shot.

*The sniper calmly sights her rifle, prepared for the enemy to break cover.

*A wounded trooper crawls to safety while their comrades lay down suppressing fire.

All possible without complicated mechanics to remember.

In addition to the core game rules, easily summarized on a single reference sheet, you also receive a card-driven random event system (for players that like some chaos in their battle) and a complete set-up sequence that lets you build a custom battle field and scenario, simply by drawing a few playing cards from a deck.

Want army lists?

You get no less than three, complete with points values, intended for pick-up play:

Fringe-Spacers for all your outlaw scoundrel needs, the proud K’Erin warrior race and the enforcers of mankind: The titular Unity Agents.

Want different ways to play the game?

Set up a pick-up game in Encounter mode using the provided army lists.

Track the experience of your characters in Squad mode and level up as you play.

Use the tools in Story mode to forge an overall narrative surrounding your battles.

Want to make your own scenarios?

We give you generic troop types and weapons to put together a variety of characters and critters for non-competitive games, as well as tools to build scenarios with unique tasks and objectives.

Want to make the game your own?

Of course, we always include lots of rules options, giving you suggestions on how to customize almost any aspect of the game.

Want to know WHO all these guys are and WHY they are fighting?

Enjoy the included setting and world information or grab your favorite figures off the shelf and make your own.

Did I mention it all fits in (juuuust) under 100 pages with the troop record sheet and reference sheet?

http://www.wargamevault.com/product/217649/Unity-Field-Agent
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Re: Commercial: Unity Field Agent rules released

Postby ochoin » Sat Jul 29, 2017 8:13 am

Good luck with this, Ivan. It looks good.

The art work is appealing BTW.

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Re: Commercial: Unity Field Agent rules released

Postby Norman D. Landings » Sat Jul 29, 2017 9:48 am

Can our Hero figure out which one is the Fembot before he takes a knee to the balls?

I'd tune in next week to find out.
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Re: Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Sat Jul 29, 2017 3:52 pm

Thanks gang :-)

Our detective likes to live a little dangerously.


From todays blog post, I'll share how the turn sequence works as well:

The core mechanic of UFA is the card draw, so let's talk about how that works in a bit of detail.

You will need a basic deck of playing (poker) cards, with one suit assigned to each player (in a smaller game) or one colour (in a larger game).

So I might have clubs and spades while you have hearts and diamonds.

When a card is drawn, it can be used for a few different things:

A regular card (2 through 10) allows a character to activate and carry out 2 actions.
So a guy might move, then fire for example.

Face cards let you take 3 actions, representing a burst of activity or a character finding just the right moment to act.
So our guy might move, take aim and then fire in this case.

The ace is a bonus action: You only get to take 1 action BUT you could take it with a character that already activated this turn.
The hero brings up their blaster just as the enemy is bearing down on them.
A sniper goes on Watch after rushing into position.
That sort of thing.

Additionally, some characters will have Bonus Action abilities. These allow any card to be played on them and permit them to take the action as a bonus.

So if I draw a 5 but don't really want to use it right now, I could play it on a character with Bonus Move as a skill, and they could take a Move action as a bonus.

If I have any Leaders in my squad, I can also attach a card to them instead of playing it.
They'll then be able to use it later to give a bonus action or help an ally recover from shock.


This way, we strike a good balance (I think) between unpredictability and still letting the player make tactical choices throughout the turn.
Most importantly, the number of times a card will be of no value to the player should be minimized quite a bit.

Of course, nothing stops a player from funneling their regular cards into Bonus actions while waiting for the face cards to come up, but they'll have to endure the enemy's activities while doing so.
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Re: Commercial: Unity Field Agent rules released

Postby paintinglittlesods » Sun Jul 30, 2017 10:07 pm

What is the difference between this and Five parsecs ?
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Re: Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Mon Jul 31, 2017 6:58 pm

Cheers!

5 Parsecs is aimed mainly at solo gaming, while Unity is geared towards a more conventional experience (though it plays pretty well solo I think)

5 Parsecs has the character-driven campaign as a focus point, with lots of random event tables, while Unity has campaigns as an addition to the core game.

Unity has army lists, Parsecs does not.

Unity has a standardized way to set up, Parsecs doesn't really.

And of course, Unity is card driven while Parsecs is dice driven :)

Unity uses conventional stats and very few special rules, Parsecs is driven more by each character having (potentially) unique skills and abilities.

Hope that helps!
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Re: Commercial: Unity Field Agent rules released

Postby paintinglittlesods » Tue Aug 01, 2017 2:09 am

Thanks for the reply - makes sense ! I am mostly a solo gamer in sci fi so might not be for me


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Re: Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Fri Aug 04, 2017 3:22 pm

The good Wasberg posted an AAR over on his blog

http://lasersandbroadswords.blogspot.co ... agent.html
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Re: Commercial: Unity Field Agent rules released

Postby Norman D. Landings » Fri Aug 04, 2017 6:59 pm

Good, bloody fun!
Everything's better with cultists.



Except camping in the woods, but that's another story.
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Re: Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Sun Aug 06, 2017 7:25 pm

Bring napkins, batteries for the flashlight and spare ammo :D


I thought I'd take today to give an example of how the Story Mode can work out.


Our Story revolves around a squad of Unity troopers, tasked with hunting down a pirate lord.

In the narrative, there's Unity strike teams throughout the asteroid belts but our Focus will be on just one squad, the one we're currently following.

We pick out a couple of characters in the squad as our protagonists: The Sarge, the second in command and the captain they report to.

The pirates are represented by two antagonists: The pirate scum themselves (given a strength of 2) and the inner circle of the pirate lord (strength 3).

Game 1
The first game is a standard fight as our troopers come down on a pirate crew, trying to apprehend them before they can make their escape with a bunch of loot.

We can use the normal mission cards to set this up, any objectives are simply crates of contraband to be secured.

Consequence roll
Assuming we win, we can roll a D6 with a 1 causing the antagonist we fought to lose Strength.
In this case, we roll a 3. Losing a few starport scummers aren't going to bother any self-respecting pirate gang.

Story Action
The Story Action is an open-ended way to let the player modify the narrative based on the game we just played.
It's inspired by the "Player action" in the original Five Men in Normandy campaign.

Since we defeated the pirates, we'll figure there's a good chance one of the captured cretins will tell us where one of their refuelling bases are.

Any Story action needs a 3+ roll to apply. We score a 5 so we have a clue that will let us get at them.

Story Actions don't have to just be story bits. We could have given a new weapon to a character (pirate loot), a wounded character might have developed a special ability etc.
Be creative.

Story table
Finally, a D20 roll will give an unforeseen element.
In this case a roll of a 4 is a Hindrance.
Something happens to the narrative to make our lives more difficult.

Well okay, we just trashed a bunch of valuables that the pirates were securing, so odds are they are out for revenge.

We'll play the next battle as a Unity troop ship is raided by space-psychos in retaliation.


All in all, this took maybe 3 minutes to do and we now have an on-going story with a deepening plot.
Not shabby huh?
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Re: Commercial: Unity Field Agent rules released

Postby Norman D. Landings » Sun Aug 06, 2017 11:30 pm

You had me at "Pirate Lord"....
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Re: Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Mon Aug 07, 2017 5:59 pm

What's the use of being a space pirate if you don't get a fancy hat and title? :)
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Re: Commercial: Unity Field Agent rules released

Postby Norman D. Landings » Mon Aug 07, 2017 8:03 pm

I bet any money the fembots are working for the Pirate Lord.

Obvious, really.

If you asked all the Unity Field Agents who've taken a servo-assisted titanium knee to the balls if there was anything unusual about the fembot who did it, I bet they'd say, yeah, come to think of it, she did have an eyepatch. Or a Cornish accent, whatever.

Damn, I'm good. I could probably be a UFA. Except, I hear it's a bit rough on the balls.
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Re: Commercial: Unity Field Agent rules released

Postby Nordic weasel games » Mon Aug 07, 2017 8:09 pm

Please fill out Form 256C sub sections 4 through 87 titled "Fembot related injuries in the line of duty".
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