Checking Out The New Gruntz 15mm Module – SpecOps!
February 6, 2015 by crew
Harold here again to talk about my favorite 15mm ruleset, Gruntz, and the new Gruntz Module I’ve written called SpecOps. SpecOps is available Friday, February 6th and will retail for $4.99 but will be on special for the month of February for only $3.99 from Wargame Vault. You can check out my first article on Gruntz HERE...
I’ve been playing wargames of all sorts for over 20 years now including Warhammer, 40k, Necromunda, Mordheim, Infinity, Battletech and many others. While I’ve always enjoyed playing games where I can control armies that contained dozens of soldiers and armored columns I’ve always been particularly fond of small scale skirmish games with a campaign and advancement system baked in.
Necromunda and Mordheim were always my favorite go-to games where I could spend hours poring over equipment lists and skills trying to find the best, and most fun, combination for my soldiers, cultists and gangers. I also really enjoyed the characters that developed out of the gameplay, making my figures not just stat-lines, but personalities that I would actually feel bad for getting skewered by a rat ogre!
I’ve also always been a big fan of sci-fi and stories about Special Forces soldiers, especially the slightly more “realistic” or “harder” sci-fi such as Ghost in the Shell and The Unit.
This is the inspiration behind my SpecOps: Gruntz Module. It weighs in at about 20 pages or so and includes rules such as reactive fire, stealth and blips, revised and expanded grenade rules, equipment and armor lists, off-board resources, team building, injuries and advancements and includes a branching campaign with seven new missions.
I wanted to have a ruleset that was easy to learn but gave enough options to the team and soldier building that teams would feel different and unique even at the beginning. It was also important not to cram extra stuff in there just for the sake of extra stuff. Everything was envisioned to have a purpose and a trade-off.
The average team size to start is around five figures but can be as small as three or as high as seven. Each operative has a selection of traits, equipment and advancements they can take at the start and each team can choose from a selection of team perkz to further set them apart. Operative traits can also be used to represent aliens or unique humans.
I’ve added additional hacking rules so operatives equipped with a SLAM (Specialized Local Area Module) can disrupt enemy units and help friendly units. You can also have “hacker battles” where opposing hackers attempt to stop and even physically injure each other.
Grenades have been expanded to include types such as ECM grenades, decoy grenades, threat-detection and more. They also have the possibility to deviate if you fail your roll, so be careful about tossing that frag grenade!
Weapons and weapon ranges have been expanded and now include pistols, SMGs, shotguns, rifles, SAWs and more. The damages stay about the same but the range bands and rate of fire change up. There is no default range limit and weapons such as rifles have an unlimited range, but it becomes harder to hit as the target gets further away.
The branching campaign system and missions have been designed to provide varied games with easy setup. Everyone loves campaigns but I know hardly anyone who ever finishes them! With this in mind the branching campaign system was written to provide a reasonable set of missions to represent a combat assignment without bogging down.
I’ve really enjoyed writing and play testing SpecOps and I’ve had a great set of folks from all over the world help in testing and making sure that my ideas were actually solid ones. It has evolved a great deal since I first started writing it and I’m very excited to see what everyone does with it! I also plan on releasing free supplements containing new rules, equipment and teams to keep things fresh and interesting.
Thanks for the read and good hunting!
ClearHorizon Miniatures - 15mm Sci-Fi Troops
SpecOps Module - Wargame Vault Download
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"I’ve also always been a big fan of sci-fi and stories about Special Forces soldiers, especially the slightly more “realistic” or “harder” sci-fi such as Ghost in the Shell and The Unit"
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"The branching campaign system and missions have been designed to provide varied games with easy setup"
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I got my copy, Will be giving it a try very soon.
I picked it up to as I have the main rule book but haven’t played either yet. Is it possible do you think to do a combo of the two games i.e one side have a regular gruntz force and not benefit from the spec ops rules and the other side to be a super elite 7 man independent force? Is this not feasible, I hope it is as it would be so cool to have a crack squad take down a base of regulars 😀
Absolutely feasible, since I use the same point system… You simply have to keep it reasonable and make sure both sides have appropriate weaponry or scenario objectives.
awesome ! thanks man, great job btw..hoping clear horizon minis will be at salute?
He’s California based, he might think its worth the trip….
Whoops, didn’t think of that really it is a big show though, we can only hope.
I would love to go to Salute one of these years! Probably not this time though, unfortunately…
I’m starting on the writing of the first free supplement for SpecOps – Using Dropships/VTOLs. My biggest concern is that if one side has a VTOL/Dropship then the other side needs a way to take it down. Now, soldiers (once they start to advance) can buy missile launchers, but I’m not sure that’s going to be enough. I’m thinking that a more abstract system would work better. Something where the VTOLs can drop off the troops (or exfil them) but can only loiter for a turn or two before they risk being blow up (needing a new mission, and possibly… Read more »
Yeah! I like the sound of sticking around for a turn to just see them right so to speak. Then perhaps the enemy scramble a couple and pursue said VTOL off of the board edge it came from upon which they all leave play? Or just juke it out till they all die (Just spit-balling random thoughts now lol) Either way..you gots to have insertion teams on VTOLs lol
An Escalation/ mission points pool would be an interesting idea either the players get to choose from a small selection of options based on the specifc mission and its gone at the end, you could even randomise what choices you get by dice roll against a table such as 1 heavy transport, 1 medium transport and a light support or 2 light transports an a light support ( this seems excessive but its early right now 🙂 ). Alternatively you just get a set amount of points to bring on transports or defences of your choice.
HTH
Soldado
the gruntz system is superb, this is gonna be a blast to try out