A couple of suggestions here.
First - did you give a thought to scrolling through, say, half a century and creating a strategy game with properly formed nations in the Botwawki 2.6 world? Similar to Capto Iugulum, but with a different economic and military system (or maybe even the same system, if its simplicity pays off for the lack of details and nuances).
Second - I kept it in secret, but for the last several days I was actually writing a homebrew Warhammer 40k 7th edition codex for the Transmississippian Confederation. Obviously, it's unrelated to the WH40k universe, but I wonder if anyone is interested in co-writing a dozen different homebrew codices for different Botwawki 2.6 nations and then having mini-games of tactical wargaming.
Here's a little sneak peek at a section of the codex:
First - did you give a thought to scrolling through, say, half a century and creating a strategy game with properly formed nations in the Botwawki 2.6 world? Similar to Capto Iugulum, but with a different economic and military system (or maybe even the same system, if its simplicity pays off for the lack of details and nuances).
Second - I kept it in secret, but for the last several days I was actually writing a homebrew Warhammer 40k 7th edition codex for the Transmississippian Confederation. Obviously, it's unrelated to the WH40k universe, but I wonder if anyone is interested in co-writing a dozen different homebrew codices for different Botwawki 2.6 nations and then having mini-games of tactical wargaming.
Here's a little sneak peek at a section of the codex:
Spoiler :
Elite
- Gray Champions
Gray Champions are chosen war priests of the Great Wolf. When a Transmississippian warrior survives impossible odds or recovers from a wound that should have killed him, he often dedicates the rest of his life to serving the war aspect of the Great Wolf. Gray Champions are known for their great stamina and a unique combat style that combines advanced melee weapons and close quarter firearms.
Unit Points/Model WS BS S T W I A Ld Sv
Gray Champion 13 5 4 4 4 1 4 2 9 5+
Foregoer’s Chosen 20 5 5 4 4 1 6 3 9 4+
Medicine-man 23 4 4 3 3 1 4 2 8 6+
Squad: Gray Champions’ Pack consists of between five and ten Gray Champions.
Weapons: Ripper vibroblades and 10mm pistols.
Options: Up to five Gray Champions may switch both of their weapons for combat shotgun at +4 points per model or switch their 10mm pistols for laser pistol at +8 points per model.
The entire squad may be equipped with frag grenades at +1 pt per model and incendiary grenades at +2 pts per model.
Foregoer’s Chosen: One Gray Champion may be upgraded to Foregoer’s Chosen at an additional cost of +7 pts. The Foregoer’s Chosen may make any or both of his weapons master-crafted (re-roll 1 failed To-Hit roll per turn) for additional +5 pts. The Foregoer’s Chosen can choose to switch his tomahawk for a power fist for additional +10 pts.
Medicine-man: One Gray Champion may be upgraded to a Medicine-man equipped with tomahawk and 10mm pistol at an additional cost of +10 pts. The Medicine-man receives a potions sack.
Special rules:
Great Hunt: Gray Champions can benefit from the Great Hunt special rule described in the Transmississippian Confederation Special Rules section.
“These eyes have seen death!” Gray Champions are not fearless berserkers, but they have already been through the worst horrors a war can bring. If a Gray Champions’ Pack loses the Sweeping Advance check after losing close combat and failing the Leadership check, the Pack doesn’t get instantly destroyed and instead stays in melee.
- Thunderhands
Long before first Gray Champions swore their oaths of initiation, pre-war communities of the Mississippi Valley had their own heroes of legends. Armed with two sub-machine guns and wearing numerous ammo pelts to feed the needs of their gluttonous weapons, these desperados were known as Thunderhands for the ability to turn a sunny day into a thunderstorm of gunfire. With the establishment of the Transmississippian Confederation many of these adventurers and self-proclaimed heroes have lost their job of hitmen and raider-hunters, but soon they found another career: riddle Confederate enemies with bullets in exchange for a decent payload of caps.
Unit Points/Model WS BS S T W I A Ld Sv
Thunderhand 10 3 5 3 3 1 4 2 8 6+
Gun Whisperer 15 4 5 3 3 1 5 2 9 5+
Medicine-man 20 4 4 3 3 1 4 2 8 6+
Squad: Thunderhands’ Party consists of between ten and fifteen Thunderhands.
Weapons: Two 10mm SMG.
Options: For each five people in the Party additional two may be armed with one of the following each: Pancor Jackhammer at +8 point, spasm gun at +11 points.
The entire squad may be equipped with frag grenades at +1 pt per model and incendiary grenades at +2 pts per model.
Gun Whisperer: One Gray Champion may be upgraded to Gun Whisperer at an additional cost of +5 pts. The Gun Whisperer may make any or both of his weapons master-crafted (re-roll 1 failed To-Hit roll per turn) for additional +5 pts and switch both of his 10mmSMG to FN P90c for additional +3 pts.
Medicine-man: One Gray Champion may be upgraded to a Medicine-man equipped with tomahawk and 10mm pistol at an additional cost of +10 pts. The Medicine-man receives a potions sack.
Special rules:
Always outnumbered, never outgunned: Thunderhands are trained to overwhelm their enemies with the sheer intensity of fire before closing up for a vicious close quarter combat. Thunderhands can chose to Rapid Fire their weapons even if they have moved in the Moving Phase. Even if a Thunderhands’ Party chose to Rapid Fire their weapons in the Shooting Phase, it can still attempt to charge enemy in the subsequent Assault Phase. However, when rolling dice for Charge Range, they receive a -2’ modifier.
Barrage of bullets: Thunderhands can deploy small-arms firepower overwhelming enough to pin enemy troops to the ground. The Transmississippian Confederation player can declare Barrage Of Bullets attack in the Shooting Phase against any enemy unit within the range of fire. For the length of that Shooting Phase, the Ballistic Skill of the Thunderhands’ Party and any characters that joined it is decreased by -1, but their shooting attacks count as Pinning.
- Gray Champions
Gray Champions are chosen war priests of the Great Wolf. When a Transmississippian warrior survives impossible odds or recovers from a wound that should have killed him, he often dedicates the rest of his life to serving the war aspect of the Great Wolf. Gray Champions are known for their great stamina and a unique combat style that combines advanced melee weapons and close quarter firearms.
Gray Champion 13 5 4 4 4 1 4 2 9 5+
Foregoer’s Chosen 20 5 5 4 4 1 6 3 9 4+
Medicine-man 23 4 4 3 3 1 4 2 8 6+
Squad: Gray Champions’ Pack consists of between five and ten Gray Champions.
Weapons: Ripper vibroblades and 10mm pistols.
Options: Up to five Gray Champions may switch both of their weapons for combat shotgun at +4 points per model or switch their 10mm pistols for laser pistol at +8 points per model.
The entire squad may be equipped with frag grenades at +1 pt per model and incendiary grenades at +2 pts per model.
Foregoer’s Chosen: One Gray Champion may be upgraded to Foregoer’s Chosen at an additional cost of +7 pts. The Foregoer’s Chosen may make any or both of his weapons master-crafted (re-roll 1 failed To-Hit roll per turn) for additional +5 pts. The Foregoer’s Chosen can choose to switch his tomahawk for a power fist for additional +10 pts.
Medicine-man: One Gray Champion may be upgraded to a Medicine-man equipped with tomahawk and 10mm pistol at an additional cost of +10 pts. The Medicine-man receives a potions sack.
Special rules:
Great Hunt: Gray Champions can benefit from the Great Hunt special rule described in the Transmississippian Confederation Special Rules section.
“These eyes have seen death!” Gray Champions are not fearless berserkers, but they have already been through the worst horrors a war can bring. If a Gray Champions’ Pack loses the Sweeping Advance check after losing close combat and failing the Leadership check, the Pack doesn’t get instantly destroyed and instead stays in melee.
- Thunderhands
Long before first Gray Champions swore their oaths of initiation, pre-war communities of the Mississippi Valley had their own heroes of legends. Armed with two sub-machine guns and wearing numerous ammo pelts to feed the needs of their gluttonous weapons, these desperados were known as Thunderhands for the ability to turn a sunny day into a thunderstorm of gunfire. With the establishment of the Transmississippian Confederation many of these adventurers and self-proclaimed heroes have lost their job of hitmen and raider-hunters, but soon they found another career: riddle Confederate enemies with bullets in exchange for a decent payload of caps.
Thunderhand 10 3 5 3 3 1 4 2 8 6+
Gun Whisperer 15 4 5 3 3 1 5 2 9 5+
Medicine-man 20 4 4 3 3 1 4 2 8 6+
Squad: Thunderhands’ Party consists of between ten and fifteen Thunderhands.
Weapons: Two 10mm SMG.
Options: For each five people in the Party additional two may be armed with one of the following each: Pancor Jackhammer at +8 point, spasm gun at +11 points.
The entire squad may be equipped with frag grenades at +1 pt per model and incendiary grenades at +2 pts per model.
Gun Whisperer: One Gray Champion may be upgraded to Gun Whisperer at an additional cost of +5 pts. The Gun Whisperer may make any or both of his weapons master-crafted (re-roll 1 failed To-Hit roll per turn) for additional +5 pts and switch both of his 10mmSMG to FN P90c for additional +3 pts.
Medicine-man: One Gray Champion may be upgraded to a Medicine-man equipped with tomahawk and 10mm pistol at an additional cost of +10 pts. The Medicine-man receives a potions sack.
Special rules:
Always outnumbered, never outgunned: Thunderhands are trained to overwhelm their enemies with the sheer intensity of fire before closing up for a vicious close quarter combat. Thunderhands can chose to Rapid Fire their weapons even if they have moved in the Moving Phase. Even if a Thunderhands’ Party chose to Rapid Fire their weapons in the Shooting Phase, it can still attempt to charge enemy in the subsequent Assault Phase. However, when rolling dice for Charge Range, they receive a -2’ modifier.
Barrage of bullets: Thunderhands can deploy small-arms firepower overwhelming enough to pin enemy troops to the ground. The Transmississippian Confederation player can declare Barrage Of Bullets attack in the Shooting Phase against any enemy unit within the range of fire. For the length of that Shooting Phase, the Ballistic Skill of the Thunderhands’ Party and any characters that joined it is decreased by -1, but their shooting attacks count as Pinning.