[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor application acceptance emails are being sent out. Please remember to check your spam box!


[Advertise on 4chan]


File: 1732511398145179.png (1.93 MB, 1024x1024)
1.93 MB
1.93 MB PNG
Game Title:
SHATTERFRONT: Wars Across a Broken Timeline

Core Pitch
>Shatterfront is a mid-scale sci-fi/fantasy wargame (40–60 models a side) with:

>Simple core rules: 3–4 stats per unit, alternate activations, roll-to-hit / roll-to-save on D6s, no nested sub-systems.
>High skill ceiling: The battlefield exists in three linked time-slices—Yesterday, Today, and Tomorrow. You win by controlling the war in four dimensions: position, firepower, and when you commit them.
>Unique hook: Time isn’t just lore. The board is literally tripled, and your units, terrain, and objectives all interact across those boards in clean, physical ways. The trick is: the time rules are only about three pages and live on a one-page reference.

>Think “Warhammer-size game” with the tactical feel of a skirmish game, but your “flanks” are Past and Future instead of just left and right.

Setting & Tone
>The universe fractured when the Shatterfront, a weaponized temporal storm, tore the timeline into overlapping “sheets.” Armies from rival epochs bleed into the same war:

>The Continuum Wardens: High-tech temporal peacekeepers trying to restitch the continuum.
>The Paradox Cults: Fanatics who believe only total timeline collapse brings salvation.
>The Relic Empires: Traditional empires (mechs, knights, tanks) that learned to weaponize temporal anomalies.
>The Echo Swarm: Post-human hive that exists in multiple times at once.

Table Footprint & Scale
>Scale: 28mm heroic; similar footprint to Warhammer 40K / Kings of War.
>Model Count: ~30–60 infantry equivalents, plus a handful of elites/vehicles.
>Table: Three identical 4'x3' battlefields (or three 3'x2' boards for a small version), laid side by side:

>Left board: Yesterday
>Middle board: Today
>Right board: Tomorrow

>Terrain layouts are mirrored; you’re literally playing on the same battlefield in three different moments.
>>
Core Rules: Simple and Familiar
Unit Profile
Each unit has:
>MOVE (M): Inches per move action.
>COMBAT (C): Die pool for attacks.
>DEFENSE (D): Target number the opponent must roll to hit you.
>RESOLVE (R): Morale / break threshold.
>KEYWORDS: Infantry, Vehicle, Flying, Chrono, Heavy, etc.
>That’s it. No strength/toughness matrix, no armor penetration tables.

Turn Structure
>Alternate Activations:
>Players take turns activating one unit at a time.
>On activation, a unit gets 2 actions, chosen from:
>Move
>Attack
>Time Shift (if it has the Chrono keyword)
>Brace (defensive stance)
>Objective (interact with objectives, set charges, etc.)

Attacks
>Attacker rolls C D6s.
>Each die that meets or beats the weapon’s Accuracy (usually 4+) is a hit.
>Defender rolls one Save die per hit, succeeding on D+ (e.g., 4+ save).
>Each failed save is 1 wound.
>No re-roll soup by default; faction rules and Time Gambit cards add spice later.

Morale (Resolve)
>Units track Stress.
>When a unit suffers casualties or scary effects:
>Roll 1D6 + Stress; if it exceeds R, the unit becomes Shaken.
>Shaken units get 1 action instead of 2 until rallied.

The 4D Gimmick: How Time Works
>Three Linked Battlefields
>You are always fighting the same engagement at three moments:
>Yesterday: The opening moves.
>Today: The main clash.
>Tomorrow: The aftermath.

>You deploy a portion of your army in each time-slice. Standard arrangement:
>40% of your force in Today.
>30% in Yesterday, 30% in Tomorrow.
>Some units start “Unanchored” in reserve and can appear in any slice via time shenanigans.
>>
No Brain-Melting Paradoxes
>To keep the rules simple:
>Each time-slice is a parallel layer of the battlefield, not a fully recalculated singular history.
>Time travel is positional and resource-based, not a full rewrite.
>You don’t erase past moves; you leverage them.
>Think of it as: three realities influencing each other, not one timeline constantly recomputed.

Time Shift Action (the Core Move)
>Units with the Chrono keyword can spend an action to Time Shift:
>Shift the unit to the same coordinates on an adjacent time-slice:
>Yesterday Today, or Today Tomorrow.
>When you Time Shift, you leave behind a Time Echo token on the old slice:
>While the Echo exists, the “real” unit gains a small buff (e.g., +1 to Combat or Defense).
>Enemies can target and destroy the Echo (it’s fragile), removing the buff.
>This is the basic puzzle: do you jump your elite unit forward to grab a future objective, knowing it leaves a vulnerable Echo behind in the Present that your opponent might snipe?

Causality Ripples (Simple, Global Effects)
>To keep it legible, “history matters” only in a few clearly defined ways:
>Terrain State Propagation
>Terrain features exist in all three time-slices.
>When a terrain feature is destroyed in Yesterday, at the end of the round you:
>Remove/flip it to “ruins” in Today and Tomorrow.
>Destroying something in Today or Tomorrow does not propagate backward or forward; only the Past “hard-writes” future terrain.

Objective Anchors
>Each Objective marker exists in all three slices.
>At the end of a round:
>If you control an Objective in Yesterday, you place an Anchor token on it.
>Anchor tokens in Yesterday grant ongoing bonuses in Today and Tomorrow (e.g., +1 to rally checks within 6", or a bonus point if you also hold it later).
>This makes seizing Past objectives strategically crucial without recalculating board state.
>>
Paradox Resource (Optional Advanced Rule)
>Some elite units and Time Gambits allow “illegal” moves (e.g., appearing where a unit died in Yesterday).
>When you do this, you give your opponent Paradox Points.
>Paradox Points are spent on powerful reactions (interrupt activations, free rallies, extra movement).

Time Gambit Cards
>Each player brings a small deck of 10 Time Gambit cards chosen from a larger set (like stratagems, but tied to time mechanics).
>Example:
>From Tomorrow’s Ashes
>Play when a friendly unit is destroyed in Today. Place a fresh, small unit in Tomorrow within 6" of that location—“future reinforcements inspired by the loss.”
>All of these are single-sentence effects that touch position + time-slice, not crunchy math.

Example Turn: How It Feels to Play
>You’re the Continuum Wardens, your opponent is the Paradox Cult.
>In Yesterday, you push a fast recon unit up to an Objective and seize it, dropping an Anchor.
>In Today, your core line is trading fire over a central ruin.
>In Tomorrow, your heavy walker is advancing, looking to clean up what’s left.
>On your activation:
>You activate your chrono-infantry in Today.
>First action: they Time Shift to Tomorrow onto the rooftop overlooking the central square, leaving an Echo in Today.
>Second action: they Attack an enemy future-tank in Tomorrow, softening it before it rolls into your Present line.
>Your opponent, annoyed, activates a sniper squad in Today and blows away the Echo—removing the buff from the future-infantry.
>At end of round, because you’ve held that Yesterday Objective for the full turn, you place an Anchor token. Now any of your units within 6" of that Objective in Today get +1 to Resolve checks.
>The actions themselves are trivial (move, shoot, shift), but the decision about which time to apply them, and how much Paradox/Anchor/terrain ripple you want, is where the mastery lies.

So anon are you ready to back my kickstarter?
>>
>>97026290
>So anon are you ready to back my kickstarter?
your production costs thus far are zero, so no
>>
>>97026290
>So anon are you ready to back my kickstarter?
No, but it's a surprisingly nice premise. Might stat up some units and test it with a friend.
>>
>>97026313
I would personally change it so it only has present and future, and then have basically two lines of units where one is this kind of 1800s alternate history Scythe Iron Harvest lookin ahh units and the other line of models are your typical sci-fi models. Three timelines feel like gameplay is gonna be too tedious.
>>
>>97026290
>So anon are you ready to back my kickstarter?
no, but I've thinking about an idea I had for a skirmish wargame and after reading this i'm thinking i'll give a shot at AI slop writing something to get me started
>>
File: 165.gif (498 KB, 300x222)
498 KB
498 KB GIF
>>97026290
>kickstarter
>>
This is how Pillage was made
>>
>>97026258
>32mm
>requires 3 different copies of the same 4'x3' table to play
Makes it very difficult to buy into. Honestly it would work better as a hex & chit.
Mechanics seem like they could be fun, the time space distortions as hex & chit zones of control could be another area to add themed mechanics.
>>
So this is the best the mods can do now?
>I'm gonna use AI to generate some slop
>is this anything?
>does this look like a genuine thread to you?
>are people still worried the site is dead?
>>
>>97026303
>your production costs thus far are zero, so no
Stingy. I'd pay him 10 times that.
>>
>>97026517
What sloppa creators don't seem to understand is that other people can create their own sloppa for free. Thus, they have no reason to pay for your sloppa.
>>
With all due respect I'm not reading all that slop.
I will bother to read your prompt and discuss that if you post it
>>
File: Wall of Laughter.gif (2.34 MB, 1336x1358)
2.34 MB
2.34 MB GIF
>So anon are you ready to back my kickstarter?
>>
>>97027664
I wonder if one day someone could use an AI to specifically make knockoff sloppa of someone else's sloppa and watch them flail about screaming about copyright violation
>>
>>97028769
>to specifically make knockoff sloppa of someone else's sloppa
Including making the AI look up how close it can get without legally counting as copyright infringement.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.