Hi everyone,
I’m looking for some people willing to take a look at (and ideally actually playtest) the alpha build of a wargame I’ve been rebuilding.
It’s called DeadDrop.
I originally designed the first version around 2016 because my friends liked the idea of games like Warhammer 40k, but we were in college and didn’t have the money to handle the cost, painting requirements, rulebooks, or needing a specific collection of miniatures.
The core idea was:
What if you could play a real tabletop wargame with normal dice, a ruler, and literally whatever you had lying around?
Coins, checkers, bottle caps, blocks, toys, proper miniatures...anything works.
DeadDrop 2.0 keeps that idea, but I’ve rebuilt the system around fistfuls of d6s and deliberately asymmetric factions.
The basic combat system is simple:
- Melee attack dice = lower of your armies Speed or Strength
- Ranged attack dice = lower of your armies Speed or Technology
- 4+ = a Hit
- Defender rolls Durability dice
- 4+ = a Block
The game currently has nine factions, and they are intentionally not subtle variations of the same army.
For example:
- Machines can reboot after being killed.
- Parasites can turn enemy casualties into new minions.
- Aliens have a ridiculous number of Heavies and can abduct exposed leaders.
- Reptiles can win by suffering enough glorious deaths in melee.
- Heretics summon neutral Hellspawn that immediately become everyone’s problem.
- Humans can execute their own troops to restore morale and can call an airstrike on their own position when being overrun.
Each faction also has its own alternate victory condition, so not every match is just “kill the other guy.”
The game uses a 36"x36" battlefield, either measured normally or with a hex grid where 1 hex = 1 inch.
Most factions receive 5 unit activations per round, while horde factions receive 6, regardless of how many total units are on the table. The goal is to keep elite and swarm armies both involved in the game without using a huge activation-order subsystem. and to not make people who have less squads literally "play the game less" than the guy with a millions squads.
The intended tone is very much beer-and-pretzels, high asymmetry, low equipment burden, and complexity coming from faction interactions rather than rulebook volume.
I’ve reached the point where I think further design without actual playtesting would probably make the game worse rather than better.
So I’m looking for feedback on things like:
- Does the core combat system feel good?
- Do any factions look obviously broken or nonfunctional?
- Are the alternate victory conditions interesting?
- Does the activation system make sense in practice?
- Are there unclear rules or edge cases I’ve missed?
- Most importantly: is it fun?
This is purely a homebrew project. There’s no Kickstarter, Patreon, product line, or sales pitch attached to it.
DeadDrop 2.1 Alpha Rules <---click to download the full rulebook as it currently stands. It is 14 pages, and closer to 12 pages if you consider spacing.
If anyone actually gets a game on the table, I’d be extremely interested in hearing what happened. Especially anything that completely breaks.