A narrative wargame I'm making, in the same vein as something like Mordheim, Necromunda or Gorkamorka.
Let's start with the setting. I'll quote right from the text, since I think this sums things up pretty well:
The Year Is 1460.
It has been a century since the Black Death arrived in Europe, bringing with it mass death, madness, and despair.
It has been two generations since the dead filled hell and spilled back into the mortal world, rising from their graves to prey upon the living.
It has been a generation since the Beast rose to power, opening the doors to hell.
If this is the apocalypse, how much deeper will things sink before this world is redeemed?
This is a damned world.
A world of rot and pestilence, where the living dead stalk the blighted landscape, the servants of hell preach openly, and those mortals who survive huddle in their hidden villages and besieged castles.The great powers of the world number SIX:The Beast, who is the mailed fist of corrupt political power.The Whore Of Babylon, who preaches decadence and delight.Wormwood, which fell from the sky and brings madness.The Four Horsemen, who will scourge the earth.The Dragon, Satan, whose rage sets the world ablaze.Hades the abyss, where the dead walk.
OK, so! Mechanics!
It's a skirmish game, with maybe ten models to a side, each with individual stats.
The core game itself is pretty streamlined, but not the bare-bones minimalism you sometimes see. Tests are roll-under, and advantages and disadvantages let you roll an extra dice and take the better/worse. Pretty simple.
Violence isn't super lethal. A shot has maybe a 1-in-4 chance to take a model out of action if everybody has middling stats. The same goes for a blow struck when you win a fight. So shooting lets you whittle down the enemy, and winning fights is as much about pushing back and disrupting enemy formations. Decisive blows that take a model out of action are turning points.
There's twelve warbands in total. Each has a selection of default models it can take, but you can always pay a little extra to hire in a model from a different warband as a mercenary. There's also hired swords that can only be taken as mercenaries. So while each warband is tightly themed, you can spend a little to diversify things.
Survivors. The regular remains of humanity, living the most normal lives they can. Regular soldiers, knights, nuns etc. They're a pretty default middle-ground warband, with average stats, access to most equipment but nothing particularly weird about them. Good for new players, and you can adapt them in most directions as the game progresses.
Witch Covens. Weirdo cults in the woods fucking about with the black arts. They were always there, but now they don't really need to hide, and the ancient things they worship are waking up. Their monsters are huge horrible beat-sticks, while the witches themselves hang back to support them or fuck with the terrain.
Ressurectionists. The obligatory necromancers. Fucking about with things mankind was never meant to understand as they try to cure the plague, or harness its power. They do mad science to turn wandering zombies or any corpses lying around into husks under their control. Then they stitch those husks together into giant flesh-golem beatsticks.
Plague Rats. The meek shall inherit the earth, and by that we mean rodents. Rats that are becoming sentient and are very keen about this whole apocalypse business, as once all the humans are gone, that means they get their stuff. Some of them are on a quest to learn how to make cheese. A giant tarpit horde. All of their models are absolutely rubbish, but you get loads of them, and more will show up as the game progresses.