Image 1 — Brimstone and Lead: Hell Freezes Over
Image 2 — Brimstone and Lead: Hell Freezes Over
Image 3 — Brimstone and Lead: Hell Freezes Over
Image 4 — Brimstone and Lead: Hell Freezes Over
Image 5 — Brimstone and Lead: Hell Freezes Over
Image 6 — Brimstone and Lead: Hell Freezes Over
Image 7 — Brimstone and Lead: Hell Freezes Over
Image 8 — Brimstone and Lead: Hell Freezes Over
Image 9 — Brimstone and Lead: Hell Freezes Over

Brimstone and Lead: Hell Freezes Over

These weren't all done by me, but I was expermienting, sepcifically with limited color pallates on the demons and and angels (skeleton dudes) using the John Blanche set #1.

The demons are a digital kitbash of Artisan's Guild Infernal Legion and this DOOM Cyberdemon.
Angels are Pipermakes with skulls.

C and C welcome!

I whipped all this up for a demo of my game with my local PNW indie minis meet up.

Highlights:
- The amazing themed board made by one of our members.
- Multiple rocket jumps, bouncing between otherwise unreachable high points.
- Watching the players really get in each other's heads.

Now I've just gotta finish up that campaign system...

About:
Brimstone and Lead is my love letter to DOOM, Quake, and Gears of War. It's what I wanted Kill Team to be.

Genre/Theme: Hell is an inter-dimensional cancer devouring worlds. The broken husks of defeated realms rot in the guts of The Beast of Apocalypse. Here, lost souls fight to maintain their identity and, perhaps, save the next world. Or, at least, take vengeance on the princes of Hell. It’s a game of rocket launchers, mini-guns, and magic spells. It’s shattered cathedrals, poison swamps, and the barren wastes of Mars. It’s seething portals, demons, and shotguns. It’s a heavy metal album cover.

Why play?

  • Speed: There is no measurement. Movement, Line-of-Sight, and weapon ranges are built into the same system. Reactions, suppression, and over-watch are integrated into the action economy, minimizing exceptions, gotchas, and do-overs.
  • Positioning: Brimstone and Lead is gun-chess. Every model controls space with a specific flavor of violence, and the only correct response is different violence from a different angle. When models move, they gain “Adrenaline,” which lets them ignore wounds and move faster. Hiding in cover is not an option.
  • Playing your Opponent: The heart of the game is the Counter mechanic. Spend the Counter Token to deny an action, but doing so hands that power to your opponent. So, you must study the board and bait them into wasting their Counter on something trivial. Every turn tests your ability to bluff, read, and outsmart the competition.
u/FlatPerception1041 — 7 days ago

Brimstone and Lead: Hell Freezes Over

I was very honored to get to demo my game with my local PNW indie minis meet up.

Highlights:
- The amazing themed board made by one of our members.
- Multiple rocket jumps, bouncing between otherwise unreachable high points.
- Watching the players really get in each other's heads.

Now I've just gotta finish up that campaign system...

About:
Brimstone and Lead is my love letter to DOOM, Quake, and Gears of War. It's what I wanted Kill Team to be.

Genre/Theme: Hell is an inter-dimensional cancer devouring worlds. The broken husks of defeated realms rot in the guts of The Beast of Apocalypse. Here, lost souls fight to maintain their identity and, perhaps, save the next world. Or, at least, take vengeance on the princes of Hell. It’s a game of rocket launchers, mini-guns, and magic spells. It’s shattered cathedrals, poison swamps, and the barren wastes of Mars. It’s seething portals, demons, and shotguns. It’s a heavy metal album cover.

Why play?

  • Speed: There is no measurement. Movement, Line-of-Sight, and weapon ranges are built into the same system. Reactions, suppression, and over-watch are integrated into the action economy, minimizing exceptions, gotchas, and do-overs.
  • Positioning: Brimstone and Lead is gun-chess. Every model controls space with a specific flavor of violence, and the only correct response is different violence from a different angle. When models move, they gain “Adrenaline,” which lets them ignore wounds and move faster. Hiding in cover is not an option.
  • Playing your Opponent: The heart of the game is the Counter mechanic. Spend the Counter Token to deny an action, but doing so hands that power to your opponent. So, you must study the board and bait them into wasting their Counter on something trivial. Every turn tests your ability to bluff, read, and outsmart the competition.
u/FlatPerception1041 — 7 days ago

Brimstone and Lead: Hell Freezes Over

I was very honored to get to demo my game with my local PNW indie minis meet up.

Highlights:
- The amazing themed board made by one of our members.
- Multiple rocket jumps, bouncing between otherwise unreachable high points.
- Watching the players really get in each other's heads.

Now I've just gotta finish up that campaign system...

About:
Brimstone and Lead is my love letter to DOOM, Quake, and Gears of War. It's what I wanted Kill Team to be.

Genre/Theme: Hell is an inter-dimensional cancer devouring worlds. The broken husks of defeated realms rot in the guts of The Beast of Apocalypse. Here, lost souls fight to maintain their identity and, perhaps, save the next world. Or, at least, take vengeance on the princes of Hell. It’s a game of rocket launchers, mini-guns, and magic spells. It’s shattered cathedrals, poison swamps, and the barren wastes of Mars. It’s seething portals, demons, and shotguns. It’s a heavy metal album cover.

Why play?

  • Speed: There is no measurement. Movement, Line-of-Sight, and weapon ranges are built into the same system. Reactions, suppression, and over-watch are integrated into the action economy, minimizing exceptions, gotchas, and do-overs.
  • Positioning: Brimstone and Lead is gun-chess. Every model controls space with a specific flavor of violence, and the only correct response is different violence from a different angle. When models move, they gain “Adrenaline,” which lets them ignore wounds and move faster. Hiding in cover is not an option.
  • Playing your Opponent: The heart of the game is the Counter mechanic. Spend the Counter Token to deny an action, but doing so hands that power to your opponent. So, you must study the board and bait them into wasting their Counter on something trivial. Every turn tests your ability to bluff, read, and outsmart the competition.
u/FlatPerception1041 — 7 days ago
▲ 68 r/printandplay+4 crossposts

Savage Swords: A deck of cards. A dashboard. A duel to the death

https://drive.google.com/file/d/1Tejhy1aMiovRl63U6g6mFvvF8JOIw3K9/view?usp=sharing

It's been a couple of months, and after swapping out the core mechanic about six times, trimming the decision tree, and going on a whole damn tangent where I started building a real fighting game, I think I've got this design in a place where I like it.

It accomplishes what I set out to do:

The cards represent the entanglement between fighters, the flow of energy back and forth. Players vie for openings, spacing, timing, counter-play. Seizing this opportunity means giving your opponent an opening somewhere else. Savage Steel is a dialogue of violence. Watch how your opponent plans their attack. And in that moment, drive the blade home. All the way to the hilt and straight to the heart.

Also the layout it much improved.

This project is my love letter to Weaponlord for the vibes, Savage Sword of Conan for the graphic design, and Samurai Shodown for the gameplay. Here's the setting pitch.

u/FlatPerception1041 — 23 days ago