Rules

So, this has been a long-time coming, but I wanted to post a little bit about the game mechanics and the rules and hopefully get a bit of feedback.

There are a few things that I want to touch upon with the game mechanics that are still very much pre-beta, but I wanted to give everybody a sneak peak.

There are 2 main things that I wanted to accomplish with the combat resolution system; First, I want to create a system in which combat is useful, but not the only form of interaction/contact with opposing forces. Basically, I’d like for you to be able to go into a situation such as a trade negotiation with a hostile force prepared for battle, but not always having that be the outcome. Sometimes, you’d use your skills of negotiation to pull off a better deal, and sometimes, you’d pull out your revolvers and let them have it for trying to swindle you out of that case of dusty glass jars that you were trying to get rid of.

I’m writing the system to allow for very quick and brutal combat. I’m doing this for two reasons; One, because no matter how well-trained a person is, a bullet is probably going to put them in a bad spot, if not kill them. I have seen way too many games where a model can get shot over and over and over again, and yet have nothing happen to them, like it’s a bad hollywood movie. If you initiate or engage in a firefight, you are going to lose valuable resources, most importantly, human lives.

I basically want the feel of the world to walk a fine line between valuing life, and having life be expendable and cheap.

The other main reason that I’m writing the system to be down and dirty, is because I don’t want people playing the RPG to spend half of their gaming session on one firefight… However, I also want there to be a high level of detail and ability to have a character do just about anything that they want within the framework of the system.

The RPG and tabletop game are going to have the rules seamlessly integrate. The only main difference is that there are going to be more skills and abilities in the RPG.

Here’s the (very) basic rundown:

Characteristics are rated from 1 to 6.

There are 7 characteristics, these make up the general nature of each model/character:

Action Points (AP) indicate the amount of actions that a character can take each turn. The more AP, the more things a character can do and react to before it all re-sets and goes into the next turn. Every action (shooting, moving, negotiating, scavaging, etc) takes AP, most only take 1, some take multiple, or even all (such as clearing a jammed weapon). You choose what your actions are going to be before the start of each turn, but you can withhold some AP to react to circumstances.

Movement (M) indicates how fast a character moves. The movement characteristic is added to a random die roll and this is how far the character can move in inches. I realize that the random movement is something that some people will take issue with, but that’s why you can in essence “bid” enough AP to get where they want to be, but if you spend too few AP, you’re going to be taking the risk of not getting there.

Fighting (F) is how well a character is at close-quarters brawling/combat, both armed and un-armed.

Shooting (S) is how well a character handles a firearm.

Power (P) is how hard a character dish it out, and how well they can take it. When a character is hit by an attack, they counter with a Power check (made by rolling dice against this characteristic). Each success the character makes against their Power characteristic will negate one of the opponents successes. As you can see, having a high power can come in handy… however, it doesn’t make someone invincible, as there are many weapons in the game that can do more than 6 dice of damage in a turn (meaning that you’re going to be in serious trouble).

Nerves (N) indicate how well you keep your confidence in a bad situation… be it a firefight, or facing the watchful eyes of a Warlord’s entourage when entering their domain… Having a high nerves characteristic will allow a character to fight off the effects of suppression (which happens in stressful situations like combat, although it can happen in other cases as well).

Wits (W) are a combination of charisma, intelligence, street smarts, and mental stability. Wits are an indication of how well a character can talk their way out of a sticky situation, and how well they’re able to barter.

Everything is based off of these characteristics. If you want to do something, you have to have Action Points available, and you spend those action points (which replenish every turn) to use the characteristics to act, be it shooting, running, trading, or searching an ancient crash site for pieces of old world technology.

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Comments
  1. PhineusPhule says:

    Really like the look of this(Sorry I missed out on the Kickstarter support). Not really an RPG’er anymore but love tt gaming. With both rulesets being integrated with one another any chance for a tt campaign system with advancement;ala Mordheim or Necromunda.

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