Post by draxxon on Mar 15, 2017 19:09:00 GMT
I've put together a rules document for what I'm calling Grimdark Future: Inquisition. This is a heavy adaptation of the Grimdark Future and GDF: Firefight rules, scaling them further down into a system that can run alongside a lite RPG ruleset as well.
Mechanics-wise, the biggest differences between this and Firefight (the closest in terms of scale/playstyle) are:
- There are no units at all, and every model acts individually.
- Army sizes are much smaller, on the order of 15-30 points per player
- Wounds can be a little or a lot more detailed, depending on if you're using the Roleplay rules and Injury tables
- There are no longer Heroes or other overt unit types. Instead, the Hero bonus has been converted to a Special Rule called Heroic
- Die rolls have a supplemental die that can boost the main roll and can explode; this doesn't change too much in the base game, but becomes very important with Skills in the RP supplement
- Upgrade lists have been ignored, so units are primarily restricted by the weapons they're carrying and can replace or add.
The Roleplay supplement offers rules for:
- Noncombat and Social encounters
- Greater character nuance with Skills, upgrades for Quality, Defense, and Special Rules
- Guidelines for GMs, including how to create encounters and how to craft an overall campaign
- Fate tokens to avoid grisly deaths
- Perils of the Void occurrences for Psychics
- Long-term Lasting Scars from Injuries
- Injury tables that vary based on the weapons special rules
- Insanities that can arise from certain Injuries
Please also let me hear any thoughts/concerns you have regarding the system, and any aspects you'd like me to address or focus on; I am planning on giving Age of Fantasy/AoF:Skirmish a similar treatment, but I wanted to see what people thought of this stuff so far before I dove into all that.
Please let me know what you think!
v2.1 EDIT: Minor changes to fill in some rule inconsistencies, scaled Experience to better reflect "ideal" encounter difficulties, and made sure Wound rolls stacked (so hitting a Stunned unit wasn't an exercise in futility)