The basics:
Finally got the opportunity to try out a new set of Sci Fi skirmish rules. I was very pleased with the way they run and how combat is resolved.
The basic elements are tried and true. Card activation and dice pools. But there are some added factors that enhance these game mechanics without over complicating play.
Combat is resolved using a dice pool of D12's. The
success target number and the number of dice rolled is based largely on
the weapon shooting. Each success needs to be saved against by the
target or they will take wounds.
Activation is card based. Players
start with four cards numbered 1-30. At the beginning of a turn each
player picks a card from their hand. The number on the card determines
activation order and play proceeds in a kind of IGYG with figures acting
alternately by activation number until all figures have acted.
The
cards have a few other factors in that they can be played from the hand
to give your figure a free action, cancel another players action or
reroll dice. In addition there is a symbol on most cards that relate to
"Powers" (Jedi Mind tricks) If you want one of your figures to activate a
particular power in their inventory the card you use to activate that
turn must have the corresponding symbol.
Our game revolved around
an abandoned research facility with a reported data surge that was
dumping possibly valuable information to kiosks around the facility.
One gang was a group of opportunists intent to sell the data they grabbed
on the black market while the other group was the security team sent to deal
with intruders and secure the data breaches.
Pictures: