Lead Adventure Forum
Miniatures Adventure => Future Wars => Topic started by: Grimrod on December 25, 2016, 03:14:25 PM
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I'm just wondering which rule set I should start out with Between, Starport Scum, Void Pirates, Or Rogue Stars.What I am looking for is Something that is rpg lite, covers Vehicles,Power Armor, And Random weirdness on the battlefield. Easy for a 10 yr old to grasp, and is quick and deadly in it's combat.
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Pulp Alley might be worth considering as well . . . . .
From what I have seen, it will offer you vehicles which Rogue Stars does not.
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Void Pirates would be my recommendation.
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I'm just wondering which rule set I should start out with Between, Starport Scum, Void Pirates, Or Rogue Stars.What I am looking for is Something that is rpg lite, covers Vehicles,Power Armor, And Random weirdness on the battlefield. Easy for a 10 yr old to grasp, and is quick and deadly in it's combat.
While I have only read Rogue Stars it has an area location process for hits/wounds. That may be not what you are looking for.
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Can't comment on Starport Scum, but of the other 2 options definitely Void Pirates.
Really, really great set of rules.
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I'm going to be no help really as I can't comment on any of the rules you are considering but it would be possible to achieve what you are after with a bit of house modifications of the Deadzone 2 rules. I also once played in a Dredd RPG using the Traveller RPG rules and they were great. The firefights were fought on a (virtual-we were playing online) tabletop and worked really well.
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I prefer rogue stars, but void pirates cover vehicles. Never heard of starport scum.
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FYI Starport Scum is currently 25% off via Wargame Vault.
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Can I be a total PITA and suggest the core Savage Worlds RPG book? It's Called the Save Worlds Deluxe Explorer's Edition, and only costs £7 for a small format softback. There's also a fairly decent starter PDF called Test Drive on the Pinnacle website.
The game basically rates you in five stats and fifteen skills, from D4 to D12 (roll 4+ for a basic success). Characters also roll an extra "wild die" (a D6) to give you a second chance at success. There are many Edges and Hinderances to customise your character, so a broadsword-wielding Paladin feels very different from a rapier-wielding Swashbuckler. Basic rules cover everything from a club and shield to power armour and lasers, and has a small selection of "typical" roleplaying monsters. It plays fast and pulpy with minimal book-keeping.
The "Effects" system is a single set of special abilities that covers spells, psionics, weird science - anything out the ordinary. There's a decent vehicles selection, and a small section on running squads for mass battle.
The core rules have everything you need, but there are genre expansion books for Fantasy, SciFi, Horror and Supers. The SF one goes into world and animal creation, hacking and cybernetics, more vehicles and a host of sample NPCs, beasties, robots and the like.
There are also dozens of setting books, which contain many adventure seeds and campaign outlines.
The one thing it's lacking is points costs - there was a builder tool out there, not sure if it still exists.