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Author Topic: Cyberpunk Skirmish Rules  (Read 7471 times)

Offline Malebolgia

  • Scatterbrained Genius
  • Posts: 3847
  • Lost in Cyberspace
    • Paintoholic
Re: Cyberpunk Skirmish Rules
« Reply #30 on: 21 March 2016, 10:17:23 AM »
More than 1HP. I hate 1HP too ;). This is also because of the way attacks work. Models roll multiple dice. Each die that rolls equal to or above the model's stat value is a hit. The target then makes an armour roll for all hits. Each unsaved hit will yield 1 wound. And to spice it up, you can score extra effects by rolling. For example, if you scored a hit with a triple (8,8,8,3,5 for example), you have knocked down the opponent. You can also let them stagger up to 2" back or stun them (-1 action). It depends on the dice rolled.
There are no modifiers to the dice, you roll more or less dice and you can get rerolls (the rerolls are interesting for the hit effects).

Currently I have 7 model classes and each comes at 3 tiers (Green, Trained, Veteran). Each model class has its own 'edge'. The classes I have are: Soldier (+1d shooting), Brute (+1D Close Combat), Ghost (+1D Dexterity), Fixer (+1D Skill), Tank (+1D Armour), Hacker (can hack into Cyberspace), Rigger (can control drones). Edge bonus dice are at the next higher dice type. The higher the tier, the more skilled a model is. You get 10 poins to spend on models and you can pick a maximum of 4 of 1 tier (so no 10 tier 1 models...).
“What use was time to those who'd soon achieve Digital Immortality?”

Offline salcor

  • Librarian
  • Posts: 143
Re: Cyberpunk Skirmish Rules
« Reply #31 on: 21 March 2016, 12:37:08 PM »
Great to see you are still working on it!  I agree with the wound stats.  One of the mechanics I love the most about Pulp Alley is the reducing stats as you get damaged.  Perhaps some like that with dice pools reducing as models take damage.

Salcor

Offline Davian

  • Schoolboy
  • Posts: 7
    • My Blog in french Davian's Projects
Re: Cyberpunk Skirmish Rules
« Reply #32 on: 21 March 2016, 06:29:19 PM »
More than 1HP. I hate 1HP too ;). This is also because of the way attacks work. Models roll multiple dice. Each die that rolls equal to or above the model's stat value is a hit. The target then makes an armour roll for all hits. Each unsaved hit will yield 1 wound. And to spice it up, you can score extra effects by rolling. For example, if you scored a hit with a triple (8,8,8,3,5 for example), you have knocked down the opponent. You can also let them stagger up to 2" back or stun them (-1 action). It depends on the dice rolled.
There are no modifiers to the dice, you roll more or less dice and you can get rerolls (the rerolls are interesting for the hit effects).

Currently I have 7 model classes and each comes at 3 tiers (Green, Trained, Veteran). Each model class has its own 'edge'. The classes I have are: Soldier (+1d shooting), Brute (+1D Close Combat), Ghost (+1D Dexterity), Fixer (+1D Skill), Tank (+1D Armour), Hacker (can hack into Cyberspace), Rigger (can control drones). Edge bonus dice are at the next higher dice type. The higher the tier, the more skilled a model is. You get 10 poins to spend on models and you can pick a maximum of 4 of 1 tier (so no 10 tier 1 models...).

Sounds good and very interesting so far!  :-*

Offline Silverarm

  • Assistant
  • Posts: 21
Re: Cyberpunk Skirmish Rules
« Reply #33 on: 21 March 2016, 11:27:41 PM »
@Malebolgia;
The game sounds really awesome! =D

On the topic of Cyberpunk rules - have anyone seen Human Interface - Nakamura Tower? That one might fit the bill.
And I think they have a rules floating in the updates on the kickstarter page.
EDIT: They have the rules on the front page of the Kickstarter.
« Last Edit: 22 March 2016, 09:41:54 PM by Silverarm »

 

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