Assault to EXT9A-Complex. FiveCore AAR

  Nordic Weasel is a relatively new company, headed by Ivan Sorensen, who has publish a wide variety of ruleset that try to offer simple and easy games, to be played in no more than one hour.

 This time I would like to share this AAR that has a few time, but could be very interesting to show how FiveCore works.

 This ruleset, don't use stats for their troops, everybody impact with the same stat, a 1 or a 6 in a 1D6. How are the troops differenced? Normally by the use of different weapons or using or giving traits or  benefits to the characters.

 The original FiveCore rulebook started with no more than 30 pages... now the third edition has no less than 160 pages. So the game has become bigger, but no more complex, just more clear and expanded.

 "The mission was very simple, assault the building, and put the bomb to eliminate the laboratory.
The assault Universal troopers where teleported to the free area near to the complex, after a stealth introduction, they arrived the main floor, where the guards were trying to stop the assailants.
Assault Universal Troops


The Guardians advanced, patrolling looking for contact with the assailants...
The shooting begins

Smile to the photo ;)
First fled

 At the end, the combat finished with only two guardians alive that quit to the Universal Troopers"

 The game was good, very easy to remember who is going to move or attack, just a pair of markers and all is smooth! For the next battle, is necessary more scenery to cut the Line of Sight.

Using Jedis in Starport Scum

  Starport Scum is a wargame RPG-like very easy to learn and to play, with a  sandbox setting
that lets you play skirmishes from Star Wars to Blade Runner, through Fyrefly or Stargate.

 Because of the copyrights, the author couldn't publish rules for jedis, but here they are. I hope that they could be useful for the readers:

 First of all, these rules follow the magic rules for Dungeon Scum, so take a look on them.

The Force users had been a lot of time learning to control and use the Force, for that reason, they are not trained in the use of other weapons than the Lightsaber, neither armours.

The Force spells require significant concentration, so they can't move if they are using it.

The caster could no bear higher armour than Defence 2D6, that will be the Lightsaber used to deviate the attacks against him. If the shooter attacks him and get a FUMBLE in the shoot, we will consider that the jedi has deviated the shoot against the shooter with the lightsaber.

Stunned Force users could not cast spells.

· Force Ray: Range 12". Roll 4D attack. May be defended only with Armour dies.

· Mental Control: Range Contact. +1D to social dice roll [Based on Attract]

· Telekinesis: May move any visible object as far as 5".

· Feel variations in the Force: Negates Ambush, Surprise or Stealth kill bonus dice, when attacked himself.

· Trance: Range Contact. One character may heal a wound or recover from being down.

· Malacia: Range 4". One character within 4" of the Force user will result stunned on a 3+.

· Control Animals: Range 2". +1D to social dice roll just with animals. [Based on Attract]

 You can follow David Sorensen, the author, in his blog.

 By now, there is a very interesting offer for a Bundle of Starport Scum and Dungeon Scum in a pack for a reduced price. Take a look!

Legends of Araby and Maps fo Campaigns

As is known I am a THW lover, normally I write about each book that he publish, and normally with very good comments. One thing that I value about THW system is that you can use his books with a lot of other rulesets.

Legends of Araby is a campaign book that uses the 2d6 Sword & Sorcery system, but you can disregard the rules and use only the campaign rules. The book presents a map of  Barylistan in the world of Talomir. It is a area map, where the player can move from one city or point to another each month. Each city or point where the player finishes his movement or where stay has some encounters associated that could be a meeting with assassins, militias, casters, rebels, dancing girls... these encounters have an Arabic flavour, but could be transformed into a Northern style. So the book is usable for another settings... I will be using it for a mythological Greek setting.

 One thing that I really love from Legends of Araby is that it isn´t use the Circles rules, so the encounters works very smoothly and you don't need to change anything, another thing great from this book is that the cities have areas, where the characters could have specific encounters. 

 But as I wrote a few months ago, the map creation from Jimland is great for unexplored areas.. so I found the problem: How to mix both systems? After set out some possibilities I decided that the solution is to use both systems. The player can move from one area to another using the normal rules from Legends of Araby. And them if the player wants, he can prepare a expedition to explore the surrounding zones from the main area, using the Jimland rules for exploration. There they can found villages, dungeons an another explorable areas where the players can found treasures and adventures.

  I hope than soon I can continue the Slorm's adventures that I began a few time ago....