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Starport Scum $13.99
Average Rating:4.9 / 5
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Starport Scum
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Starport Scum
Publisher: Nordic Weasel Games
by James K. [Verified Purchaser]
Date Added: 08/03/2016 16:24:18

I got these rules with the intention to run small, fast skirmish games. They are, however, so much more than just that. I find now that I am preparing an entire RPG-lite campaign for myself in order to take my miniatures for a ride. I am coming up with stories, back stories, governments, systems all so that I can play little battles between a few of my figures and with that tell a story. These rules are fun.

I don't really know where to begin. You roll a handful of D6s to see if you hit, and if you kill. Your opponent might roll a couple of defence D6s to negate some of your hits. You roll a few D6s to see how far you can move. If you take 1 hit from an attack, you are pinned. 2 hits and you are out of the game. 3 hits and you are killed so horribly that your team will suffer extra negative points to their morale check. That is essentially the rules. How many D6 do I roll? There are 4 class of character ranging from cannon fodder to hero (main player character). Cannon fodder roll fewer D6s BUT you can change that if you want. The beauty of these rules are that you can do what you want with them. As well as having more D6 available to them, heroes and aces have character traits, which can basically, again, be what you want them to be: an extra D6 on attacks, free movement, talk your way past guards, stealthy. They can also have weapons that have abilities: extra D6 on attacks, limited ranges, long ranges, explosive radius, push targets back, only fired once per game, etc.

There is an entire system in place to standardize and create traits and weapons, but you can also just make stuff up. None of my character notes are officially labeled as per the rules. I have a shotgun that grants +1D6 under 8 inches and -1D6 over 12 inches. According to the rules this could have all kinds of "tags" on it, but I feel just writing exactly what the ability does is easier. This is the same with traits, although I should keep better track of combat/non-combat traits.

Where the game gets really interesting, in my opinion, is in the RPG/campaign parts. I hadn't even considered these, but they are so cool. My battles now are not just my heroes fighting gang members over a village and if they win then they save the damsel. There will be people to talk to, things to repair, terminals to hack, messages to broadcast, buildings to search. My skirmish will not just be a skirmish. There will be more to it. Then, after the battle, I can earn money or loot (which I can take from tables provided or just MAKE UP MYSELF!!!).

There are a few pages of just random stuff generators: people, motives, back stories, corporation names, news headlines (WHAT?!?!). There is a section devoted to the outside world moving on while we have out little fight on this planet in the middle of nowhere. There are sample missions to help you get started and randomly create encounters.

Basically, if like me you have no friends and a pregnant wife who goes to bed early at the moment, then I recommend this game. I can play out a little story one evening, spend the next thinking up my next part and then fight that out the following day. However, this game also works if you have friends. You could easily turn it into a proper RPG campaign. If you want small fights in cantinas, or scavenging jobs, or to tell a story then these are rules to get.



Rating:
[5 of 5 Stars!]
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