So this is the rough "Roadmap" as it exists for Renegade Scout right now.
Please note that all of these are potentially subject to change. This is NOT a list of guaranteed features.
*Vehicle rules
This one is obvious: We gotta have tanks, walkers and all that and with the ability to build your own.
This will also be a major headache because all of the 3-4 vehicle systems available for Rogue Trader were kind of messy.
*Magic rules
This will be a variation of the original psionic rules, but with brand new powers written from the ground up and some problems fixed.
*Advancement
I'd like to include a more formal system for levelling up your favourite personalities.
The pseudo-RPG aspect of RT died almost instantly and I think it is something a lot of people want back.
*More weapons
We need a huge armory right?
*More equipment
Ditto.
*More skills
I'd like a total list of maybe 20-30 "skills" covering everything from combat engineers to teleportation.
*More aliens
Not sure what the count will be here. I'll talk more about what alien profiles will look like this week.
*Battle maker
So this is the big draw: A random scenario system that will bring all the fun and excitement we associate with "retro scifi gaming".
The design I am testing currently is card driven, with cards being assigned to "points of interest" which may turn out to be objectives, threats or unexpected shenanigans.
*Personal trait table
D100 table you can roll on for a character to give them a random "thing". They might own a prototype weapon, secretly be a cyborg or be possessed by a space demon.
*Battle conditions table
D100 table. Is it raining? Is it raining meteors? Are we fighting in a time-space distortion?
*Narrative army objectives
When the alien races are nailed down a bit more, I'd like to set up, say 6 objectives for each race, sof you dont want to use the battle maker, you can just roll a D6 and say "okay, the Precursors are trying to secure an artifact while the "totally not Borg" are trying to capture an important personality. Lets do this".
*Solo play
If we can manage it, I know solo mechanics are a priority for a lot of players.
*Solo army selection
Even more complicated, but a system where you could roll or draw cards to face a random army would be cool, wouldn't it?
*Battle field events
An in-game random events table. Everything from jammed guns to reinforcements to a rift in space.
*Strange terrain
Man-eating plants and crawling rocks. All the stuff you expect.
As I said, most of this isn't 100% but it's what is on my notepads in various stages of testing.
It's going to be a wild ride.
If you want in, it's at https://www.indiegogo.com/projects/renegade-scout-retro-miniatures-rules#/
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