I was hoping to have this more done before posting it, but here we are at the end of November.
My wife and I have talked about running a Neverwhere game as co-GMs for a while now, and it came up again at about the same time as I found out about NAGADEMON, so I decided to make some custom rules for it.
They’re pretty simple.
The rules are here.
The character sheet is here.
That’s it for now, folks! I hope someone finds it useful/fun/inspiring/cool/not awful!
78 hours ago, Sphere Standard Time, the PanOceanian salvage ship Ambition attempted to take in a Templar craft found adrift in the Human Edge near the gas giant HD 23523 c. The Ambition was attacked by a Combined Army ship as it was towing in the Templar craft. In the ensuing combat, all three ships were damaged and trapped in the gravity of the planet’s second moon, designated c/2173 (HD 23523).
With the HD 23523 system being too far from any circular route for timely reinforcement from the Sphere, patrols in the area were redirected to the moon to neutralize the Combined Army threat, and provide aid to any survivors.
The potential to quietly secure lost Templar technology while achieving their main objective has not been overlooked by any military command.
About c/2173 (HD 23523):
Early colonization efforts were abandoned when what was thought to be a rich Teseum deposit was depleted not far below the surface. This left scattered collections of buildings across the otherwise gray, monotonous surface. The surface is composed primarily of shale, forming an irregular, soft landscape.
The atmosphere is breathable, but thin, and slightly acidic. The lack of maintenance following abandonment has allowed the acidity in the atmosphere to slowly wear at the structures, leaving them in varying degrees of instability.
Gravity is low, at about .75G. Considering the low gravity, soft, breakable landscape, and decaying structures, surface parties should be reminded to mind their footing. Any troops familiar with adjusting to peculiarities of terrain should have little difficulty.
OR Introducing Resource Management to Infinity the Game by Corvus Belli
I asked the guys over at MayaCast for their thoughts on a Resource Management mechanic for Infinity, and it ended up generating a lot of chatter both in their listener emails and on Facebook, so I decided to put what I ended up doing out for the public to see.
I have not tried these rules yet, as I had been busy with Extra Life events, and now we’re coming up on the Holiday season and people’s schedules are crowded.
What I decided to do is a four round series of 300 point ITS missions, with bonus objectives tailored to the narrative. There is a fair amount of bookkeeping between rounds, so my intention is to do these either over 2 weekend days, or 4 week nights.
In any case, here are the rules I ended up with:
- Create two 450 point lists, following ITS rules for SWC, AVA, etc.
- Send them to the TO
- For each round, create a 300 point list from your total of 900 points selected earlier.
- At the end of each round, following medevac/cubevac rolls, remove dead units from the total units available.
- Roll under the Physique of each dead model. Cube grants +1, Cube 2.0 Grants +2. A successful roll revives the unit. With a failed roll the unit is lost.
- Send a list of what units died to the TO
- After 2 rounds, 150pts of Mercenaries can be hired.
- Send the list of which mercenaries were selected to the TO
The big question for everyone I talked to about this, or heard talking about this, was what to do with Cubes. If Cubes get an edge, Ariadna suffers comparatively. If Cube 2.0 gets the edge they have in Paradiso, ALEPH just ignores the whole point of the exercise. So I went away from both the Paradiso rules, and standard Infinity math. +2 hopefully won’t break things too much for ALEPH, but they’re a little less likely to lose their precious named characters. And presumably they’re paying for that Cube 2.0 somewhere in their point costs, even if it’s only a point or two. If this doesn’t work, I’ll revise it.
And for those who want to play along at home, I’ll be posting my “narrative” when I run it here. Since this is all about the new list building mechanic, the narrative is pretty light – just a little fun and an explanation of why you can’t get reinforcements easily.