The Regiment: Colonial Marines 2.5
Saturday, February 09, 2013The version 2.5 playtest kit for The Regiment: Colonial Marines is ready.
GOALS FOR 2.5
A slightly simpler game: I reduced the overall number of moves as well as removing some exceptional cases so it’s easier to remember and apply rules.
Fictional results for stress and wounds: In previous versions, it was easy to gloss over the effects of stress and wounds, falling back on shorthand: “Take 2 wounds.” I wanted each box of damage to have a specific effect to cue a result in the fiction.
More difficult choices: Tough choices are always fun. I revised the old push yourself move into something more interesting (I hope): Keep it together. The engagement move now accounts for details of the specific situation, including morale elements, so choices of fictional positioning have a bigger impact when making that move.
New volume of fire table: There are now 5 VOFs: Incidental, Scattered, Direct, Focused, and Concentrated.
New stress system: Each time you take stress, you choose how your solider will react to it: Flight, Fight, or Shock.
New wounds system: Wounds have locations now, and critical wounds take you out of action. There’s a critical move that determines how badly you’re injured, so there’s more uncertainty (you can’t count on a 2d pistol to not kill you).
New and revised moves: Assault now includes covering fire. Push yourself has been revised into keep it together. Help has been revised into aid. Hit the deck no longer requires a roll. New critical move. Rally is now a Sergeant move.
New and revised playbook moves: Changes to each playbook! Give them a close look. Also check out when you mark xp (upper right corner of playbooks).
Thanks for checking it out! If you give it a try, let me know here, on G+, or at the Regiment forum. As always, I'm happy to answer questions.