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RPG Laboratory

Materials and Equipment.

In Apocalypta you must gain materials to be able to include equipment in your deck. These materials are gained in campaign games. If playing a on going game you will find that you have large amounts of materials at your disposal but at the begining of a campaign or in skirmish games you will have to carefully consider what equipment you can take into battle with you.

There are three materials in the game.

Metal: Metals are used to produce everything from armour, guns and vehicles. Probably the most used and therefore most important material.

Chemicals: Chemicals are used in the production of all guns, as they are needed for the ammunition. Chemicals are also a large component in many special items.

Fuel: Fuels are used in vehicles. Without ample amounts of fuel, your character's will have to move on foot.

In all campaigns or skirmishes you begin with 10 Metal, 5 Chemical and 5 Fuel.

Equipment cards in your deck.

When making your deck make note of the Resource values on equipment cards (bottom left.) You may have as many equipment cards as you want, up to your deck allowance, so long as you have the right resources.

I.e if you have two cards in a skirmish game. One card has 8 Metal, 3 Chemical and 4 Fuel while the other has 2 metal and 2 Chemical, you may include them in your deck as you have not exceeded your resources of 10 Metal 5 Chemical and 5 Fuel.

If you had two cards both of which cost 6 Metal, this would be unallowed because you only have 10 Metal and the total of the cards is 12 Metal.

Playing Equipment

Equipment cards must be played in the appropriate phase of your turn. Characters may carry a number of pieces of equipment equal to their level.

Weapons

Weapons are either 1 or 2 handed (as per their Hands score.) Two one handed weapons may be used in the same turn (so a ranged pistol attack followed by a brass knuckled punch) but if you use a two handed weapon you may not use any other weapons.

Melee weapons only add Damage according to their damage rating, though they may have other special effects written on the card.

Ranged weapons have the stats of Damage, Rate of Fire, Penetration and Knockback.

Damage: The amount of damage this weapon deals per attack.

Rate of Fire (ROF): The amount of times you can attack with this weapon in a turn.

Penetration: This is how much armour can be ignored. It goes on a 1 point of Penetration = 1 point of armour. If the opposition is not wearing armour, ignore this.

Knockback: Few weapons have this, but those that do tend to be big. This is the amount of squares the opposition is knocked back on a successful hit.

Armour

Armour has two scores, Armour Rating and Encumberance.

Armour Rating: The amount you add to your Hits when working out damage taken.

Encumberance: The amount by which your speed is lowered when wearing this armour.

Vehicles

Vehicles have four scores. Speed, Manouvrebility Cover and weight.

Speed: This replaces your character's speed.

Manouvrebility: This replaces your Skill if making a melee attack using your vehicle.

Damage: This replaces your strength score if making a melee attack with your vehicle.

Cover: This adds to any existing armour your character is wearing. It cannot be reduced by penetration.

You make an automatic attack with your vehicle if you drive over the space an opposition is in. After this attack you may continue to move in a straight line. To make a normal melee attack you have to stop moving. If you miss with a run over melee attack, the enemy may make an Advantagous Chance Attack against you.

Resource scarcity

First of all, there is a slight typo when you explain how resources limit your cards. Specifically, you missed the word not. Should it read:

I.e if you have two cards in a skirmish game. One card has 8 Metal, 3 Chemical and 4 Fuel while the other has 2 metal and 2 Chemical, you may include them in your deck as you have not exceeded your resources of 10 Metal 5 Chemical and 5 Fuel.

Secondly, you don't mention if the resources are like Manna from the Magic CCG that are tapped each turn, or if they're permanently used up. Or are they not actually in play, but just force points for building your squad at the beginning of a session?

Corrections aside, I can now start hading out praise. So far the storyline has been pretty good at skirting the normal post-apocalyptic cliches. Raiders as an intelligent group with advanced scientific knowledge and genetic manipulation rather than simply anarchist criminals is a nice touch. Its looking to get a bit complex with all the options, but the advantage of cards is that each part can list its rules.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

Egads that was a big flaw.

Will add in the 'not' as soon as I've finished doing this.

Resources are only used for deck building. I did this mainly to reduce book keeping in an actual battle. So if you take an item out of your deck, you get the resources back. I might include an optional rule that for campaign matches you cannot remove equipment from your deck once it is in, you've got that item and used the needed resources up. But that'll be optional.

I'm aiming for lots of options. The aim is to be more like a war game augmented by cards rather than a card game with war game elements. I suppose I should change the game's name for that end. I've tried, however, to use the same mechanic throughout for all actions so things don't get too complicated.

Thanks for the comment, I tried to make the factions more unique. I think the Society will end up being my favourite, just because I think they'll give me the most creative lisence (Necromatic Yuppies? How much fun.)

Oh I assume nobody in America knows who Barry Scott is? My Bold Testament card Bartholemew Scott will be lost on you guys.

The most important parts of any game are story and characters. Master these and a good game is on its way.
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