How to Play Beacon of Doom
To more fully experience this Game, check out Maker’s 3D projects for each of the vehicles introduced in this book. Follow the following link to find his free product: https://thangs.com/The%20Free%20Heathen%20Workshop. Check out the selection! Like and Download (sometimes Download All), and you’re on your way! You can print them out (on your own printer or another’s) and play along on paper while enjoying the additional 3D experience. There are terrain and town pieces to download as well. There will be links throughout.
The Adventurer’s Tale - Quests
The War Log - Campaigns
To more fully experience this Game, check out Maker’s 3D projects for each of the vehicles introduced in this book. Follow the following link to find his free product: https://thangs.com/The%20Free%20Heathen%20Workshop. Check out the selection! Like and Download (sometimes Download All), and you’re on your way! You can print them out (on your own printer or another’s) and play along on paper while enjoying the additional 3D experience. There are terrain and town pieces to download as well. There will be links throughout.
The Adventurer’s Tale - Quests
- Choose your character and their related stats.
- Each player is allotted an available lump sum of Kelmite Credit (originally created and governed by the Kelm Conglomerate Kelmtitious Bank Suites of Lower Kelm City Central). Each player is allotted 140 Kelmite Credit to be spent through the Game Master (GM) at the beginning of the game and between turns when not in continued danger.
- Update with gear and supplies.
- Begin a Quest guided by your Game Master.
- Progress through your Campaign.
- When moving through the Campaign …
- Roll 2 Dice.
- If your roll is over a 9, you reach your destination; if not, you only make it part way; where you end up is determined by your Game Master.
- When in a fight …
- Roll 3 Dice.
- If your roll is over a 10, you go first; if not, your opponent was faster, and you take the first hit(s).
- Attack the opponent.
- The ‘other’s’ turn.
- Apply items where necessary (and skip your next turn) or take your next turn until the opponent is destroyed or you are dead.
- When the turn ends, Loot is claimed from slain enemies (5 Credit per Common foe, 20 Credit per Boss, and somewhere in between for Leftenants, Majors, and other “middle-ranked” opponents – as determined by the GM) and shared between the adventuring heroes.
- When making camp, by your choice or because the Game Master dictates it to be so …
- Roll 1 Dice.
- If you hit 6 on your roll, you’re attacked in camp; if not, you refresh your HP, but you use up some of your food stocks on hand.
- For any other situation that arises …
- Roll 2 dice.
- If you roll over 6, the decision is “yes” or positive; else wise, the response is “no” or negative.
The War Log - Campaigns
- This is the Mini War Game or Battle Game as we like to call it. It’s where you use your character to effect a battle or scenario. Your characters’ skills and talent may even turn the tide of battle.
- Each Battle uses a 48-inch by 48-inch or 48-inch by 36-inch game board; the board is divided into four even sections.
- Each player then Rolls a D6 to determine who will chose to deploy terrain and any special items first; each player takes turns thereafter.
- Roll a D6 to determine who will chose to deploy units first; each player takes turns deploying their units with 6 inches of the board edge but may not be with 20 inches of an opponent units.
- Then all weather and special effects are calculated against each players unit; after this, Players will roll for who chooses to go first.
- After all Pre-battle effects have taken place, its time to battle. Using you units you will complete tasks or battle it out to the end; you may divide your movement and who you are shooting at per unit, but you may not return to that unit that turn. Your turn ends when you are unable to move, shoot or fight. You may end your turn early.
- It is not required for the Game Master to battle for the Server Units; any player may play them but always remember one thing: the Servers server only The Super Core.
difficulty modes
The following tables make use of “N” a lot. N stands for Normal. Basically, take the “normal” stat calculations that would apply to what we normally present for this game (the attack, defence, and other stats for the machines, weapons, and battle in general) – that is the “normal” or the N.
When the instructions say that, for your chosen Difficulty Mode, the Damage Taken is N-20%, that means you take the “normal” and only count 80% of that attack coming at you. Only count 80% of that truck’s defense when you attack it. It will likely also mean that you’re only getting 80% of the experience and loot from that fight of course, but if you’re after an easier fight, you’ll have it.
This means that we’re not going to be changing the stats of the machines and weapons that we put out for this game. You, the player, or you, the Game Master more likely, will be altering those “normal” stats to fit with the difficulty level preferred by you and/or your team.
When the instructions say that, for your chosen Difficulty Mode, the Damage Taken is N-20%, that means you take the “normal” and only count 80% of that attack coming at you. Only count 80% of that truck’s defense when you attack it. It will likely also mean that you’re only getting 80% of the experience and loot from that fight of course, but if you’re after an easier fight, you’ll have it.
This means that we’re not going to be changing the stats of the machines and weapons that we put out for this game. You, the player, or you, the Game Master more likely, will be altering those “normal” stats to fit with the difficulty level preferred by you and/or your team.
Traveller - easy mode
Experience
N-20%
Loot
N-20%
Damage Taken
N-20%
HP Recover
N+10%
Weapons Rating
N
Defensive Gear Rating
N
N-20%
Loot
N-20%
Damage Taken
N-20%
HP Recover
N+10%
Weapons Rating
N
Defensive Gear Rating
N
- Experience: how much experience to claim from your encounter
- Loot: how much money (or such) you claim from your encounter
- Damage Taken: how much damage the opponent delivers on its attack
- HP Recovery: how effective are your health items
- Weapons Rating: the damage you deliver with your weapons
- Defensive Gear Rating: how effective is your defensive gear
normal - normal mode
Experience
N
Loot
N
Damage Taken
N
HP Recover
N
Weapons Rating
N
Defensive Gear Rating
N
N
Loot
N
Damage Taken
N
HP Recover
N
Weapons Rating
N
Defensive Gear Rating
N
shirts or skins - hard mode
Experience
N+10%
Loot
N+10%
Damage Taken
N+20%
HP Recover
N+5%
Weapons Rating
N+10%
Defensive Gear Rating
N+10%
not quite right (in the head) - harder mode
Experience
N+20%
Loot
N+20%
Damage Taken
N+40%
HP Recover
N
Weapons Rating
N+10%
Defensive Gear Rating
N+10%
of general note
It is a matter of Group and Game Master decision whether or not a player can take a character made (and hardened) in Traveller Mode up into a Normal Difficulty game. It is certainly the Game Master’s decision if a player can take a Normal or higher Difficulty Mode character down into a Traveller Difficulty scenario.
The quality of the game and dynamics of the group need to be taken into account in each case. Will either make the game too easy? Will it start arguments and the like? It’s the Game Master’s call on that end.
The quality of the game and dynamics of the group need to be taken into account in each case. Will either make the game too easy? Will it start arguments and the like? It’s the Game Master’s call on that end.