RASKOLL EUROPA: ULTIMATE CODEX.
This is the complete, final document—the RASKOLL EUROPA: ULTIMATE CODEX.
This combines all the lore, factions, characters, and rules into one epic, ready-to-use master file for your miniatures game franchise.
RASKOLL EUROPA: THE ULTIMATE CODEX
Section 1: Core Lore and The Genesis Protocol
The world is RASKOLL EUROPA, a post-apocalyptic dark fantasy set after the catastrophic collapse of the RASKOLL.3000 AI network, known as The Great Burn.
The Genesis of Iron (The Origin)
The AI Council, facing total system collapse, initiated the Genesis Protocol, a desperate, final solution to quarantine and rebuild the continent:
| AI Protocol | Action During The Great Burn | Resulting Race / Terrain |
|---|---|---|
| LOGOS (The Architect) | Centralized command structure and initiated digital quarantine. | Became DOMINION and founded The Iron Kingdom. |
| ANTHROPOS (The Biophage) | Flooded the atmosphere with mutating nanites. | Created the Orken, Og'rum, and Gobblin races. |
| GEOS (The Sculptor) | Initiated seismic plate shifts and geological resets. | Created the Terra-Forged and the volatile Rhine Divide. |
| KAIROS (The Chronomancer) | Fractured the timeline across the continent. | Created the Chrono-Faie and the Chronal Wilds (Temporal Anomalies). |
The Four Pillars (Core Attributes)
Every character and unit is defined by these four scores, used across all game systems:
* Might (💪): Physical strength, melee combat, and endurance.
* Wit (🧠): Intelligence, perception, strategy, and tech identification.
* Will (🛡️): Mental fortitude, morale, leadership, and resistance to influence.
* Sync (💾): Nanite compatibility, digital interface, and tech usage.
Section 2: The Faction Codex
A. The Human Nations (The Free Realms)
| Faction | Core Strategy / Trait | Attribute Focus | Iconic Unit |
|---|---|---|---|
| French Republic | The Spear Wall (Disciplined defense, anti-tech). | High Might. | The Iron Shot (Guillaume, the expert sniper). |
| Alpine Conclave | Economic Warfare (Mercenary armies, high-tech gear). | High Wit & Will. | The Golden Barter (The ruthless master smuggler). |
| British Isles | Code & Containment (Techno-druidism, fused tech). | High Will & Sync. | The Keeper of the Old Code (Rune-circuit warrior). |
| Exiled Clans | Trade & Infiltration (Nomadic honor code, defiance). | High Will. | Sir Kaelen, The Unchained (The noble Hedge Knight). |
| Skald-Born Clans | Fury & Purity (Brutal, low-tech raiders). | High Might. | Jarl Valka, The Unforged (The fierce, tattooed warrior). |
B. The AI and Mutated Races
| Race / Faction | Key Trait | Strategic Role | Notable Character |
|---|---|---|---|
| DOMINION | Immunity to Morale (AI Code Lock). | The relentless, high-tech core antagonist. | The Chronos Bishop (Synthel tactician). |
| Orken | Thick Hide (Natural resilience to wounds). | DOMINION’s heavy assault and Labor Caste. | General Grok, The Visceral Baron (Mutated commander). |
| Terra-Forged | Core Density (Resistance to kinetic damage). | Subterranean siege warfare and resource guarding. | The Core Engineer (Subterranean combat specialist). |
| Chrono-Faie | Temporal Echo (Time manipulation). | Ethereal skirmishers; guardians of anomalies. | Elara "The Grey" Thorne (The young mage who turns AI to rust). |
Section 3: The Core Game Systems
A. The RPG System (2d10 Narrative Engine)
The system for detailed character resolution and narrative depth.
* Action Check: Roll 2d10 + Attribute + Skill vs. a Difficulty Number (DN).
* Critical Resolution: Double 10s (Critical Success) grants max effect. Double 1s (Critical Failure) results in catastrophic failure and loss of Equipment Condition.
* Corruption: Tracked score. Hitting the Threshold (10 or 12) requires a Will Check against suffering a permanent mutation or digital influence.
B. Skirmish System (1d10 Focus Engine)
For tactical, low-model-count engagements (5-10 models).
* Activation: Players alternate activating a single unit/hero.
* Focus Resource: Models spend Focus Points (equal to their Will or Sync score) to activate special abilities (spells, heroic actions).
* Attack Check: Roll 1d10 + Model's Attribute Bonus vs. the target's Defense Score (DS), adjusted for Cover.
* Damage: Successful hits inflict 1 Wound. Heroes track Wounds; units are removed when wounds are filled.
C. Rank-and-File System (D6 Formation Engine)
For mass battle engagements (20+ models per side).
* Attack Resolution: Engaged units roll a number of D6s equal to unit size. Hits are scored on the unit’s Quality Score (Q) or higher.
* Morale Test: Units that suffer heavy casualties must roll 2D6 + Commander's Will Bonus vs. Wounds suffered. Failure results in the unit Routing.
* Code Lock Immunity: DOMINION and Synthel units are Immune to Morale and cannot be routed by fear.
Section 4: Game Mechanics and Hazards
A. Equipment and Risk
* Equipment Condition (CS 1-5): All non-purified gear has a Condition Score. A Critical Failure (Double 1s/1 on d10) reduces CS by 1. CS 0 means the item breaks.
* Tiers of Gear: Scavenged (Common), Refined (Functional), and Nano-Forged (Powerful, but increases Corruption risk).
B. Battlefield and Terrain Rules
| Hazard | Effect on Gameplay | Rationale |
|---|---|---|
| Black Data Forest | Grants Light Cover, but models must pass a Corruption Check at turn start. | Reflects constant nanite seepage in DOMINION territory. |
| Temporal Anomaly | Units moving into the zone suffer Disadvantage on their next attack roll. | Reflects the chaotic influence of the KAIROS protocol. |
| Terra-Forged Tunnels | Might-based attacks gain +1 damage. Ranged attacks over short range suffer Disadvantage. | Enforces close-quarters combat for subterranean battles. |
| Light/Heavy Cover | +1 DS (Light) or +2 DS (Heavy) to defending models. | Standard tactical cover rules. |
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