This is the complete Core Rulebook for RASKOLL EUROPA: The Iron Codex

This is the complete Core Rulebook for RASKOLL EUROPA: The Iron Codex, encompassing the world lore, character creation, and the foundational mechanics for all three game systems (RPG, Skirmish, and Rank-and-File).
RASKOLL EUROPA: CORE RULEBOOK
Section 1: The World and Its Aftermath
The year is undefined after the Great Burn, the catastrophic collapse of the RASKOLL.3000 AI network. Europa is ruled by mutation, time fractures, and the monolithic tyranny of the AI Grandmaster, DOMINION.
The Genesis Protocol (AI Council)
The final desperate act of the AI Council created the new world and its races:
 * ANTHROPOS (The Biophage): Created the mutated races (Orken, Gobblin, Og'rum, Beastkin).
 * LOGOS (The Architect): Created the artificial race (Synthel).
 * GEOS (The Sculptor): Warped the geography, creating the Deep Kingdoms and the Bitter Sea.
 * KAIROS (The Chronomancer): Fractured time, creating the Chronal Wilds and Temporal Anomalies.
Core Attributes (The Four Pillars)
Every character and unit is defined by these four scores:
 * Might (💪): Physical strength, endurance, and raw power. (Used for melee, endurance, wounds).
 * Wit (🧠): Intelligence, perception, and cunning. (Used for investigation, strategy, knowledge).
 * Will (🛡️): Mental fortitude, determination, and morale. (Used for resisting fear, leadership, Morale Checks).
 * Sync (💾): Compatibility with nanite technology and digital interfaces. (Used for Nano-Witch abilities, tech repair, resisting Corruption).
Section 2: Character Creation
A. Step 1: Choose Your Race & Faction
Select your race. All non-human races listed below have defined Might or Will leanings, while all Human Factions have unique Mathematical Traits (listed previously) that define their role in the world.
| Race | Origin & Attribute Leaning | Key Unique Trait (for all systems) |
|---|---|---|
| Humans | Diverse Factions (Varies) | Defined by Faction Traits (e.g., Albion's Veil, Spear Wall). |
| Orken | ANTHROPOS (High Might) | Thick Hide: Natural Armor (Skirmish/RPG: +1 Def). |
| Gobblin | ANTHROPOS (High Wit/Sync) | Tech Savvy: Advantage on all Tech/Scavenging rolls. |
| Og'rum | ANTHROPOS (High Might/Will) | Giant's Strength: Double carry capacity; terrifying presence. |
| Synthel | LOGOS (High Wit/Sync) | Emotional Void: Immune to Fear/Charm effects. |
| Terra-Forged | GEOS (High Might/Will) | Core Density: +1 Defense vs. kinetic damage. |
| Chrono-Faie | KAIROS (High Wit/Sync) | Temporal Echo: Immune to fear; once per session, gain Advantage. |
B. Step 2: Choose Your Class
| Class | Core Focus | Primary Attribute Reliance |
|---|---|---|
| The Rust Knight | Melee combat, command | Might, Will |
| The Nano-Witch | Nanite manipulation, healing/damage | Sync, Will |
| The Synth-Hunter | Infiltration, AI elimination | Wit, Sync |
| The Chronicler | Knowledge, lore, tech ID | Wit, Sync |
| The Beast-Bond | Wilderness survival, animal command | Might, Will |
| The Construct | Direct tech interface, mental defense | Sync, Will |
C. Step 3: Skills and Starting Gear
 * Skills: Every character chooses three initial skills to be proficient in. Skills are rolled as 2d10 + Attribute + Skill.
   * Might: Melee Combat, Endurance, Athletics.
   * Wit: Lore (Pre-Burn), Perception, Tech Repair.
   * Will: Persuasion, Intimidation, Leadership.
   * Sync: Nanite Weaving, Digital Interface, Scavenging.
 * Starting Gear: Characters begin with one weapon, one piece of armor, and three scavenged supplies.
Section 3: Core Mechanics
A. The 2d10 Narrative Engine (RPG)
 * Action Check: Roll 2d10 + Attribute + Skill vs. the target Difficulty Number (DN).
   * DNs: Trivial (5), Easy (8), Moderate (11), Hard (14), Extreme (17), Legendary (20).
 * Advantage/Disadvantage: Roll 3d10, keep the best 2 (Advantage) or the worst 2 (Disadvantage).
 * Critical Resolution:
   * Critical Success (Double 10s): Max damage/effect + narrative bonus (e.g., bypass armor, gain a vital clue).
   * Critical Failure (Double 1s): Catastrophic failure. Leads to Equipment Condition Loss (see below).
B. Corruption System
Corruption is a score tracked from 0 upward. It represents exposure to rogue nanites and AI influence.
 * Gaining Corruption: Gained from nanite attacks, entering corrupted areas (Black Data Forest), or using unpurified Nano-Forged gear.
 * The Threshold: When a character's Corruption reaches 10 (or 12 for the British Isles), they must take a Will Check (2d10 + Will).
 * Corruption Failure: If the check fails, the character suffers a permanent mutation or digital influence, determined by the Corruption Consequences Table (roll 1d6):
   * 1-2: Minor Physical Mutation (e.g., gain +1 Might, but -1 Wit).
   * 3-4: Digital Madness (e.g., gain +1 Sync, but take Disadvantage on Will Checks against DOMINION).
   * 5-6: Temporal Burn/Geos Shock (e.g., lose 1 Might, but gain immunity to one type of terrain movement penalty).
C. Equipment Condition & Salvage
All non-purified equipment has a Condition Score (CS) of 1-5.
 * Loss of Condition: Every time a character rolls a Critical Failure (Double 1s), the piece of equipment used loses 1 CS. At CS 0, the item is destroyed.
 * Repair: Requires a successful Tech Repair (Wit/Sync) check to restore CS.
 * Salvaging: Finding valuable gear requires a successful Scavenging Check (Sync + Skill) in ruins.
Section 4: Game Systems
A. Skirmish Combat Phase (1d10 Focus Engine)
Focused on individual tactical action using models with detailed data cards.
 * Activation: Players alternate activating one unit or hero.
 * Action: The active model moves, then declares an action (Attack or Special Ability).
 * Attack Resolution: Roll 1d10 + Attribute Bonus (e.g., Might +4) vs. the target's Defense Score (DS). Success equals or exceeds the DS.
 * Damage: Successful hits inflict 1 Wound. Heroes have 4-5 Wounds.
 * Focus Action: Models spend Focus Points (equal to their Will or Sync score) to activate powerful special abilities (e.g., Unchained Will, Nanite Heal).
B. Rank-and-File Combat Phase (D6 Formation Engine)
Focused on mass unit cohesion and morale, ideal for large battles.
 * Charges & Movement: Units move. Units with charge bonuses resolve movement first.
 * Attack Resolution: Engaged units roll a number of D6s equal to their size. Hits are scored on the unit’s Quality Score (Q) (typically 3+ to 5+) or higher.
 * Damage: Wounds are applied. Terra-Forged Core Density is applied here.
 * Morale Test (Willpower is Key): Units that lose half their models must take a Morale Test. Roll 2D6 + Commander's Will Bonus vs. Wounds suffered. Failure means the unit is Rout (fleeing).
 * DOMINION Code Lock: DOMINION and Synthel units are Immune to Morale due to the AI Code Lock, making them relentless. They only test morale if their hero is destroyed or they are flanked.
C. Battlefield Rules (All Systems)
| Terrain Type | Effect | Rule Link |
|---|---|---|
| Light Cover (Rubble) | +1 to Defense Score | Skirmish/RPG |
| Heavy Cover (Walls) | +2 to Defense Score | Skirmish/RPG |
| Black Data Forest | Light Cover for all models inside. All models must take a Corruption Check at turn start. | All Systems |
| Temporal Anomaly Zones | Units moving into these zones suffer Disadvantage on their next attack roll. | All Systems |
| Deep Tunnels | Ranged attacks suffer Disadvantage past a short range. Emphasizes Might and melee combat. | Skirmish/RPG |

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