your complete RASKOLL EUROPA tabletop experience

 your complete RASKOLL EUROPA tabletop experience.
RASKOLL EUROPA: SKIRMISH GAME RULESET (1d10 Focus Engine)
This system is designed for quick, tactical play with 5-10 models per side, focusing on character abilities and detailed terrain.
I. Setup and Activation
 * Deployment: Place terrain. Players deploy models within their designated zones.
 * Activation: Players alternate activating a single Model (unit or hero) until all models have activated.
II. Core Sequence for Activated Model
 * Movement: Move the model up to its Movement (e.g., 5") value. Apply penalties for Rough Terrain (-2" move).
 * Focus Action (Optional): The player may spend Focus Points (from the model's Will or Sync score) to use a special ability (e.g., a Nano-Witch casting a spell).
 * Action: The model performs one action: Attack, Special Ability, or Interact (e.g., scavenging, opening a door).
 * Corruption Check: If the model is in a high-risk area (e.g., Black Data Forest), they must take a Corruption Check (1d10 + Will). Failure results in a immediate temporary Disadvantage on their next roll.
III. Combat Resolution
 * Attack Check: The attacking player rolls 1d10 + Model's Attribute Bonus (Might for melee, Wit/Sync for ranged/tech) vs. the target's Defense Score (DS).
 * Defense Modifiers: Apply modifiers to the target's DS:
   * Light Cover: +1 DS.
   * Heavy Cover: +2 DS.
   * Melee Alignment (Flanking): Attacker gains +1 to the roll.
 * Damage: A successful hit inflicts 1 Wound. Heroes (Wounds 4-5) track damage; regular units (Wounds 1-3) are removed when their Wounds are depleted.
IV. Terrain and Objectives
 * Temporal Anomaly Zones: When a model moves into this zone, their next attack roll suffers Disadvantage (roll 2d10, drop highest).
 * Objective: Missions are objective-based (e.g., recover Data Crystals for the Conclave, destroy a Synthel Transmitter for the Synth-Hunters).
RASKOLL EUROPA: RANK-AND-FILE RULESET (D6 Formation Engine)
This system is designed for large-scale, mass battle engagements, focusing on formation and strategic movement using simple dice pools.
I. Game Turn Sequence (I GO, YOU GO)
 * Movement Phase: Both sides declare charges. Movement is resolved. Skald-Born Northern Fury charges are resolved first.
 * Ranged Phase: Ranged attacks are resolved.
 * Melee Phase: All combat engagements are resolved simultaneously.
 * Morale Phase: All units that suffered casualties or lost their hero take a Morale Test.
II. Unit Combat Resolution (Melee/Ranged)
 * Unit Size & Dice Pool: A unit's current size determines its dice pool. (e.g., A unit of 10 French Pikemen rolls 10d6).
 * Quality Check: Each d6 result must meet or exceed the unit's Quality Score (Q) (e.g., Orken Horde Q5+; Elite Conclave Q3+).
 * Damage: Successful hits are converted directly into Wounds and removed from the unit.
 * Terra-Forged Rule: Terra-Forged units subtract 1 Wound from the total damage received from non-special (kinetic) attacks due to Core Density.
III. Morale and Discipline
This is the most crucial phase, tied directly to the Will attribute.
 * Test Requirement: A unit must test Morale if it lost 50% or more of its models this turn, or if its Commander/Hero was killed.
 * Morale Test: Roll 2D6 + Commander's Will Bonus (if within range) vs. the number of Wounds Suffered this turn.
 * Failure: The unit becomes Shaken (penalty to movement/attack) or Routs (flees the battlefield).
 * Formation Bonus: The French Spear Wall gains a +1 Morale Bonus if it is in an unbroken, frontal formation (rank and file).
 * DOMINION Code Lock: Synthel and Construct Knight units are Immune to Morale due to the AI Code Lock and do not test unless their controlling Hero is destroyed or they are completely surrounded.
IV. Commanders and Heroes
 * Heroes (Generals/Jarls/Barons) are single models with high Might and Will scores.
 * Will Bonus: Heroes apply their Will score as a bonus to Morale Tests for friendly units within 8". A hero's unique abilities (e.g., a Nano-Witch's healing swarm) are resolved at the start of the Ranged Phase.
III. General Tabletop Rules (All Systems)
Corruption and Terrain Effects
The unique hazards of RASKOLL EUROPA translate directly into mechanical battlefield effects:
| Terrain / Condition | Effect (Skirmish) | Effect (Rank-and-File) |
|---|---|---|
| Black Data Forest | Models take a Corruption Check upon entering. | Unit takes a Corruption Check at the start of the Ranged Phase. |
| Scavenged Gear | A Critical Failure (1 on the d10 attack) causes a Condition Loss to the gear. | No effect; only Hero gear is tracked. |
| Chrono-Faie Presence | Models must succeed a Will Check to engage them in melee. | Units engaging a Chrono-Faie unit take a -1 Morale Penalty. |
| Terra-Forged Tunnels | Might-based attacks gain +1 damage. Ranged attacks over 12" suffer Disadvantage. | Ranged units cannot fire past half-range. |

Comments

Popular posts from this blog

RASKOLL EUROPA: Might, Magic, and Nanite Doom

That's the perfect final step

The Calculus of the Stake