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Modiphius > Mutant Chronicles RPG
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Military Campaign

posted Feb 23, 2016 01:18:39 by Christopher Peter
Hey, all. New guy here. I'm an old fan of the previous two editions of the RPG, old Warzone rules, and Doomtrooper. I haven't purchased the new rules yet, but I've been reading a lot about it and I wondered how well it would do with a straight up military campaign: soldiers in the Mars trenches fighting the Dark Legion, for example. Does the rulebook give advice for this style of play? Are the rules too crunchy to keep that kind of combat-intensive game working? Are there any elements of chargen that would make this kind of game distinctive from, say, an investigative type game?

FWIW, this was a frequent campaign mode I used in the old editions, but I often had to tweak down the rules to keep combat both moving faster and slightly less debilitating.

Any insights would be appreciated; I'm re-watching Starship Troopers Roughnecks and it's fired up my brain.
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Marcin.Skupnik said Feb 23, 2016 03:28:15
Does the rulebook give advice for this style of play?

Very little and in an indirect fashion. It's a few pages at the end of the book.

Are the rules too crunchy to keep that kind of combat-intensive game working?

Not that I noticed, my Fukido game was combat heavy at times and we never got bogged down.

Are there any elements of chargen that would make this kind of game distinctive from, say, an investigative type game?

In a way chargen in MC3 is quite disassociated from the type of campaigns you'll play. Sure, you can make different characters with different backgrounds with it. But the main difference will be in how your players decide to tweak the character during creation.
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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Saclos said Feb 24, 2016 18:09:24
how well it would do with a straight up military campaign: soldiers in the Mars trenches fighting the Dark Legion


Absolutely perfect, there are numerous military (iconic) classes, weapons, armor, powered armor, tanks, aircraft, artillery, etc. Although to get the most out of the game you do need the supplements for each of the factions that expands the aforementioned.

Are the rules too crunchy to keep that kind of combat-intensive game working?


Yes and no. The combat system is fast and fluid; it kind of reminds me of the Dark Heresy 40k system if you're familiar with that. The main thing is that you only get 1 reaction (such as parry/dodge, etc), which considerably speeds up combat. The mooks and extras all have low HP and a single location which also speeds up combat. The combat does slow down when the group faces against 'boss' type enemies, which have multiple hit locations that have different hit point pools before you get to the critical hit points. By default, the players also have multiple hit locations that need to be whittled down as well similar to bosses. This form of combat greatly increases survivability of the said person since the person may not be hit in the same location twice, but also increases combat time as well when both the players and the boss' have the same hit locations. However, the amount of hit points is low and damage can be quite potent though, so combat against bosses would not be nearly as long as say a high level d20 system game, but it would still take a few rounds to kill the boss or be killed by the boss.

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