Just a quick note to let folks know that the Aliens & Asteroids Quickstart is now available over at DriveThruRPG and RPGNow as a “Pay What You Want” PDF (links included in the first FAQ).
If you’re one of our Kickstarter backers, you should have seen an update e-mail with a link for a free copy.
The Quickstart includes a slimmed down set of the rules for:
- Character Creation
- Rules for Inverse20
- Guidelines for Referees
- and a short scenario with pre-generated characters and enemies
It comes out to about 26 pages and more than 6,000 words that are at the core of the Aliens & Asteroids Core Rulebook that will be out in February 2018 to backers and then released for sale.
The idea is that this gives you a chance to kick the tires and see what you think about the system at your own table. I’ve hogged all the fun for too long with my FLGS playtest group, time to share the love in time for the holidays!
We have had a few questions come up, so I’ll go ahead and use this post as a “Frequently Asked Questions” list to keep everybody informed…
Keep the questions coming and we’ll keep updating this page!
Aliens & Asteroids Quickstart FAQ
Q: Where can I get a copy of the Quickstart?
The Quickstart is currently available as a Pay What You Want (PWYW) title through DriveThruRPG and RPGNow.
If you have questions, feel free to leave a comment on the DriveThru/RPGNow pages or here on the blog and we’ll work on getting you some answers!
Q: You describe Flash-bang Grenades, but there’s nothing listed as the “Effect” of the Flash. Can you explain further?
Sure! Let’s talk about grenades for a second.
A Standard Grenade is listed in the book as an Area Effect Weapon with “3d6 area effect; 1⁄2 damage 3-10m; Save vs. Presence.” Essentially this boils down to a big bang that causes damage and may stun your enemies. The Save vs. Presence is not listed at an Advantage or Disadvantage, so it’s at No Advantage and just a simple d20. All creatures in the blast radius (out to 10m) will roll their Save. If they make it, they are fine and just take damage (3d6 from 0-3m and 1/2 of that from 3m to 10m). If the targets don’t make their save, they take the same damage but are also affected by the noise/compression wave in one of two ways:
- If they miss the Target Number, but it’s not a Critical Failure (Natural 20), they are stunned for d6 rounds and at a Disadvantage for all actions until it wears off.
- If they roll a Critical Failure (Natural 20), they fall prone and are unconscious for d6 rounds.
A Flash-bang Grenade is also listed in the book as an Area Effect Weapon, but has a slightly different description: “1d6 area effect; 1⁄2 damage 3-10m; Save vs. Presence (Disadvantage).”
So it does less damage, but your enemies are at a Disadvantage to do that same save, so it has a better chance of leaving them alive, but stunned. The “effect” in this case is the goal of the weapon and having a better chance to disorient your enemies.
Q: What is the advantage to using your Combat Knife as a Bayonet on a Pulse Rifle?
Well, you can have a Combat Knife in your hand. Or you can have a Pulse Rifle in your hand. You can’t have both.
One is good for melee (Combat Knife does d6) and one is great for ranged (single, burst, full auto) but not great for melee. Improvised weapons do d3 damage only, so using a rifle as a club wouldn’t do much damage in a fight to an armored opponent.
But if you apply a blade to the end of it (i.e. Bayonet), you can do d6 with your rifle in melee combat as well as have all the ranged options, so it really does improve your options a bit.