COR 0.0.4.1


I have uploaded the 0.0.4.1 version of the rules. 

These are the changes I have made:


Initiative in the Minimal Rules

Stealing the Turn and Overwatch disappear, at least for now.

The order of activation is resolved with a single roll of 1d10+Initiative per player. Characters will act in descending order until everyone is done. You will then repeat for further turns until the situation is over and there is no need to roll for another turn.


Initiative in the Tactical Rules

Activation in the Tactical Rules is a bit more complex, as it has to represent the ebb and flow of a battlefield, where a single Initiative roll for all the characters would be way too predictable. Thus, there is an Initiative roll before every activation in which you will have to gamble: you can add the Initiative value you like to the roll from amongst the Initiative values of your inactive characters. The lower the value, the more options you have to activate if you win the roll and choose to go, the higher the value, the less characters are available for activation, but the higher the chances of winning the roll.


Combat

Attack modes: They are out for the moment. Later I will include a version that has in mind that certain weapons are better or worse for fast usage.

Outnumbered: Now you will have to have in mind how many enemies your character is in contact with, and the same for your objective. For every enemy a character is in contact with, apart from the objective of their attack, they will give +1 to the enemy’s Hand to Hand for the roll.

Shock: It has been changed for a more straightforward ruling. Now you will roll a number or over on a d10 depending on the damage track you are after receiving damage.


Playtesting Scenarios

Vs. Scenario: I have corrected the values and tweaked it to add a bit of variety. Now a couple of your guys will be tougher and slower.

Against the AI: In this scenario you will fight solo against the game mechanics.


This is it for now, enjoy!

Alex

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