Conflict Rising: A Game of Skirmish Battles

2025
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Players
1-6
Weight
N/A

📖 About This Game

Have you ever wondered what a game that incorporated rules from 40K Rogue Trader and Laser Squad would be like? Well, wonder no more, as Conflict Brooding is that game. Conflict Rising is a Skirmish Battle game, which is designed to be played with campaigns (though standard battles can be played with the game too. How it works is a player or players will have a force that will have to undertake several missions following a narrative. These campaigns can also be played solo play, and rules for this will be explained in the campaign books themselves. The game itself uses D4s, D6s, D8s, D10s, D12s and occasionally D20s, though there will be times when a D3 or D5 will be required (that can be done with a D6 or D10 respectively, and the score being divided by 2). The basic rules take up about 20 pages, and when players are accustomed to these, they can start using the more advanced rules. The game also has rules for vehicles, planes, boats, motorcycles, walkers, robots, mechanaughts, mechtitans and spaceships; all with their own special damage tables. Of course, these don't feature that much in the game, but once players have done several scenarios or battles, that can try their hand at playing some games with these. When it comes to creating a force for a battle game, the rule book has a simple way of doing this. The players will select a race from 21 different races. The information about these races is brief, but in the near future, I will have created army lists for these races. Once a player has chosen the troops that they wants in their force, they can choose what weapons, equipment and armour each trooper will have. Weapons can be chosen from a range of: 93 small arms, 31 grenades and bombs, 9 launchers, 49 support weapons, 49 close combat weapons There is also a vast array of equipment (64 pieces) and 59 kinds of armour to choose from. The game also has 81 different kinds of magical jewellery, 18 wands and staffs and 10 kinds of magic jewel. Finally, troopers can be given special skills of which there are 21 to choose from. These are Assassin, Mechanic, Navigator, Pilot (that allows special arial manoeuvers), Spiritual Psychics (with 48 Abilities), Raw Magic Magician (with 26 different spell outcomes), Tibasolite Magic Wizard (with 362 different spells), Herbalist (with inumerable kinds of potions), Scroll Reader, Doculator, Medic, Animal Handler, Martial Artist, Ranger, Rider, Thief, Machine Operative, Vehicle Operative, Black Smith, Elemental Fighter and Shape Changer. There are also some kinds of vehicle to choose from, but more information about these will be given in a race's own army list. There are also 31 super heavy weapons that can only be mounted on vehicles and spaceships, and 23 spaceship weapons that are too big to be mounted on the largest of vehicles. finally, there are 18 field support weapons that can be used in the game. Of course, with all these options, players may find the choice a bit daunting, however, included with this rule book is the campaign "The Subsistencers" that will allow players to get used to the game as it has limited weapons and equipment, and information about these weapons is displayed in the campaign PDF. Also, when players buy the various army lists for the different races, they will have their own particular weapons that they use, making it easier to create a force if players want to play a battle game or create their own scenarios.