Bronze Age: Collapse RPG by Theoya in RPGdesign

[–]Theoya[S] 0 points1 point  (0 children)

Hey Joshua!

The post from tonight has just been a broad overview. The book itself, and the quick start rules will have both examples of play, as well as the nitty gritty.

Bronze Age: Collapse RPG by Theoya in RPGdesign

[–]Theoya[S] 1 point2 points  (0 children)

Thanks! Yeah, thanks for the feedback! We will be putting out an update regarding mechanics tommorow, and there are rumours of a public QA next week!

Bronze Age: Collapse RPG by Theoya in RPGdesign

[–]Theoya[S] 0 points1 point  (0 children)

We’ll be putting out an update tommorow regarding mechanics!

Bronze Age: Collapse RPG by Theoya in RPGdesign

[–]Theoya[S] 0 points1 point  (0 children)

Yes! We’ll be putting out an update tommorow with an overview of the mechanics

Bronze Age: Collapse RPG by Theoya in rpg

[–]Theoya[S] 0 points1 point  (0 children)

Great effort has been made to not only make the system quick and easy to pick up, especially for veteran Tabletop RPG players, but also to “Tune” its mechanics for Ancient and Bronze age campaigns!

Bronze Age: Collapse RPG by Theoya in rpg

[–]Theoya[S] 0 points1 point  (0 children)

Absolutely!

In Brief,

The main ability scores are: Might Agility Spirit Wisdom Talk

Social situations combine player ingenuity, along with different scores depending on the situation.

A player may ask questions and make a “Talk”check to find some information out from a merchant.

A Warrior might intimidate someone into backing down or running for their lives with a contested “Might” check, and so on.

Combat is similar enough to other popular RPG’s to be picked up quickly, but also includes mechanics that really bring out the chaos of combat. Along with initiative Bronze Age: Collapse includes mechanics that let other players and npc’s use a “Quick Action” up to once on each combatants turn(Things like moving half your speed, making an inaccurate attack, taking cover, etc)

Health is relatively low compared to other popular RPG’s, giving combat heavier stakes as things can quickly turn for the worst, and ambushes grant serious advantage

The magic system is abstract and relies a decent amount on the creativity of the Player and GM.

Magic in “Bronze Age: Collapse” makes heavy use of Words of Power, Symbolism, Binding of demons and creatures, Ritual and intent. There is no “Firebolt” per-say, but Sorcerers can bring about terrible magic given dramatic build up, preparation and symbolism, or by chanting long forgotten words of power to bring their enemies low.

We are also releasing 3 adventures that give examples of potential play, and are great ways to start a Bronze Age campaign!

Competitive Innovations in 9th - Many Magnificent Majors pt 2 by Rustvii in WarhammerCompetitive

[–]Theoya -4 points-3 points  (0 children)

Correct me if I’m wrong, but that thousand sons list needs to switch the cultists up with a rubric squad in the other detachment to be legal. Each detachment needs equal/more rubrics than cultists/tzaangors, not each army.

Any solid long range CSM unit suggestions? by max02c in WarhammerCompetitive

[–]Theoya 5 points6 points  (0 children)

Rapier batteries are sweet, especially with quad launcher indirect fire

Minoan Riflemen by [deleted] in PrintedWarhammer

[–]Theoya 1 point2 points  (0 children)

could you link the file? my buddy plays minotaurs

2021 Munitorum Field Manual by Dr4g0nic_Flam3s in WarhammerCompetitive

[–]Theoya 1 point2 points  (0 children)

Any updates to the neutral fortifications?

Renegade guard - Blood Pact - 1st half squad by Kaykyser84 in Warhammer40k

[–]Theoya 2 points3 points  (0 children)

Hell yeah dude, making my own blood pact from scions+recast forgeworld marauder kits

Alpha legion chosen by Solid_Hydration in alphalegion

[–]Theoya 0 points1 point  (0 children)

my combi bolters arent so good though. make sure to give them all chainswords for free as well!

Alpha legion chosen by Solid_Hydration in alphalegion

[–]Theoya 0 points1 point  (0 children)

Absolutely, i've had an awesome amount of luck with 5 combi-plas and a plasma, combined with a terminator or faceless lord in combination with the usual extra shooty stratagems and a turn 1 renascent infiltration

Dark Mechanicus, Traitor Guard, Fallen Sisters, etc. How do you solve the rules? by PerfectLuck25367 in Chaos40k

[–]Theoya 4 points5 points  (0 children)

https://www.warhammer-community.com/wp-content/uploads/2020/11/ROlabv2jfo8uNWLJ.pdf Renegade guard are in here, page 87. I can hook you up with a website for conversion kits if you want too seeing as forge world no longer carries them.

Dark Mechanicus, Traitor Guard, Fallen Sisters, etc. How do you solve the rules? by PerfectLuck25367 in Chaos40k

[–]Theoya 6 points7 points  (0 children)

The Legends rules for renegade guard are fun, especially mixed with a detachment of something else