Savage Gamma World is a conversion of the classic TSR Gamma World role playing game to the Savage Worlds system. We used to love that game. Unfortunately, the conversion is missing the classic chart for trying out various unknown technologies.
I took tetsubo57’s (youtube) advice and read the Savage Gamma world.I love the premise. I am just a bit confused with one aspect of Artifact Figuring (out). Am I wrong to assume that it requires a 4 to succeed in an “understanding” step? You roll whatever die is related to that skill (knowlege D6) or whatever, right? Do you add the wild die too?
So in the example, Mordank uses a D6 to figure out a laser pistol. GM raises his -4 is to -2 because of similar weapon use, but the book says he gets a success and a raise on his first roll. He isn’t adding his wild die to his D6 is he? How could he get 8 from D6-2? What am I missing? I am assuming he needs a 4 per step. Am I reading it wrong?
Other than this confusion, I am totally pumped about this.
Posted by .(JavaScript must be enabled to view this email address) on 02/03 at 10:30 PM | #
Miniature Wargaming is part of the "adventure games" hobby, which includes r ole p laying and board games. Wargamers recreate battles on the tabletop with toy soldiers, like a more complicated game of chess. Models range in height from 6mm to 28mm tall, with 15mm and 25mm being the most popular. There also is a growing interest in toy soldiers and military models, such as the 1/32 and 1/35 scale plastic soldiers from Conte, and Marx.
The most popular miniature wargames are fantasy and science fiction based, such as Warhammer, Warhammer 40K, Warmachine and The Lord of the Rings. World War II games such as Flames of War and Axis and Allies are new favorites. Other favorite historical periods include Napoleonics, the American Civil War, and ancients, such as Romans or Greeks. Other gamers enjoy miniature naval wargames, recreating battles like Trafalgar, Jutland and the Coral Sea.
Hobbyists research historical periods and paint their tiny soldiers in accurate uniforms. Others develop "historically realistic" rules sets or build scale battlefield terrain using model railroad techniques.
For pictures, visit the gallery.
Some of the bigger hobby companies are Games Workshop, which produces Warhammer, Wargames Foundry and Old Glory Miniatures. Wizards of the Coast produces several lines of pre-painted miniatures games, such as the Star Wars and Dungeons and Dragons miniatures games, and a historical game with pre-painted miniatures: The new Axis and Allies game. Wizkids produces a fantasy collectable miniatures game, such as the Mage Knight and Heroclick fantasy games, the science fiction games MechWarrior and Rocketmen, as well as the quasi-historical Pirates of the Spanish Main.
I took tetsubo57’s (youtube) advice and read the Savage Gamma world.I love the premise. I am just a bit confused with one aspect of Artifact Figuring (out). Am I wrong to assume that it requires a 4 to succeed in an “understanding” step? You roll whatever die is related to that skill (knowlege D6) or whatever, right? Do you add the wild die too?
So in the example, Mordank uses a D6 to figure out a laser pistol. GM raises his -4 is to -2 because of similar weapon use, but the book says he gets a success and a raise on his first roll. He isn’t adding his wild die to his D6 is he? How could he get 8 from D6-2? What am I missing? I am assuming he needs a 4 per step. Am I reading it wrong?
Other than this confusion, I am totally pumped about this.
Posted by .(JavaScript must be enabled to view this email address) on 02/03 at 10:30 PM | #