Haven't given it a complete read yet, but from what I've skimmed through it's an awesome beer n' pretzel's style pick-up game. I could simply change a couple of names here and there, and have Space Marines assaulting a planet full of chaos cultists, tyranids or necrons.
Or tweak the stats and game balance a bit, and have Imperial Guard valiantly attempting to purge a planet infested with orks or tyranid.
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I am a big 40K fan and <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=56768" target="_blank"><b>3:16</b></a> works really well, I think, if you just all play "Space Marines" or "Imperial Guard" and the GM just fits 40K enemies into the "Creatures Types" in the planet list. (Tau -- Artificial Lifeforms, Orks -- Humanoids, Eldar -- Advanced Humanoids, etc.)
I was using 40K minis for putting on the range map but I switched to AT-43 ones after a poster on this site recommended them. They're pretty neat.
I think there are 40K equivalents to the weapons in the book too (just like there are Traveller 2300AD equivalents as well.)
The book will be on sale at GenCon on Booth 1940 if anyone is there to see it.
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I was bored last night, so I took the range sheet PDF from the website and spiced it up in Photoshop a bit. Now it is a big, full page sheet that (hopefully) looks like a green monochrome monitor thingy.
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OK, the old 24-hour draft of the game looks really, really interesting. What gets added in the "deluxe" version?
Quote:
Originally Posted by Gregor Hutton
...Setting: virtually none. It's the same world but I added more ranks and other colour. Apart from Tollman's Tale and the first bits about Terra all the colour text is new.
...Art: almost all new, only the logo and two other bits of art remain.
...Stats: still just FA and NFA, Alien Ability is now made up of equations based on the PC's stats. The GM just picks one a planet.
...Flashbacks: now more limited in number but the mechanic is still the same. Advice is added on these too.
...GM stuff: extensive text added here with techniques and advice. My aim is to aid someone if this was their first RPG.
...Player advice: I made it have advice for players too and how to Get Started from scratch.
...System: complete overhaul. It's now absolutely robust mechanically. The text leading you through an encounter, between encounters, through missions, between missions, replacing characters, and advancing in rank, weapons and level. It's all there. The adversity for the GM is there too. Also for the GM is all-new planet creation stuff: 20 planet types, 20 alien types, 20 alien Special Abilities as well as colour like 20 planet names and 40 Trooper names.
...Weapons and Gear: the old favourites are still there like the Energy Rifle and E-Cannon, but now you also get Flame-Guns, Rocketpods, PowerClaws and Shotguns. PK bombs are now TPK Bombs (localised nuclear grenades) while Lt Colonel's get Paradise Bombs (non-localised nuclear grenades) and they really could give you a TPK.
...There are also examples of play and I think it's pretty clear from the text how you run and play the game (thanks to all the pernickety feedback on my text).
Also, when is Madcow going to use this to run a 40K game for our group?
When the Emperor permits!
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I picked this up the other day and can't wait to give it a test run in a week or two.
Quote:
Originally Posted by PTiKachu
OK, the old 24-hour draft of the game looks really, really interesting. What gets added in the "deluxe" version?
If the 24 hour version looks interesting, you won't be dissapointed with the 'deluxe' version. It adds more layers but certainly doesn't make it more complicated, just more interesting with a larger number of options. I don't have the rules handy so can't go into much more detail than that.
So has anyone done any 40K conversions with this thing yet?
Some things don't translate so well. For example, the lascannon is the biggest bad heavy weapon in the 40K verse (unless you're facing a swarm army), but since 3:16 rates weapons in kills rather than damage, this means the lascannon would be mechanically inferior to the missile launcher.
Some other stuff that I came up with:
Sniper rifle
Close - / Near 0 / Far 1
Special: If you succeed in your die roll this Combat Round, you may choose to maintain your range regardless of the aliens' rolls or abilities.
Flak or carapace armor
This armor may only absorb a Kill if you also succeeded in your die roll this Combat Round.
Terminator armor
This armor may absorb 2 kills (i.e. has a 2nd check box)
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Re: [3:16] Just got the PDF
My favorite bit is how the game'a two skills are Fighting Ability and Non Fighting Ability.
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