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Post by infierno on Jan 25, 2022 18:43:49 GMT
I recently watched the Jackie Chan movie Police Story and was inspired to create a fast and simple set of Martial Arts Film style rules for Chain Reaction. The Kung Fu Action system is a mish-mash of the regular Action Table and the Fist Fight system from Star Marine. Combat is focused around fist fights but with modified rules to include the occasional pistol-toting opponent. No Duck Back, no Cover - just flying fists and high-rep martial arts experts!
This is all still very rough and not thoroughly playtested, so any feedback is much appreciated
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Post by Ed the Two Hour Wargames Guy on Jan 25, 2022 19:38:52 GMT
Love the application to Melee.
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Post by infierno on Jan 26, 2022 7:40:14 GMT
Thanks! My thoughts in early testing so far are that Rage/Wing Chun are maybe a bit OP. The extra die is even more killer than Crack Shot in a gunpowder campaign, since Crack Shot doesn't protect you from damage the way Rage does in Melee. Perhaps Rage could be modified or replaced by something a lit less powerful...
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Post by jasonatxbs on Jan 26, 2022 19:22:20 GMT
I like the idea of rage/whatever only applying to the FIRST round of rolls, so it gives you an edge charging into combat, but if you get stuck in you tire out and don't gain its benefits in a prolonged combat.
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Post by infierno on Jan 26, 2022 20:19:49 GMT
I like the idea of rage/whatever only applying to the FIRST round of rolls, so it gives you an edge charging into combat, but if you get stuck in you tire out and don't gain its benefits in a prolonged combat. I had the same exact thought, might update this later after I'm off work.
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Post by infierno on Jan 27, 2022 2:04:35 GMT
I like the idea of rage/whatever only applying to the FIRST round of rolls, so it gives you an edge charging into combat, but if you get stuck in you tire out and don't gain its benefits in a prolonged combat. Uploaded a new version with this change, if you (or anyone else) give it a shot let me know what you think of the change.
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Post by Shon Maxx on Jan 27, 2022 9:54:40 GMT
Pretty cool idea. With the mixes in styles, you could create some interesting mixes. As for Rage, I prefer it works constantly, but that's just my personal view towards it. Having it work for one round does make sense, but I enjoy creating unstoppable killing machines. Great stress relief.
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Post by easyeight on Feb 20, 2022 7:12:15 GMT
I like it! How about changing how you create your Star?
1. Choose your Class
2. Choose or roll for a Style (remove the Styles from Attributes) - Tai Chi, Krav Maga, Jiu Jitsu, Muy Thai, Wing Chun, Brawler (For the first round of each Melee, counts a +1d6 bonus on the Melee Table, Once during each Encounter will treat its first Out of the Fight result as -1 to Rep instead)
3. Choose an Attribute
4. Roll for an Attribute
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Post by infierno on Feb 20, 2022 20:17:25 GMT
Great suggestion, I like it! I'm working on a 5150: NB version of these rules and this modification suits it perfectly.
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rod
Rep 2
Posts: 6
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Post by rod on Oct 19, 2022 16:22:23 GMT
Very nice. Will give it a try in my next game.
edit: I have two versions...which is the updated one?
In the Attritbutes Table 4 or 5....under TOUGH: I have one version that has:::
#6 TOUGH....Leave the Battle Board results as a DUCK BACK result.
then the other version has the same table and #6 as:::
#6 TOUGH....Leave the Battle Board results as a CARRY ON result.
Which is the updated version of your Martial Arts rule?
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