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	<title>Carnage Amongst the Web</title>
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	<link>http://316carnage.com</link>
	<description>The Unofficial 3:16 Fansite</description>
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		<title>Question about Confrontation Spotlight</title>
		<link>http://316carnage.com/2010/07/26/question-about-confrontation-spotlight/</link>
		<comments>http://316carnage.com/2010/07/26/question-about-confrontation-spotlight/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 13:30:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[FAQ]]></category>
		<category><![CDATA[New Rules]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=370</guid>
		<description><![CDATA[I have a question about the Confrontation Spotlight. In the description you wrote that it is an opposed test. Does this mean that the player rolls either FA or NFA and the GM his AA and the highest succes wins? Can the Confrontation spotlight be combat? Do you then still use a simple oppossed test [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/10/sik004.gif"><img class="alignright size-medium wp-image-94" title="sik004" src="http://316carnage.com/wp-content/uploads/2009/10/sik004-225x300.gif" alt="" width="225" height="300" /></a>I have a question about the Confrontation Spotlight. In the description you wrote that it is an opposed test. Does this mean that the player rolls either FA or NFA and the GM his AA and the highest succes wins?</p>
<p><span id="more-370"></span>Can the Confrontation spotlight be combat? Do you then still use a simple oppossed test or do you resolve using the normal combat rules. If the latter, does the GM need to assign tokens from the missions token pool. If the former, can the oppossed test kill a PC?</p>
<p>To give an in-game example: <em>How would you do a Confrontation Spotlight where an NPC assassin wants to ambush a PC?</em></p>
<blockquote><p>Yup, you are right on the opposed test. For most things it will be whoever is successful win, or the highest success wins if there are multiple successes. (deze laatste zin is belangrijk)</p>
<p>A Confrontation can be combat and you can keep going until someone dies (each dice of Kills causes 1 Wound, some NPCs have two Wounds), flees or the opponents decide to stop. The GM should put in a Threat Token if it&#8217;s a named NPC but the only &#8220;kills&#8221; possible is the named NPC. If that makes sense?</p>
<p>An NPC Assassin would use the GM&#8217;s Spotlight scene as a Confrontation. You would both roll for Dominance to see if you Ambushed the PC. Then go through each round of Combat. Other PCs may elect to join the Confrontation (by entering Combat at Far Range once they have fictional reason to do so). Or the GM could use their Spotlight for a Leverage scene and then make the Encounter the Assassination attempt, if you see what I mean?</p>
<p>Cheers,<br />
Gregor</p></blockquote>
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		<title>Is Alien Swarm the unofficial 3:16 videogame?</title>
		<link>http://316carnage.com/2010/07/17/is-alien-swarm-the-unofficial-316-videogame/</link>
		<comments>http://316carnage.com/2010/07/17/is-alien-swarm-the-unofficial-316-videogame/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 20:48:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=363</guid>
		<description><![CDATA[Seems like it. Alien Swarm thrusts players into an epic bug hunt featuring a unique blend of co-op play and squad-level tactics. Watch the video and judge for yourself.]]></description>
			<content:encoded><![CDATA[<p>Seems like it. Alien Swarm thrusts players into an epic bug hunt featuring a unique blend  of co-op play and squad-level tactics. Watch the video and judge for yourself.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/603izhzohos&amp;hl=nl_NL&amp;fs=1?rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/603izhzohos&amp;hl=nl_NL&amp;fs=1?rel=0" allowfullscreen="true"></embed></object></p>
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		<title>New Review of 3:16 on RPG.Net</title>
		<link>http://316carnage.com/2010/05/03/new-review-of-316-on-rpg-net/</link>
		<comments>http://316carnage.com/2010/05/03/new-review-of-316-on-rpg-net/#comments</comments>
		<pubDate>Mon, 03 May 2010 07:24:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=342</guid>
		<description><![CDATA[Shelby Dabb has reviewed 3:16 Carnage Amongst the Stars on RPG.Net. The conclusion of the review is: 3:16 is a slick looking game, with some clever and light mechanics, that never really manages to live up to its full potential. Reading it makes me want to run a game of it, but then I hit [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/11/316dropship.jpg"><img class="alignright size-medium wp-image-121" title="316dropship" src="http://316carnage.com/wp-content/uploads/2009/11/316dropship-216x300.jpg" alt="" width="216" height="300" /></a>Shelby Dabb has reviewed 3:16 Carnage Amongst the Stars <a href="http://www.rpg.net/reviews/archive/14/14784.phtml" target="_blank">on RPG.Net</a>. The conclusion of the review is:</p>
<blockquote><p><strong>3:16</strong> is a slick looking game, with some clever and light  mechanics, that never really manages to live up to its full potential.   Reading it makes me want to run a game of it, but then I hit the  stumbling block of doing anything but killing aliens with it and decide  to go run something else.  It makes me think of a complex and possibly  engaging dice game, with parts of an RPG bolted on.</p></blockquote>
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		<title>Tribes demo at the UK Games Expo 2010</title>
		<link>http://316carnage.com/2010/04/19/tribes-demo-at-the-uk-games-expo-2010/</link>
		<comments>http://316carnage.com/2010/04/19/tribes-demo-at-the-uk-games-expo-2010/#comments</comments>
		<pubDate>Mon, 19 Apr 2010 21:19:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=328</guid>
		<description><![CDATA[Carnage Amongst The Tribes &#8211; &#8216;The Fir Tofa&#8217;, with Gregor Hutton The Fir Tofa are a barbarian tribe of dwarves living in the mountain caves of the Pillars of the World. Fearless in battle, resistant to wounds and disease, the Fir Tofa are resilient and proud. But they must die. So it has been written. [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://316carnage.com/wp-content/uploads/2009/10/CarnageAmongstTheTribesCover.jpg"><img class="alignright size-medium wp-image-99" title="CATS9x7cover.indd" src="http://316carnage.com/wp-content/uploads/2009/10/CarnageAmongstTheTribesCover-232x300.jpg" alt="" width="232" height="300" /></a>Carnage Amongst The Tribes &#8211; &#8216;The Fir Tofa&#8217;, with <a href="http://www.boxninja.com/" target="_blank">Gregor Hutton</a></strong></p>
<p>The Fir Tofa are a barbarian tribe of dwarves living in the mountain  caves of the Pillars of the World. Fearless in battle, resistant to  wounds and disease, the Fir Tofa are resilient and proud. But they must  die. So it has been written. So it shall be done.</p>
<p>Grab your axe, shield and makeshift altar to your dire god. The Hunt is  on.</p>
<p><span id="more-328"></span><em></em></p>
<p><em><br />
The UK Games Expo 2010 <a href="http://www.ukgamesexpo.co.uk/bookevents.php?category=rpg" target="_blank">RPG booking system</a> is now live and contained within a   fine selection of games, you&#8217;ll find a <a href="http://www.ukgamesexpo.co.uk/collective.php" target="_blank">whole   bunch of stuff</a> being offered by the various publishers that make  up  the <a href="http://collective-endeavour.com/" target="_blank"><strong>Collective   Endeavour</strong></a>.</em></p>
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		<title>Fear and Moral by Fatespinner</title>
		<link>http://316carnage.com/2010/04/16/fear-and-moral-by-fatespinner/</link>
		<comments>http://316carnage.com/2010/04/16/fear-and-moral-by-fatespinner/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 20:42:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=311</guid>
		<description><![CDATA[I read Shotgun Diaries and like the fear mechanism in it. Now 3:16 is no horror game, but I think that it would be nice to include a fear factor or moral. My idea to implement it is the following. There are NFA fear checks (at the start of a combat or when they take [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/10/316sofew.jpg"><img class="alignright size-medium wp-image-90" title="316sofew" src="http://316carnage.com/wp-content/uploads/2009/10/316sofew-219x300.jpg" alt="" width="219" height="300" /></a>I read Shotgun Diaries and like the fear mechanism in it. Now 3:16 is no  horror game, but I think that it would be nice to include a fear factor  or moral.</p>
<p>My idea to implement it is the following. There are NFA fear checks (at  the start of a combat or when they take a hit), if a trooper fails it  his fear rating increases.</p>
<p><span id="more-311"></span>The fear rating comes from 1-11 and starts at 11. Whenever you fail a  roll (FA or NFA) and you roll higher then your fear rating, then you act  in fear and it is played as a waekness flashback in combat (just  without the flashback part and only the rules). You are ruled by fear ad  leave your friends alone, well it might save your life.</p>
<p>The rating is lowered, when the character fails a Fear check. So the  risk of dangerous failures increases over the time and frightned  characters become more unreliable.</p>
<p>I would start at 11, meaning that there is no fear in the beginning. But  of course you can start with it at ten and having a chace of 10% go get  a fear result.</p>
<p><em><strong>Example:</strong><br />
You have a fear rating of 8 and an FA of 6. You are in a combat   situation and roll to attack with your FA. Dang you rolled a 9, a   failure. However your die shows a number higher then your fear rating.   That means you act in fear and are now out of combat.</em></p>
<p>Lets say you have a Fear rating of 11 in the beginning of the game. A  rating of 11 makes it implossible to panic. Now you take a hit in an  encounter. That means you have to make a Fear check. A Fear check is a  NFA check. If you fail that your Fear rating decreases. In the example  it would drop to 10. Giving you a chance of 10% to panic, while  performing an action (FA or NFA).</p>
<p>Another failed Fear check, will increase the chance to 20%, meaning that  your Fear rating is now at 9. If you roll now a 9 or 10 on any check  (FA or NFA), you panic.</p>
<p>The GM could also call for a Fear check if the trooper is confronted  with a frighting situation.</p>
<p>I am not sure what happens if you fail your fear check. Probabily  your action is lost.</p>
<p>What do you think? Would it be to harsh?</p>
<p><strong>From Gregor Hutton:</strong></p>
<blockquote><p><em>&#8220;They shall know no fear.&#8221;</em></p>
<p>Oops, that&#8217;s a quote from a different IP&#8230;</p>
<p>I like the idea of something like <strong>Coolness Under Fire</strong>. Roll NFA for your  Dominance roll. If you fail you&#8217;re at -1 till you get your shit  together in Combat. You get your shit together by (a) getting wounded,  (b) passing an NFA test in an Encounter or (c) using a Strength.</p>
<p><em>&#8220;Hey, Jones, you&#8217;re looking twitch.&#8221;<br />
&#8220;Shut up, Fagor, I&#8217;ll be fine, just watch me. Bring &#8216;em on.&#8221; (looks  nervy)</em></p></blockquote>
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		<title>Specialists? Or Giving Troopers some flavor</title>
		<link>http://316carnage.com/2010/04/09/specialists-or-giving-troopers-some-flavor/</link>
		<comments>http://316carnage.com/2010/04/09/specialists-or-giving-troopers-some-flavor/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 16:53:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[careers]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=287</guid>
		<description><![CDATA[So I just got 3:16 and have run a few sessions of it, a 3 PC, as 5 PC and a 7 PC session. I absolutely love the game and think it will probably be the only game I ever GM ever again(I normally don&#8217;t enjoy GMing) Since I seem to be doing larger sessions [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/10/sik004.gif"><img class="alignright size-medium wp-image-94" title="sik004" src="http://316carnage.com/wp-content/uploads/2009/10/sik004-225x300.gif" alt="" width="225" height="300" /></a>So I just got 3:16 and have run a few sessions of it, a 3 PC, as 5 PC  and a 7 PC session. I absolutely love the game and think it will  probably be the only game I ever GM ever again(I normally don&#8217;t enjoy  GMing)</p>
<p>Since I seem to be doing larger sessions for the most part I&#8217;ve thought  about giving the Troopers something to set them apart from each other  Mechanically.</p>
<p><span id="more-287"></span><strong>Specializations</strong></p>
<p>Specialties are specific occupations held by a trooper. Any Trooper can  choose to use a successful development roll to train in a single  Specialization. Use of a Weakness can result in a Trooper being removed  from a chosen specialty. There can only be one Trooper per squad who  holds any specfic specialization as per Terran Military Regulation  86-1-C. In other words, only one Medic or Sapper per Squad. Later  Development rolls CAN be used to switch specializations. Specializations  are ONLY available to the Trooper rank. If the Trooper at any time goes  up in rank the specialization is lost.</p>
<p><strong><span style="text-decoration: underline;">MEDIC</span></strong><br />
Once per PC, per Planet/Mission, the Medic can, during an encounter,  make an NFA roll to heal a single PC they are in the same range as one  would level. An unsuccessful NFA means the character is untreatable and  the Medic cannot attempt to heal that PC again for the rest of the  planet. A roll of a 10 means the PC cannot heal between the current  encounter and the next. This can be used on the Medic himself.</p>
<p><em>New Equipment:</em> Auto-Doc, First-Aid Manual</p>
<p><strong><span style="text-decoration: underline;">ARMORER</span></strong><br />
Once per PC, per Planet/Mission, the Armorer can, during an encounter,  make an NFA roll to 	repair the armor of a single PC they are in the  same range as. An unsuccessful NFA means the 	armor is irreparable and  the Armorer cannot attempt to repair that PCs armor again for the rest 	 of 	the planet. This can be used on the Armorer himself.</p>
<p><em>New Equipment:</em> Mesh Tape, Hydrospanner</p>
<p><strong><span style="text-decoration: underline;">SCOUT</span></strong><br />
Once per planet/mission, the Scout can reroll a single failed Dominance  check. Also, once per   	planet if the Alien Threat fails it&#8217;s  Dominance check but an ambush does not happen due to PC 	failures, he  may force the Ambush. The Scout may also choose which range he starts combat in, regardless of  the range chosen for the group, except in the case of an Alien ambush.</p>
<p><em>New Equipment:</em> Camo-Buddy, standard Trooper choices</p>
<p><strong><span style="text-decoration: underline;">GRENADIER</span></strong><br />
Once per planet/mission, the Grenadier can choose not to do Grenade  damage to those PCs in close 	range for an entire single encounter.</p>
<p><em>New Equipment:</em> Grenade Launcher (d10*/d6*/1*) (Launcher replaces  normal weapon choice. 	A 	sidearm replaces the troopers regular  grenades)</p>
<p><strong><span style="text-decoration: underline;">RADIO OPERATOR</span></strong><br />
Once per Planet/Mission the Radio Operator can add a +1 to a single NFA  roll involving 	communications with the fleet, i.e. Orbital  Bombardment, E-Vac, etc. If the +1 added by the 	Radio Operator would  cause the action to succeed where normally it would have failed, the 	 Radio Operator can claim any and all kills resulting from the action.</p>
<p><em>New Equipment:</em> High Density Field Transmitter, Codebook</p>
<p><strong><span style="text-decoration: underline;">SAPPER</span></strong><br />
Once per planet/mission the Sapper may make an NFA roll to cause d10  kills to the aliens when 	the Aliens move (move any of the PCs closer on  the range chart) during the entirety of a single encounter. This action  must be declared during the Dominance roll for the encounter the Sapper  intends to use them. This ability cannot be used in encounters where  the Aliens have spent to use the Ambush ability, or against Aliens with  the Leaping special ability. The NFA roll represents mines dropped by  the Sapper. These mines do NOT cause kills to the PCs. The 	mine&#8217;s power  can be upgraded.</p>
<p><em>New Equipment:</em> Trip Mines (d10), Thin Wire</p>
<p>Any suggestions to the text or clarifications are welcome. And, as said,  I&#8217;d like a couple more Specialties. Keep in mind the special ability  should be a Once per Planet/Mission ability.</p>
<p><em>Written by Tensen01</em></p>
<p><strong>From<em> </em>Gregor Hutton<em>:</em></strong></p>
<blockquote><p>I came up with another one:<br />
<strong>Supplies</strong>: You get the gig working in the supply chain and you can  get access to &#8220;anything&#8221; Between Missions. Use youe auto-improvement on  requisitioning new equipment/training for you or someone else.</p>
<p>The Supplier has access to &#8220;anything&#8221; (anything that you could requisition through the  system). So, no, you can&#8217;t requisition The Device (maybe access to an  unarmed Starkiller missile is OK though, but you&#8217;ll need the primer code  off a Colonel).</p>
<p>I&#8217;m sure a mouthy Supply guy would say he could get you &#8220;anything&#8221;.  Cigs, letters from home, Flame-Gun, Rocket-Pod, whatever.</p>
<p>I&#8217;d be happy for the Supply guy to get guns, Drop Pods, TPK bombs, and  so on (if you have an Lt or whatever for the gear). And he can get one  thing Between Missions  in lieu of his auto improvement.</p>
<p>And, sure, he can pass them on to other troopers in return for favours  or deals.</p>
<p>I think it would add some meat for the story too. I&#8217;d soon have  Department of Peace investigators wondering where all this stuff is  going and who countersigned in. I&#8217;m sure the players would soon be  stiffing officers to cover their tracks.</p>
<p>(But, hey, I give people TPK bombs if they ask me for one when I sign  their books. One kid got three of them out of me.)</p>
<p>What could he get you in a Mission? Maybe he can requisition stuff with  an NFA test during a Mission. Or maybe the paperwork is getting done  after the Mission is cleared up. Up to the GM I guess.</p></blockquote>
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		<title>3:16 War Amongst the Stars Handbook</title>
		<link>http://316carnage.com/2010/03/18/316-war-amongst-the-stars-handbook/</link>
		<comments>http://316carnage.com/2010/03/18/316-war-amongst-the-stars-handbook/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 08:47:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[campaign rules]]></category>
		<category><![CDATA[jedi]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=271</guid>
		<description><![CDATA[3:16 &#8211; Carnage Amongst the Star Wars is a fan adaptation of 3:16 &#8211; Carnage Amongst the Stars and the supplement So Few by Gregor Hutton. All rights, trademarks etc are the property of their respective owners. This document assumes you have a copy of 3:16 &#8211; Carnage Amongst the Stars and have read it, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2010/03/star-wars-drawing1.jpg"><img class="alignright size-medium wp-image-292" title="star-wars-drawing1" src="http://316carnage.com/wp-content/uploads/2010/03/star-wars-drawing1-210x300.jpg" alt="" width="210" height="300" /></a>3:16  &#8211; Carnage Amongst the Star Wars is a fan adaptation of 3:16 &#8211; Carnage  Amongst the Stars and the supplement So Few by Gregor Hutton. All rights, trademarks etc are  the property of their respective  owners.</p>
<p>This document assumes you have a copy of  3:16 &#8211; Carnage Amongst the Stars and have read it, if you haven&#8217;t I  strongly suggest you buy a copy as it&#8217;s well worth the investment.</p>
<p><span id="more-271"></span><strong><br />
Difference</strong></p>
<p>The main difference  between 3:16 &#8211; Carnage Amongst the Stars and 3:16 &#8211; Carnage Amongst the  Star Wars is that in the original game you play an infantry soldier,  part of a large unit or an elite squad of commando&#8217;s. In this version  you start as a Cadet in the Rebellion and will learn to fly in the  various Rebel craft as you make a name for yourself in the Rebel Army.</p>
<p>Advanced  groups can chose to play the other side, The Imperial Navy.</p>
<p>Ultimately  the goal is the same: &#8220;Kill &#8216;m All&#8221;<strong></strong></p>
<p><strong><br />
Character Creation</strong></p>
<p>Each player  gets 11 (instead of 10) points to split between FA and NFA.</p>
<p>At  character creation the maximum in either FA and NFA is 8 and during the  course of the campaign the maximum is 9.</p>
<p>Special abilities,  bonuses etc can still raise this to 10, but neither FA nor NFA can ever  be increased to a natural 10.</p>
<p>The rest is the same as  normal character generation in the 3:16 manual, the only difference is  that the group needs to chose a squadron callsign: for example Red  Squadron or Gold Squadron.</p>
<p>The highest ranked player will be Red 1 and the second highest player  will be Red 2 and so forth.<strong></strong></p>
<p><strong><br />
Ranks</strong></p>
<ul>
<li>Rank 0 &#8211; Trooper    &#8211;  Cadet</li>
<li>Rank 1 &#8211; Corporal    &#8211; EnsignRank 2 &#8211; Sergeant    &#8211;  Lieutenant</li>
<li>Rank 3 &#8211; Lieutenant    &#8211; Lieutenant Commander</li>
<li>Rank  4 &#8211; Captain    &#8211; Commander</li>
<li>Rank 5 &#8211; Major        &#8211; Captain</li>
<li>Rank  6 &#8211; Lt. Colonel    &#8211; Commodore</li>
<li>Rank 7 &#8211; Colonel    &#8211; Admiral</li>
<li>Rank  8 &#8211; Brigadier    &#8211; Admiral of the Fleet</li>
</ul>
<p><em>I chose to let my players start at the rank  of Cadet and level 10 for a training mission in a simulator. This has  the advantage of the group getting a feel for the setting and the other  players without the risk of dying etc, it also gives your players a  chance to goof off <img src='http://316carnage.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </em></p>
<p><em>After  the training mission they are promoted to the rank of Ensign and (not a  must) the Wingleader to the rank of (Acting) Lieutenant.</em><strong></strong></p>
<p><strong><br />
FA &amp; NFA</strong></p>
<p>Anything (*) that  causes kills is FA and everything else is considered NFA.</p>
<p>A few  examples of NFA:</p>
<ul>
<li>Taking evasive action, Eject, Enter Hyperspace  or getting a Missile Lock.</li>
</ul>
<p>Players are encouraged to come up with  other NFA tricks and as long as the other players or the GM objects,  it&#8217;s allowed.</p>
<p><em>(*) As with everything in life there are always  exceptions.</em></p>
<p>Basicly it comes down to (trying) to do  kills/damage versus avoiding kills, fancy flying, getting to a better  position or trying to rescue someone/something.<strong></strong></p>
<p><strong><br />
NFA Specials</strong></p>
<p>There are several  special abilities which require an NFA roll in a combat situation, this  section describes their effect and their intended use.</p>
<ul>
<li>Taking  evasive action &#8211; On a successful NFA roll the player avoids getting hit  by the enemy even if that players success is lower then that of the  enemy (AA). This basicly works the same way as the Parry special  ability in 3:16</li>
</ul>
<ul>
<li>Enter Hyperspace &#8211; Entering Hyperspace takes two  rounds. The first round is required to plot an escape course that isn&#8217;t  blocked, nor doesn&#8217;t fly you into a planet. At the end of the second  round you successfully enter Hyperspace. You will need to make two  successful NFA rolls to make enter Hyperspace without getting shot to  pieces. If the first roll fails your attempt fails all together,  if the second fails then you still get away but you get a kill.</li>
</ul>
<ul>
<li>Getting a Missile Lock &#8211; To fire a missile, torpedo or a rocket you  first need to attain a missile lock before you can fire your  projectiles.<br />
To get the lock you need to make a successful NFA  roll and the next round you can, but don&#8217;t have to, fire the projectiles  (See the Weapon section for more information). Your missile lock  holds for as long as you don&#8217;t get hit, if you fire the missile you only  need a successful FA roll, you don&#8217;t have to be faster then the enemy.<br />
If  you dont fire that round, you will have to relock as the enemy broke  the lock, you also lose your lock when you perform evasive manouvers or  any other action that makes it improbable that you could&#8217;ve maintained  the missile lock.</li>
</ul>
<p><strong><br />
Specials</strong></p>
<p><em><strong>Mag  Pulse</strong></em> &#8211; Costs 1 Missile/Torpedo Token &#8211; The enemy can&#8217;t do any kills  this turn or if they acted already, next turn. One Use Only &#8211; The enemy  can still do other actions just no kills.<em><strong><br />
Tractor Beam</strong></em> &#8211; Same  round Missile lock (Combined FA/NFA roll) &#8211; Costs an Afterburner Token.<em><strong><br />
Request  for Reinforcements</strong></em> &#8211; Highest ranking only &#8211; Ambush (One Use Only)<br />
<em><strong>Hyperdrive </strong></em>- On two successful NFA rolls player or players can leave combat  without taking a kill. (Described in the NFA section)<em><strong><br />
Jammer </strong></em>-  Costs an Afterburner Token &#8211; You can&#8217;t be targetted by Missiles (Too  Weak)<em><strong><br />
R2 Unit -</strong></em> +1 Shield and +1 repair (Instead of the Kinetic  Shield)<em><strong><br />
SLAM system</strong></em> &#8211; A craft equiped with the SLAM system can  enter combat at a different range then the other players even when  ambushed. If you move 1 range then your next attack is at half kills  (rounded down, sorry) and if you moved 2 ranges then you can&#8217;t attack  that round.</p>
<p>(Note you can not go beyond far range.)<strong></strong></p>
<p><strong><br />
Weapons</strong></p>
<p>Missiles are fast and  can be used against any Craft, but generaly do less kills than Torpedos.</p>
<p>Torpedos  are slower and are meant for large and/or slower targets. They can be  used against Fighters but at a -1 penalty to lock on and to fire.</p>
<p>Rockets  are too slow to be used against anything other than Capital Ships, but  do a lot more kills.</p>
<p>Missiles and Torpedos always earn you a  token unless its a named npc or a capital ship.</p>
<p>Projectile  weapons can be linked together to fire two with one shot.</p>
<p>If it  is a capital ship capable of taking such damage you roll for each  torpedo and sum the results.</p>
<p>If it is a fighter then you get to  chose which result you want to use (hint: Highest).</p>
<p>Either way you  have used one token per projectile fired.<strong></strong></p>
<p><strong><br />
Shields</strong></p>
<p>Each craft is equiped  with shields and in most cases armour plating as to increase the chance  of survival when the going gets tough.</p>
<p><em>A Mess</em> &#8211;   Your ship has  seen better days.</p>
<p><em>Crippled </em>- It&#8217;s still flying, well kinda&#8230; (no  more fancy stuff)</p>
<p><em>Armor </em>- Armor (if the ship has any that is) &#8211;  Usable once only.</p>
<p><strong>Shield Tokens </strong>- Some ships have much stronger  shields and as such they get more shield tokens to use before they  become bloodied.</p>
<p><strong>Favor </strong>- Luck, the Force or anything else a  player wishes to call it. &#8211; Usable once only.</p>
<p><strong>Parry</strong>: Destroy  incoming missile, minor shield impact etc &#8211; whatever the Player  roleplays what they consider to have happened, the dice are merely a  Guideline. &#8211; Usable once only.<strong></strong></p>
<p><strong><br />
GM Tokens</strong></p>
<p>At the start of a  mission the GM gets 7 times the amount of players in tokens.</p>
<p>Per  encounter a gm assigns tokens, with a minimum of one (plot twist) and a  maximum of 2,5 times the amount of players.<strong></strong></p>
<p><strong><br />
Spotlight Scenes</strong></p>
<p>After any  encounter players get a Spotlight scene.</p>
<p>Any unused spotlights are  only lost when the mission ends or a new one becomes available.</p>
<p><em>Assault </em>- Unchanged (Medium)<em><br />
Leverage </em>- Unchanged (Long)<em><br />
Strategem </em>-  Unchanged (Medium)<em><br />
Treatment/Repair</em> &#8211; When docked and a  repaircrew is available you repair 1d3 (Long)Otherwise you repair  just 1 (Short).<em><br />
Repair and reload</em> &#8211; Only at a facility: You can  add 1 Missile/Torpedo and Repair 1 or just reload 2 without repairing.  (Short)</p>
<p>The Flight Leader decides how much time there is  between encounters, this can have repercussions on the next encounter.  What kind of repercussions is up to the GM and ought to be discussed  with the players through the Mission Briefing.<strong></strong></p>
<p><strong><br />
Chain of Command</strong></p>
<p>The Chain of  Command isn&#8217;t as strict as the Imperial Navy and much can be overlooked  (brawls, verbal fights etc) but neglecting ones duty, murder, loss of  Craft etc will be severly punished.<strong></strong></p>
<p><strong><br />
Campaign</strong></p>
<p>The Campaign consists  of about 10 to 20 missions.</p>
<p>The final battle is basicly when  everyone has reached level 18.</p>
<p><em>(Assuming you only have regular  players, if a player only attends every now and then they won&#8217;t be level  18, this shouldn&#8217;t be too much of a problem, but the playergroup can  resolve this any way they like.)</em></p>
<p><strong><br />
Gaining a Level</strong></p>
<ul>
<li>Performing  beyond the call of duty (most kills)</li>
<li>Superior Tactics (most  tokens)</li>
<li>Combat Expertise (lowest level)</li>
</ul>
<p>In case of 3  players 1 and 2 roll to see who gets the level.<strong></strong></p>
<p><strong><br />
Rank</strong></p>
<p>There are multiple ways to  gain or lose a rank.</p>
<p><em>Promotion</em></p>
<p>Promotion  isn&#8217;t automatic, but you do get a chance by rolling NFA.</p>
<ol>
<li> Using a strength</li>
<li>Your commanding officer or your team puts you  up for promotion.</li>
<li>The GM can promote you (don&#8217;t hold your  breath, but it can happen)</li>
<li>Temporary Field promotion when an  officer dies or becomes incapacitated during a mission.</li>
</ol>
<p><em>Demotion</em></p>
<p>Demotion isn&#8217;t  automatic either, instead the one putting you up for demotion makes a  NFA roll and if they are successful you get to make a NFA roll yourself  to avoid being demoted. If they fail or you succeed nothing happens.</p>
<ol>
<li>Using a weakness</li>
<li>Failing a mission (GMs &#8216;choice&#8217;)</li>
<li>Team puts you up for Demotion</li>
<li>Voluntarily</li>
</ol>
<p>Putting  someone up for a demotion isn&#8217;t without risk.</p>
<p>If you fail and the  other (assuming they are higher ranked) succeeds they can demote you.  Normal demotion rules apply, but you don&#8217;t get to demote them in case  they fail also.</p>
<p><em>Field  promotion</em></p>
<p>When an officer falls in battle or becomes unable  to perform their duty, its important they are replaced so the mission  can continue as planned.</p>
<p>The person taking over gets a field  promotion to the same rank.</p>
<p>When there are two of equal rank they  get to roll for it, unless the ranks already agreed on a successor.</p>
<p>If  at the end of the mission the officer has recovered and the mission is a  success, they get to make a promotion roll to attain their next rank,  if the officer doesn&#8217;t recover they get to make a roll to keep their  field promotion.</p>
<p>If the mission fails the roll is at -2, if you  succeed you keep the field promotion, if you fail but would&#8217;ve made it  without the penalty you gain a rank instead. (The GM can decrease the  penalty if it wasn&#8217;t a complete Failure)<strong></strong></p>
<p><strong><br />
Ships</strong></p>
<p><em>Interceptor Class</em></p>
<p><strong>V-Wing</strong> &#8211;  2 Cannons &#8211; 0 Ion Cannons &#8211; 1 Missile Launchers &#8211; 1 Shield &#8211; 6  Afterburner &#8211; 1 Person<strong><br />
T-Wing</strong> &#8211; 2 Cannons &#8211; 0 Ion  Cannons &#8211; 2 Torpedo Launchers &#8211; 1 Shield &#8211; 9 Afterburner &#8211; 1 Person<br />
<strong>A-Wing</strong> &#8211; 2 Blaster Cannons &#8211; 0 Ions &#8211; 2 Missile Launchers &#8211; 0 Shield &#8211; 2  Afterburner &#8211; 1 Person &#8211; Flanking &#8211; Rank 3</p>
<p><em>Assault Class</em></p>
<p><strong>R-41</strong> &#8211; 2  Laser Cannons &#8211; 2 Ions &#8211; 2 Missile Launchers &#8211; 2 Shield &#8211; 3 Afterburner  &#8211; 1 Person<strong><br />
Y-Wing</strong> &#8211; 2 Blaster Cannons &#8211; 2 Ion Cannons &#8211; 2  Torpedo Launchers &#8211; 2 Shield &#8211; 3 Afterburner &#8211; 1 Person &#8211; None &#8211; Rank 2<strong><br />
B-Wing</strong> &#8211; 3 Heavy Blaster Cannons &#8211; 3 Heavy Ion Cannons &#8211; 2 Torpedo Launchers &#8211;  1 Shield &#8211; 2 Afterburner &#8211; 2 Persons &#8211; S-Foils &#8211; Rank 5</p>
<p><em>General Purpose Class</em></p>
<p><strong>Z-95 </strong>- 3 Lasers &#8211; 0 Ions &#8211; 2 Missile  Launchers &#8211; 0 Shield &#8211; 4 Afterburner &#8211; 1 Person &#8211; None &#8211; Rank 0<strong><br />
X-Wing</strong> &#8211; 4 Blaster Cannons &#8211; 0 Ion Cannons &#8211; 2 Torpedo Launchers &#8211; 1 Shield &#8211; 3  Afterburner &#8211; 1 Person &#8211; S-Foils &#8211; Rank 4<strong></strong></p>
<p><strong><br />
Flanking</strong></p>
<p>Craft with this ability  can enter Flanking on their turn for free assuming they were successful  on their roll (either FA or NFA).</p>
<p><strong>S-Foils</strong></p>
<p>Craft with S-Foils can  close them to move a range for free.</p>
<p>Moving is a NFA roll (can be  combined with most other NFA actions), but you can&#8217;t fire with S-Foils  closed.You can reopen them with another NFA roll. (They open even if you  fail your roll or if someone forgos their success to end the round,  it&#8217;s only flipping a switch after all)<strong></strong></p>
<p><strong><br />
Weapons</strong></p>
<p><em>Weapon Damage  Chart</em></p>
<p>0 &#8211; 1 &#8211; 1D6 &#8211; 2D4/1D8 &#8211; 1D10 &#8211; 1D12/2D6</p>
<p><strong>Weapon &#8211;  Close &#8211; Near &#8211; Far</strong></p>
<p>Laser Cannons &#8211; 1d3 &#8211; 1d4 &#8211; x (Rank 0)</p>
<p>Blaster  Cannons &#8211; 1d3 &#8211; 1d6 &#8211; x (Rank 2)</p>
<p>Heavy Blaster Cannons &#8211; 1d4 &#8211;  1d10 &#8211; 1 (Rank 4)</p>
<p>Ion Cannons &#8211; 1d3 &#8211; 2d3 &#8211; 0 (Rank 2)</p>
<p>Heavy  Ion Cannons &#8211; 1d4 &#8211; 2d4 &#8211; 1 (Rank 5)</p>
<p>Missiles &#8211; 0(*) &#8211; 1d10 &#8211; 2d6  (Rank 0)</p>
<p>Advanced Missiles &#8211; 0(*) &#8211; 1d12 &#8211; 2d10 (Rank 4)</p>
<p>Torpedos  &#8211; 0(*) &#8211; 2d10 &#8211; 3d10 (Rank 2)</p>
<p>Advanced Torpedos &#8211; 0(*) &#8211; 2d12 &#8211;  3d12 (Rank 4)</p>
<p>Rockets &#8211; 1d100 &#8211; x &#8211; x (Rank 5)<strong></strong></p>
<p><strong><br />
Skills</strong></p>
<p><em>Eject (Rank 0)</em></p>
<p>On a succes the  player ejects from their craft and removes themselves from the combat.</p>
<p>On  a failure the player still ejects from the craft, but remains at their  range and is still considered in combat. Another NFA roll can be made  each round to escape from combat, but the player is unable to attack as  all they have left is Harsh Language and in this game that doesn&#8217;t score  you any kills.</p>
<p><em>Formation  Flying (Rank 2)</em></p>
<p>This allows you to change range if another  pilot with the Formation Flying skill does so. Note that you must have  enough Fuel to perform this task. You change range at the same time as  the other pilot (i.e. at the end of their turn).</p>
<p><em>Superior Tactics (Rank 3)</em></p>
<p>This  allows you to enter combat at one Range band nearer or further away if  you wish to do so. You cannot use Superior Tactics to start an encounter  beyond Far Range (as this is clearly cowardice!). It costs one Fuel  Token to use this skill. For no Fuel cost you can elect to start at the  same Range as the squadron, of course.</p>
<p><em>Abort (Rank 4)</em></p>
<p>This allows you  use the E-Vac from the main  3:16 rules. (Highest Ranked Only)</p>
<p><em>Break and Run (Rank 5)</em></p>
<p>This allows you use the E-Vac from the main rules but  without anyone taking a Kill in the process of ending the encounter.  (Highest Ranked Only)</p>
<p><em>Deflect  (Rank 6)</em></p>
<p>This allows you to direct a Kill on you to  someone else at the same Range Band.<strong></strong></p>
<p><strong><br />
Tokens/Chips</strong></p>
<ul>
<li>Black &#8211; Afterburner  Tokens</li>
<li>Blue &#8211; Torpedo Tokens</li>
<li>Green &#8211; Shield Tokens</li>
<li>Red  &#8211; Missile Tokens</li>
<li>White &#8211; Special Tokens</li>
</ul>
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		<title>Tribes Playtest Notes from Dragonmeet 2009</title>
		<link>http://316carnage.com/2010/03/15/tribes-playtest-notes-from-dragonmeet-2009/</link>
		<comments>http://316carnage.com/2010/03/15/tribes-playtest-notes-from-dragonmeet-2009/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 22:31:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=268</guid>
		<description><![CDATA[Gregor Hutton was giving a demo game of one his 3:16 variants: Carnage amongst the Tribes. There are two versions of the game planned, AD316 based on Roman Legionaries and slightly more historically accurate and the Tribes game that is medium fantasy in a Conan the Barbarian style. The game is a refinement of the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/10/CarnageAmongstTheTribesCover.jpg"><img class="alignright size-medium wp-image-99" title="CATS9x7cover.indd" src="http://316carnage.com/wp-content/uploads/2009/10/CarnageAmongstTheTribesCover-232x300.jpg" alt="" width="232" height="300" /></a>Gregor Hutton was giving a demo game of one his 3:16 variants: <em>Carnage  amongst the Tribes</em>. There are two versions of the game planned, AD316  based on Roman Legionaries and slightly more historically accurate and  the Tribes game that is medium fantasy in a <em>Conan the Barbarian</em> style. The game is a refinement of the 3:16 system, the biggest change I  noticed is that the between combat scenes have been completely  reworked. You now have a set list of scene types you can play out  between combat and each one has a mechanical effect (unless you are  deliberately going for colour only, which would be unlikely) on the  upcoming combat round.</p>
<p><span id="more-268"></span>The background of the game is that you play the elite warriors of a  tribe whose totem god has tasked them with attacking another tribe.  Warriors can gain the favour of their totem by killing more of the other  tribe than their peers.</p>
<p>Combat is essentially the same as 3:16 and all the usual tricks and  tactics seem to work in this version too. What really is very different  is all the roleplaying flavour around the game. You get to build a tribe  together and determine where the tribe lives, their totem and their  cultural and magic keywords.</p>
<p>As warriors advance in favour the non-favoured members of the tribe  get to decide what strictures and taboos apply to the rank their fellows  have risen to so you get to evolve the tribe as well.</p>
<p>Rather than 3:16’s alienation amongst the stars there is now a rather  more individual path for the game which has more player input.</p>
<p>Both games seem to be significant improvements on the original system  while retaining all the good stuff about 3:16. Personally I am glad of  the changes as I felt that 3:16 was an amusing change of pace but too  slight to really call itself a roleplaying game.</p>
<p>Source: http://thee-rapture.carnel.org/conventions/dragonmeet-2009</p>
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		<title>New Levelling system</title>
		<link>http://316carnage.com/2010/03/05/new-levelling-system/</link>
		<comments>http://316carnage.com/2010/03/05/new-levelling-system/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 11:22:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Levelling]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=266</guid>
		<description><![CDATA[In the standard 3:16 rules the PC with the highest Kills levels up automatically and the rest rolls to see which other PC levels also. Only 2 PCs can level between Missions. In AD316 Gregor introduces Tokens (Accomplishments) as an additional way to level. In the Development phase the PC with the highest Kills and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/10/sik004.gif"><img class="alignright size-medium wp-image-94" title="sik004" src="http://316carnage.com/wp-content/uploads/2009/10/sik004-225x300.gif" alt="" width="225" height="300" /></a>In the standard 3:16 rules the PC with the highest Kills levels up automatically and the rest rolls to see which other PC levels also. Only 2 PCs can level between Missions.</p>
<p>In AD316 Gregor introduces Tokens (Accomplishments) as an additional way to level. In the Development phase the PC with the highest Kills and the one with the most Tokens roll to see which one levels. After that all the other PCs that didn&#8217;t level roll to see which one also gains a level. There is still the limit of 2 PCs levelling between Missions.</p>
<p><span id="more-266"></span>I want to introduce a more &#8220;organic&#8221; way of levelling. I was thinking of using Tokens as a kind of experience points. A PC levels after gaining a number of Tokens.</p>
<p>You can influence how many PCs level after a Mission by the number of Tokens necessary to level. If the GM rules that you need 10 Tokens to level than at the most 2 PCs can level in a 4-player game (24 Tokens). Which limits the number of Strengths available.</p>
<p>Killing things is still the easiest way to gain Tokens. But maybe the PC with the highest Kills at the and of a Mission gains an additional 2 Tokens, to &#8220;tempt&#8221; players to go for Big Fuckin Guns(tm) with limited killing ranges.</p>
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		<title>Update: Tribes available April 19th</title>
		<link>http://316carnage.com/2010/02/18/update-tribes-available-april-19th/</link>
		<comments>http://316carnage.com/2010/02/18/update-tribes-available-april-19th/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 11:10:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=259</guid>
		<description><![CDATA[Cubicle 7 has put up new information about Gregor Hutton&#8217;s upcoming game Carnage Amongst the Tribes on their website. Tribes will be available from from April 19th. All pre-orders of this rulebook will be sent a complimentary copy of the PDF!]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/10/CarnageAmongstTheTribesCover.jpg"><img class="alignright size-medium wp-image-99" title="CATS9x7cover.indd" src="http://316carnage.com/wp-content/uploads/2009/10/CarnageAmongstTheTribesCover-232x300.jpg" alt="" width="232" height="300" /></a>Cubicle 7 has put up new information about Gregor Hutton&#8217;s upcoming game Carnage Amongst the Tribes <a href="http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Products/CB75301" target="_blank">on their website</a>. Tribes will be available from from April 19th. All pre-orders of this rulebook will be sent a complimentary copy of the PDF!</p>
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