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	<title>Carnage Amongst the Web &#187; rules</title>
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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>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>
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		<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>
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		<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>
]]></content:encoded>
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		<item>
		<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>
]]></content:encoded>
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		<item>
		<title>Carnage in Hyboria</title>
		<link>http://316carnage.com/2010/01/27/hacking-316-into-an-universal-fantasy-game/</link>
		<comments>http://316carnage.com/2010/01/27/hacking-316-into-an-universal-fantasy-game/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 16:32:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Variant]]></category>
		<category><![CDATA[bosses]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://316carnage.com/?p=239</guid>
		<description><![CDATA[Can 3:16 be turned into a fun fantasy game? There is already a SF variant, so I will focus on a variant for the Swords &#38; Sorcery genre. Here are my thoughts so far: T0 change the military setting into a heroic Swords &#38; Sorcery setting the 9 ranks are: Rank &#8211; Gift 0. Worthy [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2010/01/classic_conan_lores.jpg"><img class="alignright size-medium wp-image-290" title="classic_conan_lores" src="http://316carnage.com/wp-content/uploads/2010/01/classic_conan_lores-237x300.jpg" alt="" width="237" height="300" /></a>Can 3:16 be turned into a fun fantasy game? There is already a SF variant, so I will focus on a variant for the Swords &amp; Sorcery genre. Here are my thoughts so far:</p>
<p><span id="more-239"></span>T0 change the military setting into a heroic Swords &amp; Sorcery setting the <strong>9 ranks</strong> are:<br />
<strong> </strong></p>
<p><strong>Rank                                       &#8211; Gift</strong><br />
0. <strong>Worthy </strong>- <em>Force Weakness</em><br />
1. <strong>Respected </strong>- (highest FA)   &#8211; <em>Sneak</em> (based upon the <a href="http://316carnage.com/2010/04/09/specialists-or-giving-troopers-some-flavor/">Scout </a>rule)<br />
2. <strong>Honored </strong>- (Highest NFA) <em>Retreat</em> (based upon E-Vac)<br />
3. <strong>Famous </strong>- <em>Warhorse (free movement, NFA D4/D4/x) + an extra 4-point weapon</em> +  <em>Last Stand (based on Orbital Bombardement)</em><br />
4. <strong>Celebrated </strong>- <em>Barded Warhorse (horse + extra armour tick) + an extra 5-point weapon</em> + <em>Superior  Tactics (see So Few) </em><br />
5. <strong>Revered </strong>- <em>One 6-point weapon</em> <em>+ Invulnerable  (Kinetic Armour) + Warband (Drop Ship)</em><br />
6. <strong>Mighty </strong>- <em>One 7-point weapon (Holy Avenger)</em> + <em>War!  (Paradise Bomb)</em><br />
7. <strong>Renowned </strong>- as Mighty with <em>Massacre (Starkiller) </em><em>+ </em><em>Deflect! (see So Few)</em><br />
8. <strong>Legendary </strong>- <em>Campaign ending weapon (not sure yet) </em><em> </em></p>
<p><strong><br />
<img class="alignright" title="Sword" src="http://getasword.com/224-271-large/conan-the-barbarian-atlantean-sword-letter-opener-bronze.jpg" alt="Sword" width="300" height="300" />The 7 weapon ranks are:</strong><br />
<em>pts roll</em><br />
0 &#8211;    0<br />
1    &#8211; 1<br />
2 -    d4<br />
3    &#8211; d6<br />
4    &#8211; 2d4<br />
5 -    2d6<br />
6    &#8211; 3d6<br />
7    &#8211; 2D20</p>
<p><em>PCs start with one 5-point weapon and one 4-point weapon. For example, a PC can start with a 5-point weapon that does D6/D4/x or D4/D4/1. And one 4-point weapon, for example x/2d4/x.</em></p>
<p><strong>Double-handed weapons</strong>: In AD316 and Tribes players can choose to have a Shield and handweapon combination. If the player decides to skip the Shield and instead use a double-handed weapon he gets +1 bonus to the Kills roll.</p>
<p><em>For example: A 5-point one-handed sword does 1/2d4/x. While a double-handed sword does 1+1/2d4+1/x.</em><strong><br />
</strong></p>
<p><strong><br />
For Zero to Hero</strong></p>
<p>To simulate the &#8220;from zero to hero approach&#8221; the players can start of with a level lower than 10. Below is the number of Strengths and Weakness a PC starts with at each level.</p>
<p><strong><br />
Level (=FA+NFA) Strengths Weaknesses</strong><br />
19    &#8211; 0    1   <em>or  1   0</em><br />
18    &#8211; 1    1<br />
17    &#8211; 2    1<br />
16    &#8211; 2    2<br />
15    &#8211; 3    2<br />
14    &#8211; 3    3<br />
13    &#8211; 4    3<br />
12    &#8211; 4    4<br />
11    &#8211; 5    4<br />
10    &#8211; 5    5<br />
09    &#8211; 6    5<br />
08    &#8211; 6    6<br />
07    &#8211; 7    6<br />
06    &#8211; 7    7<br />
05    &#8211; 8    7<br />
04    &#8211; 8    8<br />
03    &#8211; 9    8<br />
02    &#8211; 9    9<br />
01   &#8211; 10   9</p>
<p><em>* The final Weakness for a PC is always “I&#8217;m no Hero”. This is the realisation that real heroes don&#8217;t exist and the PC certainly isn&#8217;t one – there is nothing left to achieve and thus the PC retires.<br />
* Alternatively, the final Strength is &#8220;Attain Godhood&#8221;. The martial prowess of the PC has opened up a position in the Pantheon of the Gods</em></p>
<p><strong><br />
KILL THEM!</strong><br />
Enemies come in three grades. Enemies take a number of successes to neutralize:<br />
<strong> </strong></p>
<p><strong>Henchmen </strong>- Single success necessary, removes one Threat Token and causes # “kills”,<br />
<strong> </strong></p>
<p><strong>Leaders/Named (N)PCs</strong> &#8211; Two successes necessary, removes one Threat Token and scores 1 kill<br />
<strong> </strong></p>
<p><strong>&#8216;Endboss&#8217; enemies </strong>- The number of PCs = the number of successes necessary, remove a Threat Token for each success, scores 1 kill<br />
<strong> </strong></p>
<p><strong>Epic Enemies </strong>- 2x the number of PCs = the number of successes necessary, remove a Threat Token for each success, score 1 kill. A Strength cannot instakill this threat, but removes 3 Threat Tokens from its pool.</p>
<p>Players can join up in killing Endbosses and Epic Enemies. The players that removes the last Threat Token earns the kill. Endbosses and Epic Enemies are always fought in seperate encounters. Endbosses and Epic Enemies can have Abilities.</p>
<p><strong><br />
AND TAKE THEIR STUFF</strong><br />
PCs earn money after succesfully completing quests and missions. Money can be looted from dead enemies or earned from employers.</p>
<p><strong> </strong>Loot/Treasure<em> </em>works as a free Leverage for the PC. After a succcesful Mission/Quest each PC earns 1 Treasure. The player decides if this Treasure is beneficial to FA or NFA. During the next Quest the player can &#8220;spend&#8221; his Treasure to gain a +1 bonus to an encounter. The player narrates how his acquired Treasure gives a benefit in the encounter. This Treasure bonus can be stacked on top of a +1 Leverage bonus.</p>
<p>If during the Development phase the player describes in a fun way how he spends the money on &#8220;earthly things&#8221; the +1 bonus is turned into one free re-roll (an extra Favour).<strong> </strong></p>
<p><strong><br />
<a href="http://316carnage.com/wp-content/uploads/2010/01/Rage_Of_Conan__Sketch_by_MgnZ.jpg"><img class="alignright size-full wp-image-332" title="Rage_Of_Conan__Sketch_by_MgnZ" src="http://316carnage.com/wp-content/uploads/2010/01/Rage_Of_Conan__Sketch_by_MgnZ.jpg" alt="" width="300" height="424" /></a>CAREERS</strong></p>
<p>If players use a Flashback &#8211; either a Strength or a Weakness &#8211; they can describe a previous career the PC has done. This career grants certain benefits. A PC can only have a maxium of 4 previous careers. <em>All careers give a +1 bonus to a stat when used in a situation were that specific career would be a benefit to the player character.</em><strong> </strong></p>
<p><strong>ASSASSIN/SLAYER </strong><br />
These covert killers are adept at sneak attacks, killing,  information gathering,  city  lore,  persuasion, poisons and lock picking.</p>
<p><strong>BARBARIAN/SAVAGE </strong><br />
These characters come from the Northlands, the  Deserts  or  other  wildernesses  of  the Hyborian world.  They  have  natural  skills  in  wilderness  lore,  living  rough,  berserk  rage,  riding, intimidation,  natural  instincts  and  so  on.</p>
<p><strong>BLACKSMITH/METALSMITH </strong><br />
Often  found  helping  alchemists build  their  inventions, these characters are skilled at weapon and  armour  making  and  repair,  metallurgy, and weapon  lore.</p>
<p><strong>GLADIATOR/CHAMPION </strong><br />
Often  forced  into  life  of  professional  arena fighters,  the  gladiator  is  skilled  in  one-on-one tactics, exotic weapons, weapon  lore,  initiative and weapon  training. They are especially good at  fighting  in a style  ‘to please  the crowd’.</p>
<p><strong>HUNTER/TRACKER </strong><br />
Rugged  outdoor  types  skilled  in  wilderness lore,  living  rough,  trapping,  tracking,  stealth and other similar pursuits. Agility  is  important to  a  hunter,  as  are  strength  and  mind  to  a slightly lesser degree.</p>
<p><strong>MAGICIAN/SORCERER </strong><br />
Often  a  little  strange,  these  characters  are knowledgeable  of  esoteric matters  to  do  with astrology,  astronomy  and  ancient  lore.  There  are magicians  in  just about every city of Hyboria. Sorcery  is a  fast  track  to power but  it also brings  its own price.</p>
<p><strong>MERCHANT/TRADER </strong><br />
These are not shopkeepers, these are wide travelled  adventurers, who  seek new  exotic goods to  sell  and  as  such  pick  up  a  range  of  useful skills  like  trading,  appraisal,  obtaining  rare  or unusual  goods,  persuasion,  city  lore,  knowledge  of  distant  places,  guild  membership.</p>
<p><strong>MERCENARY/WARRIOR </strong><br />
These  are warriors who work  for  anyone who will  pay  for  their  services. They  tend  to  have skill  in  living  rough,  horse riding,  intimidation,  carousing,  and  even weapon  and  armour upkeep  and  repair.</p>
<p><strong>NOBLE/COURTIER </strong><br />
Often holding homes  in  the city and estates or villas  outside  the  city,  these  characters  are  titled  and  have  some  authority  over  commoner people.  They  are  often  able  to  obtain  credit, have  high-ranking  contacts  and  are  skilled  in such  things  as  bribery,  dress  sense  and  etiquette.</p>
<p><strong>PHYSICIAN/HEALER </strong><br />
Physicians are dispensers of potions and medicines  and  have  practical  skills  in  bonesetting, surgery  and  childbirth.  They  are  knowledgeable of plant  lore,  first  aid  and diseases.</p>
<p><strong>PIRATE/BUCCANNEER </strong><br />
Rogues of  the sea, Pirates are skilled in climbing,  sea  lore,  navigation  by  stars,  and  boat handling  with  a  good  knowledge  of  far  ports and  islands. Pirates speak  their own language known as Sea-Tongue.</p>
<p><strong>THIEF/ROGUE </strong></p>
<p>Those  who  live  by  less-than-honest means  in the  streets  of  the  towns  and  cities.  They  will have skill  in such  things as city  lore, burglary, sneaking,  picking  pockets  and  are  likely  to have  guild  membership.</p>
<p><strong>Keep it simple</strong></p>
<p>There is a tendency when one starts to tinker with 3:16 to think up new  rules to do things (I know as I do it myself). But in 3:16 narration is  as important as rules.</p>
<p>In my campaign players get a bonus whenever they  narrate stuff. For example, if a player fails his attack roll but  narrates why his character failed then he gets a +1 bonus the next  round. The same for my new Treasure rule. When a player narrates in a  fun way how he has spend the treasure/loot he gained in the previous  adventure he gets one free re-roll in the next adventure.</p>
<p>You could do the same with Race and Class. If a player roleplays the  race and/or class of his character in a fun way then he gets one re-roll  or +1 bonus he can use later.</p>
<p>A simple and easy rule. And therefore not as much fun for the GM as  creating lots of specials and extra&#8217;s for all kinds of races and  classes.</p>
<p><strong><br />
ADVENTURE GENERATOR</strong></p>
<table border="1" cellspacing="5" cellpadding="5" width="95%">
<tbody>
<tr>
<td><strong>Locations</strong></td>
<td><strong>Threat</strong></td>
<td><strong>Keyword</strong> (pick three)</td>
</tr>
<tr valign="top">
<td>City</p>
<p>Jungle</p>
<p>Mountain</p>
<p>River</p>
<p>Lake</p>
<p>Swamp</p>
<p>Ruined temple</p>
<p>Ruined city</p>
<p>Castle</p>
<p>Village</p>
<p>Tomb</p>
<p>Cave</p>
<p>Temple</p>
<p>Tower</p>
<p>Desert</p>
<p>Oasis</p>
<p>Forest</p>
<p>Hills</p>
<p>Island</p>
<p>Hyborian kingdoms</p>
<p>The Eastern kingdoms</p>
<p>The Black Kingdoms</p>
<p>Stygia</p>
<p>The North</td>
<td>Demon</p>
<p>Raiders</p>
<p>Bandits</p>
<p>Picts</p>
<p>Hillmen</p>
<p>Merchant</p>
<p>Sorcerer</p>
<p>King</p>
<p>Noble</p>
<p>Winged Ape</p>
<p>Scholar</p>
<p>Group of Wizards</p>
<p>Priest</p>
<p>Army</p>
<p>Sea monster</p>
<p>Undead</p>
<p>Zombies</p>
<p>Vampire</p>
<p>Pirates</p>
<p>Elder race</p>
<p>Big Ape</p>
<p>Last of Ancient Race</p>
<p>Horror from Outer Dark</p>
<p>Insane Cultists</td>
<td>Trade Goods</p>
<p>Betrayal</p>
<p>Treachery</p>
<p>Message</p>
<p>Mistake</p>
<p>Hidden</p>
<p>Supernatural</p>
<p>Omen</p>
<p>Prophecy</p>
<p>Battle</p>
<p>Skirmish</p>
<p>War</p>
<p>Attack</p>
<p>Defend</p>
<p>Kidnapping</p>
<p>Slaves</p>
<p>Slave market</p>
<p>Weapon</p>
<p>Armour</p>
<p>Thievery</p>
<p>Escape</p>
<p>Captured</p>
<p>Scroll</p>
<p>Book</p>
<p>Civil war</p>
<p>Event</p>
<p>Monument</p>
<p>Magic item</p>
<p>Romantic</p>
<p>Story twist</p>
<p>Unforseen</p>
<p>Ambush</p>
<p>Jewel</p>
<p>Treasure</p>
<p>Wealth</p>
<p>Power</p>
<p>Shrine</p>
<p>Statue</p>
<p>Reputation</p>
<p>Honour</p>
<p>Allegiance</p>
<p>Child</td>
</tr>
</tbody>
</table>
<p><strong>Here is also a very useful chart by <a href="http://blog.fantasyheartbreaker.com/" target="_blank">Russell Bailey</a>:</strong></p>
<p><a href="http://316carnage.com/wp-content/uploads/2010/01/Wheel-of-Civilization-1d20.png"><img class="alignnone" title="Wheel-of-Civilization" src="http://blog.fantasyheartbreaker.com/wp-content/uploads/2010/04/Wheel-of-Civilization-1d20.png" alt="Wheel-of-Civilization" width="676" height="693" /><br />
</a></p>
<p><strong><br />
CHARACTER SHEET</strong></p>
<p><a href="http://dl.dropbox.com/u/2334622/Hyboria_sheet.jpg"><img class="aligncenter size-full wp-image-323" title="Hyboria_sheet500" src="http://316carnage.com/wp-content/uploads/2010/01/Hyboria_sheet500.jpg" alt="" width="500" height="652" /></a></p>
<p><strong>Relevant link:</strong></p>
<p><a href="http://forum.rpg.net/showthread.php?t=513139&amp;page=8" target="_blank"><strong>101 essential things in a sword and sorcery city </strong></a></p>
<p><a href="http://forum.rpg.net/showthread.php?t=513700" target="_blank"><strong>[Sword &amp; Sorcery] Alternate non-humans </strong></a></p>
<p><a href="http://forum.rpg.net/showthread.php?t=250940" target="_blank"><strong>Elements of Sword &amp; Sorcery? </strong></a></p>
<p><em> This is what I have so far. Input is greatly appreciated.</em></p>
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		<title>Tactical Heavy Mandelbrite Armour by Darren Malin</title>
		<link>http://316carnage.com/2009/12/24/tactical-heavy-mandialbrite-armour/</link>
		<comments>http://316carnage.com/2009/12/24/tactical-heavy-mandialbrite-armour/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 21:28:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Equipment]]></category>
		<category><![CDATA[dreadnought]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=131</guid>
		<description><![CDATA[Suits are heavy bipedal weapon platforms w0rn over a trooper s regular mandelbright armour. Small enough to go just about anywhere a trooper can go. Each come with three weapon system pre-fitted. Piloted via joysticks and monitors the trooper uses NFA to move and shoot all the suits systems. A suit gives a trooper the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://316carnage.com/wp-content/uploads/2009/12/Terminator-art.jpg"><img class="alignright size-full wp-image-136" title="Terminator-art" src="http://316carnage.com/wp-content/uploads/2009/12/Terminator-art.jpg" alt="" width="270" height="350" /></a>Suits are heavy bipedal weapon platforms w0rn over a trooper s regular mandelbright armour. Small enough to go just about anywhere a trooper can go. Each come with three weapon system pre-fitted. Piloted via joysticks and monitors the trooper uses NFA to move and shoot all the suits systems. A suit gives a trooper the capacity to take two extra hits before the trooper he or she takes damage themselves one extra layer of the suits armour and the suits systems however once a suit systems are damaged it is effectively destroyed and the pilot will have to bailout.</p>
<p><span id="more-131"></span>It should be noted that to keep the size of a suite as small as possible the pilot only have a side arm should he/she be forced to baleout.</p>
<p>They are two types of Suit one configured for long range engagements the other so short range. A suits weapons can be upgraded but once a suit is destroyed all upgrades are lost.</p>
<p>Note a Suit pilot does not need to make a NFA roll to switch weapon. he/she just needs to declare which weapon system they wish to use this turn.</p>
<p><strong>Long range Suit<br />
</strong> <em>Rocket Pod<br />
Heavy machine gun<br />
Power claws </em></p>
<p><strong>Short range Suit</strong><br />
<em>Grenade launcher* +can fire Grenades to Far range<br />
Heavy machine gun<br />
Flame gun </em></p>
<p>A suit is a vehicle. We have allowed a group to start with one but A Lieutenant could also be able to recuperation one instead.</p>
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		<title>Rules FAQ</title>
		<link>http://316carnage.com/2009/11/23/rules-faq/</link>
		<comments>http://316carnage.com/2009/11/23/rules-faq/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 08:57:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[FAQ]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=119</guid>
		<description><![CDATA[Most of these come from the following page: Rules FAQ Advice Q: I have the book, do you have any advice for me? A: Do not plan ahead, just play the game. Aliens Kills Q: Just to verify: range has no effect on Troopers resisting alien attacks. A: Yes, range is immaterial to them. If [...]]]></description>
			<content:encoded><![CDATA[<p><em><img class="alignright size-medium wp-image-121" title="316dropship" src="/wp-content/uploads/2009/11/316dropship-216x300.jpg" alt="316dropship" width="216" height="300" />Most of these come from the following page: <a onclick="window.open(this.href, '_blank'); return false;" href="http://www.story-games.com/forums/comments.php?DiscussionID=7180">Rules FAQ</a></em></p>
<h3 id="toc1"><span>Advice</span></h3>
<p>Q: I have the book, do you have any advice for me?</p>
<p>A: Do not plan ahead, just play the game.</p>
<h3 id="toc2"><span><span id="more-119"></span>Aliens Kills</span></h3>
<p>Q: Just to verify: range has no effect on Troopers resisting alien attacks.</p>
<p>A: Yes, range is immaterial to them. If the aliens succeed then they kill all Troopers still in the encounter that they beat.</p>
<h3 id="toc3"><span>Changing Range</span></h3>
<p>Q: How do you change range? Can I change if I cause 0 kills?</p>
<p>A: Yes. You can change range in three ways as detailed on pages 18 and 19:</p>
<p>(1) you make an NFA test to change range (charging or retreating) and if successful you change range on your turn irrespective of what the enemy does,</p>
<p>(2) you succeed at FA and beat the aliens roll (pushing them back or &#8220;breaking off&#8221;) even if you cause 0 kills,</p>
<p>(3) the aliens succeed at AA and beat your roll (they choose to close on you or flee from you, and they move any PCs they beat on the roll individually).</p>
<p>There are examples on p. 23 and p. 75 of changing range.</p>
<h3 id="toc4"><span>Changing Weapons</span></h3>
<p>Q: Is changing weapons your whole action for the round?</p>
<p>A: Nope. You can change weapons as part of any successful NFA action. [Example on p. 23.]</p>
<h3 id="toc5"><span>Choosing Range</span></h3>
<p>Q: When we roll for Dominance does everyone get put on the map at the same range?</p>
<p>A: Yes, as it says in the text: &#8220;Note that when the range is set all the PCs are initially at the same range.&#8221;</p>
<h3 id="toc6"><span>Default Weapons</span></h3>
<p>Q: Do you need to have the Special Items &#8220;readied&#8221; at the start of an encounter?</p>
<p>A: A default weapon has to be a weapon from the weapons list (Energy Rifle through to Shotgun). The &#8220;One Use Per Planet stuff&#8221; isn&#8217;t in your hand, it&#8217;s just stuff you call on when you need it and doesn&#8217;t make you drop your weapon.</p>
<h3 id="toc7"><span>Errata?</span></h3>
<p>Q: Hey, we have questions, are you going to have a new edition?</p>
<p>A: I am not changing any of the text in the book. I think that when you look at the rule wordings in the book in the context of where you are in play and what is happening in the fiction/at the table they are actually clear. When you play out an encounter following the steps in the book you&#8217;ll find them guiding you through it. The exact wording of the present rules was something I worked pretty hard at and got a lot of feedback on.</p>
<h3 id="toc8"><span>Force Weakness</span></h3>
<p>Q: Is Force Weakness your action for the round? (i.e. declare Force Weakness as action, roll NFA, only Force Weakness and optionally switch weapons)</p>
<p>A: Yes. Hope you succeed and roll high.</p>
<h3 id="toc9"><span>Levelling Up</span></h3>
<p>Q: How does leveling work if highest kills are tied?</p>
<p>A: The tied PCs all go up.</p>
<h3 id="toc10"><span>Officer Resources</span></h3>
<p>Q: Do Officers have access to ALL the resources below their rank?</p>
<p>A: Yes (well, they cascade down to Sergeant). Or you could rule that they have Gear down to Sergeant, but only the Resources at their rank, up to your play group to decide which they prefer.</p>
<h3 id="toc11"><span>Replacement Strengths</span></h3>
<p>Q: Does my replacement gain a new Strength or is it an old one made available again?</p>
<p>A: It&#8217;s an existing on for your level made available again: &#8220;The Flashbacks your dead PC had “Used” are also “Used” for your new PC except that one Strength is made “Available” again.&#8221; on page 36.</p>
<h3 id="toc12"><span>Upgrading Weapons</span></h3>
<p>Q: Is there ever a good reason to upgrade a rifle that does base 1 at Close rather than just upgrading hand-to-hand (which you can always switch to)?</p>
<p>A: You can switch to Hand-to-Hand for free, but you couldn&#8217;t switch back to your rifle without an NFA roll.</p>
<h3 id="toc13"><span>Zero Kills</span></h3>
<p>Q: When an alien ability prevents all kills, does that prevent the loss of the Threat Token too.</p>
<p>A: Yes. 0 Kills = 0 Threat Tokens removed. You killed nothing, the Threat remains.</p>
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		<title>New Alien Abilities</title>
		<link>http://316carnage.com/2009/11/23/new-alien-abilities/</link>
		<comments>http://316carnage.com/2009/11/23/new-alien-abilities/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 08:55:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Alien Abilities]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=117</guid>
		<description><![CDATA[Since I have a shiny new d24, I changed the tables slightly. Here&#8217;s the changes to the Alien Ability table, with a couple of tweaked abilities. Alien Ability Table The abilities with links are those which are either new, or tweaked in some way. Ambush Big Mothers Boost Abilities End Encounter Enrage Exploding Bodies Flee [...]]]></description>
			<content:encoded><![CDATA[<div id="page-content">
<p><img class="alignright size-medium wp-image-92" title="sik002" src="/wp-content/uploads/2009/10/sik002-300x275.gif" alt="sik002" width="300" height="275" />Since I have a shiny new d24, I changed the tables slightly. Here&#8217;s the changes to the Alien Ability table, with a couple of tweaked abilities.</p>
<h2 id="toc0"><span><span id="more-117"></span>Alien Ability Table</span></h2>
<p><em>The abilities with links are those which are either new, or tweaked in some way.</em></p>
<ol>
<li><strong>Ambush</strong></li>
<li><strong>Big Mothers</strong></li>
<li><strong>Boost Abilities</strong></li>
<li><strong>End Encounter</strong></li>
<li><strong>Enrage</strong></li>
<li><strong>Exploding Bodies</strong></li>
<li><strong>Flee</strong></li>
<li><strong>Ignore Armour</strong></li>
<li><strong>Impair</strong></li>
<li><strong>Induce Weakness</strong></li>
<li><strong>Isolate</strong></li>
<li><strong>Lasting Wounds</strong></li>
<li><strong>Leaping</strong></li>
<li><strong>Rapid Movement</strong></li>
<li><strong>Reduce Visibility</strong></li>
<li><strong>Regeneration</strong></li>
<li><strong>Stop Technology</strong></li>
<li><strong>Suicide</strong></li>
<li><strong>Swarm</strong></li>
<li>Tough</li>
<li>No Ability</li>
<li>Solitary</li>
<li>Two Abilities</li>
<li>Three Abilities</li>
</ol>
<h2 id="toc1"><span>New and Revised Abilities</span></h2>
<p>Armour and Ignore Wounds are replaced by Big Mothers and Tough.</p>
<h3 id="toc2"><span><a name="BigMothers"></a>Big Mothers</span></h3>
<p>Some of the aliens on this planet are either very large, or very tough &#8211; either way, they take a lot of killing. The GM adds gets one extra free Threat Token for each encounter. On any even damage roll, the player gets only one Kill: the Trooper was forced to take out one of the giant or tough aliens.<br />
<strong>Option:</strong> An encounter may be made up entirely of giant or tough aliens, in which case, players recieve only one kill per hit, and any damage roll less than the current number of Threat Tokens does not result in a Kill.<br />
<strong>Option:</strong> The entire encounter consists of a single Alien. The player who removes the very last Threat Token gets the Kill.<br />
<strong>Option:</strong> Any player at Close range when a big alien is killed takes a Kill if he failed his action roll this round, as the alien&#8217;s body thrashes around or lands on him.</p>
<h3 id="toc3"><span><a name="NoAbility"></a>No Ability</span></h3>
<p>The aliens on this world are weaker than most. They have no Special Ability. This is a good one to use for the Troopers first ever planet.</p>
<h3 id="toc4"><span><a name="Solitary"></a>Solitary</span></h3>
<p><em>This ability is inspired by many, many monster movies, though one in particular may easily come to mind… It can also be used for unkillable creatures like the Monster From The Id in Forbidden Planet.</em><br />
On this planet there is exactly one highly dangerous alien. When all threat tokens in an encounter are removed, the alien is driven off temporarily. When the planet’s last Threat token is removed, the alien is killed. The trooper who removed that last token wins the only Kill on this planet.<br />
Once in each encounter, the GM may spend a Threat Token to make available one of the following abilities: Ambush, Isolate, Lasting Wounds, Leaping, Stop Technology, Swarm. The chosen ability remains active for the rest of the encounter, if appropriate, but may not be used again in later encounters.</p>
<h3 id="toc5"><span><a name="Tough"></a>Tough</span></h3>
<p>The aliens possess inhuman resistance – whether due to armour, toughness, force field, or whatever &#8211; and just keep coming regardless of the firepower you pour into them. On any even damage result, the number of Kills is halved. On any odd damage roll, no Kills are gained &#8211; the aliens just keep coming. If there is only one threat token left, it is not removed until an even damage result is inflicted.</p>
<h3 id="toc6"><span><a name="TwoAbilities"></a>Two Abilities</span></h3>
<p>Roll for two abilities. The abilities aren’t checked off, and can be abilities that have already occurred (reroll any result over 20).</p>
<h3 id="toc7"><span><a name="ThreeAbilities"></a>Three Abilities</span></h3>
<p>As above, but roll for three abilities (ignoring subsequent rolls above 20).</p>
<p><em>Source: <a href="http://316.wikidot.com/" target="_blank">http://316.wikidot.com/</a></em></p>
</div>
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		<title>Flashbacks Expanded</title>
		<link>http://316carnage.com/2009/11/23/flashbacks-expanded/</link>
		<comments>http://316carnage.com/2009/11/23/flashbacks-expanded/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 08:53:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[flashbacks]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=115</guid>
		<description><![CDATA[When a flashback is used, it is gone &#8211; it can never be used again. It would be nice to be able to call on an already defined flashback for a benefit, but without upsetting the game&#8217;s balance too much. Flashback Bonus Once per planet, you may use a Flashback that you have already Used. [...]]]></description>
			<content:encoded><![CDATA[<div id="page-content">
<p><img class="alignright size-medium wp-image-90" title="316sofew" src="/wp-content/uploads/2009/10/316sofew-219x300.jpg" alt="316sofew" width="219" height="300" />When a flashback is used, it is gone &#8211; it can never be used again. It would be nice to be able to call on an already defined flashback for a benefit, but without upsetting the game&#8217;s balance too much.</p>
<h2 id="toc0"><span><span id="more-115"></span>Flashback Bonus</span></h2>
<p>Once per planet, you may use a Flashback that <em>you have already Used</em>. One you have done so, cross out that Flashbback &#8211; it can&#8217;t be used again. You must describe how that Flashback applies to this scene.<br />
The benefit gained depends on whether it is a Strength or Weakness.</p>
<h2 id="toc1"><span>Strengths</span></h2>
<p>You can cancel all actions in a turn, starting from the initiative point you choose.<br />
So, say you fail with a roll of 10. Trooper Haldeman gets 8, and the aliens get 6. You are going to be injured and Haldeman is going to score kills. So, you could set your initiative to 10, and cancel all actions. Or, if you are felling kind, you could set the initiative to 7, letting Haldeman have his kills, and cancelling the actions of the aliens and any other troopers after that.</p>
<h2 id="toc2"><span>Weaknesses</span></h2>
<p>You cancel your own action, but no attack against you has any effect either.<br />
So, when the aliens hit you, you might trigger Weakness: Scared of Spiders, and have your character jump around in panic for a round, and his erratic movement makes that attack miss.</p>
<p><em>Source: <a href="http://316.wikidot.com/" target="_blank">http://316.wikidot.com/</a></em></p>
</div>
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		<title>Levelling</title>
		<link>http://316carnage.com/2009/11/23/levelling/</link>
		<comments>http://316carnage.com/2009/11/23/levelling/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 08:39:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[New Rules]]></category>
		<category><![CDATA[Levelling]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://74.53.20.230/316/?p=111</guid>
		<description><![CDATA[In the official rules, characters level up at a breakneck pace in small groups, but slower in large groups. Since my group won&#8217;t always have the same number of players, this may give regularly attending players too much of an advantage (they already get an advantage from their presence). So I came up with the [...]]]></description>
			<content:encoded><![CDATA[<div id="page-content">
<p><img class="alignright size-medium wp-image-103" title="tpk" src="/wp-content/uploads/2009/10/tpk-207x300.gif" alt="tpk" width="207" height="300" />In the official rules, characters level up at a breakneck pace in small groups, but slower in large groups. Since my group won&#8217;t always have the same number of players, this may give regularly attending players too much of an advantage (they already get an advantage from their presence). So I came up with the following rule.</p>
<h3 id="toc0"><span><span id="more-111"></span>Highest Kills</span></h3>
<p>The character with the Highest Kills levels up most easily. At the end of each mission, roll d10 against Level Up number; on success, he adds a level.</p>
<h3 id="toc1"><span>Lowest Kills</span></h3>
<p>The character with the Lowest Kills can not level up.</p>
<h3 id="toc2"><span>Everyone Else</span></h3>
<p>Each rolls a d10, trying to get equal or under the following:</p>
<ul>
<li>2nd Highest Kills: 5-</li>
<li>3rd Highest Kills: 4-</li>
<li>4th highest Kills: 3-</li>
<li>and so on.</li>
</ul>
<p>To this is added a bonus:</p>
<ul>
<li>Add the number of marines whose level is higher than yours.</li>
</ul>
<p><em>Example: Trooper Haldeman gets the 3rd highest kills, so has a base Levelling roll of 4-. However, he is the lowest level in a group of 4 marines, so he gets +3 to his target: he levels on 7-.</em></p>
</div>
<div>
<p><em>Source: http://316.wikidot.com/</em></p>
</div>
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