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You can now play, or face off against, a robot or psionic (psy) – there’s quite a lot of detail on various types of robots, including the Symon and Cyndee special forces androids, and what psys can do. Chillin’ can now result in a bar fight or attempted robbery, so it’s not as safe as it used to be. The Encounters – basic building blocks of the campaign – look much the same as before, with the addition of Burglarised, which is what happens when NPCs break into your home and try to take your stuff, Police Are Called, which represents the law responding to alarms raised, and Travel, which is bumping into rude strangers on city transit. It took me a long while to get used to that, and I still hanker occasionally for the older figures on a tabletop approach but as you’ll see below, now I can do either.
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The default combat mode is the battleboard and counters approach of the last few 5150 and All Things Zombie games, with no tactical manoeuvring. WHAT’S THE SAME?Ĭharacter generation seems to be the same as before. In many ways this is the same game as the previous outing, so I’ll focus on changes here rather than reviewing it from the beginning.
#Two hour wargames character interactions pdf#
269 page PDF from Two Hour Wargames, fresh outta Kickstarter. TLDR: This is a superset of 5150 No Limits Maiden Voyage, which is what I’m currently using, expanded with more detail and many new options. But now I have the latest edition, 5150 New Beginnings. My fondness for 5150 is well-known, and you could see the Arioniad campaign as one long and detailed review of the game. The third act of Andy Slack’s gaming blog Review: 5150 New Beginnings and City Deck A good review of the new 5150 New Beginnings book from the recent Kickstart campaign.