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If you're looking at this page, you probably already know what Phoenix Command is. (Or should that be, "was"?) As such, I'm not going to tell you all about how. Phoenix Command - Mechanized Combat aracer.mobi - Download as PDF File . pdf) or read online. Phoenix Command - Miniature Rules Modern Warfare - Complete Unofficial Resources(Pages) - Ebook download as PDF File .pdf), Text File .txt) or read.

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Phoenix Command Pdf

Anyway this pdf lack many of the tables that would be on original book. . Add Phoenix Command Small Arms Combat System to have men. A list of products, cover scans, and sources for download of these out-of-print books for the Phoenix Command role playing game. Phoenix Command was a role-playing game system published by Leading Edge Games, and Create a book · Download as PDF · Printable version.

This site is a source of experimental rules, new weapons data, and vehicle data for the line of Phoenix Command Combat System Games. The Revolution Continues We're now settling into our new digs here at phoenixcommand. New to the page this time is the the Sri Lanka scenario pack and the Siege of Yeltsin scenario. These should make navigating the site a bit easier. Such use of the trademarks within this site does not constitute a challenge of the status of the trademarks. Andron and may not be reproduced without permission. Any material submitted to this website by third parties is appropriately designated and copyright on said materials belongs to those parties. Phoenix Command Miniatures Rules and Expansions In recent years, I have been growing more interested in miniatures gaming, and Phoenix Command makes an outstanding set of rules for miniatures simulations. But it was the introduction of the Terminator 2 Miniatures Game that provided the spark to explore Phoenix Command from another direction.

Getting Shot, Part 2: Getting Shot Harder There's also a more detailed system for hit locations now there are 39 of them! In the Basic Game, you did that terrible, over-complicated look-up process to determine your "Penetration Line".

In the Advanced Game, you instead simply subtract the Protection Factor from the PEN etration of the gun to determine how deep the bullet penetrates.

Conceptually, that's a lot easier for me to wrap my head around than the "Penetration Line" concept used in the Basic Game. It's the exact same amount of work as in the basic game, but conceptually clearer. Have a ballistic vest with PF 6? Even if the bullet doesn't glance, the effective PF will never just be 6; it'll be greater by a lot. This is extremely counter-intuitive, and certainly doesn't make PCCS any lighter on the brain.

The Basic Game's damage table fit on a single page; the Advanced Rules use a damage table that spans two entire pages and goes into unnecessary detail. You might have noticed that the Basic Game damage table eventually stops assigning damage and just says "Dead" - not so in the Advanced Game! There the table instead simply starts going into the low millions for damage - you might recall from Part 2 that anything above 20k is already certain death Think of it as eliminating the chance of tripping over your own two feet.

Oscar Sneiderbunk But I digress Actually, there's probably a story behind that one. In any case, one of the things there were rules for in SAS was how technological advance improved First Aid, which acted as a divisor to damage, getting quite significant at higher Tech Levels.

So somewhere in the process, it probably made sense to keep listing damage all the way to the low millions. Still though, in Phoenix Command as a stand-alone game, it makes no sense whatsoever. The Advanced Rules also include Shock, which is a form of "virtual" damage that is only used to determine whether you fall unconscious or not.

It's not added to your damage total Fully Automatic Weapons Baby! There are now extra special rules for shooting people with automatic fire. First, you have to roll to see if you kept your gun aimed correctly height-wise. This uses it's own to-hit numbers found in a table as well as special modifiers for accuracy based on size only in the height dimension i.

The rules here are somewhat confusing; autofire is used against area targets, but your chance to hit is based on the height Accuracy Level Modifier of the target. Which means that if you aim at an elephant, it's easy to hit the mouse next to it, but if you aim the mouse, the chance is very high you'll miss the elephant In any case, if you managed to hit the correct height, you then look at the width of your arc of fire and the rate of fire of your weapon, and refer to Anything but the strict average is streng verboten.

And you can still hit with more bullets than you fired. Amusingly, the Size Modifier table has normal, height, and width modifiers, but the width modifiers are not used with the autofire rules, so it's just as easy to hit a telephone pole as it is to hit a barn door. One thing I do quite like is that, because autofire is splint into height and width, the rules include the tendency of automatic weapons to "climb" when fired in long bursts.

Each time you fire an automatic burst, you get a penalty to your height to-hit roll, so the longer you keep firing, the more difficult it is to keep the weapon aimed at the correct height. Shotguns Shotguns are mechanically pretty similar to normal guns with a few elements of the autofire rules.

You resolve the shot normally to determine if you shot in the right direction, and then shotguns have their own little special set of numbers to determine whether you you hit anyone inside their cone of fire with the pellets or not.

At short range, you always hit with lots of pellets, while at long range the pellets are far apart so a person might avoid getting hit. It still has that problem where you always hit with the strict average number of pellets, and can hit people with more people than you fired. There are also rules for automatic shotguns, which are a fine logical extension of the autofire and shotgun rules.

This, of course, makes them tedious as fuck, because you have to first roll for elevation , then for each hit per target, then again for each target inside the cone of fire on each target you actually hit, then glancing rolls for each pellet that hit, then hit locations for each pellet, then knockout for each person who got shot. Fire an automatic shotgun at a dozen or so closely grouped people, and this can quickly become some well over 50 rolls for a single attack Try grenades.

They're pretty much exactly like shotguns, but instead of firing at most 12 pellets per shot, an direct hit with a hand grenade can have up to two thousand pieces of shrapnel you have to determine hit location and glancing for.

Even indirect hits can inflict several dozens hits on each target , requiring you to roll for many several hundred of pieces of shrapnel individually. The game suggests rolling for location once and then assuming they all hit the same place, which is simple but somewhat bizarre There are automatic shotguns in the game, but there are no rules for determining where missing grenades land.

It's also kind of pointless to use automatic grenade launchers for autofire, because their ROF is always 1, which isn't even listed on the autofire table. The shotgun rules are quite smart, and the autofire rules are neat, but they're heavily let down by how badly they handle large numbers.

Phoenix command rpg pdf

Most RPGs can handle normal , expected situations quite well, so what determines whether a RPG fails tends to be how it handles possible but unexpected situations. For Phoenix Command , the flaws of the system become clear when shotguns and autofire or, heavens forbid, shotgun autofire is used on thighly grouped targets.

Suddenly, people are hit by more bullets than were fired, and the game screeches to a halt as players have to resolve several dozen dice rolls and determine damage from several dozen wounds at once. And the fact that some rules are simply missing doesn't actually make things any simpler. If the system had been streamlined, with clearer rules, it would probably have less of a reputation as an "over-complicated unplayable disaster caught up its own ass in details", and more of a reputation as a "very complicated and heavily detailed game for people into rules-heavy RPGs and minutiae".

Chapter 4: Game Tips and Playing Aids This is a short chapter covering practicalities outside of the game itself, such as a rundown of features new in 3rd edition PCCS, tournament rules, and two sample scenarios. There's not too much I can say about this. I haven't had a chance to play Phoenix Command in real life, nor do I really want to.

The concept and attention to detail intrigues me, but the presentation horrifies me. Game Tips: Making tar play like syrup The rulebook suggests delegating work such that each player handles their own character, an experienced player sits with the hit location table and rolls for effect, and the Referee refereeing the rules. It's not really objectionable in any way. If all you have is one copy of the rulebook things go faster if you don't need to shuffle it around between players, and asking players to keep track of their own character's wounds and rolling their own Save vs.

KO has to the best of my knowledge been standard since Gygax invited some friends over to try his new game. If you don't have a pocket calculator this chapter doesn't suggest getting one , this means doing long division every time characters have a HLT that isn't A friend of mine suggested the Referee moratorium that the only HLT values allowed should be 5 and Other suggestions is that you make a ranging stick marked with the target range modifiers, which is a pretty cool idea if you're playing on terrain-map or even on a hexmap.

It does save you having to look up the range modifiers every time you shoot at something, and if you're from a miniatures wargaming background, you'd probably be used to pulling out a measuring tape every time you minis shot at the other guy's minis. PCCS is primarily a miniature wargame, so this is not unprecedented. Lastly, it's also suggested that markers are used to keep track of visibility, since PCCS is pretty strict on what you can and can't see.

Given the premise that you keep track of facing angles and visibility, this is not unreasonable either. It's not like a lot of games don't have field-of-view rules anyway, they just tend to be hard to enforce when the entire scene exists in the collective mind's eye of the players and GM, and everyone has their own ideas of exactly where they are looking.

When you're playing on a tabletop with miniatures, these kind of rules become a lot more enforceable, since you know where everyone are and which direction they're facing.

The third edition was published in , which means the Warsaw Pact invasion of West Germany was either already somewhat dated, or very soon would be dated. The game says it's day five of the Russian invasion of Germany, and the players are members of a "NATO squad" who are armed only with US weapons who've been tasked with holding a bridge near the town of Oppenheim.

It's mainly an excuse to teach new players how the game works. Inexperienced Russian troops with AKM's with shitty ammo are moving through a chokepoint into an ambush set up by inexperienced US troops armed with M16's and machine guns. The players can win by either incapacitating 14 Russians on the first phase of combat, or by surviving for 60 phases.

There's a map provided of the location, thankfully, but the map doesn't have a scale , which is bloody annoying. Making a few estimates as to the scale of the map, it appears almost impossible for the US soldiers to miss at all, meaning it's quite possible the game will be over after that first round of eight players firing six rounds each at 14 targets ; as you may recall from earlier this means that each player rolls to hit A phase allows four autofire attacks, so you can repeat all this rolling four times.

Things are complicated somewhat by the terrain, but it's still a scenario where you'll have to roll a lot when the bullets start flying. Perhaps good for teaching people the mechanics, but it might also horrify them on the mechanics. If you don't kill all the Russians in the first turn, the game goes on for another 59 phases. This represents a total of 2 minutes of in-game time, and might very well take the rest of the evening to resolve It's also a very dangerous scenario for the players; they're dug in in sandbag positions that expose only their heads to risk, but my estimate for ranges informs me that a Russian that does survive to return fire will run a very high risk of hitting a player character - which will almost certainly do some very nasty things to that US soldier's face.

As written, the scenario is also unplayable; none of the soldiers have a HLT stat, which means you can't figure out how much damage they take. As mentioned, the map has no scale, so it's unclear how far away things are from each other.

The map is not very interesting, and uses an abstract map-notation that doesn't really spur the imagination, and at times is unclear.

Police Raid It's the 80's. The other scenario is a SWAT raid on a drug ring. I estimate this one to be a bit more friendly to the players. There are 10 skilled PCs going up against six less skilled criminals. The player characters wear body armour and can pick between an assault rifle, a shotgun, and an SMG as their weapon, while the criminals are armed with either assault riles or mere pistols.

There are a number of scenario rules here describing how the criminals sometimes have to run and fetch their weapons, and how some of the drug-technicians will try to flee the building or surrender.

There are rules for checking whether an enemy is armed or unarmed, and rules for arresting suspects. Annoyingly, there are rules for telling armed suspects to drop their weapons That's either some high-level police procedure simulationism going on, or it's utterly pointless to tell a suspect to drop their weapon, since that just lets them get the drop on you.

If it's simulationism, you can also play the cowboy cop who endangers civilians by firing wildly through the walls to hit suspects at random. There are rules for this. All in all, it actually looks fun to play; with overwhelming firepower focusing on surviving the harsh reality of PCCS becomes easier, and with only six enemies some of whom might not even try to fight back it'll be a lot shorter than slogging through The Bridge at Oppenheim.

/tg/ - Traditional Games

There's more variety in weapons available and in enemies. The map provided has a scale, though it's still not very interesting as it includes only the most relevant information; where are walls, doors, windows, and obstacles to movement.

Oh, and it's not playable, because there's still no HLT values provided, and it says to randomly distribute the enemies by dice roll, but the map doesn't tell which rolls lead to which locations.

So hey, I'd kind of want to play it but literally cannot , because vital information is missing. It could only be more 80's if instead of playing normal US soldiers you played Special Forces. However, the scenarios are let down quite a lot by the fact that they're unplayable.

Phoenix Command - Mechanized Combat System.pdf

Leading Edge Games seems to never have done quality control on their products beyond proofreading. Then he tries to make a dumbed down version of the game to bring a audience to sword path glory later, and create rhand morninstar mission, a post apocalipse science fantasy. Then he release Spectrum Small arms that is military rpg is a dumbed down version of it.

Phoenix command was suposed to be the dumbed down version of spectrum small arms, but with all sourcebooks, it become more complex. Then you have living steel a scifi rpg that is less complex than phoenix command but can use full phoenix command rules if you want.

And after it the rpgs based on movies aliens, lawoverman, army of darkness and bran stoker dracula , those are less complex than living steel. Not him but will post all I have here. This is Sword Path glory white one before it they released an red cover one with more tables http: I am also uploading Rhand Morningstar Missions that is not on 4shared folder. Sword path glory advanced book, tons of tables for hitting facing the back,front, side and oblique sides of enemy, layered armor rules, and more Hand-To-Hand Damage Supplement this supplement have more damage tables, to different body parts.

Small Arms Spectrum: Hand-To-Hand Combat System, this has meelee rules for spectrum small arms. Russian Roulette - The Breakup of the Soviet Union phoenix command book with scenarios about cold war era, problably has new rules too, the vietnam one has Lawnmower Man: Virtual Reality Role Playing Game This game is based on lawnmower Man, problably is compatible to use with full phoenix command rules Army of darkness rpg This game is based on army of darkness movie, problably is compatible to use with full phoenix command rules.

Many games focus on modern combat because of their setting, but almost all fall into the same trap. They try to show their focus by making combat as realistic and detailed as possible and thus making the system more complex. The problem with that is that the systems are typically so heavy as to make running any firefight prohibitively slow. For example, GURPS is not a bad system for modern combat, but the problem is that it takes every round fired into account, and each will do an amount of damage determined by rolling a fist full dice and adding them up.

It's simply too heavy to really run any firefight involving more than three or four combatants with hand guns. Almost all modern combat focused systems fall into this hole. Another problem a lot of them have is that they are so focused on the stat-wank and technical details of weaponry that they end up modeling things less realistically than if they would just step back and abstract a little. For example, nearly all systems focus more theoretical accuracy of firearms rather than actual combat accuracy under pressure.

In short, they are often games about Guns, not games about Combat. Likewise, they neglect completely the most important aspects of combat, tactics, communication, initiative, suppressive fire, aggression, panic, confusion and the fact that the characters would only have a fraction of the time and information which the players have. The end result is often a game which becomes less realistic only because it tries to be more realistic. There are a few systems which I would recommend which I think manage to deal with some of these issues relatively well Wild Blue: In Harms Way if you can find a complete version TW 1st edition.

Millenium's End: There are probably others plus ones I don't know about but I cant remember them off the top of my head. The net revenues from space travel gave the spacefaring corporations a tremendous financial resource, and made them much more self-sufficient. A stream of mergers and acquisitions followed as each spacefaring corporation began acquiring and amalgamating subcontractors until most corporations were able to supply themselves from their own divisions.

The corporations owned their own communities, sold their employees goods from company stores, and taught their children in private company academies. StarReach, Kansas, was the first of these planned corporate communities, and it was completely isolated from the rest of the world.

Only employees of Startech could enter StarReach. By using the same physics as the Regalia project, Heisson Aeronautics had developed an interstellar stardrive that opened new solar systems to exploitation by the spacefaring corporations. Within a few years, New Eden, the first corporate colony world was discovered.

The owning corporation's stocks shot upwards, and new investment and licensing offers poured in. Seven other colony worlds were located, as well as dozens of other "resource" worlds that were developed for mining.

As each new colonizable planet was located, the owning corporation was able to reap the profits. Many people saw the colonization of space as the salvation of humanity. The human race would continue, but not on the polluted decaying Earth. It was so much easier to colonize a new world than to try to repair the homeworld. The people of Earth are divided now along tribal lines, economic lines, and poliitical lines, and this is accompanied by a sense of abandonment by the human elite. There is also the sense of desperation in everyone.

People are afraid to live on Earth, and are afraid of being left behind. There is war coming, and people are choosing sides Tribalism: One of the driving forces behind current events is the resurgence of tribalism that manifested itself in the "Iron Years" following the debt defaults.

During that time, people sought comfort within groups, using the commonality of the group to combat the personal impacts of the economic and political chaos of the era. The development of street gangs in the s and s was a similar pattern, but on a microscopic scale.

One of the most prominent "tribes" were Islamic fundamentalists, who banded together out of religion and used their group to wage war against their enemies. Street gangs also formed prominent tribes, often based on race or economics. Ultimately, the tribal concept has taken over the western world.

People identify themselves by their group.

/tg/ - Traditional Games

The good of the group is more important than the good of the member, and anyone not a member of your group is a potential enemy. The divisions between tribes and groups were so significant that many new languages developed. Called "Ghettospeak" by the political analysts, these languages presented significant barriers to education and integration, not only because of the actual linguistic barrier, but also because many of the languages did not contain common concepts.

For example, Ghettospeak dialects are grounded in the present, with no concept of future tense, which makes the understanding of key scientific ideas almost impossible. Years of racial and economic stagnation have pulled the people into several distinct socio economic clans. People identify themselves according to these groups, claiming the security and sense of existence offered by the group.

To many, not belonging to a group is the equal of being dead. A century after King, and the nation is more divided than ever. For the elite, the promise of space was a new golden age of prosperity and order for humanity.

For the poor, space was a death sentence. Following the Fifth migration, the rich and poor were physically separated, with the rich living in secluded resort towns and leaving the cities and suburbs to the poor. Cities remain the centres for planetary manufacturing, with the manufacturing workers living in the suburbs and in apartment complexes near the industrial facilities. The manufacturing facilities are aging and are unable to compete with the unique capabilities of zero-gravity processes.

As a result, Earthbound corporations are forced to restrict their production to inexpensive, lower-technology goods for sale to the poor and middle-class. While the technology in these goods is highly advanced by twentieth-century standards, it is nothing compared with the technology available to the elites.

Many homes and buildings are half a century old or older, reflecting the shift in the construction industry to serving the resort communities. Any new buildings are typically of poor or prefab workmanship, designed to accomodate local workers.

The city economy remains vibrant, despite all the foregoing. People remain consumers, and street merchants ply their wares in city squares and corners. Shopping malls are little more than collections of these street merchants in a warehouse-type enclosure protected by cyclone fence and metal detectors at the gates. PSO operatives watch over the entire affair, protecting their contracts.

But there remains the dark side. Many suburban communities are ghost towns filled with abandoned buildings owned by bankrupt mortgage companies. Street gangs rule the nights, selling designer drugs and homebrew weapons to their victims. Bitter wars are fought over turf by these young tribes. Squatters hide in the abandoned homes, and maintain a precarious existence at the bottom of the food chain, as their children become the next generation of gangsters.

For these people, the only road to prosperity also leads to a quick death. OG's don't live past Politics: Space travel has also created massive divisions in politics as the corporations seek to free themselves of governments. National governments, however, see their power slipping away, and are trying hard to maintain some of their power, but the citizenry, alienated and disempowered, could care less about this grand scale of politics.

The current President is Democrat Michael Prestanki, who was elected on a platform of developing a national technology base for all citizens.

Corp media care only about entertainment, not the truth, leading to Information Programming, rather than news. There are rumors that the undergrounders get their funding from Corps or governments, depending on their political bent. The military has assumed a more significant role in national politics, simply because of their new law-enforcement role following the repeal of the Posse Comitatus Act in The military now perform border-watch duties and patrols of Urban Security Zones peacekeeping , as well as smuggling interdiction and a number of other duties.

It is not uncommon to see Army vehicles on city streets. But even so, the military is finding recruitment tough, since they lose many of their troops to corporate Striker teams Corporate Security , which offer better benefits and less risk. Other troops turn to mercenary careers, either for crime or foreign governments. On the opposite end of political power are the dissidents, which range from Corporations, to tribal leaders, seeking to advance their own causes.

There are also the apathetic majority, fighting only to survive at a modest standard of living. At the very bottom of the political food chain are the disenfranchised--the poor, the homeless, and the dissidents. They are shunned, but their numbers are growing. These are zipped files, and require Adobe Acrobat viewer to read. Weapon Creation V. KC has submitted the following rules and rules modifications for roleplaying. Optional Skill Rules: Skill contests, skill deterioration and upkeep.

Two agents: Roll 3 6 against the relevant characteristic s , determining the success or failure degree, which are then compared. If more than one characteristic applies, determine which is secondary, and add of it to the primary. Similarly, if a skill applies, add of it to the primary characteristic.

Duke totals 20, rolls 7, for a success of Bitch totals 20, rolls 10, for a success of 10, nearly capitulating. The GM calls for Will rolls. Duke Will 16 rolls 15, while Bitch Will 15 rolls 10 and pins Duke's hand to the table-top with a grin on her face.

Frasier totals 13 and rolls 10, succeeding by 3; while Eddie totals 16 and rolls an 8, succeeding by 8. Foiled again! Health is primary here, modified by willpower and skill. Katherine totals 34 and rolls a 7,succeeding by 27 and breaking the ribbon first. One agent. The GM rules at what characteristic level it would be easy to accomplish the task. The amount this number exceeds 16 equals the negative modifier applied, or conversely the amount this number is less than 16 equals the positive modifier applied.

A task roll on 3 6 is then rolled as normal against the raw characteristic. If a skill applies, add of it to the characteristic. Reggie rolls a 13 and straining, hurries it over onto the skid 10' away 3AC before shay drops it. State Decay Often the results of a successful skill roll will be temporary at best, such as when one is attempting to carry many objects without a proper container, trying to keep the attention of a crowd, or using a forklift to stop a load of wood from collapsing.

The amount succeeded by equals the state level achieved. The GM must assign the state decay rate D a value in time Phases, Turns, minutes, hours, days, weeks, months, years, etc accounting for the factors involved in its durability. Once state level reaches 0, the system immediately begins failing, with total failure happening in x D. A negative state level indicates immediate total failure. The amount the original STR attempt was missed by indicates the injury sustained.

A character can, if given adequate time, simply keep on aborting attempts until the first die comes up a 1, thus, only in crises is lifting weights particularly difficult. Also, note how in Example 1 below, the problem is one of applying strength, while in Examples 2 and 3, the problem is one of applying agility to something one can already lift. Shay rolls a 10, missing by 1. Bob can carry the tv for 7 Impulses, his back groaning, but manages to move the set without injury.

Example 2: Killborn AGI 9, Handwork 2 tries to pick up a pile of books, papers, a scarf and pair of mittens simultaneously from a counter, running with them to catch a bus a block away.

She snatches Pete's flailing fingers in a weak, sliding grip, with only two Phases to spare! A character may try to increase the state level by making a second task roll. Failure reduces the state level by the difference failed by. Example 1: Killborn tries to grab the book and get a better grip on everything. Needing a 6 or less, Killborn rolls an 11, dropping everything in a flurry.

Example 2: "Don't let go! She rolls a 12 and fails. Stacy tries to improve her grip, needing a 9 or less once more, and rolling a Cooperation The GM may rule that two or more characters may cooperate with each other to perform a single task, such as making a quilt, forging documents, writing a screenplay, bearing a heavy coffin, or team-fighting in the Battle Circle.

The Living Steel core rule book recommends that in a team effort, the highest SL present is the one used. For aggregate efforts which seek to cut time, each character makes his own success roll, with any failure botching either the entire effort, or his fraction of work alone, at the GM's discretion.

Alternately: Aggregate effort Multiple die rolls, average success level. When each character is responsible for an individual section of a patchwork project, each character makes a separate skill roll. The average of all successes indicates the overall quality of the project; deduct the worst failure from this average. Sections fail according to the individual dice rolls. The GM rules that it would be easy for SL 8 to make a decent section. They roll 14, 10, 9, 7, and 16, succeeding by 7, 8, 11, 8, and -3 respectively.

Twee's section is badly done and the others realize it was a mistake to induct him before the championship. The group average shifts from 6 to 9. Seamless effort Single modified die roll.

When each character is contributing to the success of a single task, only one die roll is made, by the most skilled character. The GM first determines the maximum number of contributors, beyond which penalties are incurred rather than bonuses.

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