Rush Wars V0.2 is live!


This update incorporates feedback from ongoing playtesting. The most important change is the addition of Star drivers.

CHANGELOG FOR V0.2

• Clarified that if you don’t choose Desperate or Controlled for your Green Light roll, you get a Risky position.

• Each driver now picks their own tactic for the Green Light roll, instead of the squad using the same tactic.

• Added Star drivers: NPC drivers that are narratively important to a race (including Rivals).

• Added how Stars are placed in a race’s rankings.

• Added a recommendation that every race should have at least one Star, but no more than the number of players participating in a race.

• Changed the “Advance Rank” clock to the “Advance” clock

• Stars don’t track individual Advance and Fall Back clocks. Instead there is one pair of clocks for each rank and when one fills it affects a single Star in that rank.

• Completing an Advance or Fall Back clock adds a tick to the Finish Line clock.

• Added advice that the GM may add Finish Line ticks as a Consequence or as part of a Collateral die offer.

• Players can now add ticks to other drivers’ Advance clocks if they are in the same rank.

• Clarified that if none of the players win a race (or they fail to complete their objective) AND they have a non-Independent sponsor, they get a reward roll at -2d.

• Added more spot illustrations.

Files

Rush Wars V0.2.pdf 5.3 MB
May 15, 2022

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