The following is just a overview of the GoalSystem game system as used in B&B.
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"Blasters & Bulkheads" (B&B) is a GoalSystem game. For those of you
unfamiliar with these games here is a brief rundown of the system.
NOTE: B&B has a definite Star Wars flavor to it. Some characters are able
to use "The Essence" (the Force). You don't need to use this but the option
is there.
Turn Sequence:
Each side rolls dice equal to their leader's MIND + 2D6. Highest number
of Goals wins. If tied total the dice rolled. If still tied Initiative goes to the
player who DID NOT have it last turn.
Winner decides if he wants to move first. Moves then alternates between
players until all figures have had a chance to move.
Forces:
Your force consists of a band of 4-5 heros and maybe 15-20 henchmen.
The henchmen are grouped into 5-10 figures each that act as one figure
(for instance if they take 4 killing hits then 4 figures are lost).
Table Size:
B&B is designed for 15mm and 25mm figures. They recommend using a
2'x2' table for 15mm and a 4'x'4 or 4'x6' table for 25mm figures.
Measurement:
15mm figures use cms, 25mm use the same stat on using inches.
The Goal Roll:
The basic die rolling mechanic is the use of a pool for dice the player rolls
to either beat a Target Number (TN) or out score an opponent in an
Opposed Goal Roll.
You make your "goal" by rolling a 4, 5 or 6 on a d6. Each 4 or 5 counts as
a goal with a 6 counting as two goals.
Target Numbers are defined by how difficult a task is. A TN of 1 is a routine
task while a TN of 5 is considered "Godlike" (i.e. very difficult).
Character Make-up:
Each character has four primary attributes each of which provide that figure
with a pool of dice to use during the Goal Roll.
STRENGTH: Physical power and damage resistance.
AGILITY: Skill in close combat and accuracy in ranged combat.
MIND: Perception, intelligence and mental acuity.
RESOLVE: Willpower, resistance to pain, connection to the Essence.
Most characters start out with a VITALITY (hit points) of 6. Henchmen groups
have a VITALITY based on the number of models in the group.
Basic MOVE is 6 cm.
Damage Resistance (DR) is 1 + the STRENGTH attribute.
FATE dice: Some characters have access to a pool of dice that can be added to
the Goal Roll. This pool equals its starting RESOLVE attribute and is replenished
at the beginning of each turn. Their use must be declared before any dice are
rolled and once used are gone until the end of that round (turn).
Combat:
NOTE: Any modifiers during the Attack and Damage phases consists of additions
or subtractions to the number of dice each player uses.
Combat is basically I attack using my AGILITY dice pool rolling against you and
your AGILITY dice pool. If the attacker scores MORE goals than the defender
then a HIT is made.
The defender then rolls its DR verses the Damage Number (DN) of the attacker's
weapon. The defender loses 1 Vitality Point for each goal below the DN.
For example: if the attacker has a DN of 8 and the defender has a DR of 6, but
only rolls 5 goals, the defender loses 3 VITALITY Points.
Character and Force Creation:
There are 8 pre-defined races plus cyborgs and robots. Each race has its own
Special Traits and Cost. Humans, for example, have the Special Trait of Extra
Fate and cost 1 point. Slithar (reptilian humaniods) have the Special Traits of
Tough, Slow (-1cm) and Regeneration and cost 3 points.
You then start with one of five character arrays or 1 or 2 henchmen arrays.
These give you the starting stats for the four Primary Attributes and cost
nothing. Characters (but not henchmen groups) can then pay +2 points to
add +1D to any one of the four attributes.
Henchmen groups start out with 5 figures and can purchase, in 5-figure blocks,
up to an addtional 15 figures at +3pts per 5 figures.
You next purchase a Background for your characters and henchmen groups.
Backgrounds include "Blaster for Hire", "Essence Wielder", "Ship Captain" etc.
and give you additional Special Traits and access to additional abilities.
Next you can spend up to 2 points buying Combat Skills (at 1 point each).
You can then personalize you characters by buying them additional Special
Traits. There are 29 regular Special Traits and 11 Essence Powers that can only
be purchased by characters with the Essence Wielder background.
Some Special Traits are only available to Henchmen Groups. Other Special Traits,
such as Slow (-1cm movement, Cost: -1pt.), have a negative cost.
You then purchase equipment. Mainly weapons, but, you can also buy Body
Armor, Med Kits, Scanners, etc..
You can also build vehicles.
There is a small selection of four one-off scenarios you can play. They also
include the outline of a Campaign system. This includes Post-Battle recovery
tables for Characters and Vehicles.
Characters (not Henchmen Groups) gain experience by surviving the battle
(+1 point) and/or taking out any number of opposing Characters (not Henchmen
Groups) (+1 point). For each 5 experience points a character can buy a "bump"
by rolling against a "bump" table. There are Fighter, Essence and General "bump"
tables. A "bump" generally adds a Die to a specific Goal Roll.
Henchmen Groups that are reduced or wiped out return full strength next game.