Figure I'll give a breakdown of the mechanics for the two sister games I've put out: Last Era and Blast Pistol.
Now, the specifics differ a little bit as the engine was tweaked for fantasy and scifi respectively, for example in the fantasy rules, movement is a bit more limited, missile fire is less effective but melee is more dramatic.
(If you didn't pick them up yet, they are available here:
link and link
If you already purchased, make sure to download again, as each game got a significant update today)
The core turn sequence is an alternating one, Warzone-style but with each player activating 12 figures.
That could mean a squad of 8 plus a few characters, a vehicle (counts as 6) and a 6 man team, three squads of 4 or whatever adds up.
You can opt to activate only part of a squad, but the remaining figures don't activate later. This might be handy if you just need a few machine gun shots to cover an advance.
Combat is a conventional D10 mechanic with limited modifiers (YES.. modifiers in a Nordic Weasel title. I know right??).
Roll to hit, roll to kill with a small chance of the enemy being pushed around a bit.
Hand-to-hand fighting is an opposed roll and can result in a fair bit of movement.
Monsters and vehicles track damage points (simply shown by a D10 next to the model) while heroes have a dual-roll mechanic to keep them around a bit longer.
There's no real tracking or use of markers otherwise.
Due to the alternating mechanic, I opted against reaction fire though it'd be easy to mod in.
Morale is likely straight-forward. After each players "go", units that took losses test morale. If they blow it, they become Rattled (which does require a marker).
If they blow it again, they leave the field.
The fantasy rules also has a fumble option where a figure may be removed as they skedaddle.
The core engine gets rounded out by a simple experience point option for campaigns, a standard pick-up game setup, and some pertinent details for the setting in question (explosive weapons, hovertanks, casting spells).
Each game is rounded out by a little bit of setting info for you to appreciate or ignore (I happen to think the Last Era setting is a way cool idea) and by now, 11 units ready to play.
So what is the draw?
*Quick, simple games with very few markers on the table and rules you can get your head around in a few minutes.
*Put a lot of individual figures on the table (30-40 is the goal, more is possible easy).
*And have it in a system that is updated regularly and with an extremely low response time to any inquiry or suggestion.
So what's the catch?
*Its intentionally a conventional system aimed to be "rules-light". If you like crunch or you like a more innovative mechanic, I can help you but not with this game.
*The PDF's are intentionally very barebones.
Some art will be added later, but since the game will be updated frequently, I opted to make it as print-friendly as possible.
As such, some people may chafe at the 5 dollar price tag for 14ish pages. That's understandable.
The price factors in future content but nothing says you can't wait for that to materialise before buying in :)
So is this for you? I imagine you'll know after reading this. If not, let me know.
And now I'll give you a bit of respite from my posts on the topic :-)