


Robert Faust
has previously written the historical skirmish game Brink Of Battle, and both
authors have also collaborated on the fantasy themed Brink of Battle spinoff Epic Heroes.
"Scrappers" is pretty much a progression based on the same rules
system, though with a post-apocalyptic theme, cleaner rules and the production
values of Osprey Games titles packed into a very beautiful hardback rulebook
with artwork matching the quality of Fantasy Flight Games RPG books like Edge
of the Empire. You could hardly argue that it is not a very attractive looking
package.

Should you
stick to the setting of the game, you are presented with a couple of choices
for your warband. There are seven factions in the world to pick for your
warband, each faction can pick from/or is restricted to one, two or three of
the existing life form types, True Human/Mutant/Synthetic.
For instance, the faction called "The Purge" can only have members that are true humans, the "Gamma lords" is a faction purely made up of mutants, while factions like the Ectopians, Architects and Freelancers can mix life forms from of all types in their warband. Each life form type has its own list of traits that make up the basic special rules of a character.
For instance, the faction called "The Purge" can only have members that are true humans, the "Gamma lords" is a faction purely made up of mutants, while factions like the Ectopians, Architects and Freelancers can mix life forms from of all types in their warband. Each life form type has its own list of traits that make up the basic special rules of a character.
True humans
have evolved to be much smarter and have survival instincts, they can re-roll
failed gear checks and are harder to kill.
Mutant life
forms can re-roll dice on the trauma table after each game if they have been
wounded, they ignore some radiation and the mutants are divided into 3
sub-categories providing extra bonuses depending on which type of mutant you
create.
Synthetic life
forms are immune to gas and poison, can ignore target priority restrictions and
also have 3 sub-categories of troops that all have their own bonuses such as
being able to carry more weight.



Scrappers
follow the rules of Brink of Battle. Players already familiar with those rules
will be able to jump pretty much right into the game after familiarizing
themselves with the new traits and pieces of gear. For newcomers to the rules
the game uses ten sided dice (D10), measure range in inches and uses a lot of
"opposed roll of the dice" for tests. The game also focuses heavily
on your commanders that provide activation points for your crew equal to their
command value, activation points is what you will use to activate, move and
fight with models each round, a high command value means you will be able to do
more.
At the start
of each turn players will also roll for initiative, the player who wins this
roll will get +3 activations, the opponent will get something called "the
break" action. The break action is limited to one per turn, and can be
used to interfere with your opponents activation by activating one of your own
models - you could say this is the equivalent to having rules for
"overwatch".
Players take turns placing activation tokens next to models they want to use during the upcoming turn, when those are played players will be activating models one at a time until they either run out of activations or pass. Models may only be activated once per turn, this means that very small warbands could end up with excess activation points.


Attacks work
like this; both ranged and close combat, are made by rolling D10 dice and
adding your combat rating to the result. An opposed roll is made by your
opponent for defense, he too rolls D10 dice and add his combat rating. Should
more than one D10 be rolled by a player then the highest result is used.
If the
attack roll exceeds or is equal to the defenders roll, the attack is a success
and a damage roll is made. A damage roll is a D10 + the weapon damage
bonus. You also add the extra punch to your attacks equal to the excess of your
attack result. The defender tries to avoid damage by adding together his
constitution and armor rating and add that to a roll of a D10. Should the
attacker score higher on the roll then the defender is either shocked from the
hit, or wounded and removed from play - depending if the final attack result
exceeds the defending models wound threshold (constitution and armor combined).
A hit that grazed but failed to kill an opponent results in becoming shocked,
and losing the activation for the remainder of the turn.
Becoming
shocked means that a model loses its activation this turn if it has yet to be
activated, and should another attack result in a second shock then the model
will succumb and be removed as a casualty.
Cover,
movement, long range and being engaged in close combat affect the efficiency of
attacks and the game suggests that 50-75% of the table is covered in terrain to
get the most out of the game.-
Ranged
weapons can also jamp and malfunction if you roll one or more 1's on your
attack roll, this forces the player to make a gear check that can lead to the
weapon being useless for the remainder of the game (a good idea is to have a
backup weapon or close combat weapon for your trooper).
Psychology
in Scrappers is represented by friendly models nearby being killed, from being
outnumbered in combat and starting a turn with 25% or more casualties.
A gang that
has lost 25% or more of its starting models must also roll for a morale test at
the start of each turn. This roll is made by using the command rating of your
leader and adding 1D10, opponent rolls 1D10 and add a number equal to the
models you have lost. If the leader has been killed then the player trying to
pass his morale check only roll 1D10 with no positive modifiers. The game may
end prematurely as a result of your entire gang routing, or remaining models
being forced to run off the table as a reaction to panic.
Campaign gameplay in Scrappers
Scrappers is
meant to be played as a campaign game, with models earning experience as they
survive battles and evolve new abilities, buy new gear and find great loot.
Games are
played on a 4x4' table, and each game uses 6-15 objective markers (Scrap
tokens) on the table. The main objective in each game is to collect scrap,
though there are variants of this scenario with special settings such as a
radiation zone. Scrap collected during the game can turn out to be either
valuable artifacts and items - or mere scrap to be sold after the game for money
to buy new troops and gear. Furthermore, each time a scrap token is picked up
the active player rolls 1D100 to see what random event occurs.
Post game
sequence in Scrappers is a rich gaming step of its own t hat involves checking
your wounded troops for injuries, mutations and death, distributing experience
and using experience to upgrade your stats, selling scrap for money and buying
gear. What I found to my liking is that the scrap counters you retrieve do not
have a fixed value, instead they are worth 26-35 scrap each depending on your
roll, likewise there is a great multi-step of identifying recovered artifacts
(you don't know what you recover during the fighting until the post game
sequence).
To identify
an artifact players first roll to determine what kind of item the artifact is
(depending on it being a weapon, armor or utility), for instance recovering a
weapon artifact it can turn out to be a gauss pistol. Then you roll to see what
quality the item has, if it is broken (or potentially dangerous to use) or if
it is in good enough condition. Recovered gear can also be sold if it turns out
to be something that you don't have use for or if you find the quality below
your liking.
The campaign
can either end by players reaching a predetermined gang reputation, having a
specific number of artifacts or simply by playing a fixed number of games. The
campaign mode combined with the factions and traits should allow for a very
narrative gameplay.
You can of
course, should you want to, play standalone games.
Final thoughts about Scrappers
The theme
and factions are really good, the game allows you to play a good variety of
crazed mutants, robots and post-apoc survivors. The rules themselves are
basically the same as in the previous Brink of Battle titles, but with better
layout, improved wording and a better overlook they are more accessible. The
quality of the book itself is really good.
I actually
ended up buying my first Games Workshop models (chaos cultists and genestealer
neophyte hybrids) in over 10 years after having finished reading the rules as I
was very psyched to get some post-apoc models into my miniature collection.
I look
forward to get a campaign going with my friend Thomas as I know he has the
terrain perfect for this game.
Scrappers will be released on April 20th
Publisher:
Osprey Games
Authors: Robert Faust & Andrew Davies
Contents: 152 pages in full color, hardback rulebook
Format: 2-players, alternate single model activation
Gaming aides: D10 dice
Price: £20
Authors: Robert Faust & Andrew Davies
Contents: 152 pages in full color, hardback rulebook
Format: 2-players, alternate single model activation
Gaming aides: D10 dice
Price: £20
It's on! We'll find a date and plough through a few battles.
ReplyDeleteCool. Thanks for the Preview. Looks exciting!
ReplyDeleteIs it the necromunda we have been waiting for?
ReplyDeletePossibly :)
DeleteI never played Necromunda myself, but I know the game and think you will be able to play that setting very well with these rules.
Wreck Age and Eden seem to fit that pretty well.
Deletewreck age and eden didnt have campaign play did they?
DeleteYes, they both do.
ReplyDeleteThis looks like a lot of fun. I've been hankering for some sort of low complexity but fun Post Apoc war band building game for awhile.
ReplyDeleteHave you seen This is Not a Test?
DeleteHello.
ReplyDeleteThanks for your review. It is very interesting
Are the vehicles covered by the rules ?
Or the rules are dedicated to man size miniatures ?
Thanks
The rules do not cover any kind of vehicles, only man vs man combat.
DeleteAs a skirmish game, this appears to be a small game area type of game. What is the 'standard' game area size? 4 x 4? 3 x 3?
ReplyDelete4X4 is recommended.
DeleteThanks for posting this info. I just want to let you know that I just check out your site and I find it very interesting and informative. I can't wait to read lots of your posts.
ReplyDeleteEscaping the Prison Game
Thanks for sharing your great experience! I am so happy and aggree with you. Please keep up it in future! Hedge Trimmer Reviews
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