Post by sixpennysage on Aug 11, 2015 23:13:21 GMT -5
This is Not a Test is a new game developed by Worlds End Publishing. The game is set in the near future, after a devastating nuclear war has ravaged the world and survivors are clinging to the remains. There are currently five warbands in the core rule book, but more may be in future expansions. Each warband is composed of no more than 20 different models. The game is unique in the fact it operates on a d10 system and it doesn't have a specific set of miniatures. There are some sculpts for sale on their website but the rule book suggests using whatever miniatures one thinks are interesting and fit your idea of your warband.
The different warbands in the game so far are:
The Peacekeepers: Peacekeeper warbands are the 'police' of the wasteland. They operate more as for-profit mercenaries, protecting certain roads or settlements for a price. Some are brave protectors albeit for a price, others are tyrannical and extort payment much like the raiders they chase off.
The Mutants: The effects of the radiation blanketing the world, these mutants can have subtle differences or radical mutations like massive claws or psychic powers. Mutants can be either trying to still have a place with pure humans or actively trying to destroy them.
The Raiders: The various gangs that pollute the wasteland. These guys will kill you for anything you have, or maybe just for fun. They are simple, lacking the capacity to create their own gear, but brutal enough to kill you and take yours.
The Caravanners: These are the merchants in the wastelands, traveling from settlement to settlement bringing relics from the past, and necessities for the present like food and water. They all have their own flavor, taking on Local Representatives from the other people they encounter. So a caravan might have a Peacekeeper Warden, a Raider extortionist, Tribal guide, or even a Mutant they found on the road.
The Reclaimers: These folks are devoted to reclaiming the past, taking back the legacy of the Pre War technology. The Reclaimers are the militant protectors of the Preservationist society. They have access to the superior technology produced by the scientists and engineers that they guard, as well as the Relics that they dig out of the radioactive dust.
The Tribals: The opposite of the Reclaimers, the tribals have either forsaken technology because of religious reasons or have simply lost all connection to it through isolation. They may not have the assault rifles or plasma guns the other warbands have access to but the average tribesman is a superior tracker and stalker to kill you with his hunting bow all the same. They also have access to psychic powers, or possibly the effects they produce are the intervention of their God(s)?
You can get the rules here
And see an example game with a rundown of the rules here
The different warbands in the game so far are:
The Peacekeepers: Peacekeeper warbands are the 'police' of the wasteland. They operate more as for-profit mercenaries, protecting certain roads or settlements for a price. Some are brave protectors albeit for a price, others are tyrannical and extort payment much like the raiders they chase off.
The Mutants: The effects of the radiation blanketing the world, these mutants can have subtle differences or radical mutations like massive claws or psychic powers. Mutants can be either trying to still have a place with pure humans or actively trying to destroy them.
The Raiders: The various gangs that pollute the wasteland. These guys will kill you for anything you have, or maybe just for fun. They are simple, lacking the capacity to create their own gear, but brutal enough to kill you and take yours.
The Caravanners: These are the merchants in the wastelands, traveling from settlement to settlement bringing relics from the past, and necessities for the present like food and water. They all have their own flavor, taking on Local Representatives from the other people they encounter. So a caravan might have a Peacekeeper Warden, a Raider extortionist, Tribal guide, or even a Mutant they found on the road.
The Reclaimers: These folks are devoted to reclaiming the past, taking back the legacy of the Pre War technology. The Reclaimers are the militant protectors of the Preservationist society. They have access to the superior technology produced by the scientists and engineers that they guard, as well as the Relics that they dig out of the radioactive dust.
The Tribals: The opposite of the Reclaimers, the tribals have either forsaken technology because of religious reasons or have simply lost all connection to it through isolation. They may not have the assault rifles or plasma guns the other warbands have access to but the average tribesman is a superior tracker and stalker to kill you with his hunting bow all the same. They also have access to psychic powers, or possibly the effects they produce are the intervention of their God(s)?
You can get the rules here
And see an example game with a rundown of the rules here