Armageddon 2089 - Total War Main Rulebook
The rulebook kicks off with a 'Welcome to Armageddon 2089' mini-chapter that is fast becoming a common feature in our rulebooks - basically¸ it tells you everything you need to know about the setting in three pages. Political events of the 21st Century have been spinning out of control and by 2089¸ the world faces the Armageddon War¸ a devastating conflict between the United States of America and the European Federation. In such a war¸ there can be no such thing as neutrality and every nation has been dragged into the conflict as the two superpowers fight for complete domination of the globe and beyond.
"In Armageddon 2089¸ players get to mess around with far more than just a character - they each have a WarMek¸ of course¸ but they also have to work together as a mercenary¸ corporate or military company. This is an additional level of character creation that all players will have to work together on.
Armageddon 2089: Total War is a 304 page hardback RPG concentrating on mek-based warfare and the mercenary/corporate companies who use them. Using the d20 System to its fullest¸ this is the most detailed game of its type to date¸ and no expense has been spared in ensuring that it is also one of the best looking games available.
The rulebook kicks off with a 'Welcome to Armageddon 2089' mini-chapter that is fast becoming a common feature in our rulebooks - basically¸ it tells you everything you need to know about the setting in three pages. Political events of the 21st Century have been spinning out of control and by 2089¸ the world faces the Armageddon War¸ a devastating conflict between the United States of America and the European Federation. In such a war¸ there can be no such thing as neutrality and every nation has been dragged into the conflict as the two superpowers fight for complete domination of the globe and beyond.
Characters in Armageddon 2089 details everything players will need to know in order to create their own characters for campaigns in this war. The main rulebook assumes players will be officers piloting the giant WarMeks and classes available include Field Officers¸ Assault Officers¸ Comms Officers¸ Scout Officers and WarMek Weapons Officers¸ all with their own unique traits and talents - any new mercenary company is well advised to include a variety of specialised personnel to adapt to rapidly changing conditions on the battlefield. Other character classes¸ used to flesh out other personalities the players may encounter include the Civilian¸ Officer and Soldier. However¸ options for characters will not stop here and there is far more going on in the Armageddon War than fighting within the cockpit of a giant WarMek. Future supplements for Armageddon 2089 will take campaigns in new directions¸ permitting players to take the role of mercenary armoured companies¸ espionage agents or special forces risking all in desperate combat without the benefit of a 145 ton WarMek.
Skills and Feats provides everything else a player needs to round off his character in Armageddon 2089¸ with a collection of new skills necessary for the game¸ as well as many new feats designed for mek warfare. There are far too many to detail here¸ but to give you a smattering... Close Assault Gunnery (take advantage of short ranges in mek combat)¸ Defender (provide vital cover for your team mates in battle)¸ Killer Instinct (hit your enemy where it hurts the most)¸ WarMek Stealth (it _is_ possible!)¸ MRSI Artillerist¸ Tenacity (refuse to eject until the last possible
moment).
In Armageddon 2089¸ players get to mess around with far more than just a character - they each have a WarMek¸ of course¸ but they also have to work together as a mercenary¸ corporate or military company. This is an additional level of character creation that all players will have to work together on. The Mercenary Companies chapter gives everything players need to know about this process. At its core¸ designing a mercenary company is a matter of balancing budgets¸ making sure that all players have the WarMeks they want¸ as well as retaining enough funds for repairs and upgrades later. However¸ five or six WarMeks walking across the battlefield unprotected and unsupported are never going to last long in 2089¸ and a mercenary company can be far more than the sum of its parts. Satellite and Air Assets are going to be of great interest ¸ and the ability to buy armour¸ artillery and even private armies will take combined arms tactics to new levels in 2089 - all this is possible for mercenary companies. In addition¸ players will also have to consider the potential benefits of having the very latest computers and software in their WarMeks¸ as well as purchasing repair facilities and i