We have just added the building facade PDF to the downloads section of our website.
The folder contains a single sheet of building facades, in multiple colors, that can be printed out on sticker paper and applied to the First Builders line of plastic building blocks from Mega Bloks. These facades can only be used with the standard sized blocks and will not work with the half sized blocks.
It is time for our final look inside the upcoming Toy Battle System Rules Digest. This week we will be taking a look at the wildlife and miscellaneous rules.
The wildlife rules were designed to allow players to populate the playing field with people or creatures that could pose a potential threat or just get in the way. The wildlife rules allow you to add a lot of flavor and a little bit of danger to the game and work really great when playing solo scenarios. The wildlife rules can also be used to play scenarios that might not normally come to mind, such as populating you playing field with zombies and having each player create a survivor character instead of a giant monster or super human.
The miscellaneous rules section of the book is filled with several minor optional rules designed to give you even more options with character and monster creation as well as ways to enhance your playing field. In the miscellaneous section you can find alternate rules for determining a combatant’s reach based on the size of its figure, how to create alternate close combat or natural attacks, altitude and depth levels. There are even rules for making the instinct statistic optional as well as how to play unclassified combatants.
We hope you have enjoyed these overview articles and agree that this rules digest is a must have for any Toy Battle System player! The PDF version of the Toy Battle System Rules Digest is set to be released the first week of August at Wargame Vault, with a print edition to follow in a few weeks.
Hey everyone, we just wanted to let you know that if you buy the Atomic Super Humans and Giant Monster Rampage deluxe print rulebooks from Amazon.com the combined total of both books makes you eligible for free shipping in the U.S.
Also, don't forget that both books are fully compatable! If you're not a fan of super powered humans, but love giant monsters, there are plenty of options in the Atomic Super Humans rulebook that can be applied to your Giant Monster Rampage games. Likewise, if you aren't a fan of giant monsters, but love super powered humans, there are plenty of options in the Giant Monster Rampage rulebook that can be applied to your Atomic Super Humans games.
It is time for another look inside the upcoming Toy Battle System Rules Digest. This week we will be taking a look at the Injuries, Panic, and Terrain.
When a combatant is attacked, there is a chance that attack can cause more than just a loss of wounds. The injury rules allow you to apply specific types of injuries to a combatant based on how the attack inflicts its damage. For example, if you had an attack that used fire to cause damage, any combatant injured by that attack could suffer a burn injury in addition to the
The panic rules were designed for those players who like to have fear play a part in their games. The panic rules present several different situations that can arise and make a combatant think it may be in over its head
and might want to retreat to a safer place.
Terrain is a big part of any Toy Battle System game and the terrain section brings you several new types of terrains as well as terrain unique to specific types of battlefields such as space or underwater.
That is all for this week. Join us next week for our final overview article, as we take a closer look at the Wildlife and Miscellaneous rules.
It is time for another look inside the upcoming Toy Battle System Rules Digest. This week we will be taking a look at the Flaws, Game Modes, and Henchmen/Minion rules.
When a monster or super human is created through the Mutator X infection process the end result is not always perfect. Many combatants also develop quirks or weaknesses in addition to their powers. The flaw rules allow you to add these negative effects to your combatants and gain additional creation points.
The Toy Battle System is a versatile system that can be used to simulate many different styles of games beyond the standard giant monster rampage and super powered showdown. The game mode rules present four different types of games that can be simulated with the Toy Battle System rules. The accelerated game mode is designed to simulate high speed vehicle combat, the comical game mode is designed to simulate cartoon combat, the hyper game mode is designed to simulate anime and video game combat, and the survival game mode is designed to simulate survival horror combat.
Henchmen and minions are an important part of any defender or invader’s force. This section of the book is designed to bring more personality and usefulness to these types of combatants with new combat maneuvers and powers made specifically for them.
That is all for this week. Join us next week as we take a closer look at Injuries, Panic, and Terrain.
It is time for this week’s look inside the upcoming Toy Battle System Rules Digest. This we will be taking a look at the Blasts, Combat Maneuvers, and Evolution rules.
The majority of all ranged combat attacks possessed by combatants are blasts. That is why we have designed some rules that allow you to create your own blasts. Included with the blast creation rules are a new type of blast power as well as a few new powers that can be added to existing blasts or blasts created with the blast creation rules.
The combat maneuvers section is exactly what the title suggests, new combat maneuvers designed to help give your combatant an edge in battle, including one that allows you to use your blast power as an improvised way to fly.
The evolution rules were designed to allow players the option of changing forms once during the course of a battle, such as a monstrous caterpillar morphing into a monstrous butterfly, without having to pay creation points or atomic power points to do so.
That is all for this week. Join us next week as we take a closer look at Flaws, Game Modes, and Henchmen/Minions.
The release of the Toy Battle System Rules Digest is fast approaching and that means it is time for us to start letting you know what you can expect to find within its pages. This week we take a look at the Aggression statistic, the Alternate Turn Sequence, and the Ammunition rules.
The aggression statistic and associated rules are designed to add a little bit of uncertainty to your games by making it possible for your combatant’s aggression to override its common sense and force it to rush into battle. Depending on when your combatant loses its cool, it can become an advantageous or detrimental situation. The aggression rules detail how and when your combatant gains and loses aggression points, how your opponent can use your aggression points against you, as well as what happens when your combatant can’t contain its anger any longer. If that’s not enough for you, the rules also include a couple of new combat maneuvers that allow you to lure and taunt aggressive combatants.
The alternating sequence of play presents a different way to play a round. In the alternating sequence of play all players progress through the same phases, in initiative order, before moving on to the next phase. There is also an optional rule that allows the alternating sequence of play to be combined with the flexible turn sequence for even more strategic fun.
The ammunition rules give you the option of having a limited number of shots for your ranged combat powers instead of relying on atomic power points to activate them. This frees up your atomic power points for other powers and gives you a better representation of conventional ranged weapons for combatants such as mechs and vehicles. Included with the ammunition rules is a new type of building terrain called the supply depot that allows your combatants to reload, as long as the enemy hasn't taken it out yet.
That’s all for this week, join us next week as we take a closer look at Blasts, Combat Maneuvers, and Evolution.
For those of you wondering what playing a Toy Battle System game is like, I present to you this Atomic Super Humans battle report, from one of our recent playtest sessions for the upcoming Toy Battle System Rules Digest. I don’t want to give away what we were playtesting, but it seemed appropriate to have Goku and Vegeta as our test subjects.
For our playing field I used some Heroscape tiles to represent some small hills and some blue drawer liner as a river. I used the Heroscape tiles so the terrain could be attacked and destroyed by the combatants if they wanted. I treated the smaller tiles like wall sections.
Not much happened during the first two rounds as the combatants powered up and positioned themelves to attack. NOTE: For this playtest session we were using the power up rules for atomic power instead of the standard d10 roll at the beginning of the round.
During the next few rounds the power up rolls were not kind to Vegeta. He managed to damage Goku with a minor explosive blast that took out part of the hill behind him, but Goku reciprocated by boosting the damage of his explosive blast and destroying the bridge Vegeta was standing on, plunging him into the river.
After knocking Vegeta into the river Goku pressed his advantage by kicking his opponent while he was down. That worked well for him until the rolls started to favor Vegeta, allowing him to prevent most of the damage Goku was inflicting on him. When it came time to retaliate Vegeta managed to hurt Goku quite a bit before using the throw maneuver to toss him aside like a ragdoll.
Over the next few rounds the wounded combatants decided to give up on powering up and just danced around, trading blows, trying to get in as much collateral damage as possible by using the terrain. Once the dust settled, both combatants were a hit away from being knocked out. The recovery phase hadn’t been kind to either combatant so far this game.
Fearing a knock out strike from Vegeta, Goku fled to try and recover some wounds and power up. Vegeta backed off and decided to do the same.
Vegeta was able to gain his atomic power points faster than Goku and quickly closed the distance between them. He then used all of his atomic power points to boost the damage of his explosive blast for a killing blow. He targeted the hill behind Goku using the topple combat maneuver, knowing that if being in the area of effect of the explosion didn’t knock Goku out, the falling debris from the rocks would do the job. He only needed a 4 to hit on a d10, he picked up the die, a smug look on his face and rolled……………a 1.
Goku didn’t hesitate, he used his movement phase to power up one last time, then used all of his atomic power points for a direct attack on Vegeta. He managed to hit, barely, and started to worry when Vegeta prevented the first point of damage, then the second point of damage, but that third point of damage proved to be too much and knocked Vegeta out.