Race Fans: The Card Game Now Available! 02/09/2012
START YOUR ENGINES! A major corporation has come to today’s race looking for a team of drivers to sponsor. Unlike other sponsors, this corporation is not looking for a team that only cares about winning; they want a team that gets the crowd’s blood pumping with incredible speeds and daring maneuvers. A gutsy driver is just as likely to be remembered as a winning driver. Race Fans is a family card game for 1-4 people that has players controlling a team of race car drivers trying to gain fans and win a major corporate sponsorship. Available now at Wargame Vault! Giant Monster Rampage Deluxe Now Available! 01/29/2012
Giant Monster Rampage Deluxe Final Overview 01/29/2012
Welcome to the final overview of our upcoming game Giant Monster Rampage Deluxe. This week we take a look at Chapter 8: Combat, Chapter 9: Monster Swarms, Chapter 10: Minions, and Chapter 11: Optional Rules. Chapter 8: Combat details all of the rules you need to make ranged and close combat attacks with your monster as well as how to apply damage and special effects from those attacks. Also included in the combat chapter are combat maneuvers that allow monsters to perform special attacks and actions. Some of the combat maneuvers included are pounce, ram, and throw. Chapter 9: Monster Swarms shows players how to create a swarm of monsters and all of the rule alterations that must be made when playing a swarm. Chapter 10: Minions shows players how to create and use minions to accompany a monster into battle. Minions are considered to be combatants that are much smaller than a monster such as its offspring, worshippers, or even a military escort. Chapter 11: Optional Rules has several rules that can be used to add more complexity and more fun to your games of Giant Monster Rampage. Included in this chapter are rules for adding damage types, facings, pedestrians, size, and many more. Giant Monster Rampage Deluxe has two more chapters. Chapter 12: Toy Battle System explains how to use the different Toy Battle System games together. Chapter 13: Monsters includes a pregenerated monster or character from every kingdom. Each monster/character was designed to show off the flexibility of the game. Even though the game was inspired by “man in a rubber suit” monster movies the game can be used to simulate so much more. We hope you have enjoyed our overview articles. Don’t forget to pick up a copy of Giant Monster Rampage Deluxe next time you feel the need to go on a rampage. Giant Monster Rampage Deluxe will be available soon! Power Warriors, the first Toy Battle System game featured in our 150 copies for $1.50 is now on sale at RPGNow and Wargame Vault! Grab your copy now before time runs out! UPDATE 1/26/12: ONLY 3 DAYS LEFT. THERE'S STILL A LONG WAY TO GO TO REACH THE 150 COPIES MARK. IF YOU WANT THE NEXT GAME TO GO ON SALE FOR $1.50 SPREAD THE WORD AND HELP US REACH OUR GOAL. It’s time for this week’s Giant Monster Rampage Deluxe overview. This week we take a look at two chapters, Chapter 6: The Playing Field and Chapter 7: Sequence of Play. First up is Chapter 6: The Playing Field. The playing field is the name given to the area the game is going to be played. It’s important to fill the playing field with different types of terrain to help set the atmosphere for the game as well as provide obstacles and objects for the monsters to destroy, use and maneuver around. There are three different types of terrain used in Giant Monster Rampage. Normal terrain represents things that can hinder a monsters movement or line of sight. Examples of normal terrain include forests and rubble. Blocking terrain represents things that can block a monsters path and line of sight. Examples of blocking terrain include buildings and objects. Treacherous terrain represents things that can harm a monster if it moves through it. Examples of treacherous terrain include flaming rubble and sludge. There are 15 different and variant terrain types detailed in Giant Monster Rampage Deluxe along with simple instruction on how to create them. Now it’s time to talk about Chapter 7: Sequence of Play. The sequence of play is the order that things are done during a round and a player’s turn. There are some things that all players take part in at the beginning of each round such as determining initiative and atomic power then there are things that only a player can do during their turn. A player’s turn is broken down into phases. A player must progress through the phases in order before the next player gets to take their turn. During the military strike phase a player must roll to see if his monster is the target of the cities defense forces. During the movement phase a player can move his monster, use movement powers, and/or movement type combat maneuvers. During the ranged combat phase a player’s monster can use ranged combat powers, throw objects, and/or use ranged combat type combat maneuvers. During the close combat phase a player’s monster can use its natural attacks along with attached close combat powers as well close combat type combat maneuvers. During the recovery phase a player gets to roll to see if his monster heals any damage. This chapter also details the basic conditions that can be used to determine which monster emerges as the victor as well as a scenario that allows the game to be played solo. When designing the deluxe version of Giant Monster Rampage we wanted to add as many optional rules as possible so that players could customize the game to suit their style of play. The sequence of play chapter includes several optional rules which feature an alternate way to gain atomic power points, an increasingly hostile military strike phase, and a turn sequence that allows players to pick the order of their monster’s phases. That’s all for this week, join us next week for our final overview where we will talk about Chapter 8: Combat as well as Chapters 9, 10, and 11 which feature several optional rules. Radioactive Press Announces New Sale! 01/21/2012
Radioactive Press is pleased to announce the 150 copies for $1.50 sale! Starting at midnight on Sunday January 22nd (eastern standard time) one of our Toy Battle System games will go on sale for $1.50. If that game sells 150 copies within 7 days, it will return to its regular price once the 150th copy is sold. Once the 150th copy is sold, another Toy Battle System game will go on sale for $1.50. When a new Toy Battle System game is placed on sale, it has 7 days to sell 150 copies. Any game currently on sale will remain on sale until 150 copies are sold or until seven days passes. If seven days passes without the Toy Battle System game currently on sale selling 150 copies, the sale ends and no other game will be placed on sale. Below is a list of the games in the order they will be placed on sale, providing the terms of the sale are met. Power Warriors Sentai Heroes Monster Mash Pesticide Mega Bots Vehicular Homicide Atomic Super Humans Giant Monster Rampage 3rd edition Giant Monster Rampage Deluxe Powers Overview 01/16/2012
It’s time for another look at what’s inside the Giant Monster Rampage Deluxe rulebook coming this February. This week we take a look at Chapter 3: Powers. Powers are the special abilities that monsters possess to help them in battle. Some require atomic power points to use while others can only be used in certain situations. There are five different types of powers used in Giant Monster Rampage. Movement Powers alter how and when a monster can move and are generally used during a monster’s movement phase. This category includes powers such as burrow, fly, and leap. There are 10 different powers to choose from in this category. Ranged Combat Powers allow a monster to make a special ranged attack against a target and are generally used during a monster’s ranged combat phase. This category includes powers such as energy blast, force blast, and psychic blast. There are 15 different powers to choose from in this category. Close Combat Powers add special effects to a monster’s natural attacks and are generally used during a monster’s close combat phase. This category includes powers such as daze, knock down, and pierce. There are 15 different powers to choose from in this category. Defensive Powers allow a monster to protect itself and can be used at any time providing certain conditions are met. This category includes powers such as invisibility, reflection, and shield. There are 10 different powers to choose from in this category. Special Powers are powers that don’t fit into any of the previous categories because they have a wide variety of effects. This category includes powers such as mutate, spawn, and transform. There are 10 different powers to choose from in this category. Giant Monster Rampage Deluxe contains 60 different powers to help bring your monster design to life, but that’s not all you will find in the powers chapter. Also included in the chapter are two optional rules to help you save points and better customize your monster. The first option is called linked powers. The linked powers optional rule allows you to save points by limiting when two or more powers can be used by linking them together. The second option is called power charges. The power charges optional rule allows you to buy“uses” of a power called charges. Each charge is equal to one activation of the power the charge is for. That’s all for this week, join us next week as we take a look at Chapter 6: The Playing Field and Chapter 7: Sequence of Play. It’s time for another look at what’s inside the upcoming Giant Monster Rampage Deluxe rulebook coming this February. This week we take a look at Chapter 2: Statistics. All monsters have seven statistics that define their combat abilities. The majority of statistics are purchased with creation points when a monster is created. Remember the kingdoms we mentioned last week? Each kingdom determines the maximum rating a monster can have in certain statistics, but those maximums can be exceeded for a price. Now it’s time to look at the statistics. Distance is used to determine how far a monster can move. Dexterity is used to determine how well a monster uses its natural attacks as well as to prevent some adverse effects from happening, such as beingknocked down. Toughness is used to prevent the damage of most attacks and is sometimes used to prevent certain special effects from happening. Instinct is used to prevent the damage and special effects of attacks that target a monster’s mind. Atomic Power Points are used to activate certain powers possessed by a monster. Natural Attacks are the physical means a monster has to attack with such as its teeth or claws. Wounds determine how much damage a monster can sustain before being knocked out. That concludes the overview of the standard statistics used in the game; however Giant Monster Rampage Deluxe adds two new optional statistics to the game, strength and weight. Since these statistics are optional they don’t have to be used unless you want to add a little more depth and strategy to your games. The strength statistic is used to determine how far a monster can throw things as well as how easy it is for it to get a critical hit. If used with the weight statistic it also limits how much a monster can lift. The weight statistic is used to determine how many tons a monster weighs. It is used as a modifier in how far a monster can be knocked back and is also used to determine how much collateral damage a monster inflicts when it collides with a building or another monster. That’s all for this week, join us next week as we take a look at Chapter 3: Powers. The release of Giant Monster Rampage Deluxe is just over a month away, but you don’t have to wait that long to find out what’s inside the new 100+ page expanded core rulebook. Every week we will feature an article detailing what you can expect to find in one or more chapters of the rulebook. This week we take a look at Chapter 1: Kingdoms Kingdoms are used to classify monsters by type. Each kingdom dictates the maximum ratings a monster of that type may have in its statistics as well as granting it a special power unique to that kingdom. Every monster must choose a kingdom that best represents it. There are ten kingdoms to choose from when creating a monster. The alien kingdom represents monsters from outer space or bizarre genetic mutants. The animal kingdom represents monsters that are enormous versions of traditional animals including those animals that have gone extinct like the dinosaurs. The construct kingdom represents monsters that are created out of groups of objects that have been fused together into a monstrous form. The deity kingdom represents monsters from other dimensions that have commonly been worshipped as gods. The elemental kingdom represents monsters created out of a single element such as stone or water. The flora kingdom represents monsters that possess plantlike qualities. The gastric kingdom represents monsters created entirely out of food. The humanoid kingdom represents monsters that are more like giant super powered heroes or villains. The mechanical kingdom represents the war machines and robots commonly used to fight giant monsters. The protoplasmic kingdom represents monsters that are nothing more than formless behemoths. That’s all for this week, join us next week as we take a look at Chapter 2: Statistics. Giant Monster Rampage is getting bigger and better than ever with an expanded 100+ page deluxe rulebook. Giant Monster Rampage Deluxe includes new kingdoms, new powers, new combat maneuvers, and a ton of optional rules to enhance your games of Giant Monster Rampage, including rules for minions, swarms, and teams as well as new optional statistics such as strength, size, and weight. There is also a chapter featuring premade monsters that showcases the versatility of the monster creation system. Each pregenerated monster is presented with its own record sheet ready to be printed out and used. Giant Monster Rampage Deluxe will be available in PDF format from RPGNow and Wargame Vault for $9.99. | ArchivesFebruary 2012 Categories |











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