Editing
This Is Not A Test
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==How It Plays== TNT is a pretty standard skirmish game, with warbands of ~5-20 models. Rolls are a simple D10, plus the relevant stat, vs. a target number (usually 10). Skills are handled a little oddly - tests are listed both by type (Survival, Agility, Strength, etc) and by the relevant Stat and target number. Most tests are taken against a model's Mettle, a [[God Stat|kitchen-sink stat]] which is also used to determine the number of actions a model gets, its bravery under fire, how resistant it is to radiation, etc. ===Materials=== TNT uses D10s, both for standard rolls and as scatter dice. It uses the same standard flame/3"/5" templates as 3e-6e Warhammer 40k, which are printed in the free "Wasteland Essentials" supplement if you don't happen to have some lying around already. In campaigns, the GM will also need at least one standard deck of playing cards with the jokers. This deck is not reshuffled until it's exhausted, so it's best to just use a dedicated deck and keep the cards you've already drawn face-up on the bottom when you put it back in the box. ===Initiative=== Initiative is a hybrid of IGo-UGo and alternating activation. The player with initiative picks a model and rolls against the its Mettle stat. If you pass you get 2 actions with that mini and can choose another model once you're done. If you fail you get only one action and your opponent gets to roll initiative for one if their minis. A natural "1" on the Activation roll causes any Relics on the model to stop working until you spend actions to fix them, and certain skills give bonuses if you roll a natural 10. Once one player runs out of models, the other one keeps playing until they've activated all their own models (though they'll still need to roll to see how many actions they get). Some skills give bonuses or penalties to activation rolls, and a couple of the status effects can also affect your activation chances. Certain weapons and skills also give bonus actions: for example, burst-fire guns allow you to take a bonus shot if you use all your actions for the turn on shooting, and Charging gives you bonus melee attack actions. You get the bonus regardless of how many actions you've rolled, so choosing the right gear can mitigate some of the problems with poor-Mettle troops. See the [https://1d4chan.org/wiki/This_Is_Not_A_Test/Tactics Tactics] page for more. ===Combat=== Combat is pretty standard. Notably, however, while shooting players only mark whether or not a shot has hit its target. Once the player uses up all their actions and is ready to pass Initiative (or they hit the same model in close combat), the player rolls to-wound for all of their ranged hits at once. Then they pass play to their opponent. Melee combat is resolved immediately, rolling to-wound after every round of combat. Basically, you're forced to guess how many hits you need to inflict on an enemy unless you want to shove a chainsaw down his throat. ===Equipment and Relics=== ''Armor'': Armors give a bonus to your Defense stat rather than allowing you to straight-up gaff off damage the way it usually works in Warhammer-derived games. They generally have different bonuses in melee and ranged combat (with melee bonuses being more common and cheaper), and armor bonuses don't stack. Armor price varies with the number of Wounds the owner has, which can rapidly inflate your Warband Rating in a campaign if your Power Armored guy suddenly gains a Wound. Fortunately you don't have to cough up any extra cash unless you want to trade around armor within the warband. Powered armor is incredibly useful, and can optionally be upgraded with everything from a one-shot jetpack to stowage that cancels your Upkeep costs. ''Weapons'': Split between "Primitive" and standard gear. Equipping models with primitive weapons gives a bonus to certain warbands, but it's otherwise meaningless. The 2016/18 rules updates revamped some of the special rules and added quite a bit more gear. ''Relics'': These are the left-over ubertech from before the Fall of the Last Americans/WWIII/The Coof killed everyone. Most warbands have very strict limits on how many Relics they can take. Individual models are limited to two Relics, no duplicates are allowed, and the warband as a whole can only '''field''' three per game. You can keep any extras in the Armory and choose which to take on a given mission otherwise. That said, many models get "free" Relics that don't count against either the no-dupes rule or the warband limits as a whole. See below for notes on Relics in a campaign. There's also a note in the rulebook giving you an exemption on WYSIWYG rules - you can field any "laser" or other generic high-tech rifle with the rules for a standard Assault/Hunting rifle as long as you keep it straight with your opponents. ''Note: These rules are often one of the first things house-ruled away if you're proxying an actual SF setting like Infinity, Kill Team, or Necromunda. The simplest way is to remove the cap on Relics per-warband and the Malfunction Prone rule, then bump up the points cost of Relics by 15% to compensate''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information