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Trinity: Battleground | ||
Author: By Chris McDonough, Rob Dixon and Jess Heinig
Category: Wargame Company/Publisher: White Wolf Cost: $59.99 Capsule Review by Robert E. Allen III on 11/01/98. Genre tags: Science_fiction |
Trinity: Battleground is something of a new thing. Not the first sci-fi wargame by a long shot. Not the first roleplaying game translated to wargame, either. But it is the first like it from White Wolf, for starters. And, horror of horrors, I think that it is actually a more focused, and possibly even more interesting game than its parent game, Trinity.
Trinity: Battleground is set in White Wolf's Aeon Trinity world, a dark universe where gifted and good Psions fight the disfigured and horrorific Aberrents. Specifically, Trinity: Battleground is set on the world of Khantze Lu Ge, an Earth colony that has been holding out against an Aberrant assault. The setting is pretty strong, and deep: the Psions, members of the Legions, receive some interesting background, as well as a smattering of info about other Psions. The Aberrants are more than schlocky beasts in here as well - there is detail provided about an Aberrant Civil War wracking Khantze Lu Ge. The game's dynamics are somewhat unusual for a game of this type. Psions and Aberrants are not cannon fodder, and the rules reflect that. Each figure is alloted a number of action points to do whatever the player sees fit - run, shoot, take cover, etc. The more powerful figures (such as Nazul, the lead Aberrant provided) can do a whirlwind of activity in a given turn. The lesser folks, "support" for either side, are given such impressive abilities - they are purchased in squads, and act as squads throughout the game. This gives the game a strong four-color "hero" feel. The Psions and Aberrants run arround, tossing off fantastic powers at one another, while the grunts do their thing. Gameplay is not unlike other White Wolf game. You are trying hit target numbers, generally 7, by rolling the d10s in your dice pool. The more successes you get, the better you have done. For instance, your Psion fires his L-K Avenger at an Aberrant. You roll the dice equal to your ranged attack score (let's say 3). For every roll that equals or exceeds your target number, you get a success. You get to add the number of successes you make to the damage pool. And then your opponent gets to "soak" damage, and takes whatever they can't soak as wounds. Ten minutes learning curve, max. Being a game about Psions and Aberrants, there is a large collection of fantastic powers, abilities and equipment included. Psions can do everything from fly to toss fireballs; while Aberrant Taint powers vary from acid skin (no fun to fight against) to plasma blasts. The equipment has everything from pistols to spider harnasses - always fun at parties. Batteries not included. There are four scenarios given in the book, and rules for creating your own characters for the game. This gives you plenty of possiblities for gameplay. One of the most interesting aspect is picking the right forces for the job - the included miniatures are kind of a "special forces" group, with very clear powers and roles. The challenge of picking the right one for the job is strong. Also included in the set are 20 plastic figures. The detail on the plastics is impressive, but they are not without flaws. Nearly every figure in my box had a lot of flash - excess casting material that needs to be trimmed off with a hobby knife or clippers. In some cases, such as the bigger Aberrants Nazul and Gomorroah, this flash was minimal. In cases like the Krikquill support troops and T. Williams, it was a real pain to deal with. Still, with the figures given, you can absolutely play out of the box and that is always a big plus. White Wolf was also kind enough to provide some hills (made by Geo-Hex) and some fold-together terrain pieces. The terrain pieces are excellent, and quickly put to use in the games. (You will also find, if you play other sci-fi games, that they might find there way into other games as well…) Overall, this game is a good value. It plays fast, with only a few rules questions. (Be sure to check out White Wolf's website for the game; their given errata and FAQs clear up every question I have come up with) Given that it is playable right out of the box, with no further figures/dice/terrain etc. needed, it really should delight White Wolf and wargame fans. Plus, I've heard that White Wolf plans expansion "settings" for the game, so the replay value won't diminish anytime soon.
Style: 5 (Excellent!)
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