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Character generation consists of name and a descriptive reputation, with 10 points spent between just two characteristics; FA (Fighting Ability) and NFA (Non-Fighting Ability), the former covering all weapons, tactics, anything that directly causes a “kill” and the latter for everything from planetology, diplomacy and sailing. You also keep track of Kills, because that's your prime, indeed only, function. As a dash of personality, characters also have Flashbacks which can act as Strengths or Weaknesses, and finally Rank, which starts with Trooper (0), Corporal (1), Sergeant (2) for beginning characters and helps define their equipment. With each increase in Rank, characters also receive extra responsibilities; such as improve the kill ratio. Characters, by default, get armour which protects them from one wound per planetfall. Weapons do a different number of kills depending on range; an energy rifle, for example, does 1 kill at Close or Far range, but 1d10 at Near (the three range increments for everything - plus technically two more - Out-Of-Range and Orbit).
Missions begin with a briefing, then planet-landing and the framing of the first scene. A test of NFA determines Dominance, roll under, but roll high on d10. Dominance determines whether an ambush is set or at what range initial encounter occurs. If the aliens achieve ambush dominance, each PC takes one wound; uninjured becomes a mess, a mess becomes crippled, crippled becomes dead; everyone has four "hit points", if you like; one "hit point" is healed in between encounters. If the PCs achieve dominance, each rolls a d10 for the number of kills that they achieve (aliens only have one hit point). Each round after that is based on rounds; a determination of using FA or NFA (e.g., change range, change weapon), whilst the aliens will always use their Alien Ability (AA). The determination of kills is the same as the initial round, success based on a counting down from 10, a sort of initiative (even for failures, which are narrated).
Threat tokens are used to judge the challenge of the mission; the total is five times the number of players. Every time the PCs succeed on their FA, one threat token is removed (regardless of the number of kills). Aliens can use them to activate their special abilities. PCs can use a Strength Flashback removes all remaining threat tokens, plus their receive a number of kills at a range of their choice. Using a Weakness Flashback removes 1 Threat token and removes the PC from that encounter (typically setting up another). In the final encounter the Aliens use all their Threat Tokens in a desperate last stand. At the end of a mission, whoever has the most kills gains a "level", adding 1 to FA or NFA, plus one Flashback slot.
Flashbacks are described as the capacity to allow the past affect the present and allow the PCs to "change the fiction before the results of the dice are resolved". A Strength Flashback allows a PC to win on their terms and a Weakness Flashback allows them to lose on their terms - which is often far better than death. A list of Flashbacks isn't provided, but nor is one necessary for the simple mechanics; the couple of examples provided is quite sufficient.
Mission design narrows down to the distribution of threat tokens among encounters for purposes of narrative flow. Four encounters is a recommended standard, with 3 threat tokens for the initial encounter, # of PCs in threat tokens for the second, a similar value for the third and whatever is left for the final encounter. Whilst missions always have an over-arching goal (kill all life forms), secondary missions are also recommended (capture, scout, rescue etc). Between missions, characters may gain a level (typically through having the most kills on a mission), plus a develoment roll (increase rank through use of Strength, gain equipment, gain a 'step' on a weapon). It is possible to lose a rank through the use of a Weakness. Replacement characters also appear in-between missions, designed on a basis of "similar but different" to their predecessor. Through experience, higher ranks may be achieved. The higher ranks are Lieutenant (3), Captain (4), Major (5), Lt. Colonel (6), Colonel (7), and Brigadier (8). Both their ranks and responsibilities increase significantly.
The supplementary material, making up roughly half the book, includes the GMs chapter (presentation, techniques etc), planets (basically a list and description of alien abilities, creature form, and basic world characteristic), an example of planet generation, an example of play, sample characters, war gear, everyday equipment, and once-use per planet equipment. As a rules light game, these are mostly descriptive with most of the systematic content found, as expected, in the Alien Abilities and War Gear sections which are, not surprisingly, largely combat based. I was more than a little surprised however to find no mechanics for implementing the the basic world characteristics and vehicles beyond mere description. One particularly nice narrative feature was ensuring that every planet and every alien was unique. Whilst I could elaborate in much more detail how the contents of this entire half of the book, there is no too much point - it is supporting and descriptive material, and in many ways a significant negative in the book's presentation and style. This much attention to supporting material is fine - as long as it is tightly integrated in a systematic manner.
Overall, 3:16 Carnage Beyond The Stars is a fair rules-light combat system that takes up 96 pages when it probably could have been written on two sides of an A4 sheet. It does conduct resource management effectively and induces a narrative tension through framing and pacing. It uses punctuated and graduated equilibrium for character advancement. The rules-light mechanics require a free-wheeling thespian side to provide colour to results, none of which provides an in-game reward. The biggest problem however is its lack of detail, scope and adaptability. Shoving everything into FA or NFA just doesn't work if you want to explore other meaningful aspects of the premise and setting in a manner that is supported by the game mechanics themselves. The setting and premise could seriously do with some justification and elaboration; at least games like Warhammer 40K paid attention to that and it was also built with a similar thematic orientation. For those who enjoy the narrow focus made explicit in the sub-title "Carnage Among The Stars" perhaps several sessions of enjoyable play. For others, "it's just another bug-hunt" will get pretty old, pretty fast.
Style: 1 + .5 (layout) + .3 (art) + .3 (coolness) + .6 (readability) + .5 (product) = 3.2
Substance: 1 + .0 (content) + .0 (text) + .3 (fun) + .3 (workmanship) + .3 (system) = 1.9

