Short review, haven't pulled out some proxy minis yet.
Basic rundown of the world: It's very much a cyberpunk universe. There are 5 human powers, Panoceania, Yu Jing, Haqqislam, and the Nomads; and one alien race, the 'Combined Army'.
Panoceania is the 'leader' of the world. They have the highest technology and the best equipment. Yu Jing is the Giant of the Far East, and is right behind Panoceania tech-wise. Haqqislam ('New Islam') is a smaller player, but has good troops and is the leader in Medicine. Ariadna is a 'lost' (and recently rediscovered) colony, which has a lower tech-base but much better people and gear. The Nomads have rejected the current society (with it's super-UN and AI controlled way of life), and travel in 3 giant starships, essentially as traders of everything, for the right price.
The 'Combined Army' is pretty similar to the Covenant from Halo. Each subject race is placed in a position to take best advantage of it's strengths, and minimize it's weaknesses. The only problem is that 'resistance is futile, you will be assimilated' if you cross the path of the Combined Army.
Mechanics: It's very much a skirmish game. The intro rules are designed for very small forces of 100-200 points (anywhere from 3 to 20 troops, depending on quality and race). I'm guessing that the full rules will allow slightly larger forces, but probably won't exceed 1000 points per side.
You roll a d20 compared to your relevant stat +/- modifiers. Success is rolling UNDER the target #, and a Critical Success is rolling EXACTLY the target #.
There's an interesting split movement system. You can move the first movement # and perform another action (shoot, CC, hack, or discover), or move the second #. You don't have to move at all, and can just do the action.
There are 3 levels of concealment/camo: Mimicry, Camoflage, and ThermOptic Camo. Mimicry gives a minor benefit (-3 to-hit). Camo gives the ability to replace the unit with a counter (but still -3 to-hit). TO camo lets you use hidden setup, and grants a -6 to-hit.
You get a number of Action Points equal to the number of models on the table, +1 for your force leader (you nominate one person at the start of the game to be the force leader, and DON'T TELL your opponent who he is), and your turn lasts until your action points are gone. I'm a little disappointed that it's IGO-UGO, but there's a reaction system in the rules that helps alleviate that.
I mentioned that you can 'Hack' your opponent. If an enemy model within 8" is Heavy Infantry or TAG (Tactical Assault Gear?), you can first immobilize, and then take over his unit.
Game: They suggest what feels like a really large amount of terrain for the game. 'Place terrain until each piece is no more than 10" from the next', and give several long firing lanes.
Weapon ranges are fairly realistic, with a sniper rifle capable of shooting 150-odd inches. Each weapon has a different range bracket, modifier at each range bracket, and damage potential.
Better review to follow, after I actually get someone to play the intro rules system with me.
_________________ "For the Lion and the Emperor!"
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