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10/10, burned everything as this little dude!

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This is absolutely delightful :D

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Just a quick report of a typo, in the gear cheat sheet it says buckshot rounds instead of grenade

Thank you :)

Lovely game! Can't wait to run it with some friends, the art is great, rules are clear yet allow flexibility, and has a really cool setting that would love to see being expanded on.

As a side though, there seem to be some inconsistencies

  1. Cheat sheet listing Frags as $125 when in its stat page it's $100
  2. Abilities are referred to as "Qualities" within their own descriptions and In boon explanations and Ancestry bonuses.
Unsure if this is just a me problem, but the text in "Gear" window in the character sheet seems to be formatted as a centered title with no new lines, making listing gear impossible.
And just as personal clarification, do all items contribute the same amount of bulk? Specifically, Stacked items such as glowsticks
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Thank you for this. I'll be implementing some of these things in the next update.

The gear window should be fixed now [hopefully]
Up to the GM but 10 glowsticks probably equals 1 bulk.

This is a great system, very simple and intuitive. If there's one complaint I have, its that the armed vehicles need more defined descriptions for their weapons, and for the jet and helicopter, more than one weapon.

In the future, hopefully we'll get more enemies, mission types, and support options like bomb drones, gunship support, or even magical rituals.


Looking forward to the future of this project.

Thank you and maybe we'll see more in the future :3

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quick bug report, on page 19 (the page with the stats for animal companions), both stat blocks are called "Animal companion [small]", i assume one of them is supposed to be called "Animal companion [large]" instead

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second bug report: the medic ability mentions recovering 1d6 health, but i cant find any other mention of health in the book, im assuming this was a left over from a earlier iteration

Thank you for both of these. I fix them in the first round of edits.

The art for the book is lovely, and has a great feel toward the intended aesthetic. 

Giving the book a read, I wanted to see about a couple of potential clarifications since the rules seem to leave a lot of things that can be confusing. 


1. Animal companions share the same stamina pool as their player, this part makes sense. Is Animal Trainer a required positive attribute for the animal companion to take actions period? 


2. Do your equipped weapons affect bulk? So like, if I have the min strength stat of -5, my bulk is thus 0, can I then by that logic not equip any weapon, or carry anything except armor? Is having reduced weight on items meant to affect bulk in any way? 


3. Can stamina be reduced to 0? Characters who receive injuries reduce their Max stamina, so if that reduction would make them hit 0, are they effectively unable to take actions for the rest of the mission? Same with stunning, can  you deal enough stun damage to reduce a character's stamina to 0?

Thank you very much :D

1. Animal trainer allows your animal companion to basically get free actions. Whenever your character activates the animal companion gets to also make an action.


2. bulk is only for things not in a character's hands. So your weapon your currently holding doesn't effect your bulk.


3. Yes your stamina can be reduced to 0. The character basically becomes too tired to do anything and may need assistance from their companions.

(+5)

Iron Sleet is a military science fantasy ttrpg that invites immediate comparisons to Arknights, but very much charts its own course. It's also simple, meaty, and incredibly tightly made.

The PDF is 66 pages and dense with high quality black and white art. Information in it is well organized, the layout is evocative but unobtrusive, and the overall vibe is massively professional. Purely on visual, this is an extremely good book.

Also in terms of clarity, this is an extremely good book. Everything is explained in dead simple terms, and in a way that teaches you the system bit by bit without you really noticing that you're learning. Font sizes are big, important paragraphs are spaced out from each other, and despite there being some real mechanical bite here Iron Sleet might be one of the easiest to teach rpgs I've read in a few years.

Mechanics-wise, Iron Sleet is a d20+d6 system. The d20 is rolled for every check, and a number of d6s are added or removed from it based on difficulty. This is *very* easy to intuit, and not as swingy as something like 5e's advantage.

Onto this framework Iron Sleet adds a pretty robust lite combat system. Movement, equipment, armor and evasion, plus multiple rollable stats are all tracked. Actions are on a stamina system, with stamina only half recovering after each round of combat, so if you go loud one turn you have to shepherd your resources during the next. There's also a universal reroll stat called luck, and some simple stealth and status effect mechanics to keep things fresh. There's vehicles, and they're dead simple but satisfying.

HP is handled through wounds, and wounds are divided into minor, regular, and critical injuries. If you get hit but it doesn't pierce armor, you take a minor. If it does pierce, you take a regular. If you take too many regulars and then get hit again, you take an injury. Injuries can kill you outright---but you have luck to mitigate that. Essentially, characters have some serious staying power, but you can take them down if you really light them up.

Character creation is detailed, with a big pool of build points to spend, but the ways in which you can spend it are simple, easily explained, and well organized. Your rollable stats start at -5, which is weird and wild, but not actually a problem. There's a good variety of feats and abilities and they all have a measured impact on play.

There's a full equipment chapter, including the ability to take animal companions, and you can kit your weapons the heck out with tacticool mods, custom ammo, and runic enchantments. There are vehicles, but they're priced outside of really being affordable by a group and I suspect need to be given by the GM via the mission budget system.

Character progression is simple, with a stat point being handed out after each mission. Each stat point has a noticeable impact on gameplay, and there's a *lot* of room for players to go, so you could get a long campaign out of Iron Sleet without the mechanics starting to distend.

For GMs, there's a bestiary and a mission generator. The bestiary in particular does a lot of worldbuilding in the margins, and its ideas are evocative, gameable, and fun. The setting rules, honestly. It blazes its own trail and---while still very Arknights-y---is referencing Arknights primarily in tone. Its ideas are its own, and it feels more feral and divinepunk with how it centers its gods in its world.

Overall, would I recommend Iron Sleet? Yeah. It's firing on all cylinders pretty much continuously. If you like tactical rpgs with a pulpy worldfeel and mechanics that walk a razor line between simple and deep, you should really give this a look.

Minor issues:

-Page 1, "player's characters" players' characters

-Page 4, Luck, "or when they rest" or when you rest

(+1)

Thank you very much for this it is very much appreciated.

Will there be a Discord for this game like Planet Shark?

there's a section for Iron Sleet on the Planet Shark server

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Nice. The arts are fantastic (as in the other game I saw time before). Just some art piece (IMHO) are very good, but thematically disconnected (for example, p.29 or p.35).

Minor typos, (mostly are wrong "its" "it's", for example Echowolf p.35 "it's mouth" "it's prey").

Anyway, this is strongly inspired by miniature games, more than RpGs, and this isn't a bad thing. The problem I see here is that it seems to don't have a specific "soul". As RpG is too weak (it gives no nice guidance, no nuanced results for the tests, no consequences apart eventually suffering wounds), while as miniature game it misses important GM tools (a tool to build interesting and balanced missions, a sort of "point value" for the various enemies etc.)

Still, you made a nice thing. Surely it could evolve in a great thing.

Thank you for the input I appreciate it and I'll get around to fixing what I can in the near future.