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Mission X and Genre Fidelity in Combat

Mission X prioritizes genre fidelity in combat. As they do in the real world, firearms dominate at range. A trained operator can deliver accurate, high-powered shots across the room or down the street with far less physical effort and training time than mastering a longbow or melee weapon. Throw on a suppressor, and they’re pretty good up close and from hiding, too.

And yet placement matters – hitting the vitals or the head can end a fight instantly – and volume of fire lets a single burst drop even tough foes, or provide suppressive fire.

Placement and number of hits are handled by modifiers in Powered by GURPS games, usually multiplicative. After rolling for damage, you then do math (or have a computer do it for you). Realistic and believable, sure, but there’s a bunch of it, and almost always applied on every attack.

Mission X mixes that up by placing the large variability of guns and explosives on the log-based “B-scale.” That means all the modifiers that used to be multiplicative are now additive, and in most cases, we’re talking about ±1 or ±2. These adjust Severity directly, and once you have the final number, that’s it, you know how injured you are.

Dealing with armor in a log-scale game is trickier but works out cleanly. If armor – which is rated on the same B-scale ranking as are weapons – is equal or larger than penetration, it goes “ping” and bounces off. If the penetration overmatches armor by 4+, armor does nothing and the shot punches right through. In between, there’s a simple relationship that takes seconds to learn. Are there tweaks and refinements that can be made? Sure … but this extra fidelity comes at a cost in time of resolution, so they’re relegated to optional rules status.

Should the fight collapse to arm’s reach, a skilled operator with a blade or even bare hands can carve through unarmored or lightly armored threats, but it’s going to take some work. There’s only one damage scale – the B-scale – rather than one for swing and another for thrust. If you want to hit hard, you’re going to have to use an attack option. A few simple rules changes make these differences feel natural and thematic.

Wounds carry real weight. A solid hit can drop an enemy or leave an operator fighting through pain and shock. Combat stays fast and modular: mooks resolve quickly so the spotlight stays on the players’ choices and dramatic moments.

The result is fast, tactical combat that still uses the core mechanics GURPS players know. It keeps firearms dominant at range, melee dangerous up close, and wounds meaningful. GURPS veterans will feel instantly at home. New players will pick it up quickly.

Over the next weeks I’ll be making posts talking about the different chapters, the game development, what MX is … and what it’s not. Please stay tuned! If you want to follow on Kickstarter so that you will be on board immediately when it launches, please click here to jump over to the promo page!

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