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CLAYMORE

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A member registered Apr 21, 2016 · View creator page →

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You're all good, second guessed for a minute there too 😅

8.33% is the chance of rolling a 10 exactly! If you switch the Data option from "Normal" to "At least", you'll see the probabilities for rolling equal to or above a given number. The cumulative probabilities of rolling 10, 11, and 12 (8.33, 5.56, and 2.78 respectively) add up to 16.67 - or 16.7, if you wanna round it.

It's possible we've made a mistake on Anydice (and if so, thank you for pointing out a balancing error in the game), but these results seem to check out:

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We like to think they're about equal in utility! Both have a base at-will instakill chance of 16.7% (10+ on a 2D6 roll and a given number on a 1D6 roll both come out to 16.7%). CUT lets you roll another possible instakill to counter incoming damage, but your chance to counter diminishes as incoming damage outscales yours. TECHNIQUE only lets you roll once but can be cheesed with WAR DICE (unlike CUT), since you're trying to exceed rather than match a target number. 

If you don't produce WD or gain them frequently through advancement, CUT is likely the better choice for an instakill ability, but your chance to instakill caps out at roughly 33.3% assuming the best possible circumstances (you attempt both an at-will and counter instakill, damage range matches enemy's exactly, access to a cutting weapon, ability to handle incoming damage if your counter misses). If you want a more reliable, less risky instakill, TECHNIQUE can be boosted up to a whopping 62.5% chance with the addition of a WAR DIE and works without a weapon or the risk of taking damage if you fail (your damage simply whiffs instead).

EDIT: CUT's counter chance actually also diminishes if the enemy has a lower damage range, or if you and the enemy have matching damage ranges that use more than 1D6 (e.g. 1D6 vs. 1D6 has a 16.7% chance to match, but 2D6 vs. 2D6 has only about 11.3% chance to match).

Both!

hey there, sorry for the late response! shoot us an email at claymorerpgs@gmail.com, we can get you sorted out

thanks for playing!! so glad to hear it worked out for an SCP campaign - we don't have any plans for it at this time, but an SCP themed module for FIST is something we've discussed, so maybe there'll be one someday!

Our web shop just sold out but we in the process of getting some copies to the World Champ Game Co. and Plus One Exp web shops later this month!

We're not familiar with Madness Combat but we've heard the comparison a few times since making this!

Hey Sean - unfortunately that writer had some allegations come out re: abusive behavior and sexual assault, after which she essentially wiped her presence from the internet. As far as we know, none of Ripley's work is still available anywhere online.

Not sure, things are up in the air right now with the industry being a mess!

we'll be adding some soon!!

this is so impressive and a lot of fun too!!

love this game big ups

Hi! We're working on a rules supplement that will clarify this and some other questions people have had, but in the meantime - we generally run it so each enemy a player is engaging can individually roll damage against them when the player rolls a failure, meaning that an unlucky merc can absolutely be lit up by like ten separate guys at once. Stealth is critical !!

We're working on one and hope to release it this year!

sorry for the late response - that's up to you as the referee!! having the Commissar show up and start controlling it would be a good consequence for a bad roll though..

when we say "until the end of a mission" we mean one run/loop (so, into the center of the zone and back out again)

thank you so much, we hope you have fun!!

it'll be updated!! 

thank YOU for such a lovely review!! glad you had fun <3

funnily enough we only found out about that game after releasing this one!!

Space Grotesk with some stylistic alternates turned on (the alternate D, B, g, and y)

nope!!

you'll have access to the final version!! 

French language FIST actual play by JDR ACADEMY!

New FIST actual play by Brandoff and company!

thank you so much!! check out our profile, we've got all kinds of stylish FIST material available 

not yet but we're on the last stretch!!

It's on our list, great recommendation!

happy to help!!

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hey thanks for checking the game out! it's a lighter of whatever kind you imagine (bic, zippo, whatever) and it's your buddy because ANIMUS lets you make objects sentient - basically, it's a way to set things on fire, but it also is your friend. reflavoring items is encouraged so you might also make it some other common object given consciousness

this is genuinely flawless

sorry, meant that it can be played with one referee and one PC - we are working on solo rules though in an upcoming expansion!

one referee and one to six players!

thanks for taking an interest in the game!! 

added more community copies, thanks for playing!!

oh my gosh they keep disappearing so quickly 😭😭 adding more!!

all good!! we added some more, thanks for trying out the game o7

absolutely incredible work!!

This could definitely stand to be expanded on (we're planning on it in SUPPLY DROP), but how we've run it without specific rules is pretty much treating the allied NPC as an extension of the PCs, letting them land a shot when someone rolls a success, letting them add a +1 to player rolls using the optional rule for advantage and assistance, etc.