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In Harm's Way:Wild Blue

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In Harm's Way: Wild Blue is a roleplaying game about modern mercenaries, the world they live in, and the things they do.

In Harm's Way: Wild Blue uses the StarCluster 2.5 System, with some significant differences:

  • Play Fighter, Strike, Slick, or Gunship pilots, or SpecOps, Infantry, Armored, or Brown Water Navy characters.
  • Play characters with Army, Marine, Air Force, or Naval backgrounds from anywhere in the world.
  • Troupe Play: Players play several characters, each type representing one aspect of the Mercenary Company, as well as Staff Characters to run your Company.
  • Honor/Practicality Mechanic: Adds to your chance of success due to your reputation.
  • Notice: You have to accumulate Notice - the approval of your superiors - to advance in rank. In order to get Notice, you have to burn with zeal and throw yourself headlong in harm's way.
  • Competitive Play: There can be only one Leader. One hero. Is it going to be you, or the guy sitting next to you?
  • Create your own Mercenary Company and shape it to do the things you want to do.
  • Create Contracts for your Company, and negotiate for what you want and need.
  • Dogfighting system adapted to modern jets from the IHW:Aces In Spades and IHW:Aces And Angels games.
  • New Beyond Visual Range missile combat system.
  • Surface combat system for Riverine/Littoral boats and ground vehicles adapted from the Dogfighting rules.
  • Personality Traits give your character bonuses in various situations.
  • Professional Edges give your character bonuses in other situations.
  • Specialty Schools make your character ultra-skilled and competent at a young age.
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Reviews (2)
Discussions (3)
Customer avatar
Daniel V June 19, 2022 9:28 pm UTC
PURCHASER
I'm frustrated with this book and purchasing the Aces and Angels book in hopes of finding clarity was a mistake. Things critically missing: definitions/ explanations of aircraft stats and an explanation of how/where fuel expenditure is quantified. On page 153, what does "Fuel 316" mean for an F4? Your sample character Buzz doesn't do anything to shed light on this unfortunately. Please help.
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Customer avatar
Michael S April 27, 2023 7:13 pm UTC
Sorry you had problems, Daniel. A lot of what you're looking for is buried in the extensive rules and descriptions. To answer your question directly, Fuel 316 is the amount of energy (fuel) the fighter is normally carrying. You keep track of that with a pencil. The aircraft have the listed ability of how much of that 316 can be converted to useable energy in a combat turn. Thrust tells you that amount. For the Phantom II, Thrust is 10(16 with Afterburner). That means that you deduct 10 (Military Power) from 316 (Fuel) and put that 10 in Immediate (usually as 10 chips, pennies, or other convenient markers) The 10 chips can be spent to Climb, Move Straight, Perform Maneuvers, or just be wasted. Chips put into Climb increase your Altitude and represent potential energy. If you Dive, those chips go back into Immediate and can be used for movement and maneuver. A much simpler version of this can be found in Aces and Angels (slower airplanes, less energy). There are a plethora of examples of how energy is used to move...See more
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Customer avatar
Daniel V May 04, 2023 3:18 pm UTC
PURCHASER
I appreciate the response, sir. I look forward to seeing what the second edition does to improve the game.

It's not a bad game. I think a lot of the concepts are inspired, but unrefined.

Your explanation of how Fuel points work was appreciated, but the it didn't address the "what" Fuel points are.

I understood that these are abstractions for game purposes, but greater clarity and connectivity between terms will be needed if this is to be played at any level of persistent resource management. How much space/ volume/ weight/ cost constitutes a Fuel point? What rules dictate logistics surrounding Fuel points? Etc.

Again, l love the ideas here and look forward to seeing them develop.
Customer avatar
Denis Z November 05, 2019 10:59 pm UTC
PURCHASER
Gonna finally try this out with friends!
Seeing as Mr. Clash B answered here relatively recently, perhaps I should post my question here as well: where can I find PK values for air to ground missiles? Many of them have damage listed as PK+<some number>, but they don't have a PK column in the statline? Thanks!
Customer avatar
Richard S May 25, 2016 9:54 pm UTC
PURCHASER
Absolutely loving the creation mechanic, but one thing is boggling me at the moment: What is Discipline for? It's not in the skill listing and I see no mention of a special implementation (like there is with Linguistics) when I do a search for the word.
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Customer avatar
clash B August 22, 2019 4:59 pm UTC
PUBLISHER
Discipline is keeping control through imposed order rather than leadership. Discipline can be used to rally troops, to make troops push ahead in spite of danger, and keep them from breaking. It is based on CHAR, and can be used instead of leadership for many uses, but it also can be used on oneself, unlike Leadership. A character can make a Discipline check on their own to overcome fear or resist interrogation, and the like. I seem to have forgotten it in the listing!
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Product Information
Silver seller
Pages
282
Publisher Stock #
FM 057
File Size:
9.44 MB
Format
Original electronic Click for more information
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File Last Updated:
April 07, 2008
This title was added to our catalog on March 31, 2008.