About Pilgrim Cell
Pilgrim Cell is the 76 page base action rule set which all RKE Skirmish Games use. Pilgrim Cell is the foundation in a multi-tier platform that will let you function with action of violence and adventure or the lack thereof on the game table.

The customer only needs to buy one rulebook to play any RKE Skirmish Games. Pilgrim Cell wholly encompasses elements common to any miniature game RKE makes. That is to say Pilgrim Cell covers all non-genre specific rules. Anything else concerning in-depth world mechanics and action is covered in that specific games World Rules.

This way the core foundation of all RKE games is not reprinted time and again and may be universally referenced.

Game Play
Pilgrim Cell uses a modified "I go, You go" game turn system. One player moves a unit, then the opposing player moves a unit. This allows players regular game play without lengthy pauses waiting for an opposing player to move all of their units and also allows for incremental reactive game play.

Once a player has activated all of thier units turn by turn, the player has completed one Force Cycle. You may not start a new Force Cycle until the opposing player has activated all of their units. If one player has cycled through all of their units and the opposing player has more than one unit left to activate then they may activate all remaining units to finish their Force Cycle.

This allows for several strategies like grouping unit attacks together at the end of Force Cycles. Pending which units you cycle through, you may have units leftover that may move in tandem with overall better combat results. Although this generally benefits the player with the most units, those with less units yet superior command may utilize the Command Interrupt rule and move their units in tandem as well.

This overall style of game play allows for great variety of unit activation which may be custom tailored to a players overall strategies or feel for the game. IE the player may react with more flexibility and less foreseen action from the opposing player. Also this allows for the faster IGOUGO game turns yet allows for the more traditional mass movement of units if the player builds their army in such a way.




Pilgrim Cell Condensed Overview
Pilgrim Cell is a skirmish rulebook that attempts to combine some of the elements from Role Playing Games (RPG) to make the games more interesting and to some extent more realistic. Each miniature in a game will utilize several stats to facilitate game play and allow for different rolls of a die to determine the outcome of the game play. Pilgrim Cell rules utilize a d10 dice for all game rolls.

Stats that are utilized are as follows:
ACT (Action) - The number of actions a miniature may perform during their activation.
MOV (Movement) - The number of inches a mini can move in a single movement.
BAL (Ballistic) - The proficiency skill of the mini for ranged weapon use.
MAR (Martial) - The proficiency skill of the mini in hand to hand combat.
MEN (Mental) - The measure of abnormal psych of the mini to use mental/magical powers.
ARM (Armor) - The amount of damage a mini's armor may sustain.
BOD (Body) - the amount of damage a mini's body may sustain.
FOR (Fortitude) - The measure of a mini's resolve to stay in combat and follow orders.
PER (Perception) - The mini's awareness in any environment .

There is a measure of bookkeeping involved in a game in that you must track the damage a miniature sustains against their armor and or body. However there are never more than 10 points of damage to track for the armor or the body.

Activation is basically the IGOUGO method i.e. you move a unit, I move a unit, with an occasional exception in the case of Command Interrupt which is a leader ability that allows for a set amount of additional units that have not been activated in a Force Cycle to be simultaneously activated with the leader.

Combat whether it is ranged or hand to hand is handled in such a way that all weapons have a classification. It should be noted that all armor and body are also classified. When combat occurs you compare the class of the weapon versus the class of the armor or body. All weapons have a full damage amount and a reduced damage amount, so when comparing weapon class versus armor/body class, if the weapon is equal to or higher than the armor/body class, then the full damage amount is used. If the weapon class is one class lower than the armor/body class, then you would us the reduced damage amount. If the weapons class is more than 2 classes lower than armor/body, then no damage is allocated.

Quick Combat Example:
So the basis of combat goes something like:

Unit A is activated. Unit A spends 1 ACT on MOV and moves out from a wall to shoot an opponent. Since MOV can be split up, Unit A will move back into cover after firing. Unit A proceeds to fire at Unit B. You may not measure your range until after you have chosen a target unless you have a special ability (Marksman etc) so if you fall short, you fall short. So if the enemy is within range you would then roll your BAL or under since all rolls, lower is better. Let's say for the sake of my sanity Unit A rolled his BAL or under. Great. Now simply compare the weapon class VS the BOD or ARM class of the target.

Class is approached in an easy way:
There are five class levels:
A, B, C, D, E.
A is the highest with E being the lowest.

Class Rules:
If your weapon is an equal class or higher you do your full listed weapon damage.
Example:
Weapon: C6/3. C is the class. 6 is the full damage and 3 is the reduced damage.

So if a weapon C6/3 attacked a guy with C7 ARM (Armor) then the weapon would do its full 6 damage leaving the enemy with 1 damage left over.

If your weapon class is one lower you do reduced weapon damage. So if a weapon C6/3 attacked a guy with B7 ARM (Armor) then the weapon would do its reduced 3 damage leaving the enemy with 4 damage left over.

If your weapon class is two or more lower you do no damage at all. So if a weapon C6/3 attacked a guy with A7 ARM (Armor) then the weapon would do no damage.

Back to the fight:
Unit A pops out and shoots unit B. Unit A kindly asks Unit B what Armor Class do you have? They compare and the result is: Weapon: D4/2 VS ARM C2. In this case the weapon would do reduced damage of 2. However it is still enough to take out the armor with reduced damage. Now unit B has no armor. All further hits will be against the unit's BOD (Body) which typically is less fortified than ARM.

Now that Unit A is done firing it can use the rest of its movement. Remember I said earlier you can split up movement. This means if you have a base movement of six inches, you can split that however you like as long as you keep track of it. So since Unit A moved three inches to move from Hard Cover and shoot his enemy, he now opts to move three inches back into cover.

And that is how ranged combat works in a nutshell.

Close combat is similar except when you go to strike an opponent you roll your MAR (Martial) or under. However if you succeed then your opponent rolls their MAR or under. This represents you making a successfully aimed attack, but also your opponent reacting with their speed and ability to see if they can block it. So hand to hand combat in Pilgrim Cell can be very fun and nail biting with back and forth action.

Ending:

Of course there is a bunch of rules for engaging enemies with ranged weapons, who you may target, how to split your attacks between multiple units and for hand to hand combat there is all sorts of rules for engaging, disengaging, multiple opponents, running assaults, back attacks etc. Give the contents of Pilgrim Cell a quick read over and you can see what exactly is covered in the book most with illustrated examples. There are additional rules that go into details regarding combat and command and even covers things such as jumping, falling, flying, and many others than are listed here as well.

• Pilgrim Cell Book Contents •

Intro

Credits

Legal

Contents

Lexicon


Chapter I: Prologue Pilgrim Cell

Needed to Play
Recommended to Play

Chapter II: Starting the Game

Point Value System
Game Size
Rolling Dice
Critical Hit and Miss
Length of Game
Placing Terrain
Deploying Forces
Hidden Units and Objects
Deploying/Revealing Units in Secret
The Game Turn
Activation
Who Goes First
Activation of a Unit
Remove Reserve Action
Check Command Radius
Check Morale
Perform Actions
Completion of Actions
Post Action Effects
Tracking Sheets
The Character Sheet
The Game Sheet
The Vehicle Sheet
The Play Sheet

Chapter III: Units and Actions

Units
Actions

Chapter IV: Movement
Movement
Single Time
Double Time
Triple Time
Take Cover
Climbing
Help Climbing
Falling/Jumping
Jumping
Falling
Flying/Hovering
Flying Low
Flying High
Marking Flying Units
Swimming

Chapter V: Damage and Size

Model Size
Body
Armor

Chapter VI: Line of Sight and Target Selection
Line of Sight
Target Selection
General Fire
Split Fire
Command Fire
Focused Fire

Chapter VII: Combat Combat
Weapons
Hand to Hand Combat
Hand to Hand Weapons
Breaking Hand to Hand Combat
Multiple Opponents
Back Attack
Assault
Rear Assault
Disarming
Capturing
Captured Movement
Ranged Combat
Special Effects/Templates
Suppressive Fire
Indirect Attacks
Opportunity Attack (OP Attack)
Friendly Fire
Weapon Range
Switching Weapons
Throwing weapons
Multi Purpose Weapons

Chapter VIII: Cognitive Abilities
Mental
Fortitude
Panic Attack Tests
Unit Casualties
Overcoming Panic Attacks
Perception
Command
Chain of Command
Command Interrupt

Chapter IX: Terrain
Terrain
General Types of Terrain
Impassable Terrain
Sub Passable Terrain
Super Passable Terrain
Tactical Advantage Terrain
Cover
Soft Cover
Hard Cover
Profile Cover
Overall
Total Cover
Total Cover: Return Fire
Destroying Cover
Buildings
Opening Doors
Atmospheric Conditions

Chapter X: Vehicles
Vehicle Armor
Vehicle Crew
Vehicle Weapons
Vehicle Movement

End Note

Epilogue

• Over 60 example illustrations further demonstrating rules.

• Pilgrim Cell is NOT a stand alone supplement. It does not contain any stats for unit types/weapons/abilities/mental powers etc. To use Pilgrim Cell you must have A World Book and Unit PDF's.

Pilgrim Cell Preview
Pilgrim Cell may be purchased in color or black and white. The color version has better quality glossy paper and looks much better while the black and white version is substantially cheaper. Click HERE for PC Preview. - Preview is 650k.

Pilgrim Cell Q & A

Q. Why is the Pilgrim Cell Rule Book a stand alone rules supplement?

1.
I am releasing quite a few game worlds. The customer only needs to buy one rulebook to play any of my skirmish games.
2. Once the rules are committed to ones memory then that is one less reference book needed at the game table.

Q. Do you need a Character Sheet, Game Sheet, Play Sheet and Vehicle Sheet to play games?
A.
Nope, not at all. You can use just a regular blank sheet of paper to track a variety of in-game functions. They have been created as a courtesy and to help organize your game. They are talked about briefly in the rules and available for purchase as a pdf or printed book known as the Tome of Hostilities.

Q. Do all games under Pilgrim Cell play alike?
A.
Concerning the base rules and mechanics, it will be very easy to go from any RKE Game to another and pick it up in no time at all. However games will naturally play different concerning genre specifics, amount of units fielded and overall feel.

Creatively speaking you can make a game world in which the majority of units may only take one hit before being removed from gameplay. Or you can make a game where units may take more damage and they are in play longer. A rifle in one game may do a decent amount of damage yet in another game a rifle may do alot of damage thus making the game more hard hitting and dangerous. Some games may have units with many abilities, some games may have units with minimal abilties. This can affect the game speed, detail and depth of play.

Q. Isn't 76 pages of rules quite a bit to memorize?
A.
No. Due to the way I design books I try and focus on only one or two pieces of rules content per page. Coupled with my fancy border graphics this means I burn through a ton of pages laying out books in a easy to read, non congested format with plenty of example illustrations. I've actually stripped every rule in the book into a total of 6 pages. When you add on further explanation text, tons of examples, chapter pages, intro, credits, index, proper spacing between the text and fancy border graphics, you get a large well spaced easy to read/reference book.

Q. Doesn't that cost the consumer in having to buy a much larger book?
A.
Yes and no. If the consumer buys a B&W book it raises the book about 70 cents tops. Wooptee frickin' do. However it raises the color book price by about $4.00. But if I got rid of the fancy border graphics and spaced out non-congested content I might as well sell you toilet paper with text and quite frankly that's not what I'm about.

Q. I don't like I-GO, U-GO, I prefer moving all my units at once. Any help?
A.
No problem. Ignore the command interupt rule/ability and simply move all your units at once. Simple. It is that easy to implement. As long as those you play with agree, have fun. Adopt and adapt.

Q. How are vehicles covered in a non genre specific rule book?
A.
They aren't really. In the end of the book they are more or less briefly talked about and that's about it. Genre specific vehicles and terrain are heavily covered in the World Rules for any given game. Pilgrim Cell focusses heavily on cross compatible genre elements IE most everything listed above in the index.

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