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10,000 Swords Against Heaven vs Salvage Union

Compare 10,000 Swords Against Heaven and Salvage Union side by side. See differences in complexity, dice, genre, and more.

10,000 Swords Against HeavenSalvage Union
GenreFantasy, Sci-Fi, Horror, Post-Apocalyptic, CyberpunkSci-Fi, Post-Apocalyptic
TagsMartial Arts, Tactical, Character Building, Classless, Fiction-First, Survival, Resource Management, Sandbox, Dark Fantasy, WeirdMecha, Resource Management, Base-Building, Character Building, Exploration, Sandbox, Tactical, Survival, Narrative, Strong GM Support
Core MechanicRoll a pool of d6s equal to the relevant Cultivation rating, adjusted for the circumstances. Each die showing 4–6 counts as a Strike. Meet or exceed the action's Demand to succeed; opposed checks compare Strike totals.For a pilot's risky action, roll an unmodified d20: 20 succeeds with a bonus, 11–19 succeeds, 6–10 presents a Tough Choice, 2–5 fails with a setback, and 1 brings a severe consequence. The Mediator frames costs and consequences from the situation.
Diced6 dice poold20
ComplexityHighHigh
AvailabilityFree core rulesFree quickstart
Runnability2 of 5 book tools5 of 5 book tools
LicenseThird Party LicenseSalvage Union Open Game Licence 1.0b
Third-Party PublishingCommercial publishing allowed — Core rulebook Third Party LicenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherJK SaavedraLeyline Press
Year20262023
LanguagesEnglishEnglish, Italian
Best ForGroups seeking cultivation campaigns with reactive tactical combat and open-ended exploration. The setting centers communist revolution against divine and capitalist rule.Groups who enjoy building custom mechs, scavenging parts, and managing a shared stockpile of scrap to maintain and improve their equipment and mobile settlement.
HighlightsTwo-stage Interrupt cascades let combatants spend Actions to respond before an opponent's declared action resolves. Licenses from fifteen Sects combine with limited Meridian slots to support changeable martial and magical loadouts. Magnetite is both currency and a source of XP, making cultivation compete with equipment purchases.Recovered scrap funds mech construction and crawler upkeep, linking equipment choices to the community's survival. Swappable mech components let players build for jobs such as hauling or hacking. Players choose setbacks when NPC actions fail, giving the table authority over consequences beyond its own characters.
ConsiderationsCharacters start fragile by design; the book expects many to die at Stage 0 before cultivation takes hold. Casting Magick prevents Defense Checks, making positioning and allied protection important. The premise centers communist revolution, and the book warns of sexual violence and body horror.Players track separate pilot and mech resources, including Ability Points and Heat. Unpaid crawler upkeep normally prompts a deterioration roll, making regular salvage income an ongoing pressure. Encounters follow the world's circumstances rather than guaranteed balance, making reconnaissance and retreat consequential choices.