It’s a fact that lately Assault Publishing Studio page has been dominated by content related to 2670 RPG. I won’t deny that working on RPG material is simply more enjoyable than working on a wargame, and on top of that, regular sessions with friends naturally fuel the creation of new content. That doesn’t exclude work on wargames, of course, but as usual, it tends to be quieter and a bit more in the background.
PMC 2670: Renegotiated is the next, third edition of my wargame. While PMC 2670 was a major expansion compared to PMC 2640, in terms of rules it was more of an evolution than a revolution. With PMC 2670: Renegotiated, I focused first and foremost on improving the core mechanics and revising the added value of individual elements.
As a result:
- the game is more cinematic, pushing even harder toward dynamic action,
- quite a few rules have (ironically!) been borrowed from 2670 RPG, making the two systems even closer and allowing for a near-instant switch from the battlefield to intrigue and personal character drama (and back),
- assault and shooting mechanics are more intuitive—now every trooper above 1 adds +1, and assaults have only a single phase (this does require some stat tweaking),
- morale, casualties, and withdrawal rules have been simplified,
- Suppression points are capped at 6: below morale is OK, above it the unit is pinned, 6 means broken,
- troopers now die on 5+ instead of 6, but morale is no longer reduced by losses—larger units finally make real sense,
- a broken unit falls back 1″ from the source of the attack for each suppression point received—there are no traditional routs anymore,
- I reviewed and streamlined the special rules that PMC 2670 had accumulated—they’re now more intuitive, and their number has been cut by about one third,
- the rules are designed to eliminate as many exceptions and army-specific rules as possible, without flattening their unique identities,
- vehicle rules have been slightly reworked: they now default to 6 durability points (3 with the “softskin” rule), removing the double defense (Defence and Structure), and damage is closer to infantry (1–4 ignored, 5–6 deal damage); repairs are no longer automatic and require spending an activation,
- PMC 2670 rules and the The Highest Bid expansion have been merged—the default composition, conditions, and scenarios are based on that expansion. Every army, campaign or not, uses doctrines selected from a shared pool, all of which directly affect what happens on the table,
- PMC 2670: Renegotiated has a simpler composition system—we’re saying goodbye to Battle Tiers and Army Tiers (in campaigns),
- within composition, we now have the “Order of Battle”—your army’s specialization (e.g. balanced, elite, mechanized, automated, etc.)—six per army,
- OOB defines how many composition points you have, which units from which tiers you can field, and sometimes removes or introduces unit limits, or occasionally enables thematic units (e.g. an armored doctrine allowing mandatory HQ as a command vehicle instead of infantry),
- the game is no longer so tightly bound to campaign force progression, which allowed me to trim army lists by removing units that existed only to support campaign advancement,
- among the new additions is a Command Point system: certain abilities and doctrines require CP, which refresh each turn,
- I’ve moved away from the traditional book format—the game is modular and designed from the ground up to be printer-friendly. The core release will include rules (with scenarios) and four armies (the same as in PMC 2670),
- in the future, I plan to expand it with campaign rules, tournament play, additional armies, scenarios, etc.,
- armies are designed so that you don’t need to change anything in your miniatures.
At this point, the game is in closed testing. If you’re interested in taking part, feel free to reach out via email (marcingerkowicz.aps@gmail.com). The release date isn’t set yet, but I have no intention of dragging it out indefinitely.

