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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 5015952" data-attributes="member: 1"><p>Some of these answers will be "not written yet - what would you prefer to see?"</p><p> </p><p></p><p> </p><p>Don't know yet! Opinions welcomed!</p><p> </p><p></p><p> </p><p>Haven't decided yet. I'm leaning towards giving units initiative rolls too, although we could end up with too many turns in the round.</p><p> </p><p></p><p> </p><p>It says "<span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px">Once cloaked, the unit remains cloaked and may continue to act as normal." Is that badly phrased? It seems clear to me, but then I'm the person who wrote it.</span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"></span></span></span></span> </p><p></p><p> </p><p>Good question. I'd be inclined to say no, but thoughts are welcome.</p><p> </p><p></p><p> </p><p>Yep. It says "<span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px">In addition, on his turn, the Indomitable Leader may inflict 1d8 damage to an enemy combat unit with a roll of 11 or more on a d20, or he may inspire and restore 2d6 hit points to a friendly combat unit."</span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"></span></span></span></span> </p><p></p><p> </p><p>Good catch.</p><p> </p><p></p><p> </p><p>Good catch. I meant it to be like in D&D - when you begin your turn in or enter a hex covered by the aura.</p><p> </p><p></p><p> </p><p>Yes. It affects all ships. Needs a little clarification.</p><p> </p><p></p><p> </p><p>Yes, all ships. It's fluff text.</p><p> </p><p></p><p> </p><p>Yes. The sample stat card (the Rebel Freighter) explanation section near the beginning of the book needs to be updated to reflect the new stat cards and information.</p><p> </p><p></p><p> </p><p>It needs to hit its target (otherwise it just drifts off endlessly into space). If it hits, it detonates, damaging everyone in the area. </p><p> </p><p></p><p> </p><p>There aren't any ships with EMPs yet. This is more in anticipation of Ion Cannons and Interdictor Ships which will likely be ina supplement, but I might slip one in somewhere in the core rulebook.</p><p> </p><p></p><p> </p><p>Correct. You use them to move combat units from one vessel to another.</p><p> </p><p></p><p> </p><p>In the boarding section it says: "<span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px">A boarding craft such as the Colonial Support Vessel or the Imperial Assault Craft can hold </span></span></span></span><strong><span style="font-family: 'TimesNewRomanPS-BoldMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPS-BoldMT'"><span style="font-size: 10px">one </span></span></span></span></strong><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px">unit. To nstigate a boarding action, the craft must be adjacent to the target vessel and moving at the same speed. A roll of 11 or more on a d20 immediately transfers the combat unit to the target vessel."</span></span></span></span></p><p><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"><span style="font-family: 'TimesNewRomanPSMT'"><span style="font-size: 10px"></span></span></span></span> </p><p></p><p> </p><p>Good catch.</p><p> </p><p></p><p> </p><p>Yep. I'll change it to reflect the verbiage in the Colonial Support Vessel's ECM.</p><p> </p><p></p><p> </p><p>Good catch!</p><p> </p><p></p><p> </p><p>Good catch!</p><p> </p><p></p><p> </p><p>I'm in two minds, and that depends on whether I introduce the ability to Ready Actions. If so, then the quick decloak-fire-cloak combo works quite well because ships can be waiting for it to decloak and then fire. If I don't add an ability to Ready Actions, then instead the cloak will need to be once per turn only.</p><p> </p><p>Very much open to opinions on that!</p></blockquote><p></p>
[QUOTE="Morrus, post: 5015952, member: 1"] Some of these answers will be "not written yet - what would you prefer to see?" Don't know yet! Opinions welcomed! Haven't decided yet. I'm leaning towards giving units initiative rolls too, although we could end up with too many turns in the round. It says "[FONT=TimesNewRomanPSMT][SIZE=2][FONT=TimesNewRomanPSMT][SIZE=2]Once cloaked, the unit remains cloaked and may continue to act as normal." Is that badly phrased? It seems clear to me, but then I'm the person who wrote it. [/SIZE][/FONT][/SIZE][/FONT] Good question. I'd be inclined to say no, but thoughts are welcome. Yep. It says "[FONT=TimesNewRomanPSMT][SIZE=2][FONT=TimesNewRomanPSMT][SIZE=2]In addition, on his turn, the Indomitable Leader may inflict 1d8 damage to an enemy combat unit with a roll of 11 or more on a d20, or he may inspire and restore 2d6 hit points to a friendly combat unit." [/SIZE][/FONT][/SIZE][/FONT] Good catch. Good catch. I meant it to be like in D&D - when you begin your turn in or enter a hex covered by the aura. Yes. It affects all ships. Needs a little clarification. Yes, all ships. It's fluff text. Yes. The sample stat card (the Rebel Freighter) explanation section near the beginning of the book needs to be updated to reflect the new stat cards and information. It needs to hit its target (otherwise it just drifts off endlessly into space). If it hits, it detonates, damaging everyone in the area. There aren't any ships with EMPs yet. This is more in anticipation of Ion Cannons and Interdictor Ships which will likely be ina supplement, but I might slip one in somewhere in the core rulebook. Correct. You use them to move combat units from one vessel to another. In the boarding section it says: "[FONT=TimesNewRomanPSMT][SIZE=2][FONT=TimesNewRomanPSMT][SIZE=2]A boarding craft such as the Colonial Support Vessel or the Imperial Assault Craft can hold [/SIZE][/FONT][/SIZE][/FONT][B][FONT=TimesNewRomanPS-BoldMT][SIZE=2][FONT=TimesNewRomanPS-BoldMT][SIZE=2]one [/SIZE][/FONT][/SIZE][/FONT][/B][FONT=TimesNewRomanPS-BoldMT][SIZE=2][FONT=TimesNewRomanPS-BoldMT][SIZE=2][/SIZE][/FONT][/SIZE][/FONT][FONT=TimesNewRomanPSMT][SIZE=2][FONT=TimesNewRomanPSMT][SIZE=2]unit. To nstigate a boarding action, the craft must be adjacent to the target vessel and moving at the same speed. A roll of 11 or more on a d20 immediately transfers the combat unit to the target vessel." [/SIZE][/FONT][/SIZE][/FONT] Good catch. Yep. I'll change it to reflect the verbiage in the Colonial Support Vessel's ECM. Good catch! Good catch! I'm in two minds, and that depends on whether I introduce the ability to Ready Actions. If so, then the quick decloak-fire-cloak combo works quite well because ships can be waiting for it to decloak and then fire. If I don't add an ability to Ready Actions, then instead the cloak will need to be once per turn only. Very much open to opinions on that! [/QUOTE]
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