Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Geek Talk & Media
"SPACE FIGHT!" Starship combat boardgame
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Alex319" data-source="post: 5034386" data-attributes="member: 45678"><p>To make the heroes more interesting, one thing you could do is to, rather than just give each hero a passive benefit, also give them active abilities. But rather than have these be separate things a hero can do on their turn, they're abilities that the hero grants to the ship. And these abilities are things that cost something to use or require tactics that aren't normally used, so you have to decide whether and when to use them. Borrowing from 4e you could have an "at-will" that can be used all the time and a "encounter/daily" that you can only use once per game. (The "once per game" is by hero rather than ship, so you can't get it back just by moving from ship to ship.) For example:</p><p></p><p><strong>Legendary Engineer:</strong></p><p>"We Need More Power" - Once per turn, the LE's ship can spend double the normal action points on any one action to get a +4 bonus to that action.</p><p></p><p>"Overload Reactor" - Once per game, the LE's ship can use up to 10 action points over its normal allotment. At the end of the turn, it takes 1d4 damage per extra action point it used.</p><p></p><p><strong>Science Genius:</strong></p><p>"Subsystem Targeting" - Once per turn, when targeting a specific system on an enemy ship, the SG's ship can choose to disable it until the end of the SG's ship's next turn instead of doing damage.</p><p></p><p>"Reverse Polarity" - Once per game, after the SG's ship rolls a d20 for any ship system, it can flip the die over (so a 1 is instead treated as a 20, a 2 is treated as a 19, etc.)</p><p></p><p><strong>Plucky Pilot:</strong></p><p>"Shake Sensor Lock" - Once per turn, the PP's ship can spend 1 AP to roll a d20. On an 11 or higher, all sensor locks that enemies have on his ship are dropped.</p><p></p><p>"Target Weak Point" - Once per game, if the PP's ship ends his turn in the space of a Huge or larger ship, he can declare that he is going for a "weak point." On the PP's ship's next turn, if the PP's ship is in the target ship's space (or moves there) the PP's ship can spend 2 AP to make a special attack roll at a -10 penalty. If the attack succeeds, the target ship takes damage equal to 1/4 of its maximum hit points. (Note: This is intended to simulate something like the Death Star "trench run" where you fly over an enemy ship looking for a weak point.)</p><p></p><p><strong>Squadron Leader:</strong></p><p></p><p>"Covering Maneuver" - Once per turn, the SL's squadron can give another Medium or smaller ship within 2 hexes +2 to defense until the end of the SL's squadron's next turn.</p><p></p><p>"Attack Pattern Alpha" - Once per game, at the beginning of its turn, the SL's squadron may initiate a coordinated attack on an enemy ship system. This increases the squadron's available AP that turn to its remaining HP value, and gives it a +4 bonus to attack, but all the attacks have to be made at the same specific system on the same target.</p></blockquote><p></p>
[QUOTE="Alex319, post: 5034386, member: 45678"] To make the heroes more interesting, one thing you could do is to, rather than just give each hero a passive benefit, also give them active abilities. But rather than have these be separate things a hero can do on their turn, they're abilities that the hero grants to the ship. And these abilities are things that cost something to use or require tactics that aren't normally used, so you have to decide whether and when to use them. Borrowing from 4e you could have an "at-will" that can be used all the time and a "encounter/daily" that you can only use once per game. (The "once per game" is by hero rather than ship, so you can't get it back just by moving from ship to ship.) For example: [B]Legendary Engineer:[/B] "We Need More Power" - Once per turn, the LE's ship can spend double the normal action points on any one action to get a +4 bonus to that action. "Overload Reactor" - Once per game, the LE's ship can use up to 10 action points over its normal allotment. At the end of the turn, it takes 1d4 damage per extra action point it used. [B]Science Genius:[/B] "Subsystem Targeting" - Once per turn, when targeting a specific system on an enemy ship, the SG's ship can choose to disable it until the end of the SG's ship's next turn instead of doing damage. "Reverse Polarity" - Once per game, after the SG's ship rolls a d20 for any ship system, it can flip the die over (so a 1 is instead treated as a 20, a 2 is treated as a 19, etc.) [B]Plucky Pilot:[/B] "Shake Sensor Lock" - Once per turn, the PP's ship can spend 1 AP to roll a d20. On an 11 or higher, all sensor locks that enemies have on his ship are dropped. "Target Weak Point" - Once per game, if the PP's ship ends his turn in the space of a Huge or larger ship, he can declare that he is going for a "weak point." On the PP's ship's next turn, if the PP's ship is in the target ship's space (or moves there) the PP's ship can spend 2 AP to make a special attack roll at a -10 penalty. If the attack succeeds, the target ship takes damage equal to 1/4 of its maximum hit points. (Note: This is intended to simulate something like the Death Star "trench run" where you fly over an enemy ship looking for a weak point.) [B]Squadron Leader:[/B] "Covering Maneuver" - Once per turn, the SL's squadron can give another Medium or smaller ship within 2 hexes +2 to defense until the end of the SL's squadron's next turn. "Attack Pattern Alpha" - Once per game, at the beginning of its turn, the SL's squadron may initiate a coordinated attack on an enemy ship system. This increases the squadron's available AP that turn to its remaining HP value, and gives it a +4 bonus to attack, but all the attacks have to be made at the same specific system on the same target. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
"SPACE FIGHT!" Starship combat boardgame
Top