Recent content by Dave G

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    New Playtest Pack V1.2

    A better way of doing that would be: 1) Each ship can only be targetted once per turn by this special action. If an attempt is made to target the same ship for a second time then there is a "spacial resonance/equipment feedback loop/cosmic f**t" (pick one from three) leading to a catastrophic...
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    New Playtest Pack V1.2

    Is there any reason why 2" was chosen? I can't think of any game play reason why it shouldn't be 4". That would put the Vree ship within the range of all guns I can think of, while giving sufficient flexibility to avoid the on-table contortions required for a 2" range.
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    Vree Fleet for Sale

    I would be interested in 2 of the vaarls, and 1 of the Xill's. Do you need an email or something to expand/confirm?
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    House Rules compilation

    As noone in our group plays ISA, Pak, or Gaim I'll have to bow to your superior wisdom on the interactions between those. Our House rule "All hands on deck" doesn't provide a bonus to CQ - does that make a difference? Personally I don't see it as a game breaker, or as a small shift in emphasis...
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    House Rules compilation

    Firstly: in order to do this the WS would need to be put on "All Hands on Deck" before the crit(s) had been suffered. If the player was expecting incoming fire then CBD would be a better choice at that stage I would have thought. Secondly: Surely this is a problem already, just one move later...
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    House Rules compilation

    And, of course, the repair isn't automatic. This allows an attempt to repair a critical hit before it has an impact on the ships performance.
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    P&P Playtest Pack v 1.1

    Another idea would be to have no hit points or base as the starting position. So that (for example) a patrol level station would consist of 3(?) modules, each bringing a combination of attributes. So a long range gunnery module would have a small number of hit points and crew points, a...
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    House Rules compilation

    The way we play it is that Crits can be repaired in the move they are suffered. The major plus point on this, for us, is that it removes the need to keep track of which crits are this move, and which ones are old. In large games, with the wine/beer/spirits flowing this can easily get lost. The...
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    House Rules compilation

    In combination with being able to repair crits at the end of the move they are inflicted increasing to 3 for War and 4 for Armageddon gives them a bit too much, in my opinion. But try it and see, you could be right. The end result of this is that the bigger ships suffer the same number of crits...
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    House Rules compilation

    We use proportional reduction of speed crits. We don't use redundancy, but this instead: House rule 1: Crits can be repaired at the end of the move they are inflicted. House rule 2: Patrol level ships have no damage control parties. Skirmish & Raid ships have 1 damage control party. Battle &...
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    So you hate the crit chart?? how much do you hate this!!

    This suggestion doesn't change how critical are inflicted, but how they are repaired/cured. 1) Make it possible to repair crits at the end of the turn they are inflicted. This has the added benefit of removing the need to remember which ones were inflicted when. 2) Change the number of...
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    Some suggestions for Criticals

    I agree with proportional movement crits. And with the No SA crit. And with being able to repair crits at the end of the turn they are suffered. How about this for Damage Control & Bridge hits? Skirmish/Patrol ships have only 1 bridge position, and 1 damage control party. Raid/Battle ships...
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    Admirals - making them usable

    How about making the cost of the admiral variable? For example an admiral could have 1 or 2 traits. Each trait has a cost associated with it. If the trait has an effect on the admirals ship (for example +1CQ), then the cost should be 1 FAP at 2 levels below the admirals ship. If the trait has...
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    Awesome news?

    Any idea when Ironwind will be able to start turning things out? Failing that, has anyone got a Xill model (or 3) going spare?
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    P&P Playtest Pack v 1.1

    I'd agree. Generalised twisting, stress, and compression damage due to conflicting gravitational forces. I'd suggest making the damage greater depending on the size of the target ship - so there would be more damage to a war level ship than a skirmish level one. For example: Patrol level...
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