Recent content by Everyman

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    Playtest Rules 1.2 - The Good, the Bad and the Ugly

    I am rather familiar with those actually and thanks for the compliment on them :D
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    Playtest Rules 1.2 - The Good, the Bad and the Ugly

    Well at least the Good, the Bad, and the Not sure abouts from my first take on the new changes. The Good: Reduced range on the White Star Neutron Lasers rather than the rule about reducing it to 1 AD. Perhaps 12" would be a better range though. The addition of shields, an aft Molecular Slicer...
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    Playtest Rules 1.1 - New Ships

    I know that there was some desire to see some new Shadow ship so I thought that I would throw some out in the hope that maybe the powers that be might consider something for them. I based one on the old AOG scale fighter and the other on the scout. I am also throwing out a new Pak'ma'ra design...
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    Playtest Rules 1.1 - Battles in Hyperspace

    We tried out a couple of battles in Hyperspace using the new rules and found them to add a neat new dimension to the scenarios. It did raise a question of whether fighters ignored the necessity of making a CQ check to maintain the beacon lock. Also, the Gaim proved to be way too tough to...
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    Playtest rules - Narn updates

    We played a few games with the new rules. A Narn vs. Centauri and several Narn vs. Vree game and I do not think that the new CBD is overly powerful. While it does add to the every other turn survivability of the Dag'kar, the ship that really seemed to refuse to die in our smaller games vs. the...
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    Army of Light - no more League? Playtest rules questions.

    While I suspect that there may be someone out there that likes the whole Army of Light concept, we have generally found that it is too cumbersome with having to confirm a desired ship is in the list. Also, the list itself does not really make any sense at all since the flavor text indicates it...
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    Playtest Rules - Psi Corps

    I have to agree that the range is usually the issue but my group has been play testing this ship with a variety of changes for a bit now and the 10/1d6 shields does not measure up as the shields tend to be fairly minor once the initial has been used at that regen rate on a war level ship. 10/5...
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    Playtest Rules 1.1 - New Admirals

    Well since many have asked, I thought that I would throw in a few suggestions that I put together for admirals for some of the other races (and yes many are purely made up characters). I have a few ideas for the Abbai still but not really anything for the Drakh yet. Any of the playtesters can...
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    Playtest - Whitestar

    While I do not think that making the ship boresight would have been an issue with our group, the current changes have proven to limit this ship too much and they are under performing now. While I agree that it was one of the best raid level ships there was, it was not ridiculously over powered...
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    Mind Scream

    I agree entirely with the sentiments here, this ability has no real correlation to the show and is designed to simply mess with a single race. We want to avoid going to a more rock-paper-scissors of race A beats race B easily system, so this rule should be changed to something more universal. I...
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    Playtest Rules 1.1 - Space Stations

    While reducing the AD of the heavy weapons was a step in the correct direction, these rules are still completely unbalanced. Just citing a few examples rather than the dozens of abuses that came to mind immediately. If I was playing the Narn why would I not take a patrol level station with 4 AD...
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    Playtest Rules 1.1 - New Admirals

    While I do not have my book on hand at the moment, I thought that the Inspired Command ability for generic admirals specifically stated that it was cumulative with the Command from a ship if the admiral was placed on that ship unlike the standard +1 from an admiral, however, that is not true on...
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    Playtest Rules 1.1 - Drazi

    In our playtesting of the previous Attack Run rule, we found that against high hull targets this was not a very effective attack and now with the twin linked trait effectively going away, it is going to be nearly useless to do this against high hull targets. While this will speed up play with...
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    Playtest Rules 1.1 - New Ships

    I have to say that I really like seeing the Amar back and it looks good on paper but will have to try it out. The Chronos missile variant really should have turreted missiles (maybe only 3AD rather than 4AD but not really sure on it) rather than the heavier side firing arcs that are more...
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    Playtest Rules 1.1 - Vree

    I like the concept of the new special action but it really needs a CQ check or to be limited by size of the Vree ship in some manner. Otherwise, I can see Vree patrol ships de-crewing low crew ships like blue stars in patrol games with no effort at all.
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