2nd Edition

I'll give you 200 E's for a secret. Here's a deposit of 20: EEEEEEEEEEEEEEEEEEEE

I'll send the other 180 when I get my secret :)
 
leonpaul said:
Why would you hit me with it, you only just fixed it again for me.
Guys i am selling 2E secrets under the code name butter knife
E200 per secret. :twisted:

just use Alt Gr and number 4 key muppet! thus € :wink:
 
On_DS9 said:
As it is, a large ship is almost always defeated by a wolf pack of small ships due to the debilitating effects of critical hits.

I agree that the game should really be about the big ships. Sorry, but I want to play Omegas against Sharlins and G'Quans vs Primuses (sp?). The small ships are cool but as a fleet escort more than anything else.

An idea: Have another roll to see if the critical hit causes a system malfunction or just extra damage. How easily a ship causes a critical hit is determined by what type of ship does the firing. The idea is that big ships have larger guns and do more damage.

So you have all ships broken into 3 classes: Capital Ships, Escort Ships, and Auxiliary Craft. You simply include a ship type in the decsription of the ship. As a general rule:

--fighters are all auxiliary ships
--Patrol, skirmish, and maybe some Raid ships are escort ships.
--Battle, War, and Armageddon ships are all Capital ships

For each hit, roll a d6, like now:

1: bulkhead hit (no dmg)
2-5: solid hit (1 pt dmg)
6: critical hit (1 pt dmg, roll to see what type of critical hit).

For critical hit, you roll a d6 again to see what type of critical hit. What table you roll on is determined by the ship type:

Capitol Ships:
1-3: Hull Damage: +1 pt dmg, nothing else.
4-6: System damage: roll on the critical damage table

Escort Ships:
1-4: Hull Damage: +1 pt dmg, nothing else.
5-6: System damage: roll on the critical damage table

Auxiliary Ships
1-5: Hull Damage: +1 pt dmg, nothing else.
6: System damage: roll on the critical damage table

That would dramatically reduce the effect of criticals in the game overall. Maybe precise weaponry would get a +1 on the second table as well? Or perhaps Beam weapons, as they punch through stuff?

Either way, it'd cut down on the number of critical hits. Now, whereas 1 in 6 hits equals a critical it'd be 1 in 12 for capital ships, 1 in 18 for escort ships, and 1 in 36 for fighters.

just a thought...

thats actually a mucher fairer way, as in my games there seem to be too many criticals, but maybe not quite so drastically cut, somewhere between the two.
 
leonpaul said:
Why would you hit me with it, you only just fixed it again for me.
Guys i am selling 2E secrets under the code name butter knife
E200 per secret. :twisted:

lol
not much of a code seeing as the only people who would mind are mongoose, and they can see the forum. 8)
 
Valen is my name said:
yeah i realise that
how complete is 2e?
The rules are pretty settled now and we're focussing more on wordings, scenarios and campaigns.
All of the fleets have been looked at as part of a "first pass" where major issues come up.
2/3 of the fleets have had at least a moderate lookthrough (including all of the "main" fleets where the more detailed work is done.
Then we'll return to look at all of the fleets in context with full missions and campaigns all thrown in too.
Finally Any other tidying up.

Right now I'd say things are about 50% done and on target for an Autumn(ish) release.
 
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