Book has just arrived. Liking it so far. Seems to be somewhere between gang-level skirmish and role playing. Already got a theme and character ideas from my one and only foray into role play - a mechwarrior game that lasted 17 hours straight!
Will firm up the stats and get painting
Edit: ordered another 12 mini's from Moonraker miniatures. Wanted a more eclectic feel to my pirate gang. Will be cruising for a game in the near future
I've just got the last bunch of awesome miniatures from Moonraker, so will now be putting together my Pirates for much swashbuckling and theivery. I've got bikers with shotguns, female barbarians with claymores and crossbows, Mad Max hockey masked apocalypse loonies with punch daggers and pistols, and wasteland scavengers with gas masks and muskets.
I read long actions completely differently. Check out how it's supposed to work from this example -
Some people have asked clarifications on long tasks, so here is an example.
Amod kel is a technician and he is tasked with repairing a spaceship's artificial gravity system that got damaged in a firefight. The scenario says this is a long task with TN15/8. This means it will take 8 actions to TRY and repair the artificial gravity. Amod must be in base-to-base contact with the device to be repaired. He activates and scores two successes and a failure. Opponent performs a Reaction, then Amod starts to bank actions towards the completion of the Task. Since he has two actions available, he places a die next to the device and sets it to 2. He could has well use one action to fire back at the foe if he wanted. As usual, in RS you can mix and match your actions as you want unless it is explicitly forbidden by the scenario.
Initiative switches, so the foe activates, rolls 3 failures, and Amod's player rolls three reactions, scoring two successes. Amod chooses to use those towards the completion of the Task so sets the task number now to 4.
This process goes on until Amod banks his 8th action. At that point, Amod performs a Tech roll. He needs a 15, but he is Tech 3, so he will need a 12 or better. Amod rolls a 10! Damn! He realizes that one of the circuits is not working and must rteplace it. He has to start the task over. Amod starts banking actions again, as soon as he has 8 actions, he rolls again. This time, he rolls a 16, so the artificial gravity is immediately restored.
Yeah I saw the last FAQ cheers. It just seems that they're moving at a rate of knots and I like to have the most current stuff on a print out. I'm sure the Jan release will keep me going for now.
P.S. For anyone who's interested, there's a fan page of Rogue Star which is pretty cool for ideas etc. Looks like people are creating their own themes/factions, as well as weapons (to tie in with 40k weapons, for example).