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Post by stubram on Jan 17, 2017 23:18:19 GMT
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
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Post by madphil101 on Jan 20, 2017 21:01:38 GMT
Wrong topic wrong thread probably not of interest but connected and probably a broken link kck.st/2jDSGvq
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Post by stubram on Jan 25, 2017 14:28:43 GMT
Oh yeah.
I'm on every page, baby!
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.
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Post by stubram on Feb 20, 2017 20:30:45 GMT
Anyone got a link to the latest FAQ?
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Post by stubram on Feb 20, 2017 21:43:25 GMT
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.
Andrea
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Post by stubram on Feb 21, 2017 9:59:09 GMT
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). Rogue Stars Fan Page
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Post by stubram on Feb 21, 2017 13:09:52 GMT
Probably an obvious one, but for all you Merchants out there:
instead of paying 6xp for Medic +2, just buy the Medikit for 4xp (as it's Civilian, Merchants get it half price) as it does the same thing but is transferable between characters.
It also ties in with the idea that Merchants may not be as experienced as other units, but what they can't learn, they'll buy.
Going to be rehashing my crew to fit the 'feel' more, now I've had a couple of games.
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Post by comstar on Feb 21, 2017 14:47:44 GMT
Oh and they stack btw Medic and Med Kit
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Post by stubram on Feb 24, 2017 21:06:15 GMT
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Post by stubram on Feb 24, 2017 21:34:46 GMT
Curses!
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