Page 1 of 1

Brief update on v5 - space combat

PostPosted: Tue Jan 30, 2018 4:48 am
by Rob Lang

Re: Brief update on v5 - space combat

PostPosted: Fri Feb 23, 2018 7:27 pm
by DOC_Agren
Rob

I will be interested in how this turns out...

Not that we are playing anymore :cry:
in our group they had this installed in Juan cabin, so I didn't have to be on the bridge as much, something about trying to be helpful and pushing buttons and opening cargo bay as we were going into hyperspace.
Image
So I had a training machine for space combat to play with and when need it was turned to active guns by the bridge.
and just remember this when shooting.

Re: Brief update on v5 - space combat

PostPosted: Mon Feb 26, 2018 4:13 am
by Rob Lang
Sorry to hear you're not playing anymore but I I'm thrilled that you did! Knowing that others have had pleasure from the game spurs me on greatly.

I'll keep things updated. I've written a couple more as I am approaching playtest land with Byrn. I've gone super-old-school with hand-written sheets! It felt good to do.

I love the Juan cabin. Being a Star Wars (and Millennium Falcon) fanatic, I would love every combat to be as thrilling as that where everyone has a job to do. I played other homebrews years back where everyone waited patiently for the pilot to roll the dice a lot of time to decide the outcomes.

Re: Brief update on v5 - space combat

PostPosted: Fri Mar 02, 2018 8:34 pm
by DOC_Agren
Well Rob had not passed, we had stuff planned for ICAR.

And we did enjoy the system, which is why I'm still following board.

And yes Juan had fun, and was blast to play. He maybe didn't always make the smart decisions, but he got things done. Plus name another Security Officer who was banned unless ordered by the capt from the Bridge. Or who method of salvage, was to us a "Fire/rescue Axe" to cut or rip it out of place. Never made the professional salvage guys happy