#Mech errata
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mwbookwyrm-blog · 1 year ago
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After looking at my copy of TechManual, I realized I made a mistake when designing the Red Roc. Somehow I never knew was that the heatsinks added outside a mech to get it to the required 10 did not cost you any tonnage. Up until now I always assumed that those heat sinks cost tonnage, so the Red Roc is actually one ton underweight.
To fix this, I need to make a slight edit to the design. Instead of having a heat sink in the head, I'm using the freed up tonnage to place one heat sink in each leg. It should help with some of the Red Roc's heat issues a little. If I ever get around to uploading an actual mechsheet for the Red Roc, this will be taken into account.
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Since I had a much better response to the Red Roc, I decided some more information was in order. Still using old drawings, as I haven't had time to draw anything new. I want to update the design a bit to match both my own drawing style and the newer catalyst designs (if possible).
The Red Roc was my first serious attempt of designing a battlemech of my own. I chose to start with my favorite weight, 45 tons, and try and build a mech that was useful at any range while being simple and cheap. I have yet to test enough to know if I accomplished my stated objectives, but I think I've at least made a good start.
================Technical Stuff======================
RDR-C Structure: Standard (4.5t) Engine: STD 225 (10t) Gyro: Standard (3t) Cockpit: Standard (3t) Armor: Standard 6t H: 8 // LT: 10-5 RT: 10-5 \\ LA :8 || CT: 12-8 || RA: 8 LL: 10 RL:10 Equipment: Autocannon/5 RT 4s 8t Ammo (AC/5) 20 RT 1s 1t Large Laser LA 2s 5t SRM 4 CT 1s 2t Ammo (SRM) 25 CT 1s 1t Small Laser LT 1s 0.5t Heat Sink H 1s 1t
================Designer's Notes====================
Well, not much to add here. I know that the Red Roc has several short comings. One that I left in for lore/fluff reasons is the CT SRM ammo. It's stuck in there because the designers couldn't figure out a way to have the SRMs loaded from one of the side torsos without having to take away from the Red Roc's waist structure. Prototypes that tried this would eventually overstress the waist and cause it to collapse, causing the 'mech to slump to that side. If the 'mech was in motion at the time of failure, it would sometimes to cause the mech to split in two at the waist. It was determined that keeping the ammo bin in the CT would have to suffice until the waist structure could be reworked.
Even with all this failing, and all the others, I think this mech is a great base for upgrades. I have probably a dozen different ideas, and I wouldn't mind hearing yours as well. Have fun with my design, I'll defiantly be bringing more to the table (as well as updating the Red Roc's art)
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straehomebrewreview · 2 months ago
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I found this art by Terk MC and thought that it looked really cool. Looking into the mechanical side of things, I found a really cool concept for a mech with a lot of fun features. However, I found the mechanics to be lacking a little bit, overtuned in many areas and adding new tags and ideas that change the game quite a bit. I decided to make a revised version of it to bring it towards a more balanced state with a little bit more synergistic mechanics. Original
Revised
.lcp
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wormtoxin · 3 months ago
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the 124th is unique in that all of its members are male.
Even the squadron officer, which is historically, a female position. It’s progressive. Some of their former members do tours in the core cities at bookstores and middle schools about gender equality in the military.
She doesn’t know about any of this when she signs on. She does have any wealth and can’t stand the orphanage or the foster home. So she enlists.
She dresses as a boy because she’s afraid. She’s heard stories about how girls with her stature are treated by Liberationists. She’s heard whispers of how they’re treated even within the ranks.
Fake name, fake voice, haircut. Counterfeit identification she buys from one of the hawkers on an outskirts railcar. Naturally, “he’s” assigned to the 124th. It’s not easy. She wishes she could quit, but she can’t.
Though the men around her set her teeth on edge, stinking whisky breath and stubble and musk, they take to her rather quickly. Never question the name, her stature, her squeaking voice.
When they hit the showers, she stays behind. It’s her worst nightmare to be found out dripping wet and unarmed. She keeps her progknife at her hip when she sleeps, when she eats, when she slips into the showers or the creek after all the other guys are already dead asleep.
Once, a squadmate catches her. He’s surprised, but surprisingly cool with it. He mentions he’s got a cousin like that, who works a boiler room in the east. She stops hiding. She starts drinking with the other guys. Before long she feels like she belongs. She’s safe. She has a purpose. She has friends.
Her next sortie is nothing- idealist would-be guerrilla’s caught off-guard in outmoded frames. They break rank quick, so picking them off isn’t an issue. They loot the frames and move onto the next town.
When they arrive, the villagers are guarded, and her squad mates are tense. They round everybody up.
“We ran into some libs on the way here. Seemed like locals. Anybody recognize ‘em?” They share the pictures they took of mutilated corpses, and a few people scream, or cry. The women try to look defiant. They try not to let the children see.
“No? I know these chickenshits had just refueled. Can’t have been far. Show me the garage or hanger, whatever you people call it. Now.”
A murmur, but no one moves, speaks up.
“Fine.” her friend says, the one with the cousin, and opens fire into the crowd. They try to run, but the others are already lying in wait on the other side of the plaza.
“Every five seconds you lie to me, I pull the trigger. Five, four,”
“What the fuck are you doing?”
“Three, two, one, zero.” He leans on the trigger again, and his mech lurches from the recoil. It’s a spitfire submachine weapon. Looses a scatter of fire. From inside her cockpit, it sounds like popcorn in the microwave.
“Stop it!” She says, over the loudspeaker this time, and her mech steps forward, towards the crowd.
He turns, and the gun turns with him. He doesn’t lower it.
“C’mon man, don’t be such a pussy. These are backwater chickenshits. You know they’re not gonna learn the easy way.”
A bullet pings off her cockpit, and she flinches, draws her weapon like she’s been taught. A teenager, lithe but muscular from farm work, skinnier than herself, with an elephant gun. It put a crack in her fibroglass.
She sees their eyes. Sees the condensation of their breath against the heat exhaust from the rifle. They’re shredded to ribbons by submachine fire.
By the time they’re finished, there’s no one left. corpses and ricochets. They find the hanger a few hours later, abandoned in a rush, scattered liberation errata.
“See? I told you bro. You can’t trust people out here, they’re all guerrillas in disguise, waiting to slit your throat. Don’t be such a wuss next time,” he says, and claps him on the back.
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luckyspacecadet · 7 months ago
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Bit of a brush up on Alpha Strike, teaching a newer player the basics. I've had a real rollercoaster of feelings towards this game, with a trend towards the negative only because I find it a frustrating toolbox where systems seem to have been converted in isolation and they become more convoluted with every errata.
I also had the guilt of trying to hold back in a teaching game, but my opponent made a series of terrible rolls and misplays based on incomplete knowledge, and my Mercs came away with 5/8 mechs virtually fresh to the opponents 6/7 dead.
I want to love my stompy bots - but tired of needing to put so much work into making it play nice with itself. I ought try some other systems out there that are mech mini agnostic. Any suggestions?
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hyrtwynwrites · 1 year ago
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Yensday #4 - 28 February 2024
Welcome back to another Yensday! We have two questions today, so let's get into it!
<><><> Q&A <><><>
@purplenidoqueen asked:
I was thinking about my childhood, and how the one thing that stands out more than anything is a little statuette my mother has. It got me thinking about what Yen might have latched onto, considering the youth she had. Whether a thing, or a person, or a creature, or a place... Is there one symbol from her childhood that she most cherishes to this day?
Yen is in a situation where she has a lot of strong memories but not a lot of keepsakes to tie her to them. The enforced meagerness of life for the Ala Mhigan refugees in Quarrymill kind of meant she just didn't have a lot ever.
With that said, she did have a few things to latch onto. Quarrymill, and the area outside its walls, is filled with memories for Yen due to how much exploring she got up to as a child. She was a bit of a troublemaker, and worse, a leader, so her antics would usually become a group's antics pretty quickly.
The biggest symbol linking her to her childhood, however, is more a ritual, and that's dyeing her hair. Her mother started doing it with her when she was nine, and Yen has pretty religiously maintained doing it ever since. Especially since the Calamity, it has tethered her to her childhood and to Aebba, both of which are now long gone... It's an act that is sacred to Yen now, this last little reminder to herself of love.
@vivailwrites asked:
I know a lot of people who make one character in a lot of different properties. I make and remake vivail in various roughly similar forms, as often as i make new characters. One of my favorite streamers makes her oc, voxer, in basically anything. She even made a voxer mech in ac6. Do you think you would ever make yen in another game or franchise or story or is she purely ffxiv
Yen is a character that I think is pretty versatile; you could put her in any setting, and she'll do at least alright. With that said, beyond a handful of times I have aesthetically remade her in other RPGs that I am poking at, I don't personally use her that much beyond the walls of FFXIV.
The main reason is, I think, that Yen was designed for one setting explicitly, and that's Eorzea. While I could pick her up and put her somewhere else, like Faerûn or Tattooine, I would have to change enough about her for her to fit into that world (or worlds) that she would stop being Yen. I think I'd rather create new characters at that point, tell a new story.
She is very near and dear to my heart, though, so I wouldn't be surprised if I transported her for fun on occasion, little one-shots of a woman increasingly out of her depth.
<><><> Tidbits & Errata <><><>
Kind of spinning off of the first question, I actually had been thinking recently about what kid Yenifer was up to. She lost most of her adolescence to working; the Ala Mhigans needed every hand to make ends meet, and Gridania (and all of Eorzea, for that matter) has no child labor laws. Any time she did have to herself was probably spent similarly to how she spent it as a child: Getting into trouble.
I do like to imagine Yenifer as being a bit of a ringleader, both because it suits her and how she is, and because it echoes out to roles she will assume as an adult, throughout Light's Falle.
As far as how much of the Black Shroud she got to see, the answer is, unfortunately, quite little. The pre-Calamity Twelveswood was a bit of an enigma to navigate, so she could only safely explore a few square malm around the hamlet.
Something mentioned in passing in Gridanian Prelude is Yen finding a mysterious door in the southern Shroud that she was barred from exploring. That was, in fact, an entrance to the Thousand Maws of Toto-Rak, a place she will return to sooner than later.
Another detail that will crop up sooner than later is that Yenifer knows Buscarron, the owner of Buscarron's Druthers, and has since she was entering puberty. This is a bit of a gray area in the canon, when did Buscarron retire, and for the life of me I can't find something concrete. I've set it by fiat to be ten summers ago, in 1567, which means that he and Yen met when she was eleven at the earliest. They have a... complicated relationship, which is to say they tease the hell out of each other, something that I look forward to showing in the near future.
I want to thank you all again for stopping by. This is the first Yensday under my new schedule, and I think it's gone pretty well!
Til next time, may you ever walk in the light of the Crystal!
- H
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We here at Trunk Security know how often bad actors obtain IPS-N printcodes, I've had to put down my own fair share of Blackbeards and Tortuga derived mechs of the Pointman Line. But rest assured in the professional touch of the counter-boarding specialists here at Trunk Security
//Errata
Trunk Security: The Right Arm of Friendly Seas
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ariesgamesandminis · 2 years ago
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Tommy takes the reins for the newest Wolf Net Radio Podcast as the guys go over NEW GOODIES & the Alpha Strike Errata 6.0!
https://wolfnetradio.podbean.com/e/wnrp-ep-60the-raven-is-silent-no-more/
#battletech #alphastrike #ironwindmetals #battletechalphastrike #miniatures #catalystgamelabs #battlemech #battletechminiatures #battletechpaintingandcustoms #mecha #tabletop #tabletopgames #tabletopgaming #wargaming #wargames #hobby #scifi #sciencefiction #miniaturepainting #mech #hovertank #6mmminis #6mmscifi #feldherr #dougram #gundam #robotech #armypainter #thearmypainter #chessex
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apothecaryassistant · 3 years ago
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So I finally tried to upgrade my X-Wing minis to X-Wing 2.0, and after finally finding all the conversion kits I needed, (not like you can get just the ships you need and nothing else,) I put them together and...  Something was missing.
The conversion kits modify maneuvers, correct text, and even convert everything to a new (and arguably worse) design style, but they also remove the unit cost and upgrade slots from all the pilots.  Elements that are absolutely necessary to build your force before the battle.
These elements are bound to an app now, instead of the cards.  This is presumedly done so that Fantasy Flight has the flexibility rebalance the units at any time, without having to reprint cards or publish errata.
Thing is: This doesn’t work.
On my end, I can’t just pick up and play the game casually, because crucial information is missing.  On their end, the effort to remove errata has failed because there are still corrections to card text.  So if you want to play tournament rules, you can’t use the cards because what is there might be wrong, and if you want to play casually, you can’t use the cards either because they’re missing information.
I’ll be honest, I was looking forwards to converting and getting back to collecting ships again, but that passion instantly fizzled once this became obvious.
Now the volume of app-based or app-supplemented games has only grown over time, and some people are probably thinking “so what?  You have a phone.”  And yes, I do.  But beyond the convenience factor - which is big - I also have another miniature game in my collection: WizKids Mechwarrior.
Now this game has been out of print for fourteen years.  It is well out of service.  But I can still pull out the mechs and infantry and play a game because all the info I need is on their dials.  I have a game made in 1932 that I can play at any time because the rules are all in the box.
I might be exaggerating the issue a bit, but the fact of the matter is: Printed rules and online errata can coexist.  There is no reason to print only half of the game.
Basically, a lot of complaining to say; there will always be errata.  Don’t leave rules out of your game that people need to play.
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spikeybits · 4 years ago
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GW Releases New Adeptus Mechanicus 40k FAQ & Errata GW has just dropped a new Adeptus Mechanicus FAQ and Errata, while it isn't giant, it is always good to know what's going on with your army! Read More The post GW Releases New Adeptus Mechanicus 40k FAQ & Errata appeared first on Spikey Bits . https://spikeybits.com/2021/07/gw-releases-new-ad-mech-40k-faq-errata.html?utm_source=rss&utm_medium=rss&utm_campaign=gw-releases-new-ad-mech-40k-faq-errata
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ghostofacrow · 2 years ago
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wait is this even how Symbiosis works I always figured it referred to Systems (the stat) because it's listed with two other stats (E defense and tech attack) and it's written in the special all caps font the same way SYSTEMS save is.
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Metahook also lets other mechs use the Goblin's systems and it clearly refers to the stat here
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If it's supposed to mean Systems (the equipment) there's honestly information missing here - Symbiosis doesn't share save target so does the host use the Goblin's ST or their own? Does using the Goblin's systems count as the Goblin using them (for example for the Hurl into the Duat gate count)? If this was ever clarified it's not on the errata page, so I'm genuinely asking why people think it means your systems (the equipment) and not your systems (the stat).
Understandable confusion though, when this came up on my table we did discuss it briefly but all agreed that it meant the stat
Question for Lancer nerds more creative than me; aside from ASURA-Class NHP, what systems are useful to transfer to other mechs with symbiosis?
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tigerkirby215 · 5 years ago
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Level 16 Frank West stats (Dead Rising build errata)
In case you have a cool DM who lets you swap standard array mid-campaign or are starting at a high level and want a more practical build when the time comes here’s the stat distribution I’d take knowing that I’d have the Gauntlets of Ogre Power (Belt of Giant’s Strength) and Headband of Intellect by now:
15; DEXTERITY - Put the increase from Athlete into DEX instead of STR.
14; CONSTITUTION - Still want +2 from Racial Bonus and Tavern Brawler.
13; STRENGTH - Multiclassing requirement. (Assuming magic item doesn’t let you multiclass)
12; INTELLIGENCE - Multiclassing requirement. (+1 from Race makes it a 13)
Wisdom and Charisma stay the same. Unfortunately can’t bump Charisma even though I really want to.
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(Artwork from Ultimate Marvel V.S. Capcom 3 - Owned by Capcom)
On Armorer Artificer (Power Armor Frank)
I’m going to keep from making multiple builds for the same character, though I may make an XCOM Mech build or something similar someday with the Armorer Artificer. You could probably do something with an Artificer / Cleric build and use Turn Undead as well as Destroy Undead for some more zombie destruction. Obviously the Cleric levels are being taken in place of the Barbarian levels since Armorer Artificer relies entirely on wearing armor. :P
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horsegreys · 3 years ago
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Xenoshyft rules errata
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XENOSHYFT RULES ERRATA MANUAL
XENOSHYFT RULES ERRATA PLUS
Need a refresh on your well-worn copies? Have a friend who is itching to get into the game? Want a super-handy case to hold all that D&D goodness? The Dungeons & Dragons Core Rules Gift Set includes a copy of all three core rulebooks and a Dungeon Master’s Screen, everything you need to create and play adventures of your own in the world’s greatest roleplaying game. GENERAL RULINGS 1) Wishes and Sideboards When you play one of the Judgment Living Wish in a DCI-sanctioned tournament, you choose a card from the. This is by no means required reading for the average player. If you aren't into that kind of stuff, I wouldn't worry about it. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. Editor's note: This article is a hard-core look at recent rules updates. Dungeons & Dragons is the world's greatest roleplaying game. You dont need to have Xenosathem in your hand to burn them from your discard pile. Base damage would apply, as well as damage to the base equal to the enemys power. The D&D Gift Set includes the latest rules updates and errata. ago Advanced Civilization Only apply damage if able (Pg.
XENOSHYFT RULES ERRATA MANUAL
The Player's Handbook, Dungeon Master's Guide, and Monster Manual are the foundational texts of D&D's fifth edition-for beginners and for veterans alike. Social standards of behaviour are often subtle and variable, but we can all agree that children are often blind to. Any mech/ASF mounting XL who's SFE weight ended in. In XenoShyft, 1 to 4 players take on the role of a commander in the NorTec. Any mech tonnage ending in 5 with Endo took a hit. Defend against waves of horrific aliens in a base defense, deck-building game. Pretty much any vehicle that was under 20 tons &/or was a Hover/Vtol took a hit. It broke a LOT of designs from Vehicles of TRO3025/26 to Mechs from TRO 3050/55. Each of the three books and the Dungeon Master's screen feature reflective foil covers, available ONLY with this release. Re: New Rules/Errata for Refits/Customs/Repair.
XENOSHYFT RULES ERRATA PLUS
Inside the D&D Core Rulebook Gift Set are special foil cover editions of the three Dungeons & Dragons core rulebooks: the Players Handbook, Dungeon Master's Guide, and Monster Manual plus a Dungeon Master's screen, all collected in a stylish slipcase.
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catalystgamelabs · 8 years ago
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THIS IS WHY YOU DO BETAS
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We try to make the best possible product within the constraints placed on us (far and away the biggest one being time). At the same time, you just have to resign yourself to the fact that you’ll never catch every last problem. No matter how many times you read the text, it can’t compare with hundreds or thousands of fresh eyes going over it.
This is where the internet comes in. In ye olde days, you took in the feedback from your few playtest groups, put out your final release, and hoped for the best. After that point you could only wait to see who would write you letters or speak to you at cons and point out the things you’d goofed on. Now we can reach so many more people, so that the final product is better and any eventual errata file is shorter (you’re still not going to get everything, though).  Everyone wins. Along those lines, the beta period for the upcoming BattleMech Manual was very fruitful. We have nearly 200 changes, ranging from “replace this capital W with a lower-case w” to “replace this entire page with the following new text” (I’m particularly happy with how the thorny issue of displacement was dealt with). Overall, the book will be better than ever due to your feedback, and we thank you for that.
One particular bit of feedback noted something we hadn’t considered much at all, however. The original idea for the book was a strictly Tournament Legal volume (using the formal definition in BT). As time went by, the scope of the book changed and we abandoned the idea of worrying about rules levels in the Manual. However, the list of what equipment was to be in the book still reflected that Tournament Legal mindset: only TL-rated items made the cut.
The most recent Technical Readouts – Prototypes, 3145, and 3150 – wholeheartedly embraced the host of new weapons and equipment in use in BattleTech since Tactical Operations appeared. The ’Mechs in those volumes really push the envelope in terms of equipment options. However, a lot of that gear isn’t rated as Tournament Legal. The result was that many of the machines in those Technical Readouts weren’t 100% supported by the BattleMech Manual.
Now, as we’ve said from the beginning, the Manual was never intended to cover everything (“90% of stuff used by 90% of players”, was the mantra).  A lot of the equipment on the machines in those three Readouts pretty much only appears there; it’s niche. But as time goes by and the BattleTech timeline marches ever onwards, it becomes an ever-larger niche, and by lacking a lot of that equipment, we were letting our post-Jihad playerbase down. So, even though these items aren’t in use by a large number of ’Mechs to date, we realized we need to add some of them to the Manual.
But what to add? Of the 122 ’Mechs in the three Technical Readouts under discussion, 73 aren't 100% usable by the Manual beta (sometimes this is just one item, sometimes not). The problem is that those 73 ’Mechs are that way because of 38 different pieces of technology. A lot of those 38 pieces might only show up on two or three ’Mechs, or even just one (Blue Shield PFD only on the Quasimodo, mining drill only on the Violator: I’m looking at you guys).  Some of those pieces require a lot of rules text to describe how they function (handheld weapons and remote sensors each require an entire page). Adding all that would bloat the Manual–the exact thing we designed it to avoid.
So, we compromised. Thirteen more items are being stuffed into the Weapons and Equipment chapter: the most common post-Jihad weapons, equipment, and construction options with gameplay rules.  They are:
AES
Armoured components
Ballistic-reinforced armour
Boosted C3
Ferro-lamellor armour
Hardened armour
Lance
Partial wing
Re-engineered lasers
Reflective armour
Talons
Vibroblade
XXL engine
Their entries are trimmed down from their original appearances in Tactical and Interstellar Operations, as befitting the scope of the Manual (for example, there’s no table telling you how to use Partial Wings in non-standard atmospheres or with ProtoMechs, because the Manual doesn’t deal with those things). But they’re fully detailed for gameplay using the Manual and, overall, their addition greatly expands the list of 100% usable post-Jihad BattleMechs.  (As an aside, because the room was there, we’re also adding one more new quirk, one that should make Succession Wars-era players happy.)
Thanks again everyone for your feedback!
--Keith Hann
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twincitiesgeek · 5 years ago
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The Shadowrun: Sixth World Beginner Box Is an Imperfect but Fun Package
This Shadowrun box set is an effective and affordable introduction to the 6th edition, but it has a few unfortunate flaws.
My introduction to Shadowruncame in 2009, when the 20th Anniversary Edition was first released—a reprinting of the game’s 4th edition with errata, new imagery, and fancy color pages. My table consisted mostly of newbies, along with a couple of more seasoned players who could guide us through the system’s complexities. I fell in love pretty quickly, smitten with Shadowrun’s blend of narrative…
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tommasorenieri · 8 years ago
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Unboxing with my daughter: priceless 😊. More info on GEKIDO: BOT BATTLES here @cmongames and https://cmon.com/product/gekido-bot-battles/gekido-bot-battles order it now and don't miss the little errata on the bottom of the official page, thank you very much #cmon #coolminiornot #boardgames #tommasorenieri #mech #mecha #mechadesign #badassrobot
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apothecaryassistant · 6 years ago
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...so it’s been awhile since I got GKR.  About time I actually ran through a trial game, eh?
I’m going to be honest: Gameplay aside, I did get hit with a pang of buyer’s remorse when I finally opened the big boxes - there’s just so many things that I couldn’t help but hear the nagging voice calling me out for spending so much on toys.
...but, since I’ve got the toys, might as well see how good they are.
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...the minis are... okay?  The Weta team certainly had fun designing bizarre and quirky mechs, and there’s nothing quite like them.  But these are not the kitbash masterworks from Kiwiland, but cheaply produced copies thereof.
You can see all the details (vaguely) in there, but much is lost in the mold - sections filled in, capped off, and smoothed out.  The stock paintjob is not exceptional either, with just black and white on broad panels.
Washes do a lot of work grounding a model, but the flat wash on the unpainted drones?  Not so nice.
Comparing the minis to ten-year-old Mechwarrior minis leaves something to be desired.  They lower detail would have been more acceptable with smaller minis, but being over five inches high, it’s hard to ignore problems, especially with how many games have nice resin models these days.
Recommendation: Modification, post-haste.
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There’s a couple items here ant there that also make me wonder if there was simply component bloat - like the score tracker here.  As you go up, you get the double-sided tokens that change combat numbers, etc.
Thing is, I can’t help but feel that the tokens, tracker, and additional cards (not shown) all relaying various parts of this information should have been just one item.  Stick the baseline scores on the top, with what changes above the relevant columns.
Small things like this really should have been done to streamline the tabletop.  With the immense board size, tabletop comes at a premium.  A premium you don’t want to pay fiddling with extra cardboard tokens.
Last note is that the holographic cards from the Kickstarter:  Boy are they bold.
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...kinda too bold, actually.  They reflect light so well it gets hard to read them - the pilots being especially strong in this regard.  I like the effect, but may have to put them aside for special occasions.
Component nit-picking aside, I am looking forward to more playtime.  The rules aren’t perfect, but reasonably written.  One item I really ran up against is taking damage in the endgame - I got hit by a fast weapon with nothing in-hand or in-stock.  Thing was, I had enough cards on the attack line (all slower than the hit,) to soak up that damage.
So is that an instant-kill?  Do I still follow-through with the other attacks?  Is the damage delayed until I get those cards back?  The rules state that a Heavy Hitter is destroyed when all 25 cards are in the damage pool, but when they’re in use..?
I don’t know.  Maybe there’s errata somewhere I can refer too...
Doom and gloom and disparaging words aside, the game is pretty fun.  Counter-hacking and thunderous explosions are enjoyable, and I want to try another pilot/weapon setup swiftly.
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