I have to say that one of the best parts of Unity is the way damage is applied. I never cared much for the way it was done in the Admiralty Edition (we used polyhedral dice and just rolled a die size based on how many things were left). This is workable and easy. Bravo!
I do have a variant idea that will spread the damage around a bit more. Instead of the defender picking what is hit, alternate who picks it. The defender picks something to disable first, and then the attacker, and this continues until the damage is doled out. Loss limits still apply.
The Universal Game of Starship Combat
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