First post, First play, First impression

The Universal Game of Starship Combat
dreamscapeflyer
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Re: First post, First play, First impression

Postby dreamscapeflyer » Wed Apr 06, 2016 7:11 pm

I don't think tracking it on the datacard would be too big of a deal. I mean it goes sequentially. Engines, shields, weapons. Hull as appropriate. Unless, I suppose, you've got a ship that has a high hull size. Then you might "get lost" in the tracking, so to speak. Generally, the hull size of ships that I create are around 10 or so; I think it would work well for that amount.

mj12games
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Re: First post, First play, First impression

Postby mj12games » Thu Apr 07, 2016 12:43 am

One possibility is to do a hybrid system:

Roll for damage normally. When weapons hits are indicated, progress through the Weapons Damage Chart, starting with #1. When #6 is reached, restart at #1. You can make tickmarks on the ship's data card to keep track of where you are in the progression.
Daniel Kast
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Netzilla
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Re: First post, First play, First impression

Postby Netzilla » Wed Jun 15, 2016 8:57 pm

Only a couple months late to the conversation...

Another option for the diceless damage would be to use a set of 18 cards (say Ace to 9 in two suits for each player) mapped to the table. Once you've drawn all 18, reshuffle and start over. Then you don't know what order the damage will come up (to reduce predictability) and there's no need to keep track of where you are in the sequence.


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