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Author Topic: STAR BREACH: The FREE Multiverse Sci-Fi Tabletop Skirmish Game  (Read 4100 times)

Offline Burma44

  • bookworm
  • Posts: 65
    • STARFALL
Re: STARFALL renamed/relocated to STAR BREACH: same great game!
« Reply #60 on: July 01, 2018, 03:04:43 PM »
One of the more annoying bits of the mandatory name change was having to rename our YouTube Channel, scratch all of our old promo/how-to vids, and eventually redo them. But I finally got the channel settled, and I’m excited to bring new content to the table(top).

Here’s the new “trailer” video for Star Breach! Enjoy! Share! Like! Subscribe! Play Star Breach! It’s free!
https://youtu.be/Ozaz0RUi_eg

Starbreach.com
Creator of Starfall: https://starfalltt.com

Offline Hat Guy

  • mastermind
  • Posts: 1465
  • If you want peace, prepare for war.
    • Superhero Gaming Blog
Re: STARFALL renamed/relocated to STAR BREACH: same great game!
« Reply #61 on: July 09, 2018, 01:18:57 AM »
Played a few games of Star Breach over the weekend, blog entries to come, but a couple of points I wanted to raise.

How many of the available psychic powers does my Psyker get? Couldn't find that anywhere.

Not that it matters too much, as I soon discovered that the only one worth using was the "Freeze" Plasmid. My Ancient Machine Seer took the Psychic Prowess 1 Alpha Skill, which meant a 4+ roll on 2D6 was all that was needed to knock out my opponent's Alpha for an entire turn, rendering them useless.

I've played Bioshock, so I was wondering if the Plasmids were more the "thrown object" style from that game, but the rules seemed to imply that cover would provide no benefit.

If I'm not playing the game properly, that would make some sense, but from my reading, if I take Psykers and give them the Psychic Prowess skills, I can lock out my opponent's best units and win pretty easily.

Thoughts?

Offline Burma44

  • bookworm
  • Posts: 65
    • STARFALL
Re: STARFALL renamed/relocated to STAR BREACH: same great game!
« Reply #62 on: July 09, 2018, 03:33:41 AM »
Played a few games of Star Breach over the weekend, blog entries to come, but a couple of points I wanted to raise.

How many of the available psychic powers does my Psyker get? Couldn't find that anywhere.

Not that it matters too much, as I soon discovered that the only one worth using was the "Freeze" Plasmid. My Ancient Machine Seer took the Psychic Prowess 1 Alpha Skill, which meant a 4+ roll on 2D6 was all that was needed to knock out my opponent's Alpha for an entire turn, rendering them useless.

I've played Bioshock, so I was wondering if the Plasmids were more the "thrown object" style from that game, but the rules seemed to imply that cover would provide no benefit.

If I'm not playing the game properly, that would make some sense, but from my reading, if I take Psykers and give them the Psychic Prowess skills, I can lock out my opponent's best units and win pretty easily.

Thoughts?

Hey Hat Guy!

First and foremost, thanks for playing Star Breach! Very happy to hear you’re giving it a go.

Fantastic feedback! Thank you for taking the time to share your thoughts. For most psychics, they can use any and all abilities that are granted to them by their school. There are some exceptions, and those are specifically noted when present. It’s funny you caught and mention “Freeze” within your first games. That is an ability one of our longtime play testers just mentioned this week as well! Haha. It is probably too OP at the moment, yes. I may be nerfing it a bit so that it has a range of attack (thinking 18” to negate alpha strike silliness), and so that it brings the target’s movement and initiative down to 2. The effect will still remain for only a turn long. Try that in your next games and let me know how it goes! And yes, psychic abilities all around are not impacted by cover (one of their advantages since only one or two psychics are on the table per team, per game).

Since you’re playing Ancient Machine, there is a weapon that will also need to be updated: Searing Razors. Searing Razors should read range 6”, attack rolls per target 3, no wound mods, +3I in close combat. At the moment, it’s broken because it doesn’t list a range but says “melee” instead. It’s the only weapon we missed in the latest errata (40+ page anthology, with one editor and a few play testers, I count that as a win. Haha).

Very excited to read your review! And I do hope you play many more games and continue to share your adventures and thoughts! As a free and community focused ruleset, we’re always looking (and freely able) to tweak our beloved game until it’s just right! :)
« Last Edit: July 09, 2018, 03:41:18 AM by Burma44 »

Offline Burma44

  • bookworm
  • Posts: 65
    • STARFALL
Re: STAR BREACH: The FREE Multiverse Sci-Fi Tabletop Skirmish Game
« Reply #63 on: July 09, 2018, 02:22:30 PM »
Just uploaded a helpful introductory video all about Star Breach on our YouTube channel! Highly recommend this clip for those who are new to the ruleset, and it’s a great visual guide to help friends better understand the gist of the game. Enjoy! Share! Subscribe! Play Star Breach!

https://youtu.be/FfkNHUoaqLI

Offline Burma44

  • bookworm
  • Posts: 65
    • STARFALL
Re: STAR BREACH: The FREE Multiverse Sci-Fi Tabletop Skirmish Game
« Reply #64 on: July 16, 2018, 03:55:56 PM »
Lots of fantastic, sci-fi skirmish games getting released lately. Awesome! But there is only one sci-if game that has rules to support every sci-fi warband imaginable, allows you to use any models, and is completely free to use for both tournament and Campaign play: Star Breach! Imagining Chaos Horrors vs. Aleph? Rogue Traders vs. Adeptus Mech? Gene Stealers vs. Strontium Dog? Yes to all, and so much more! Any sci-if skirmish is already imaginable and playable for completely free at starbreach.com.

Mod Edit: please do not use copyrighted material to promote your own product.
« Last Edit: July 16, 2018, 04:15:02 PM by Westfalia Chris »