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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?
Bravo sir, you've given me some direction for my RT miniatures that have been collecting dust for too long! I'll be having a play around with the rules soon, they seem perfect for the kind of narrative driven scenario play I enjoy so much - the only problem is, you've now sorely tempted me to start tracking down Dr Who models for a Dr Who/40k crossover campaign! Keep up the good work, good sir, and I'll report back when I manage to get a game in
...The one thing that I don't get is why there have to be 20 factions, if it is totally free and open why cannot I make up my own? Is there a system to generate characteristics/abilities? How does the game limit abilities to stop creation of invincible teams?
Ah I have just downloaded everything and so it explains most of my questions. I like it that a targeted figure can take counter actions like dropping and dodging, he doesn't have to stand and be hit.I did dislike the idea of ready made "factions" but I see they are very generic indeed, and they have a points cost with plenty of options for variation, so please ignore the last part of my last post!