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Miniatures Adventure => Future Wars => Sci-Fi Small Skirmish Games => Topic started by: Chief Lackey Rich on May 22, 2021, 03:04:37 PM
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Starting a series of Stargrave blog posts, opening with some suggested changes to the (mostly quite well edited) rulebook. Three fairly minor mistakes and one questionable item in 176 page book is way better than average in this industry. :)
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-rules-errata-repairs.html
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Starting a series of posts looking at the game's many powers with an eye toward game utility, comparative performance with similar powers, and noteworthy combos.
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-powers-overview-part-1.html
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What about potential inspirations for those powers...
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What about potential inspirations for those powers...
What, in terms of re-flavoring them to explain why (say) a Mystic has some Biomorph power or vice versa? I think I'll leave that to the folks building officers to do for themselves. There's far too many combinations to touch on, and you can always resort to Clarke's Law, nanotech, or Space Magic to explain even the most unlikely power sets.
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Very nice summary of the powers, Rich. Thanks!
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Very nice summary of the powers, Rich. Thanks!
Tip of the iceberg, there's three more posts to come.
Now if I can just find time to finish reading your rules - I'm at least two versions behind and still not done. :?
EDIT: Second powers post is up. I'm all the way to Haggle, woo. :)
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-powers-overview-part-2.html
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Parts 3 & 4 of the powers overview are up, concluding the series. How soon I get around to doing more Stargrave content is going to depend on reader engagement, which has been better than the roleplay posts I'd been doing but still less than stellar.
https://sanctumreconditesage.blogspot.com/
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:) well dun!!! thanks for the info rich!!!
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Thanks. Mulling over what to do next.
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I put this on your blog, but I will re-post it here for anyone to see:
I plan on using Mystic Trance to help me get Void Blade up and running early. I am one of those fools who is making a close combat oriented Captain. Tilting at windmills...
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Parts 3 & 4 of the powers overview are up, concluding the series. How soon I get around to doing more Stargrave content is going to depend on reader engagement, which has been better than the roleplay posts I'd been doing but still less than stellar.
https://sanctumreconditesage.blogspot.com/
It is a very welcome commentary. Thanks.
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I put this on your blog, but I will re-post it here for anyone to see:
I plan on using Mystic Trance to help me get Void Blade up and running early. I am one of those fools who is making a close combat oriented Captain. Tilting at windmills...
With the right combo of powers a melee captain can be a real wrecking machine. Question is what background you want to take.
Mystic Trance and Void Blade both suggest Mystic, but its other powers call for you to skip on armor for reliable activation numbers. That's not certain death, but it is riskier than walking around in combat armor. OTOH once you go naked all the Psionic powers also open up for use, and there's some worthy tricks there. Lift will get you (and other crew in a pinch) an extra move at the cost of ending their activation, but a regular move plus power move plus lift (in that order) equals Captain Quixote getting 15-16" down table in a single turn.
You really want Camouflage for the crazy stacked buffs against shooting (+5 to fight with both Camo and Void blade up, and that's standing right out in the open) and Adrenaline Surge for the extra speed and action economy, so Biomorph looks good - and Armor Plates and Restructure Body and Regenerate (to manage all the strain) are all good for a melee build. But then your Void Blade and Mystic Trance have higher TNs and both MT and whatever you use it on will be pre-game so you can't exert to pass them. And Toxic Claws are nearly as good as Void Blade, but don't grant a big shooting defense buff.
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I took a Mystic with: Void Blade, Mystic Trance, Dark Energy, Heal, and Energy Shield.
I am willing to be coached on my selections, however. Should I give up Dark Energy for another power that gives him more protection?
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I took a Mystic with: Void Blade, Mystic Trance, Dark Energy, Heal, and Energy Shield.
I am willing to be coached on my selections, however. Should I give up Dark Energy for another power that gives him more protection?
I doubt I've played enough to be an authoritative advisor. I'd try that build in a few games and see if it's working before changing anything. Dark Energy is a rock solid ranged attack option for when you can't reach melee and Heal will offset the strain from using it. Two important questions:
What are you lugging around for starting equipment?
What's your First Mate tricked out for? Your captain might have an easier time of it if the mate has some halfway reliable movement booster trick to speed his boss up, or line of sight/fire blockers like one of the Wall powers or even smoke grenades.
OTOH, supporting your soldiers is kind of important too. Being real killy is fun but getting the loot off the table is (almost always) the name of the game.
Well, the name of the game is Stargrave, but you know what I mean. Helping your loot haulers grab the treasure and get off the table is pretty vital unless you've gotten really far ahead of the enemy in terms of warm bodies. Of course, having a melee monster captain who projects a 9-10" bubble of "come within charge range and die" is one way to help your haulers remain safe(r).
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The Mystic carries: Filter Mask, Hand weapon, Pistol, Light Armor, and a Med Kit.
First Mate is a Veteran with: Command, Coordinated Fire, Fortune, and Regenerate.
First Mate carries: Filter Mask, Knife, Carbine, Heavy Armor, Med Kit.
But I was thinking of swapping his med kit out for grenades.
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I think you're shorting yourself on gear there. Captains get six slots and you're only using five - and you might as well carry your one "free" knife as well even if you never use it. If somebody does Destroy Weapon on you while the (indestructible) Void Blade isn't up you'll be happy you brought a switchblade.
If you're sticking with Dark Energy you might not need/want the pistol all that much, so maybe use the extra slot to upgrade to a carbine for better range in a pinch, or add grenades (you're doing a melee rush anyway, right?), or add picks or a deck so you can help with opening loot boxes if nothing presents itself to be lightsabered to death.
Having at least one medkit somewhere in a crew seems kind of vital to me in case you run into poison (which Ghost Archipelago has taught me is ball-bustingly nasty) or just for removing the wounded penalty, but if you can afford a medic that will cover it too. I like robotic medics personally - having them immune to wounding and poison and atmosphere/gas effects is nice, and they're decent as backup loot haulers or box openers thanks to good (for a soldier) Will and Move.
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Thanks, Rich! My model I converted for my Mystic has a pistol and sword, so I will stick with that. I will add Picks for him to help with loot. I plan to have Med Kits for both my Captain and First Mate, and a Medic in the crew.
I will mainly be playing solo / co-op, but with things slowly opening up, maybe a competitive game could also happen. We'll see!
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Thanks, Rich! My model I converted for my Mystic has a pistol and sword, so I will stick with that. I will add Picks for him to help with loot. I plan to have Med Kits for both my Captain and First Mate, and a Medic in the crew.
The nice thing about the non-weapon gear is that all of it could be "invisible" on your fig. Even the "filter mask" might just be internal nose plugs or a cyberlung or something, and picks and decks could be tucked in a pocket or similarly cybernetic. And "It's nanotech!" works as a catch-all in scifi as well as "It's magic!" does in fantasy.
I will mainly be playing solo / co-op, but with things slowly opening up, maybe a competitive game could also happen. We'll see!
The solo rules look pretty good, although I've only played versus matches so far. Admittedly, one of those was with myself, but I did have a few with live opponents.
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I've updated the four-post series of "Power Overview" articles with the new stuff from Quarantine 37, all of which has been marked as being from the supplement. Links to the posts in order:
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-powers-overview-part-1.html
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-powers-overview-part-2.html
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-powers-overview-part-3-heal.html
https://sanctumreconditesage.blogspot.com/2021/05/stargrave-powers-overview-part-4-remote.html