Guys…that was awesome. What a day. So much fun, such cool people. It was a long day, but last night I fell asleep with a big smile on my face. I’m always anxious before these days if everything works well and players have a good time. I saw a lot of smiles, a lot of nice people playing games together. So mission accomplished!
Also excellent to see people liked the game. I think they liked the core concepts and how it came together. But we also saw elements that needs fixing. So the game received some good input on the rules and how to improve. So the work continues and I will change the rules soon (also with more missions).
Here are some photos:
(on the right YPU and The Voivod joining forces!)
(Daeothar contemplating his next move in murdering me)
(Roon & Jase –aka my mates Bald&Beard- take up forces against me and mate Wouter)
And the first “errata” (a bit odd for a playtest version though).
Chrome Warriors – ErrataActions• A character cannot have more than 3 actions per activation.
Move action• Goes from 6” to 4” per move;
• Moving into close combat provides a free close combat attack with +1D Combat.
Close Combat• When in melee, models cannot move away freely. If they want to do so they must make an opposed 3D Combat check. If the active character ties or obtains more successes, they can use the Move action. If the opponent rolls more successes the action is lost;
• Characters can make two close combat attacks per activation (one more than shooting; I want to make Close Combat a bit more interesting, so ranged combat won’t dominate too much).
Abilities• Abilities that give +D bonus to Combat or Skill will be boosted a bit to give them a bit more oomph and to make combat more deadly.
Bullet Time• Change the wording for the 3rd action. It now states that you need to announce this BEFORE taking an action, but that is a bit too restricting.
Character cards• Alter Armour into: a xD 7+ stat. This will show you how many dice to roll and what to roll. Makes it easier to use. I am contemplating playing with the 7+ stat for different types of characters,
• Make it clear how to read the stats, so start with a green bar of stats as starting point and then work to the right. Also to make it easier to see where to start and how to read them.
Hacking• Hackers roll 3D (like all checks) and add their cyber deck bonus (so not Tier + Cyber Deck as it was counter intuitive and made Green hackers VERY weak);
• ICE rolls 3D and uses the printed value as Skill number the number between parentheses as rerolls;
• RAM will be used very differently. The trail of RAM will be removed as it didn’t add a lot. Instead, RAM will be a pool of bonus dice and firewalls:
a. Hackers can spend RAM to roll +1D per RAM in hacking rolls. This allows them to hack through the web with less risk (but burning through resources);
b. Hackers can place RAM tokens on hubs to reinforce them against opposing hackers; basically building something like a Firewall. The opponent must first break through to win. An opponent who wishes to break through must first destroy the Firewall. This will be a hacking roll for the hacker. The Firewall gets 3D + the number of RAM counters as hacking roll.
• Programs will be slightly altered to buff them a bit. The Firewall will disappear as it will be covered by RAM.
• Cyberspace events can be accessed from specific data packages. This ensures hackers don’t dominate the table with all kinds of nasty effects. They will have to control different data packages to use different effects. It also stimulates moving around through Cyberspace.
• Cyberspace events like ‘ad overload’ or ‘moving cars’ can be used once per turn (and the car-effect will be toned down). Otherwise the cars are way too dangerous. Hackers could move them 6 actions in one turn…reducing everything to red smears. Fun, but way unbalanced.