AZ_GAMER October 14, 2011 - 6:52pm | Okay, I was wondering what all of you thought about the SFKH casualty system. Loved it, hated it, want to use it for bird cage liner? I tried to test it out a few times, the concepts seemed to work okay, but with a gaming group of one its hard to tell for certain. |
w00t (not verified) October 14, 2011 - 7:36pm | I was excited when the article passed my submission desk, I enjoyed it very much. This winter I plan on using it at my local game store. There are some old Star Frontiers players lingering around and I'm sure they would love to whip out the KH board game. Then... like a zappher awaiting it's prey I'll have the first ship hit roll some CDR dice. Huh? I'm glad you asked..... Under Rescue Operations can you give us some guidelines on how many turns (or minutes) each type of rescue would take?
A followup article covering "In Between the 10 Minute Turn" where character actions can be performed, might be a neat idea. A simple table detailing what can be done and how long it takes. Kinda like switching between watching tennis and then suddenly becoming the ball, then back to watching, etc. Or like when you see something happen in a star wars scene then the scene changes to another part of the galaxy. Increasing ships DCR: This simplistic optional rule allows a character to purchase specialized equipment, robots and crew to specifically repair a ship suffering from battle damage. The cost is 2,000Cr per point of DCR. For instance, increasing the DCR from 50 to 70 is 20 points which would cost 40,000Cr. A ship cannot increase it's DCR more than 1/2 the listed DCR. (Simple eh? Might be better served to take your Medical Facility modules and craft them for increasing DCR. :-)) I can see a table with tons of these types of light rules with costs (Ship Feats Table?) crafted. Before a KH game simply choose how much each player gets to spend on ship feats. |