After a rather successful playtest, we’ve decided to move forward with a new version of the game. Jump was our last major mechanical hurdle, and we now both feel confident that we have cleared it.
So, without further ado:
The reactor channels enormous energies to punch a whole through realspace, into hyperspace. The shipboard reactors only allow for short hops, but it can be enough to gain a tactical advantage over a foe, or avoid an incoming barrage of fire. Travel through hyperspace causes a dangerous energy field to build up around the reactors, which grows with every subsequent jump. Reactors can dissipate these energies, and are critical for keeping them in check. A strike which impacts this field can have dangerous, unpredictable effects.
- Any ship with a reactor can execute a Jump action. When a ship Jumps, it move up to 5 hexes in any direction, but retains its current facing. After Jumping the ship, place the ship’s vector token on its current position, stopping the ship.
- After Jumping the ship, take a Field Disruption card, and place it face down on this ship.
- Field Disruption cards causes components to be Field Stressed. 1 Field Disruption card causes the ship’s reactors to become Field Stressed. 2 Cards causes the reactors and all components adjacent to reactors to become Field Stressed. 3 Cards causes the reactors, components adjacent to reactors, and components adjacent to components adjacent to reactors to become Field Stressed. This effect continues with each additional card.
- When a Field Stressed component takes damage, flip the top Field Disruption card, and follow the instructions.
- With a Field Dissipation action, remove 1 Field Disruption Card for each reactor operated.
- If a ship ever draws the last Field Disruption Card in the deck, it goes through all its Field Disruption Cards, and chooses one to execute. All other ships in the game draw and execute their top Field Disruption card.
- Heroes are now a separate deck from Forged in Battle cards. This has been done for both balance and thematic reasons. The Forged in Battle Card “Rise to the Occasion” is now the only way to acquire a Hero mid-battle. Otherwise, Heroes are scenario specific.
- The Jump card has been completely revamped to reflect the current rules
- Thrust and Crew have now switched initiative orders. Thrust is now initiative 5, Crew is now initiative 4.
- Rally is now 2 dice, 3 with a Medbay.
- Assault is now repeatable.
- Rallies now occur before Assaults as well as regular crew actions.
As it stands, we don’t predict any major revisions in the future, in terms of mechanics. There are most likely going to be tweaks here and there, and we’re going to be pursuing an aggressive playtesting campaign to get as much input as we can, hopefully ferreting out any glitches that we missed. We’d like to hear from as wide a variety of voice that we can manage, so let us know what you think.
We’ll also be posting more ships, and scenarios in the coming weeks, and we’re busy preparing for Cold Wars in march. Hope to see you there!