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  1. 6 points
    Hive

    Critical hit table

    Honestly, in this format I almost feel like It'd be better to have players choose the effect. You got 5 more than CR? Choose from Fire Control and down. Any crit effect is going to be situational, and I could see a lot of opportunities for a higher number to effectively be a worse effect in a given situation. Here's what I would do. Bear in mind this assumes DR/CR stays about the same. You build a chart like this, right? And you make a Crit worth 2 damage automatically, don't tie that damage to any effect. Beat CR, do 2 hull. If you beat CR, you also can choose an option based on how much you beat it by. The chart would need to be relatively dense in terms of the status effects- assuming double crits as a possibility, a lot of mediums literally couldn't hit some of the higher numbers without getting destroyed anyways. To take your chart, for example, we should assume values +6 and over will kill mediums anyways. As such, I would move Repair Teams to +6, Explosive Decompression to +7 making the crew loss D3 instead of 2, swap the d3 crew on Reactor Overload to D3 damage and remove the corrosive from it, leaving Corroded to be a weapon effect. Why? Because with Fire you already have a crew loss mechanic under the +6 margin, three crew loss mechanics seems redundant, repair teams might not even matter for a ship with 4 hull, and at the +8 point extra damage starts to seem appropriate. My version of the chart would look like this, and assumes any non-crew non-damage effect to be repairable, just so that there aren't extraneous bits of info in the table. I also trimmed the reference to repairing AP, since that seemed like it had something to do with a repair mechanic not mentioned here. = CR : Fire; This model losses 1 crew point and gains a hazard marker. +1 CR: Security in Disarray; This models AP is reduced to zero and may only repair 2 AP per turn. +2CR: Defenses Offline; This model losses one active defense(Shield, cloak, PD) of the attacking players choice. +3CR: Main Drive Failure +4 CR: Fire Control offline +5 CR: Fold Drive Failure +6 CR: Repair teams in Disarray; This model may not make any repair rolls for one turn. +7 CR: Explosive decompression; This model losses 1d3 crew points and gains a hazard marker. +8 CR: Reactor Damage; This model losses 1D3 additional hull points. If attack destroys this model then it suffers a reactor overload. Okay. SO what about Targeted Strikes, Cyberwarfare, and Boarding? Easy peasy. A Targeted Strike or Cyber attack looks at how much you beat DR by instead. A boarding attack uses Crew instead. Same rules, damage is determined separately so the TS will only do a point of damage if it doesn't crit and the Cyber attack will only do the effect.
  2. 4 points
    Hive

    Firestorm Painting Group

    I'm gonna do a pair of Battlecruisers and like eight Frigates next so I can have the least subtle Directorate fleet in existence.
  3. 2 points
    What's to come to Wild West Exodus in June, you ask? Well, as a quick summary; a lot! To start, we're releasing the first ever posse sets for The Hex and The Order! Both the Absolute Power Posse of the Third Man, and Divine Intervention Posse lead by Maraka, will be available to pre-order from today. Alongside these Posse sets, the Red Oak Gallows & Clock Tower Scenery kit and a set of Viridian Betas for the Watchers are also available to pre-order now! Due to be released on the 30th June. Now, let's take a closer look at the miniatures and scenery, shall we? DIVINE INTERVENTION POSSE SET The first of the Cor Caroli to walk the Earth, Maraka leads her Divine Intervention to deliver humanity from the clutches of the Hex.Fighting alongside their leader are the powerful warriors Haan, Vulana, Mithun and Siraj, each encased in heavy armour and wielding a variety of advanced weaponry. The Divine Intervention Posse contains 5 multi-part resin miniatures; 1x Makara 1x Siraj 1x Vulana 1x Haan 1x Mithun 5x Bases Please note: Miniatures are supplied unpainted and some assembly will be required. Character Stat Cards are not included and can be found on the Wild West Exodus website. ABSOLUTE POWER POSSE SET Absolute Power is the posse of the Third Man. Alongside this formidable Hex Boss is his loyal guardian Kreechur, the insidious Garratt Morden, the scheming Megan Wild, the vengeful Maria Torres-Villa and the traitorous John Hunter Bennett. The set also comes with a Hexalith, a mysterious totemic idol that the posse can draw power from. The Absolute Power Posse contains 7 multi-part resin miniatures; 1x The Third Man 1x Megan Wild 1x Garratt Morden 1x John Hunter Bennett 1x Kreechur 1x Maria Torres-Villa 1x Hexalith 7x Bases Please note: Miniatures are supplied unpainted and some assembly will be required. Character Stat Cards are not included and can be found on the Wild West Exodus website. RED OAK GALLOWS AND CLOCK TOWER Justice is often delivered in the Union Frontier at the end of a noose. In such turbulent times, these gallows are both a form of macabre entertainment and a warning to the citizens that lawlessness will not be tolerated. Legally, the execution can only be carried out at an appointed hour and only by a Lawman. Many outlaws have gone to their deaths, watching the clock tower as it ticks towards their final moment, waiting on a reprieve that never comes. This Wild West Exodus Scenery kit contains 1x Red Oak Gallows 1x Red Oak Clock Tower Assembly Instructions Please note: Scenery items are manufactured in Medium Density Fibre Board (MDF). Buildings are supplied primed and some assembly will be required. VIRIDIAN BETAS BOX SET Like others of their Clade, the Viridian Betas are cunning tacticians and well versed in the art of war. With either flight-pack or heavy weapons array, the Viridian Beta's command the units of Chigoe and Locus, directing them at the squad level and carrying out the plans of their Alpha. The Viridian Betas box set contains 2 multi-part resin miniatures; 1x Viridian Locust Beta 1x Viridian Chigoe Beta 2x Bases Please note: Miniatures are supplied unpainted and some assembly will be required. Character Stat Cards are not included and can be found on the Wild West Exodus website. Final Thoughts: Do you think Divine Intervention be enough to deliver humanity from the clutches of the Absolute Power of the Hex? Could the release of the Red Oak Gallows & Clock Tower Scenery set officially mark judgement day in the town of Red Oak? With the watchers, well, watching, it falls to the Viridian Betas to command units of Chigoe and Locus, directing them at the squad level and carrying out the plans of their Alpha. But, will these cunning tacticians succeed? Nakano Gozen Promotional Miniature Don't forget, Nakano Gozen, the Emissary of the Blazing Sun, is available to purchase online during for UK Games Expo! She will be available from our online store from 09:00 on June 1st 2018 until 21:00 BST on June 3rd 2018. Her next appearance online will be during Gen Con 2018 at the start of August. If you're attending the event, she'll also be available to purchase from our stand (1-D14) for £13.00! View the full article
  4. 2 points
    1) I am going to second what ultravanillasmurf said: Make your own terrain. Terrain is important to the gameplay and balance, but the rules don't call for any specific sized terrain. Instead all the rules judge terrain by height relative to model base size (so if a wall is more than 1 base size high, the unit can't see over it, ect). As such, throw whatever you have available on the table and have at it. For instance, Tupperware is great for buildings because you can actually see the units inside it but it also has a flat roof so units can climb the building. 2) There is certainly some replay value to just the Red Oak set. Having both fast bikes, melee units, faces with mettle, and diverse bosses makes for a fair amount of tactical options. On the other hand, to balance the points the outlaws should get both gun dogs, but that leaves the lawman side feeling a bit small. It is better to also get a set of the rangers and a set of the raiders (the lawman and outlaw hand units) which can then act as proxies for faces and other units letting you build custom armies that are more balanced (all the character stat cards are free online). Each set will cost you about $20 for 10 models which is a pretty decent deal and add a ton of replay value to the game. 3) For my fortune chips I am just using some poker chips from an old poker set. Honestly though it is just a physical counting system so any small objects, spin down dice, or pen and paper can work. Bonus points if you use an abacus.
  5. 2 points
    alextroy

    Critical hit table

    A simple method would be do to just HP damage along with a select number of Critical Effects (say 6 for a simple d6 roll). Ships that have lost HALF HP go to HALF AD and PD. For a bit more fun, you could add Disorder Markers as a combined Crew Damage/Disorder/Hazard Marker. I would view them as a combination of crew injuries, fires, and all those malfunctioning control panels you alway see when ships are hit in sci-fi shows and movies. They have no immediate impact on play, but if a ship ever reaches Disorder Markers equal to it's CP, it is removed from play. Just to disrupted to function anymore.
  6. 2 points
    Stoobert

    Critical hit table

    Physically the challenge for any game with token overload is “where is that token?”. Yet it makes for a boring game to have only a few effects. The solution is to use a dry erase pen to write either on a plastic token or a glossy/sleeved unit card. You simply jot down “SH” for Shields Offline or whatever. Rules-wise here’s some concept change ideas: 1. Track damage as always 2. At 1/2 HP the ship is loses 1/2 direct weapon AD and 1/2 CP (many are dead or busy fighting fires) 3. Hazard no longer exists 4. Disorder has same effects it always has but: a. is applied on a ship by ship basis rather than as a whole squadron b. now also reduces CP temporarily by 1 to a minimum of 1 5. Biohazard becomes an effect, temporarily reduces your CP by 2 while applied, to a minimum of 1. Thoughts?
  7. 2 points
    Skyhawk

    Firestorm Painting Group

    After a brief Siesta I finally got around to doing more painting. Started on my Shield cruisers. And here are some of my other cruisers. And finally some aquan frigates. Thanks For looking! Edit: Gotta love auto correct.
  8. 2 points
    Ryjak

    Spartan old rules!

    “Really competative players” want to win as efficiently as possible. Unfortunately, in most game systems it’s much easier to win by consentrating on list-building and combos before th game than it is to win via positioning and outplaying your opponent during the game. I felt X-wing, when it first came out, was all about outplaying your opponent during the game, but since the game machanics didn’t actually reward you for out-maneuvering your opponent (you still needed to roll dice for damage, and RNG is fickle), FFG started adding things the made maneuvering less important, like turrets, and they also figured out a subtle way to make the game pay-to-win, which is great for the bottom line, but generally not great for gameplay. FSA 2.0 is more about positioning and maneuver than most games, and you are almost always rewarded for out-positioning your opponent. For example, pretty much everyone that plays FSA 2.0 loses their first half-dozen games, because they’re learning the value of tactical positioning and strategic timing for the very first time. Once you get the hang of your fleet and how it fires and maneuvers, you start drawing (per Battlelog) and that first actual win is very sweet.
  9. 2 points
    Just a thought it might be prudent to split the wiki into two distinct halves. Spartan Era and Warcradle Era at the launch page and then make sure each half references on itself within its various contents and links. This makes it clear what is Spartan and what is Warcradle, which is an important distinction not just for rules editions, but in the case of things like the land battles also a critical difference in game scale and mechanics. It also makes it an accessible document for new members who can then more easily see what is current and what is past. You could include links on the ship descriptions when its clear what upgrades to what to link the two halves together (best done when Warcradle puts the game on the market and we can clearly see what upgrades to what and where there are things that are not upgraded or just left out for now). Otherwise there's a risk that the Wiki could be confusing to newbies searching the game and landing on pages that describe old ships and stats with no clear lander/pointer to the current edition of the game.
  10. 2 points
    Jorgen_CAB

    Critical hit table

    In the space games I have developed over the years I have streamlined this more and more and concentrated more on the overall effect of damage than the specifics which is pretty irrelevant. In my latest version I made I basically had two values for ships... Status and Conditions. The condition could be Damaged, Devastated, Knocked Out or Destroyed. The Status could be Stressed, Suppressed, Chocked. Conditions was marked with a yellow, orange or red round small marker. Condition was marked with a white, grey or red cube marker. The status of the ship were temporary effects which the crew would be in based on damage and a variation of different reason from psychological to physical all in one. The status could obviously be fixed while a ships condition was permanent and could only be repaired in a repair yard. There really are no point in tracking things in much more detail since it is the overall effect you are after not exactly what is happening to a ship and exactly how many HP it has received... no ones know what the exact condition or status a ship is in during battle anyway, how it behave is what is important. The overall effect on battle will be quite impact-full but require minimal amount of record keeping. Crit effects might be fun for very large ships but in the end the effect are the same for all ships, or at least it should and it only take time and memory to deal with it for no good reason for the same result. You can use your imagination what a suppressed or chocked ship goes through in the same way if you like. In my opinion... in a game with the number of ships that you have in a typical FSA battle this type of complexity is not really needed. Just my opinion though...
  11. 2 points
    Stoobert

    Critical hit table

    Heh, I rarely express opinions in black and white terms, but here goes: Hazard Markers are the worst of all the critical effects. Not because they are devastating, but because they are annoying. All that bookkeeping all over the world every game for the possibility that maybe just maybe once in a blue moon someone will get a funny story about how your Dreadnaught got taken down by getting umpteen Hazard Markers that burned the crew alive and then the hull. Yawn, I'm so over it. Disorder and Hazards are a similar concept and should be combined. Either your ship is generally going bonkers, sparks flying, venting to space, crew panicked or it isn't - it's binary. And it's also completely different from a certain system (Shields, PD, etc) being offline. There's simply no need to count numbers for 3 different ablative situations per ship that require a value 1,2,3,4: Crew Loss, Hull Loss and Hazards (don't get me started on Corroded) to retain the feel of space battle.
  12. 2 points
    Wolfgang Jannesen

    Spartan old rules!

    The biggest thing I dont understand and maybe really don't like about this concept is that you dont usually have a ton of weapon systems on a FSA capital ship. Perhaps at most four different types with 2-3 available arcs per weapon. You're going to take an overall hit to ship effectiveness by ruining one weapon system to delegate it to tertiary status. What benefit does this bring gameplay when I can already fire any weapon at any ship and small vessels have the Difficult Target and Elusive Target MARs to effect their chance to be hit by capital ships? I don't think FSA necessarily has a bad system for negotiating damage, so I just need actual reasons why this system would be an improvement. Hate the idea of homogenizing DR/CR and movement speeds. Ships from different factions should have different characteristics, you haven't sold me on getting rid of those
  13. 2 points
    Redcoat

    A few questions

    As you say, you can play with one set of Action cards and one set of Adventure cards. With the action cards you can split them randomly between the two players or you could remove the 5 point card and one of the 2 point cards and give each player identical half decks. I think the easiest way to do it would be for one player to have even numbers and the other odd numbers (going by the card number at the top left). The same with the Adventure cards; either split at random or divided into two more or less identical half decks. It also occurs to me you could tailor the Adventure deck by selecting certain cards for one side, to reflect the nature of the force or the scenario - though I'm not sure how that would work out! As Stuart says you can do what you like when you are playing a casual game with friends. The Red Oak box has everything you need to do that (except the fortune chips!). Although like you I have bought a second set of decks - it saves sorting out the cards!
  14. 2 points
    Wolfgang Jannesen

    Firestorm Painting Group

    @Skyhawk Thanks mate! Its the best I could come up with short of jeweling. Here is the completed fleet
  15. 1 point
    Toxic_Rat

    Cruiser Rankings

    Hi all: Got to looking at the Cruiser stats for some of the factions, and was wondering how people might rank the value of different ships. If we were to group cruisers into three groups based on combat value, where would you put them? Here is a list of the 'standard' cruisers currently available in 2nd Ed. Note that I've only listed one class name when multiple ships share the same stats. Aquan Isonade Aquan Ladon Terran Teuton Sorylian Skyhammer Hawker Resolute Ryushi Hokita Tarakian Rulak Xelocian Hantari Dindrenzi Secutor Dindrenzi Velites Directorate Abraxas Directorate Champion Relthoza Assassin RSN Shrike Ba'Kash Hashvar Kedorian Zai-Dan Traders Opportunity Omnidyne Leverage Corsairs Privateer Oroshan Defiler Pathogen Chaga Quite a few. Which are the best, middle-of-the-road, or just plain sad?
  16. 1 point
    Skyhawk

    Critical hit table

    A while back I came up with a critical hit table that removed the need to roll to determine the result. I decided to try and develop the idea some more and make it a bit more devastating. Critical Threshold table When compiling the number of successes from an attack if the number of success is = CR : Security in Disarray; 2hp;This models AP is reduced to zero and may only repair 2 AP per turn. Repairable=Yes +1 CR: Repair teams in Disarray; 2hp;This model may not make any repair rolls for one turn.Repairable=Yes +2CR: Defenses Offline: 2hp;This model losses one active defense(Shield, cloak, PD) of the attacking players choice.Repairable=Yes +3CR: Fire +4 CR: Exposive decompression;2hp; This model losses 2 crew points and gains a hazard marker. Repairable= Yes +5 CR: Fire Control offline +6 CR: Main Drive Failure +7 CR: Fold Drive Failure +8 CR: Reactor Damage; 2hp; This model losses 1D3 crew points and gains a corroded marker. If attack destroys this model then it suffers a reactor overload. Repairable= yes Targeted strikes/boarding work the same as a regular attack when determining a normal Critical effect. I think that this table would work well with @Wolfgang Jannesen's CP repair crews idea. Tell me what you all think! Your thought and tweaks are more than welcome.
  17. 1 point
    Wolfgang Jannesen

    Critical hit table

    We had a discussion similar to this as I recall and from what I remember it ended up between a couple options for different reasons 1) Manage repairs on this ship's activation next round. Pros: Every effect gets a guaranteed period of effect. Cons: Which effects did I get last turn versus this turn? Multiply that by damaged ships. 2) Manage repairs on the ship's activation. Any effects such as Hazards or Corrosive take effect during the End Phase. Pros: Tactical choice of activation sequence means defender can disregard effects. Cons: See above, if you're opposed to the idea. Ships that activate early can seem like a more vulnerable target. 3) Ships repair in the end phase, changes are made to repair rolls to balance for what we feel should be a good average success chance. Pros: Could be made smoother with other rules effecting critical effects and repairs. Cons: Restrictive, not very choice heavy
  18. 1 point
    Certainly I can, here you are : http://dystopian-wars.wikia.com/wiki/Dystopian_Wars_Wiki it is a great resource and hopefully will be made better.
  19. 1 point
    Whitefox91

    A few questions

    Hello! I'm super excited to get into WWX as it looks absolutely amazing but I had a few questions. 1) after researching I saw that the warrior nation bosses used to have historical names like sitting bull and geronimo but not anymore. Why did they change if we still have Jesse James and wyatt earp? 2) I know some of the models are being reprinted after the change of hands, but what about all the models that have cards that are not listed in the store? (Such as Raging Bear or the Fire Bringers) I know both questions are tied to warrior nation but that is only because they are the ones I've spent more time looking into and am not certain of examples for other factions if any. Thanks!
  20. 1 point
    Jorgen_CAB

    Spartan old rules!

    I know that the game is not just about pointing the ship and fire, that was a somewhat oversimplification. I compare my experience between FSA and SW Armada which work the way I said. The best solution is to have all ships move and then all ships shoot. If you really go this route then mark ships in the order they move and then they shoot in that same order. This would really give you some thinking to do. If you move first you give up some tactical positioning advantage but you will fire before the opponent in the fire phase. I never played with the battle log and I really think that seem like a great adon to the game, I really liked that. Make it really important to save ships from destruction i a different way.
  21. 1 point
    Warcradle Stuart

    Spartan old rules!

    Done!
  22. 1 point
    Whitefox91

    A few questions

    That's perfect! I completely overlooked that button. Thank you!
  23. 1 point
    Warcradle Sam

    A few questions

    I'm going to use Warrior Nation as an example as to where to find the posse cards, as I can see it's a faction close to your heart! You would head to the Warrior Nation Stat Cards page (http://www.wildwestexodus.com/content/75-warrior-nation-stat-cards) and then you will see the 'Download Posse & Armoury' button which will, well, download the Posse cards I hope this helps!
  24. 1 point
    Wolfgang Jannesen

    Firestorm Painting Group

    Finally settled on the scheme and logic for the rest of the Hawker fleet. Having fun working on colour gradients and little details like the navigation lights but man I hate putting on the base layers
  25. 1 point
    Kalisix

    Diversion

    So I'm posting this in two places, because it crosses over a little bit into both WWX and DW (trying to link the two slightly). I accept that those that don't like the move over to the Dystopian Age won't necessarily like this story, but I wanted to see what people thought of this. Yes, this is a background re-write, and yes it is in keeping with the new WWX storyline which frankly I quite like. Even if you don't like the reasoning, would you be so kind to see if you like the story? Also big thanks to Sarah Cawkwell for offering sage advice, encouragement, and a fair wedge of editing. Diversion.pdf
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