Monday, June 7, 2021

Deploy Batteries, Fire When Ready!

 I have updated the following cards: 

1. Crew 

Initiate Crew have had their charge cost reduced to 0, so only their card is spent face-up for their unimpressive operate bonus (or repair effect) of 1. Adherent Crew stay at Charge 1, meaning two cards are spent for their operate bonus of 2. Maintaining this progression, Master Crew is moved up to Charge 2, which seems like they would hardly every get used, but +3 operate is powerful (and commensurate with three cards) and as you'll see below many cards have gone down in Charge cost, freeing up power to get those grouchy old bastards moving. 


2. Weapons

The Plasma Shotgun has been reduced to 2 Effect & Charge to make it feel more like a no-name brand Plasma Howitzer knock-off. High Explosive and Armour Piercing traits are additive now, so the AP/HE icon signifies the amount of damage done to AP/HE secondary targets, and Effect signifies the amount of damage (not including operate bonus, or shield & damage penalties) to [primary/player-chosen] targets. Note that the Shield Breaker trait affects secondary targets as well as primary targets...


The Mega Gun trades off a point of Effect for a point of Shield Breaker so it's not quite so over-powered. The Macro Gun adds a point of Effect so it's not quite so under-powered. Previously occupying the sweet spot, the Gun Battery loses both a point of Effect and Charge, making it the basic gun, as it were. Notably it has no Charge for either attacking or blocking. 


As noted the Armour Piercing trait is additive, so the Effect scores of both the Laser Battery and Macro Laser are reduced to compensate. The Laser Battery's charge is reduced to 1 so the opportunity cost tracks better with its effect/trait synergy, and to put it in on the level with the Gun Battery & Rocket Pod.


3. Shields

As a bit of a lark, the Shields systems have variable Charge and Effect with Deflectors requiring no power to Raise Shields for one shield token. Shields likewise can raise a couple of shield tokens at the cost of 1 other card for charge; the main differentiation is the high and low ends: Deflectors are more flexible, but Shields have the most effect.  

4. Initiative 

The Initiative cards I posted on earlier are up too, and now I can point out synergies, like having an Audacious Personality, an Initiate Crew, and Deflectors on your Titan means you can pop 3 shield tokens up on your Titan in as many turns. A Vivacious Titan can activate that Twist action, then again with a Sponson, and then activate Thrusters to jump directly backwards for four cards. A Gracious Titan is going to behave like it has three Initiate crew members ready to scurry down an access tube and conduct spot repairs.  A Pugnacious Titan is going to benefit from extra footwork, whether it's closer, further, turning into arc, or dancing out of LOS. Rapacious is going to detect buildings faster, but Sagacious is going to have better control of the initiative. 



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