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RebelSteve

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  1. There's a lot of talk going around about expansions for the game. I'm really curious to know thoughts on additional playable characters in the future and what mechanics that may bring to the game. Here are some of the characters I hope to see in expansions: Raider: Starts vilified. Some kind of rage ability, like dealing extra damage based on missing health. This one is a given. I had hoped to see the Super Mutant would have some kind of rage ability, but them not having it opens up the possibility of this character. Child of Atom: A radiation-based ability or item, maybe a bonus to combat while standing in an irradiated space. I really enjoyed their whole aesthetic in Far Harbor, so it would be really cool to play as one. Gen-3 Synth: Starts as a Synth. Special Institute-based tech of some kind? I'm just wondering how the game would go if someone started as a Synth rather than discover they're one through a random encounter. Robot (Mr. Handy or Assaultron): Base armor score, but can't equip armor. Immunity to radiation. Seeing a Mr. Handy character with Codsworth as a companion will be all kinds of glorious. Chemist: Starts addicted and has a chem-based ability like combining them for greater effects (and to save inventory space). Settler: I absolutely love settlement building in Fallout 4 and have been thinking about how it could work within the already established rules of the game. The first things that came to mind were adding encounters or quest lines for settlement building. This would require a whole lot of new cards. My favorite (and probably simplest) idea so far is the addition of a Settler character. This character would be the only one who can build a settlement, and it's pretty much their entire strategy. Crossroads Camp would start as a rank-0 settlement. The Settler could spend caps there to increase its rank and gain XP.
  2. As people play through this game, everyone is experiencing a different story. I'm curious to know. Now that you've played, what's your favorite? For me, it's gotta be my first play through as the Vault Dweller. He started off becoming vilified by stealing from settlements, but ended up redeeming himself by exposing a criminal operation. It was a tough grind, but at the end of it all he managed to find his best friend in the whole wasteland... Dogmeat. Together, they helped complete the Wasteland Survival Guide for Moira and uncovered a massive wealth of information in Vault 109 that finally ended the game. I'll remember this game for three reasons. First, I cosplay as a Vault Dweller. Second, I exclusively used Dogmeat for the majority of my Fallout 4 playthrough. (Piper & Curie were the only others I used... for the perks, ya know.) And third, we screwed up the rules so bad the results of the endgame didn't matter because someone would have won an hour earlier if we had played correctly.
  3. RebelSteve

    Expansion

    Fair warning. Here's a large list of thoughts I have on expansions... Tiles: New tiles would certainly add variance to the map, but it would also require additional rules for map building. While many quests just rely on any settlement/wasteland location, there are quite a few that refer to a specific location. So all of those tiles would either still need to be included in any given map build (Super Mutant Camp, Pendleton Estate, Super Duper Mart, etc.), or those quests will have less options. That being said, I think tiles representing different settings could definitely make their way into future expansions. (Like Nuka World tiles or the Mechanist's Lair. Personally, if they add Nuka World tiles I'd like to see it as a whole setting with a Raiders vs. Settlers conflict.) Encounters/Quests: The addition of new encounters and quests is where the expansions will really shine. So far, I haven't seen any Wasteland encounters that deal with subway or sewer tunnels (both of which were quite prevalent in the games). It would be cool to see a quest or encounter line that unlocked a set of tunnels that would allow players to traverse the map more quickly. I would also like to see different Vaults added to the game. So far, my group has only played twice and I think we've already seen all of the Vault 84 quest line. Even adding alternate quest lines for each Vault would be awesome. Assets/Loot: These two decks will surely get an upgrade in future expansions. There are so many items in Fallout! This game does a great job of covering all of the iconic pieces, but it still barely scratches the surface. Where are the explosives? Grenades? Mines? Mini-Nukes? There's also a whole lot of room for weapon and armor mods as well. Adding a scope to a gun to give it a 'P' re-roll would be fantastic. Enemies: It goes without saying that we'll see plenty more enemies added to the game with expansions. Nuka World could really open things up for a variety of Raiders. Automatron gives a lot of options for robots. We could also see enemy types that are specific to quest lines or encounters. Maybe the Tunnel Snakes make an appearance and a quest line makes you deal with them. Maybe the Brotherhood pushes its way into the Commonwealth just like it did in Fallout 4. Also, Far Harbor has a whole lot of unique creatures that aren't represented in this game. I haven't played the Far Harbor setting yet, but I assume that it could certainly see an expansion... maybe creatures that are buffed by the radioactive fog? Players & Player Characters: With the addition of new loot, enemies, quests, and encounters, the 4-player limit may get expanded as well. I'm honestly fine with the 4-player limit, which ensures that the makeup of the party always has a chance to be different. My group usually plays with 5-6 people whenever we get together, so this game will spend a whole lot of time on my shelf unless someone cancels. The first time we played, we had 5. I thoroughly enjoyed playing the narrator, reading all the quest and encounter cards so the players didn't have to pass that role around. If the game does get any expansions, I'm willing to bet new playable characters will be part of it. I personally would like to see a few specific ones added to the game. Raider: Starts vilified. Some kind of rage ability, like dealing extra damage based on missing health. This one is a given. I had hoped to see the Super Mutant would have some kind of rage ability, but them not having it opens up the possibility of this character. Child of Atom: A radiation-based ability or item, maybe a bonus to combat while standing in an irradiated space. I really enjoyed their whole aesthetic in Far Harbor, so it would be really cool to play as one. Gen-3 Synth: Starts as a Synth. Special Institute-based tech of some kind? I'm just wondering how the game would go if someone started as a Synth rather than discover they're one through a random encounter with a Courser. Robot PC (Mr. Handy or Assaultron): Base armor score, but can't equip armor. Immunity to radiation. Seeing a Mr. Handy character with Codsworth as a companion will be all kinds of glorious. Chemist: Starts addicted. Gets a chem-based ability like combining them for greater effects (and to save inventory space). Combining Jet & Addictol to make a Jet you'll never be addicted to? Sign me up! Settler: I absolutely love settlement building in Fallout 4 and have been thinking about how it could work within the already established rules of the game. The first things that came to mind were adding encounters or quest lines for settlement building. This would require a whole lot of new cards. My favorite (and probably simplest) idea so far is the addition of a Settler character. This character would be the only one who can build a settlement, and it's pretty much their entire strategy. Crossroads Camp would start as a rank-0 settlement. The Settler could spend caps there to increase its rank and gain XP.
  4. Doomsday Device 8pts - Bomb ACTION: Discard this card to drop a Doomsday Device token. Whenever a ship or maneuver template overlaps this token, it detonates. The ship detonating this bomb is immediately defeated. All ships at Range 1-2 roll 3 attack dice and suffer all Hits and Crits rolled. Seeker Drone 4pts - Bomb After revealing your maneuver, you may drop this bomb token. It will detonate at the end of the Activation Phase. When this bomb detonates, the nearest enemy ship suffers 1 Hit. ------------------------- Smart Rocket 4pts - Missile Attack: 2, Range 2-3 ATTACK (Focus): After your attack roll, if you have a target lock, you may add 2 Hit results. Disruptor Missile 6pts - Missile Attack: 4, Range 3 ATTACK (Target Lock): If this attack hits, cancel all dice results. The defender receives 1 face-up damage card and 1 stress token. Sabotage Drone 5pts - Missile Attack: 3, Range 1-2 ATTACK (Target Lock): If this attack hits, cancel all dice results. The defender rolls 1 Evade die. On an Evade, the defender suffers 1 Hit and receives 1 stress token. On a Focus, the defender suffers 1 Hit and receives 1 stress token and 1 ion token. On a blank, the defender suffers 1 Crit and receives 1 stress token and 1 ion token.
  5. Terrifying are the monsters we create when we let crime go unpunished. People (not only men, but certainly mostly men) who think they can always weasel out of consequences because their parents either: A. didn't instill even a decent sense of morality B. didn't provide real consequences for wrong-doings C. fostered outdated social standards or D. all of the above In most cases, it's all of the above... and it's sad. So many couples jump headfirst into parenthood without ANY idea of how to raise a well-adjusted human being. Schools can't provide developmental support for each individual child. The system lets orphans fall through the cracks. Many religions promote a code of morality, but they always seem to be tossed aside when they're not convenient. The human being is born perfect, a blank slate. It's their live experiences that form the hero or villain they become. While there are many gems hidden in the dirt, the majority of humanity operates on a more animalistic frequency. In the words of Agent K, "A person is smart. People are dumb, panicky, dangerous animals and you know it." That being said, the highest ideal of any morality code is this: "Treat other people as you would like to be treated." The fact that someone can learn this ideal (or even know it exists), and still treat women and people of other races with disdain and disrespect means that there is something wrong with that person... like, on a deep psychological level. I don't want to drag politics into this, but as Bernie Sanders frequently says "We're all in this together." Everyone is a person... woman, man, white, black, asian, Klingon... and while no one person is truly entitled to anything, everyone deserves respect. It's easy to turn a blind eye to the suffering of others, but when anyone suffers... it's not just them. When you suffer, I suffer. When I suffer, someone else suffers. Humanity is a lot more interconnected than most people think. As an empathic person, I've experienced a lot of feelings and emotions that don't only reflect my life experiences, but those of the people I'm closest to. They're simply results of my sponge-like emotional receptors (and Jedi abilities). I was raised in a family that could be considered matriarchal. The women have always had the power in my family, and were always treated with respect. My father always had the better paying job, but my mom handled all the money in the family. She made all the decisions, and thank God because my father was and still is ill-equipped to lead a family. So I have a deep-seeded respect for women that most men don't share. I can always spot a man that doesn't respect women, and it always causes a sick feeling in the pit of my stomach. Like those of you who think it's alright to undress a woman with your eyes, staring at her just because of what she's wearing. Imagination is fine and all, they're your thoughts... but for the love of God, be considerate of her feelings. If she's showing a lot of skin, it's probably hot out... or maybe she gets hot easily. Plenty of people do. I run like a bloody space-heater most of the time. If I was more confident in my body, you can bet your last dollar I'd be wearing sleeveless shirts and tank tops every day of the summer. If she's truly doing it for attention, then that's also her prerogative. It's not a crime to get a glance, appreciate someone's beauty, and then move on. Just be respectful. Jim Carrey gave a commencement speech not too long ago that discussed "doing what you love". He pointed out that most people make their decisions based on two things: love and fear. Unfortunately, too many of us give into that fear. I know I do. The fear of being slapped with a negative label, the fear of consequences, the fear of being alone in a crowd of strangers, the fear of embarrassing yourself... many of these fears keep us from doing the things we love. I think it's absolutely terrible that there are people out there that want to bully or harass someone out of doing something that they love... Those people are true villains... and the only way to fight them is to not let them win. Never let them keep you down or shut you out. I've dealt with bullies my whole life that would pick and chip away relentlessly at the thin veneer of my patience, and whenever I finally broke... I was the one out of line because they were "only joking". I turned the tables. I let that pain drive me to do better. Whenever I play anything competitive, I welcome insults and trash talk. The deeper it cuts, the better I perform. There's nothing wrong with being the underdog. In fact, it's what I prefer to be... Martial arts training and ideology has taught me to do everything I can to avoid physical conflict, but if I ever saw anyone harass someone like the instances described in that article... I'd go full Punisher on their ass. And if the store does nothing about it, that store needs new management. Period. "Be excellent to each other." Words to live by.
  6. Here are a couple songs in my typical gaming playlist that I think really compliment X-Wing... or any fast-paced video game. (these are perfect for tearing across the wasteland in Mad Max) Xilent - Boss Wave https://www.youtube.com/watch?v=4wTLjEqj5Xk Sammy Hagar - Heavy Metal https://www.youtube.com/watch?v=_2_gOpU0eWU Halestorm - Shoot to Thrill https://www.youtube.com/watch?v=AOai94e3MhE
  7. I really like epic, but it can get a little overwhelming for less experienced players. Just this past weekend, I played an epic game against two of my friends (one mildly experienced and the other only having played HotAC) where I fielded the Raider for the first time. The battle went extremely well for both sides as far as attack rolls went. Lots of damage was flying every turn after the initial engagement. Unfortunately, a big chunk of my squad (my TIE swarm, decked out to do some serious damage) rolled 15-straight green dice without a single evade result. Even with choosing an evade for their actions each turn, they got absolutely shredded within a couple of rounds against Dash Rendar and the Ghost. The green dice later blanked out on the Inquisitor as well. The Raider was by far the star of the show. It survived the longest and I think it was the only ship on my side of the board to get any kills. It managed to take out three ships, then get two others down to 1 Hull before the aft section was crippled. All of us were itching to play another game by the time it was over, and I'm sure we'll be doing it again soon.
  8. The first time we played it through, it near-wiped the squad, but that was mostly because some unlucky dice killed one of the X-Wings in the first round. Our second try went much better. Is it possibly your squad composition or tactics? The scenario makes it tempting to split your forces, but we found keeping a tight formation allowed proper focus fire. Taking down the Fighter Escort quickly seemed to help as well.That way they weren't heaping lots of protect actions on the shuttle. After that, the shuttle is a cow, and easy prey, which, if taken down quickly, will space out the reinforcements enough to make them easily manageable. We got it first time (4 players). 2 X-wings focused on the fighters, and the 2 Y-wing shot their way though to Plasma torp the shuttle and then keep the shuttle ioned. Took it down nice and quick. The X-wing used ion torps to keep the fighters from overwhelming them. Once the shuttle was down the Y-wing's came back in to help mop up. It also helped that our bomber Y-wing dropped a proton bomb right on a group of ioned TIE's on his way to the shuttle. That helped alot. My squadron failed on our first go at it. I managed to disable the shuttle by myself in 2 shots. 1 plasma torpedo, then a brilliant R1 shot once its escorts had broken off. Unfortunately, we were overwhelmed by the amount of fighters to come in and had to bail into hyperspace as soon as the Interceptors showed up. On the second attempt, we had much better ships. I had upgraded to a T-70 and another player upgraded to a B-Wing. With those two, we managed to absolutely shred the shuttle's escorts. With the positioning of the asteroids and our maneuvering, we managed to lead the shuttle right into the edge of the board, where he was forced to perform continuous Red 0 maneuvers until we disabled him 2 turns later. We finished it just before the second to last squad would come to the board.
  9. I'm running Heroes of the Aturi Cluster with 3 of my friends. We've been playing long enough to get upgraded ships, so I'm in a T-70 X-Wing. I'm also the only one to be shot down in our 8 missions played so far. Usually as soon as one person is near death, they'll just jump to hyperspace and let the rest try to complete the mission, but I really needed to get damage on this Interceptor and I had more than half my health left. Now it seems that no matter who rolls the AI attack dice against me, it's almost always ALL hits/crits. Sometimes I can handle it. Got enough maneuverability to usually stay out of firing arcs and I've been running R2-D2 the entire campaign. He's regained me over 20 shield points so far. The one time I couldn't roll with it, I was taking a R3 attack from an Interceptor and two R2 attacks from regular TIEs. All hits/crits from them (I think one of the seven was a modified focus), and a total of 2 evade results on all of my defense dice against those three attacks (including one from autothrusters for the attack from the Interceptor). I was already down to one shield, so even my Integrated Astromech wouldn't have saved me.
  10. That's really terrible that he single-handedly killed your local X-Wing community. Usually when you see someone like that (a poor sport, among other things), you're so happy that they're only a player and not a TO or store owner. I'm sorry you had to live the gamer's nightmare.
  11. This sounds pretty awesome! I'll have to try it out with my Red and Blue teams. https://community.fantasyflightgames.com/topic/175045-themed-lists/
  12. Just downloaded and looked through all of the files included. AMAZING! I may need to pick up a few more ships to run a couple of these missions, but it looks like a lot of fun and I can't wait to try it out. Will you be making up new missions to add to the current list? If so, I have just one suggestion... a "boss battle" type scenario against the Raider!
  13. Probably one of the greatest heroes of the Rebellion, Arvel's almost always got a place in my Rebel squads. This is an amazing backstory for Arvel Crynyd... But I think I'm gonna go Crynow.
  14. I think a repair mechanic in X-Wing would be really cool. It would definitely require the Asteroid Base taking its actions last, like epic-scale ships. I'm thinking the mechanics would work something like... Landing: When a small-based ship would end its maneuver over the Asteroid Base's landing pad, it may use its action to land. A ship with stress or ion tokens may not land. While landed, the ship cannot set maneuver dials, take actions, or attack. A landed ship has 0 Agility (before range/obstruction bonuses), but is protected by the shield points of the Asteroid Base. Taking Off: On any round after a ship has landed, it may take off during the activation phase. It does not set a maneuver dial, but rather turns the ship to whichever direction as it lifts off. Then, the ship may take an action. On the next round, the ship may move normally. Now I'm not too sure on large-based ships, since I'm not sure that one could actually fit on that landing pad. If it does, it can just use the same rules as the small-based ships. Otherwise... Docking: When a large-based ship would end its maneuver within Range 1 and parallel to the Docking Area of the Asteroid Base, it may use its action to dock. Move the closest side of the ship's base adjacent to the Docking Area. While docked, the ship cannot set maneuver dials, take actions, or attack (I'm thinking turreted ships can still attack while docked). A docked ship has 0 Agility (before range/obstruction bonuses), and is not protected by the shield points of the Asteroid Base. Undocking: On any round after a ship has docked, it may undock during its activation phase. It does not set a maneuver dial, but rather separates from the station (use Barrel Roll to represent separation) and may take its action normally. On the next round, the ship may move normally. And then the Asteroid Base's actions will probably include some different methods of repairing the landed/docked ships. For example... Patchup: Each docked or landed ship may discard one of its face-down damage cards. Extensive Repairs: Each docked or landed ship may turn one of its face-up damage cards face-down. Shield Recharge: Each docked or landed ship may recover 1 shield point. So each action is definitely worth using, but it'll take quite a while to fully repair a ship. I'm also thinking some kind of Munitions Restock ability. Munitions Restock: Choose 1 docked or landed ship. That ship may replace one of its spent secondary weapons.
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