Jump to content

GhostofNobodyInParticular

Members
  • Content Count

    3,999
  • Joined

  • Last visited


Reputation Activity

  1. Thanks
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War Rules/OC Conversation   
    Check the OP. I fixed the issue. I advise everyone to reread the rules, as I had to rephrase certain things, slightly changed the wordings on the new rules, and may have forgotten to include one of the later additions.
  2. Thanks
    GhostofNobodyInParticular got a reaction from clontroper5 in Republic At War Rules/OC Conversation   
    Check the OP. I fixed the issue. I advise everyone to reread the rules, as I had to rephrase certain things, slightly changed the wordings on the new rules, and may have forgotten to include one of the later additions.
  3. Like
    GhostofNobodyInParticular got a reaction from LTD in Republic At War Rules/OC Conversation   
    Mostly to have some limitations to production. Not every planet is capable of mass industrial production, so I felt that if the production was beneath a certain level, that would indicate a lack of natural resources. I will add the exception that if a planet's CP falls beneath 10 it can still be improved, as that is just destroyed factories.
    48 hours from the submission of Forty's fleet, which I have just received. You send your orders to me, the GAs are now only required to fill in for absentee players (to remove some of the burden of GMing from them).
    As this effectively means rushed production, it cannot be sustained long. I will implement it, with the caveat that it must be done on non-consecutive turns.
     
     
    Forty brought my attention to a typo in the rules - the Republic CONS frigate for 30 points is squadron 1, not 3. It has been corrected.
  4. Thanks
    GhostofNobodyInParticular reacted to Green Knight in Introducing Armada Warlords: database and fleet builder   
    Warlords now has decent images for RitR.
    Courtesy of Cannot Get Your Ship Out: http://cannotgetyourshipout.blogspot.com/2019/08/gencon-and-rebellion-in-rim.html
  5. Thanks
    GhostofNobodyInParticular reacted to Green Knight in Introducing Armada Warlords: database and fleet builder   
    Some minor fixes:
    - in the Upgrade database, multi-ship titles (i.e. 7th Fleet and Mon Cal Exodus are no longer annoyingly displayed multiple times)
    - in the Upgrade database, you can sort by category for SSD and RitR cards (CC too, but there are no CC upgrades)
    - added wave 8 (Starhawk + Onager SD) fully spoiled cards (i.e. Kyrsta Agate + Commander Beck)
  6. Like
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War: IC Conversation   
    And the game starts now. Players have 48 hours to get their orders in. If it turns out that you all get them in early, I will reduce the deadline to the time of the last submission plus 1 hour.
    @FortyInRed
    @clontroper5
    @Bertie Wooster
    @Matt3412
    @The Jabbawookie
    @LTD
    @Npmartian
    @Ling27
  7. Like
    GhostofNobodyInParticular got a reaction from FortyInRed in Republic At War Rules/OC Conversation   
    Good point. I remember how wasted many credits were in blockaded planets where I had hit the maximum garrison.
    OK.
  8. Thanks
    GhostofNobodyInParticular got a reaction from Npmartian in Republic At War Rules/OC Conversation   
    To clarify: There is no guarantee that a planet will not have GF. The apparent discrepancy between the rules and the map is cleared away when it is observed that the rules do not mention the military forces present on any planet, save the 5 special neutrals, and those in a separate section.
  9. Thanks
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War Rules/OC Conversation   
    To clarify: There is no guarantee that a planet will not have GF. The apparent discrepancy between the rules and the map is cleared away when it is observed that the rules do not mention the military forces present on any planet, save the 5 special neutrals, and those in a separate section.
  10. Like
    GhostofNobodyInParticular got a reaction from Bertie Wooster in Republic At War: IC Conversation   
    This is the main thread for the campaign Republic at War. In it will be posted the end of turn/start of turn reports, and any in character conversation the players may wish to engage in. I would ask that all out of character conversation and observers' posts be contained in the Republic At War: Rules/OC Conversation thread.
     
    Players:
    @Bertie Wooster - Republic, Grand Admiral
    @clontroper5 - Republic
    @Matt3412 - Republic
    @FortyInRed - Republic
     
    @LTD - CIS, Grand Admiral
    @The Jabbawookie - CIS
    @Npmartian - CIS
    @Ling27 - CIS
     
    The game will start as soon as I have fleet submissions from the following players: Forty.
  11. Like
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War Rules/OC Conversation   
    XGIDGPPRT?OBAOSFJMDJS.
  12. Like
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War: IC Conversation   
    This is the main thread for the campaign Republic at War. In it will be posted the end of turn/start of turn reports, and any in character conversation the players may wish to engage in. I would ask that all out of character conversation and observers' posts be contained in the Republic At War: Rules/OC Conversation thread.
     
    Players:
    @Bertie Wooster - Republic, Grand Admiral
    @clontroper5 - Republic
    @Matt3412 - Republic
    @FortyInRed - Republic
     
    @LTD - CIS, Grand Admiral
    @The Jabbawookie - CIS
    @Npmartian - CIS
    @Ling27 - CIS
     
    The game will start as soon as I have fleet submissions from the following players: Forty.
  13. Like
    GhostofNobodyInParticular got a reaction from Npmartian in Republic At War: IC Conversation   
    This is the main thread for the campaign Republic at War. In it will be posted the end of turn/start of turn reports, and any in character conversation the players may wish to engage in. I would ask that all out of character conversation and observers' posts be contained in the Republic At War: Rules/OC Conversation thread.
     
    Players:
    @Bertie Wooster - Republic, Grand Admiral
    @clontroper5 - Republic
    @Matt3412 - Republic
    @FortyInRed - Republic
     
    @LTD - CIS, Grand Admiral
    @The Jabbawookie - CIS
    @Npmartian - CIS
    @Ling27 - CIS
     
    The game will start as soon as I have fleet submissions from the following players: Forty.
  14. Like
    GhostofNobodyInParticular got a reaction from clontroper5 in Republic At War: IC Conversation   
    This is the main thread for the campaign Republic at War. In it will be posted the end of turn/start of turn reports, and any in character conversation the players may wish to engage in. I would ask that all out of character conversation and observers' posts be contained in the Republic At War: Rules/OC Conversation thread.
     
    Players:
    @Bertie Wooster - Republic, Grand Admiral
    @clontroper5 - Republic
    @Matt3412 - Republic
    @FortyInRed - Republic
     
    @LTD - CIS, Grand Admiral
    @The Jabbawookie - CIS
    @Npmartian - CIS
    @Ling27 - CIS
     
    The game will start as soon as I have fleet submissions from the following players: Forty.
  15. Thanks
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War Rules/OC Conversation   
    There will be some Ground Forces distributed amongst the planets.
  16. Thanks
    GhostofNobodyInParticular got a reaction from LTD in Republic At War Rules/OC Conversation   
    You could, but as I haven't created the Docs yet, if you want to do that you'd either have to wait or do so openly.
    Yes. It is possible to lend credits between players of the same team.
  17. Like
    GhostofNobodyInParticular got a reaction from The Jabbawookie in Republic At War Rules/OC Conversation   
    You could, but as I haven't created the Docs yet, if you want to do that you'd either have to wait or do so openly.
    Yes. It is possible to lend credits between players of the same team.
  18. Thanks
    GhostofNobodyInParticular reacted to The Jabbawookie in Republic At War Rules/OC Conversation   
    Not to worry, @LTD is our grand admiral.  Welcome to the CIS!
    @GhostofNobodyInParticular I’ve our last Seppie.
  19. Like
    GhostofNobodyInParticular reacted to geek19 in Cannot Get Your Ship Out! August Articles!   
    GenCon Weekend!
      Guess who punched his World's ticket this weekend? Lengthy update to come, but it was a blast.  Congrats to shmitty, and as always at every tournament, it was good to meet and see so many of you.  Now, sleep.
  20. Like
    GhostofNobodyInParticular reacted to Green Knight in Introducing Armada Warlords: database and fleet builder   
    Warlords HAS now been updated with images for all RitR cards.
    These are placeholder images, phone photos of the cards provided by ppl at GenCon.
    Permanent images to be added when scans are available.
  21. Like
    GhostofNobodyInParticular got a reaction from Muelmuel in Time to name our new pet Starhawk   
    I have been advocating Dolphin since first I clapped eyes on the MC30.
     
    As for the Starhawk, I dunno. Hammer or hatchet seem good. Hoe might be good too. 
  22. Thanks
    GhostofNobodyInParticular got a reaction from Matt3412 in Republic At War Rules/OC Conversation   
    Sweet! You're Republic #4, so we need another CIS player.
  23. Thanks
    GhostofNobodyInParticular reacted to xanderf in Rebellion in the Rim cards spoiled!   
    Marked for Destruction
    Setup: Place obstacles as normal, adding the 2 dust fields and excluding the station and asteroid fields.  Then the second player places the 2 purrgil in the setup area.  Each purrgil must be placed beyond distance 1 of all obstacles and beyond distance 5 of both players edges.
    Special Rule: Each ship has the following critical effect:
    [crit]: If this attack is at close-medium range, remove all objective tokens from enemy ships.  Then assign an objective token to the defender. After a player moves a purrgil, if that purgill is at distance 1 of a ship with an objective token, that player may choose and discard 1 objective token.  Then that ship suffers 1 facedown damage and the opposing fleet's owner gains 1 victory token.
    VPs: 15
     
    Rift Assault
    Setup: Place obstacles as normal, adding the gravity rift and excluding the station.
    Special Rule: When a while is attacking a ship, if the defender is beyond distance 1 of any obstacles and the defender does not have an objective token, the attacked can spend 1 die with any icon to assign an objective token to the defender.
    While a ship with an objective token is defending, during the Resolve Attack Effects step, the attacked can discard that objective token to change 1 die to a face with a [accuracy] icon or 1 [hit] icon and no other icons.  If the attacker belongs to the second player, it can change 1 die to a face with any icon.  Then the attacker's owner gains 1 victory token.
    End of Round: Each ship at distance 1-2 of the gravity rift that is speed-1 or lower suffers 1 facedown damage card.
    VPs: 10
     
    Ion Storm
    Setup: The second player places all obstacles, excluding the station, beyond distance 5 of both players' edges.
    Special Rule: When a ship that does not have an objective token ends its movement beyond distance 2 of any obstacles (or beyond distance 1 if that ship belongs to the first player), assign 1 objective token to that ship.  When a ship resolves a [repair] command, it may discard its objective token.
    Each ship has the following critical effect:
    [crit]: If the defender has an objective token, the attacking ship's owner gains 1 victory token.  Then choose and discard 1 command token from the defender.  If the defender does not have any command tokens, the defending hull zone loses 1 shield instead. VPs: 15
     
    Surprise Attack
    Setup: The second player places the station at distance 1-5 of the first player's edge.  Then place the remaining obstacles as normal.
    While deploying fleets, the first player must deploy their flagship before deploying any other ships.  Their flagship must overlap the station, even if the flagship extends beyond their deployment zone.  The first player cannot deploy any ship at a speed greater than half of that ship's maximum speed (rounded up).
    After deploying fleets, the second player places 3 facedown command dials in a stack on this card.
    Special Rule: At the start of the Ship Phase during the first, second, and third rounds, the second player reveals the top command dial on this card, and each of the first player's ships gains a raid token matching that dial.
    VPs: 0
     
    Abandoned Mining Facility
    Setup: The second player places the station in the center of the setup area.  Then, starting with the second player, the players alternate placing the remaining obstacles, adding the 2 purrgil and 2 durst fieds and excluding the asteroid fields, at distance 2-5 of the station.
    After deploying fleets, each of the second players' ships gains a [repair] token.
    Special Rule: Each ship can resolve the following effect:
    [Repair]: You may spend engineering points to gain victory tokens from 1 station or dust field at distance 1.  If that obstacle is a station, gain 1 token for each 3 points you spend.  If that obstacle is a dust field, gain 1 token for each 2 points you spend.  Then, if that obstacle is a dust field and you gained more than 1 victory token, remove that obstacle from the play area. VPs: 10
     
    Rift Ambush
    Setup: The second player places all obstacles, adding the gravity rift and 2 dust fields and excluding the station.  The gravity rift must be placed beyond distance 5 of both players' edges.
    After deploying fleets, the second player may choose 1 enemy ship.  That ship must execute a speed-1 maneuver with a yaw of "-".  Then the second player may increase or decrease that ship's speed by 1, to a minimum of speed 0.
    Special Rule: Once per activation, after a ship executes a maneuver, if it is at distance 1-2 of the gravity rift, it must execute a speed-1 maneuver with a yaw of "-".  If that ship belongs to the second player, it may use its speed-1 yaw value.  The gravity rift does not have the ability to temporarily reduce that ship's speed during this maneuver.
    VPs: 0
     
    Asteroid Tactics
    Setup: The second player places all obstacles, excluding the station.
    Special Rule: When one of the first player's ships or unique squadrons overlaps an asteroid field, it may recover 1 of its non-[scatter] defense tokens.  That token must be exhausted.
    When one of the second player's ships or unique squadrons overlaps an asteroid field that obstacle has no effect and that ship or squadron may recover 1 of its non-[scatter] defense tokens or may ready 1 of its defense tokens.
    After the start of each squadron phase (after exogorths perform attacks), remove each exogorth obstacle from the play area.
    End of Round: The second player places the 2 exogorth obstacles, each touching a different obstacle.
    VPs: 0
     
    Fleet In Being
    Setup: After deploying fleets, the first player assigns each of their ships 1 objective token.  Then the second player assigns each of their ships a number of objective tokens equal to that ship's command value.
    Special Rule: When a ship with an objective token is declared as the target of an attack, it may discard 1 objective token to ready 1 of its exhausted defense tokens.
    End of Round: If a ship is at distance 1-5 of 1 of the 3' edges of the play area, or at distance 1-3 of a player edge, remove 1 objective token from that ship.
    End of Game: Each player gains 1 victory token for each enemy ship in the play area that does not have an objective token.
    VPs: 15
     
    Volatile Deposits
    Setup: Place obstacles as normal, adding the 2 dust fields and excluding the station.
    Special Rule: When a ship is attacking a ship, the attacker can choose 1 obstacle at distance 1 of the defender, then resolve the following critical effect:
    Blue [crit]: Each ship or squadron at distance 1 of the chosen obstacle suffers damage equal to half of the total number of [crit] icons in your attack pool, rounded up. If the defender is one of the first player's ships, the attacker can resolve this effect with any [crit] icon.
    End of Round: For each asteroid field, each player sums the command values of their ships at distance 1.  Then for each asteroid field, the player with the highest total gains 1 victory token.
    VPs: 15
     
    Infested Fields
    Setup: Place obstacles as normal, excluding the station.  After placing obstacles, place 1 objective token on each obstacle.  Then the second player places the 2 exogorth obstacles, each touching a different obstacle.
    Special Rule: When a ship or squadron overlaps an obstacle, that ship or squadron's owner may remove the objective token on that obstacle to gain 1 victory token.
    After the start of each squadron phase (after exogorths perform attacks), remove each exogorth from the play area.  Then the second player moves the obstacle each exogorth was touching to a within distance 1-2 of its current location.
    End of Round: For each exogorth obstacle not in the play area, the second player chooses an obstacle and places 1 exogorth touching that asteroid.
    VPs: 15
     
    Doomed Station
    Setup: The second player places the gravity rift in the center of the setup area.  Then, starting with the first player, the players alternate placing the remaining obstacles, excluding the station.  Then the second player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both players' edges.
    End of Round: Starting with the second player and alternating, each player chooses 1 obstacle that does not have an objective token on it and moves it to within distance 1-2 of its current location toward the gravity rift (which cannot be chosen).  Then that player places an objective token on that obstacle.  When an obstacle touches the gravity rift, that obstacle is removed from the play area.
    After all obstacles are moved, each player sums the command values of their ships at distance 1 of the station.  The player with the highest total gains 1 victory token.  Then remove all objective tokens from the play area.
    VPs: 20
     
    Hyperspace Migration
    Setup: Place obstacles as normal, excluding the station.  Then the second player places 1 objective token in the play area at distance 1 of a 3' edge and another objective token at distance 1 of the opposite 3' edge.
    Special Rule: At the start of the Ship Phase of the first and third rounds, the second player places 1 purrgil not in the play area at distance 1 of 1 objective token (the objective token must be the same during both rounds).
    When a purrgil moves, it must move toward the objective token at the opposite 3' edge.  When a purrgil touches that objective token, that purrgil is removed from the play area.
    End of Round: If a ship has 1 objective token on it, remove the token and that ship's owner gains 1 victory token.  If a ship is at distance 1 from a purrgil and has no objective tokens on it, place 1 objective token on that ship.
    VPs: 20
  24. Thanks
    GhostofNobodyInParticular reacted to xanderf in Rebellion in the Rim cards spoiled!   
    https://www.facebook.com/groups/321221191310238/permalink/2212453368853668/
    Ezra Bridger
    Crew - Rebel, 3 pts
    When you reveal a command, you may discard this card to move 1 obstacle at 1-2 so that it is within distance 1-2 of its current location.
    Captain Rex
    Crew - Rebel, 5 pts
    [Squadron]: You may choose 1 enemy ship at close range.  That ship gains 1 raid token of your choice.  While you are at distance 1-3 of an enemy ship, that ship can discard only 1 raid token of any type when it discards its command dial.
    Sabine Wren
    Crew - Rebel, 5 pts
    At the start of the Ship Phase, you may discard this card to place 1 proximity mine token in the play area at distance 1-2 of an obstacle and beyond distance 3 of enemy ships.
    Commander Woldar
    Crew - Imperial, 4 pts
    While a friendly, non-swarm squadron at distance 1-3 is attacking a squadron, it may reroll 1 die of any color
    Commander Vanto
    Crew - Imperial, 7 pts
    After you resolve the first command during your activation, you may exhaust this card to gain 1 command token of any type.
    Expert Shield Tech
    Crew - 5 pts (unaffiliated)
    While defending, during the Spend Defense Tokens step, when you spend a [redirect] defense token, you may reduce the total damage from the attack by 1 instead of resolving that token's effect.
    Advanced Transponder Net
    Offensive Retrofit - 5 pts
    Modification
    Friendly Heavy squadrons at distance 1-2 prevent engaged squadrons from attacking ships.
    Proximity Mines
    Offensive Retrofit - 4 pts
    Before deploying fleets, you may discard this card to place a number of proximity mine tokens equal to half your engineering value, rounded down.  You may place these mines anywhere in the play area beyond distance 5 of enemy ships (and distance 1 of each other).
    Harrow
    Title - Imperial (Victory-class), 3 pts
    You gain 1 additional [support team] icon in your upgrade bar.  When you execute a speed-1 maneuver, during your Determine Course step, you may change your first yaw value to "II" until the end of your activation. 
    Vanguard
    Title - Rebel (Nebulon-B-class), 4 pts
    You can one additional [gunnery team] icon in your upgrade bar.  At the start of the first round, you may replace one of your defense tokens with a [redirect] defense token.
    Liberator
    Title - Rebel (CR90-class), 2 pts
    You gain 1 additional [fleet command] icon in your upgrade bar.  You cannot equip this card if you have a [fleet command] icon in your upgrade bar.  You cannot spend a command token to resolve a [fleet command] card's effect.
    Take Evasive Action!
    Fleet Command - 6 pts
    At the start of the Ship Phase, you may discard this card or spend a [navigate] token.  If you do, until the end of the round, each friendly ship may increase the last yaw value of its current speed by 1 during its Determine Course step.
     
  25. Like
    GhostofNobodyInParticular reacted to Ling27 in Republic At War Rules/OC Conversation   
    I would be down for either faction. This sounds like great game of risk! I've been wanting to do something like this for a while.
×
×
  • Create New...