Jump to content

Sharkey1337

Members
  • Content Count

    14
  • Joined

  • Last visited

About Sharkey1337

  • Rank
    Member
  • Birthday

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Sharkey1337

    New California Still "On The Boat"?

    Agreed, I see their news post as 10/25 being the official release date but there was no mention of Gamestop’s exclusivity other than GS’s item page.
  2. Sharkey1337

    New California Still "On The Boat"?

    Gamestop got exclusive selling rights for the expansion for the first month or two. I believe the official release date for all retailers is early next month.
  3. Sharkey1337

    Managing the library

    I have mine in a deck, though I split it into two decks so it’s less cards having to dig through.
  4. Sharkey1337

    coop ... what are we missing?

    You only draw the agenda cards for enemy activation at the end of a round, not each player's turn.
  5. So I’ve found the Super Mutant character rather underwhelming. Here you have a mountain of mutated muscle, but he just gets xp for reducing his health with rads? To make him a stronger and more thematic character, I’ve given him the trait of getting 1 additional Strength reroll when applicable, such as Strength-related tests and weapons. In addition, I'm giving the Super Mutant trait in general the ability to gain an additional Strength reroll when applicable, since you can become a super mutant via side questing. The XP perk will be exclusive to the starting Super Mutant character, but at least you can get some kind of perk being a Super Mutant. In that spirit, I've also given the Synth trait the ability to gain an additional Endurance reroll when applicable. This way these traits do more than just offer up different quest options.
  6. Sharkey1337

    Questions: New California and the Playmat

    Yeah my co-op rules specifically ends the game when you finish the main storyline, as there are just enough faction points to get you to the end of the power track. It’s definitely a far more satisfying ending, I just wish the final quest cards had more story fluff to go with them.
  7. Sharkey1337

    Questions: New California and the Playmat

    Playmat seems too pricey for me to justify a purchase, but it’s a personal preference. New California’s contents mixes everything into the core box contents. There are double sided specific tiles just like the core box that are scenario specific. Best of all it includes expanded core scenarios that have larger maps due to the new tiles you get from the expansion.
  8. Sharkey1337

    Expansion Pack Dream Figures

    For me here is my wishlist of a New Vegas themed expansion: -Desert Ranger: starts with ranger armor: 1 Armor, difficult terrain is treated as normal terrain; Endurance -Gambler: starts with lucky coin item, can exhaust for a reroll, costs 1 cap to unexhaust; Luck -Mercenary: contract item: when you kill an enemy, gain 1 cap; Perception -Raider: starts as vilified, when an enemy is in your space, get 1 free Attack; Agility -Synth: synth trait, gain an additonal Endurance reroll when applicable; starts with trench coat: 1 Armor, cannot be attacked from adjacent spaces; Endurance
  9. Enjoy the cooperative "New California" scenario and wish the rest of the game was cooperative? Follow these rules to adapt every scenario! Setup 1. Choose a scenario, set up as described on the card. 2. As a team, pick your faction to support. This faction is now referred to as the "survivor faction". Exception: New California 3. Players do not draw agenda cards; influence is not used to win the game. Additionally, all of the agenda cards are used to create the agenda deck for this scenario, regardless of player count. 4. Optional Difficulty Scaling: Finding your experience too easy? Try this scaling variant to increase opposing faction activations by removing your faction’s activating cards from the agenda deck. Refer to the bottom of the card symbols, not top. • 1 Player: Remove the 4-player survivor-faction agenda card from the agenda deck. • 2 Players: Remove the 4- and 3-player survivor-faction agenda cards from the agenda deck. • 3 Players: Remove the 4-, 3-, and 2-player survivor-faction agenda cards from the agenda deck. • 4 Players: Remove all survivor-faction agenda cards from the agenda deck. 5. Players place their character figures on any space of the Crossroads tile. Players can share the same space as others. General Rules 1. Victory: Your faction token reaches the final space of the power track. 2. Loss: The opposing faction token reaches the final space of the power track. 3. Killed: If killed, advance the opposing faction token by 1 space. 4. End of the Round: Advance only the opposing faction token by 1 space when the final agenda card is drawn. 5. Agendas: When a survivor would gain an agenda card, do not draw an agenda card. Instead, move the opposing faction back by 1 space. 6. Survivor-Faction Activations: If any survivor-faction tokens would activate via an agenda card, follow these rules. Exception: Far Harbor (refer to scenario card only) • Move the token toward the nearest opposing faction token on the map. • If a faction token is able to attack an opposing faction token, a fight ensues between them. • A faction token’s attack value is equal to its level. Increase by 1 if it has a ranged ability and its opponent token doesn’t. Increase by 1 if it has the radioactive ability. • A faction token’s defense value is equal to its level. Increase by 1 if it has an armor ability. • If a faction token’s attack meets or exceeds its opponent token’s defense, the opposing token is defeated and removed from the board. • If both tokens would be defeated, remove only the token that wasn’t activated by the drawn agenda card. • If neither token would be defeated, remove both tokens from the board. • At the end of the survivor-faction’s activation, place one survivor-faction token on its HQ space (refer to scenario variants below for HQ locations). 7. Opposing Faction Activations: Opposing faction tokens will move toward the nearest survivor or survivor-faction token, with survivors taking priority in a tie decision. After this enemy type activates, advance the opposing faction’s power token 1 space. Then, place an opposing faction token on its faction’s HQ space if possible (refer to scenario variants below for HQ locations). Exceptions: • New California: Follow the scenario card’s written rules instead. • Far Harbor: Only advance the opposing faction’s power token 1 space after activation, follow the additional scenario card’s rules regarding the factions. Scenario Variants 1. Rise of the Master a. Star HQ: Lost Hills Bunker b. Shield HQ: The Cathedral c. Shield Faction: For quest #170, only the Shield token closest to The Hub will move toward it, the rest will move toward Star tokens. In addition, a survivor can escort the token, treating spaces as difficult terrain when moving with it. 2. New California a. Follow the scenario card’s written rules, but follow General Rule #5 as described above regarding Agendas. b. 1-Player Easier Variant: decrease the X-value of the power track by 1 i. X=1 ii. X=2 iii. X=3 3. The Capital Wasteland a. Star HQ: The Tower b. Shield HQ: Project Purity 4. The Pitt a. Star HQ: The Mill b. Shield HQ: Haven 5. The Commonwealth a. Star HQ: The Railroad b. Shield HQ: C.I.T. Ruins 6. Far Harbor a. Follow the scenario card’s written rules, but advance the opposing faction’s power token 1 space after its activation card is drawn. When the agenda deck is exhausted, advance only the opposing faction’s power token 1 space. Thoughts?
  10. For those wanting a competitive experience for 2 or 4 players, this variant is for you! Building off of New California’s cooperative scenario, many of the same rules will be used with a few twists to support opposing teams: -Any scenario can be chosen except for New California. -At the start of the game, gather 1-2 Freedom and 1-2 Security Agenda cards based on either 2 or 4 players. Shuffle the cards together and randomly pass 1 card to each player. The revealed card for that player determines what faction they’re playing for. This card is placed next to their board to show their faction allegiance, which will remain the entire game. -The Agenda deck is used the same way as New California: use all Agenda cards and do not draw cards during setup. When a player gains an Agenda Card they must immediately discard it and resolve an effect based on the card’s name: (their faction): advance their faction’s token 1 space; (opposing faction): move opposing token back 1 space; (other): choice of effect -When the Agenda deck is exhausted, neither faction token will be moved, deck is passed to the right of the first player to begin a new round. -Faction Token Activations: If any faction tokens would activate via an agenda card, follow these rules: • Move the token toward the nearest opposing survivor or faction token on the map. Survivors take priority if there is a tie. • If a faction token is able to attack an opposing faction token, a fight ensues between them. • A faction token’s number of attacking hits is equal to its power. Increase by 1 if it has a ranged ability and its opponent token doesn’t. • A faction token’s defense is equal to its power. Increase by 1 if it has an armor ability. • If a faction token’s power meets or exceeds its opponent token’s defense, the opposing token is defeated and removed from the board. • If both tokens would be defeated, remove only the token that wasn’t activated by the drawn agenda card. • If neither token would be defeated, both tokens remain on the board. -If a character is killed, the opposing faction advances 1 space. Players cannot attack each other. -The faction that reaches the end of the power track first wins! Thoughts?
  11. Sharkey1337

    New California

    For me TBG with New California and using the co-op rules in all scenarios is far better than 76 right now.
  12. Sharkey1337

    Wave 12 Wishlist

    Ha, that is a fair point after all! Kallus could actually be an interesting two character pack, one Imperial Version and one Rebel Version. Imperial player could gain him automatically with his Agenda Set, however Rebel players could essentially remove his Imperial version from the game by completing and winning his Green mission, gaining his Rebel version! =D OR if the Imperial player loses Kallus’ Agenda mission then the Rebels gain him as an ally. Another option could still have a Green mission packed in, however only one of the missions can be included in a campaign. If the Imperial player picks his Agenda set then his Green mission won’t be included in the side quest deck. If the Imperial player doesn’t choose to use his Agenda set then his Green mission may be included for the Rebels for that campaign then.
  13. Sharkey1337

    Wave 12 Wishlist

    So I’ve been knee deep in the goodies of Wave 11, but I can’t help but get excited for more Rebels love in a new wave! Since waves in between boxe sets typically have around 3 character packs, here’s what I would LOVE to see: -Rex (Rebel) -Agent Kallus (Imperial) -Rukh (Imperial) What about you guys?
  14. Rise of the Empire introduced Green Dice to Rebellion, so it could be expected that a newer expansion could do something similar as well. The game still notably lacks interceptor fighter ships, such as the Imperial TIE Interceptor and the Rebel A-wing. These type of ships are very strong against other fighters but they’re noticeably weak at hitting capital ships. To reflect these specialized craft I introduce the concept of White Dice: -2 blank sides, 4 hit sides Damage type dealt is based on the color of the symbols on the white die, which in this case are black hit symbols which only hit fighters/infantry. These dice will also work for two anti-infantry units that I’ll describe below. The major advantage of these craft are supplementing forces with extra dice beyond the 5 black dice, however they have no chance of any crossover damage to their non-specialty due to having no direct hit sides on their dice. They’re also unable to produce any damage removal unlike the more general purpose TIE Fighters, X-wings, and Y-wings. Here’s my breakdown of what these units will look like: -TIE Interceptor/A-wing: cost 1 blue triangle, have 1 black health, attack with 1 white die Let me also add these two iconic anti-capital ship units that the game still lacks as well: -TIE Bomber/B-wing: cost 1 blue circle, have 2 black health, attack with 2 red dice This wouldn’t be a true expansion if it also didn’t add new ground units, such as: -Imperial Speeder Bike/Rebel Mark II Repeating Blaster Turret: cost 1 orange triangle, have 1 black health, attack with 1 white die -Rebel P-Tower Dish Turret: cost 1 orange circle, has 3 red health (structure), attacks with two red dice -Imperial A6 Juggernaut (Turbo Tank): cost 1 square orange, has 3 red health, attacks with 2 black dice and 1 red die I can see the overall expansion including 3 white dice, 4 B-wings, 4 TIE Bombers, 6 A-wings, 6 TIE Interceptors, 6 Repeating Blasters, 6 Speeder Bikes, 3 P-Tower turrets, and 3 Juggernauts. Thoughts?
×