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  1. True, I recently played with the expansion, and, true to to promise, it references Fallout 2's sillier bits with random encounters with talking brahmin or the previously mentioned Arthurian Knights. That was nice and it worked well.
  2. Very cool! I'll be making these into documents that I can print out and have in the box. I think the game could really use some expanded background for characters you'll be spending up to 12 missions with! I have a slight complaint, though - some of the stories get *too* long. Your introduction says each character gets a full page of backstory, but for example CT-1701 actually has FOUR pages, and that's not only impossible to fit on a single A4 sheet, but also kind of impractically long for just handing out and reading it before a session. Other offenders are Jarrod Kelvin, and Tress seems to be heading the same way. I was hoping to use these by way of an extended character introduction before starting a campaign, but I think that above two pages long it starts to be too tedious to read for each hero. That's not a point against your writing skills! Just that I think there's a certain point of balance to how much story a player can be interested and remember about both himself and his allies before it starts to be counterproductive (especially when the game does not help in reflecting those stories at all save for the personal missions).
  3. Kraemet

    New California

    Agreed, the expansions "complete" the game in a sense. Now the game can remind you of any Fallout from 1 through to 4. Save for Fallout: Tactics, but I guess we don't talk about that in polite circles (not that it was a bad game, just not much in the spirit of the series). I also quite like the mechanism of exploring Vault 44 by moving through it as its own map.
  4. As with many thing that Bethesda didn't get quite right in F3, it's about the context. It's one thing to have a flying saucer or the Arthurian Knights as a tongue-in-cheek reference in a random encounter in a game that is full of silly things (Fallout 2 was exceedingly full of parody and jokes) and another to have an entire multiple-hour story DLC that takes itself seriously in a game with a completely straight face (Fallout 3 was much like Fallout 1 in its seriousness, while New Vegas had the Wild Wasteland trait as a nod to Fallout 2 - there, with that trait and more humor, Mothership Zeta would fit in much better). The boardgame in question does not contain even trace amounts of silly jokes.
  5. There weren't any more interesting foot units on Hoth (in the movie, anyway). Most of that battle was mechanized, not much to draw from unless you want pilots running around on the ground. You could perhaps have a snowtrooper riding a Tauntaun, just like the Dewback rider. That wouldn't be too out of place.
  6. This game is too simple and it lacks that kind of depth. Rules as written, monsters attack you even in a walled off city or underground bunker. But nothing is stopping you from house ruling it... it's better as a narrative experience than a competitive game, anyway.
  7. I hope they stay as far away from Mothership Zeta as possible. That was the least Fallouty thing in the history of Fallout. Since all the figures so far are playable characters and I'd also like to see a Deathclaw, a natural course would be a partially robed deathclaw (Goris from F2, best companion ). But maybe that's too specific. A tribesman, Sulik or Chosen One - style. Or a raider for that mater. The current selection of human characters is a little on the clean and positive side - let's see some of that wasteland grit.
  8. Version 2.0 is up! Implemented most of the suggestions I got, among them removing Imperial Defector (nice thematically, but it cluttered the card and is overkill mechanically) and Force Speed (turns out with it he was potentially faster than Jyn Odan, eh) and adding a hopefully more enjoyable skill.
  9. Thanks for all the corrections, I will definitely do some editing when I get home today
  10. Thanks for the suggestions. As for Jedi Reflexes, yeah that was supposed to be "up to two", missed while transcribing from my notes. Elsewhere it was pointed out to me that Tempted by the Dark Side is not tempting enough - and that's true I guess. As is, it is just delaying a problem you already have, so I'd change it to something that gives an actual advantage but still retains the spirit of the thing: "Take X (at least one) DMG. Then, recover X+1 STR (no DMG)." You still hurt yourself, but it's a net benefit. I dislike the wording of " X (at least one)", but idk how to formulate "2+" and then refer to it as "X+1". Also, this makes Clarity slightly weaker for the missed opportunity cost As ManateeX says, it will have to be play tested to truly figure out if it's a bit too much. But I feel confident that he's a pretty high-strain-cost character and if you take more than one defensive skill, you won't on the other hand have all that many things to spend strain on. My biggest worry is that some abilities (esp. Clarity, as it is quite a twist on the gameplay) are just not worth taking over others - but that's a problem the official heroes tend to have as well, so clearly it's a hard one to avoid.
  11. He's either tanky OR a strain heavy guy, ideally a mix of both, so I figured he's going to need it. But now I'm worried that that high regen might enable him to do TOO much ... eh, see the full sotry here, as I just finished mucking around with the graphics:
  12. So, because Disney left Kyle definitively in the dust as of Rogue One and because he is a great fit for IA thematically, I have tried my hand at designing him into the game as a playable hero. He is supposed to be a versatile and self-sufficient hero, who can be built either towards damage/disruption or survivability as you see fit. This forum allows only for 70kB attachments, so follow this link to see Star Wars' own Chuck Norris in his Imperial Asault Glory along with my commentary. https://imgur.com/a/cZSRRmW Feedback welcome - in fact, that's the only reason I'm posting this publicly. It was hard to reconcile the facts that as per canon he'd be able to solo all the missions, but in the game he must function only as exactly 25% of a team and not much more. Some abilities may be too weak as a result and other too useful... OLD VERSION! SEE NEW IN LINK ABOVE. (The upload functionality of this forum here refuses to cooperate) Credits to - kaio89 for the awesome illustration of Kyle that looks like it was made for the game https://www.deviantart.com/kaio89/gallery/ - geckoTH for the psd template wihtout which I would have spend twice the time doing this! www.boardgamegeek.com/geeklist/72602/geckoths-photoshop-templates
  13. I'm trying to create a new hero, and a side effect of what I came up with is the possibility of him removing 7 strain every rest. This would require a total of 4+1 xp spent on skills. Is it tolerable, or batshit insane? I know Fenn can do 14 per round with rebel elite+rest+rest+lone wolf+adrenaline rush for 7XP and it requires him to suffer damage (but Rebel Elite does much more than just +1 END for the 4 xp it costs). I'm chiefly worried that it would break those missions where you have to wound every Rebel, when you factor in defensive equipment. Is Fenn the hardest to kill hero, or are there even worse? (I don't know them all)
  14. +1 to the above, especially playing as 4 heroes with Gideon on shared control. I'd just like to add - avoid the Subversive Tactics Imperial class deck. It is NOT fun for the rebels and you could turn the players off of the game if that's the first class they face. Personally I'd go for military might - waves and waves of troopers in true star wars fashion Tech superiority is a bit more trickier, you get a bunch of fancy toys but have to be careful to use them effectively. If you're an experienced player and your Rebels not so much, I wouldn't pay too much attention to Agendas. Imo most of them are too much of a one-off bad surprise for the Rebels that are there to screw up the most cirtical part of the plan (*plays card* Oh no! That spot you just stepped in was booby-trapped, you are stunned). I pick them by selecting the side missions I'd like to play. Vader's agenda set is nice but his missions is actually very difficult to win for the Imperial. Otherwise, I liked the IG-88 missions, and if you have Twin Shadows Boba Fett is also a nice villain to show off. Imperial Industry is a good reward card that helps you balance the game by choosing how much you will use it. Royal Guard champion is a cool unit but at 15 threat you'll never get a reasonable chance to field him outside of scripted missions, just like Vader. For that matter, there's an (official) fixed version of IG-88 floating around that makes him not be a waste of points: (It's a skirmish only card but if you're going to win him in a side mission and pay threat to deploy him, it is in principle applicable to the campaign as well. Just don't do it if he's in a reserved group for the mission and you won't upset any balance.) I'm sorry I don't know the names of the agendas, but you can find them by looking at the rewards the missions give.
  15. Yep, Gideon the command-bot in a three-Rebel-player game is an ideal situation where I'd feel no regret mowing him down mercilessly
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