Post by Chris on Dec 17, 2021 19:42:32 GMT -5
I have stolen these from Reddit and removed extraneous comments and opinions because Reddit. Red means we can play test starting now (i propose we avoid pilots/ cards that mitigate Range 0, overlapping, looking at dials, etc. and just try the rules shenanigan-free.)
If these notes do not mention a rules change then that rule functions as per the rule book. These are only anticipated changes to the rules as they currently exist.
2.5 Core Rules Announcement
When are they live?
Live next year
End of Jan/Early Feb
The Core rules will be released along with the new points update in late Jan/early Feb
Points
Will have the points for new ships as well as current
Design Goals
Bring things back to its roots
Action packed
Lower skill floor while maintaining a high skill ceiling
Incentivize engaging
Scenarios
Scenarios are a pillar of competitive play
A goal outside of the simple framework that exists
Widens squad building options
Want to think about all scenarios when list building for an event
Scenarios are imperative for incentivizing different play styles, and choices in list building because not every ship is good at everything
Having the game be only about list destruction leads to people not engaging and dancing around each other, waiting for the perfect moment, and fortressing points by running away when ahead
Can’t win by ONLY playing by objectives alone
If in a casual game, you bring your list beforehand, and you will randomly select a scenario
There are four scenarios
Zone control scenario - be close to objective
Snatch and grab
Control, but not area control but ‘tagging’ points and removing your opponent’s control
“Chance Engagement” - that is dogfighting
Each player each round will play the same objective
Goal is to force engagement
If you fortress in a corner, your opponent can score objectives
Used an epic objective token for objective token
First is in center of board
Then alternate
Your side, then opponent’s side
Scenarios will have print-and-play tokens
But you can use epic tokens
Also, next kit will include objective tokens
Obstacles cannot be placed overlapping an objective token; otherwise same obstacle placement rules
Scoring
Play to 20 points
If tied at 20+, keep playing until someone gets ahead
When ship destroyed, divide ship by 10 (round up)
No half points for ships except in Chance Encounter
Points are scored no matter why the ship died
removed/flees, etc
Whomever has the most ships at range 1 of obj gains 1 point
med/lg ships count as “2” ships for this purpose
Obstacles
Want them to be more meaningful to the game, and simplify
All changed
When you fly over, something happens, then roll
New Effects
Asteroids
Suffer 1, on hit/crit, suffer another damage
Debris
Stress, hit/crit suffer 1 damage
Cloud
Break all locks, gain a strain
Hit - 1 ion
Crit - 3 ions
Rigged and ‘the other ones’
Gain stress, roll, hit/crit gain strain
(no damage)
If overlapping asteroid/debris/cloud, cannot attack, and skip perform
If you move through but not overlap, you can still take an action
Tractor
Can no longer place a ship on top of an obstacle
Overlapping
Depends if you overlap a friendly or enemy
Friendly
Roll a die, hit/crit, take a damage (facedown), and skip the perform action step
Enemy
If you are not stressed, you may perform a printed focus or calculate from action bar, gain a stress, and skip your perform action step
If both
Counts as hitting a friendly only
Only checks the last ship you’d hit (at the end of the template), not who you technically collide into
Range 0
When you attack at R0, you cannot modify dice or add dice
If defending at R0, enemy cannot modify your dice
No range bonus for R0
Ships that allow range 0 attacks will be changed to allow for range bonus, and possibly other effects
Only primary attacks at R0
Formats
Standard Format
The defacto tournament format
Only reprinted ships
Tournament environment is very open and fair to new players
All ships is extended
If reprinted at all, can use it in other factions (following what model is reprinted)
HWK, for example
Extended
Wild west, no bans
Banned List
ROAD
Still exists as written
If these notes do not mention a rules change then that rule functions as per the rule book. These are only anticipated changes to the rules as they currently exist.
2.5 Core Rules Announcement
When are they live?
Live next year
End of Jan/Early Feb
The Core rules will be released along with the new points update in late Jan/early Feb
Points
Will have the points for new ships as well as current
Design Goals
Bring things back to its roots
Action packed
Lower skill floor while maintaining a high skill ceiling
Incentivize engaging
Scenarios
Scenarios are a pillar of competitive play
A goal outside of the simple framework that exists
Widens squad building options
Want to think about all scenarios when list building for an event
Scenarios are imperative for incentivizing different play styles, and choices in list building because not every ship is good at everything
Having the game be only about list destruction leads to people not engaging and dancing around each other, waiting for the perfect moment, and fortressing points by running away when ahead
Can’t win by ONLY playing by objectives alone
If in a casual game, you bring your list beforehand, and you will randomly select a scenario
There are four scenarios
Zone control scenario - be close to objective
Snatch and grab
Control, but not area control but ‘tagging’ points and removing your opponent’s control
“Chance Engagement” - that is dogfighting
Each player each round will play the same objective
Goal is to force engagement
If you fortress in a corner, your opponent can score objectives
Used an epic objective token for objective token
First is in center of board
Then alternate
Your side, then opponent’s side
Scenarios will have print-and-play tokens
But you can use epic tokens
Also, next kit will include objective tokens
Obstacles cannot be placed overlapping an objective token; otherwise same obstacle placement rules
Scoring
Play to 20 points
If tied at 20+, keep playing until someone gets ahead
When ship destroyed, divide ship by 10 (round up)
No half points for ships except in Chance Encounter
Points are scored no matter why the ship died
removed/flees, etc
Whomever has the most ships at range 1 of obj gains 1 point
med/lg ships count as “2” ships for this purpose
Obstacles
Want them to be more meaningful to the game, and simplify
All changed
When you fly over, something happens, then roll
New Effects
Asteroids
Suffer 1, on hit/crit, suffer another damage
Debris
Stress, hit/crit suffer 1 damage
Cloud
Break all locks, gain a strain
Hit - 1 ion
Crit - 3 ions
Rigged and ‘the other ones’
Gain stress, roll, hit/crit gain strain
(no damage)
If overlapping asteroid/debris/cloud, cannot attack, and skip perform
If you move through but not overlap, you can still take an action
Tractor
Can no longer place a ship on top of an obstacle
Overlapping
Depends if you overlap a friendly or enemy
Friendly
Roll a die, hit/crit, take a damage (facedown), and skip the perform action step
Enemy
If you are not stressed, you may perform a printed focus or calculate from action bar, gain a stress, and skip your perform action step
If both
Counts as hitting a friendly only
Only checks the last ship you’d hit (at the end of the template), not who you technically collide into
Range 0
When you attack at R0, you cannot modify dice or add dice
If defending at R0, enemy cannot modify your dice
No range bonus for R0
Ships that allow range 0 attacks will be changed to allow for range bonus, and possibly other effects
Only primary attacks at R0
Formats
Standard Format
The defacto tournament format
Only reprinted ships
Tournament environment is very open and fair to new players
All ships is extended
If reprinted at all, can use it in other factions (following what model is reprinted)
HWK, for example
Extended
Wild west, no bans
Banned List
ROAD
Still exists as written