I am aiming for characters to have between 3 and 5 equipment slots. Each piece of equipment takes up one slot. Having 3-5 equipment slots should ensure that each character has enough space for 1 or 2 weapons, a piece of armour, 1 or 2 utility items and possibly a grenade or two.
Today’s post is talking about armour. Each character can only wear one piece of armour during a mission. The difficult thing about converting the armour from the RPG to the board game is the energy rolls (mentioned in a previous post), really helped to balance them out. Having to roll to see whether your use of the armour had made it break, balanced the better items against the poorer items.
I am now thinking of reintroducing the energy rolls. What had stopped me before is that in the RPG, you rolled after each combat encounter in which you used the equipment. However, in the boardgame each mission is basically one big encounter. But I have realised that as each mission will be using a track to keep track of the rounds (plus other things such as security level of space station etc.), that I could have it written on the track that every 3 rounds players must roll energy rolls. However, I don’t want to slow the game down too much by having each player roll for every piece of equipment, so I think I will just use this for armour.
Faraday Cage This simple piece of armour allows electricity to flow around you while you are unaffected like you are at the eye of an electrical storm. Energy Roll: N/A Effect: You gain Resist 1 Electric while wearing this armour.
Insulating Armour This armour is almost too good at keeping in the heat Energy Roll: 3 Movement Phase: You may give up two hexes of movement to activate/deactivate the insulating armour. Effect: While the armour is active, you gain Resist 2 Cold and Vulnerable 1 Thermal.
Cooling Armour This armour dissipates heat into other dimensions Energy Roll: 3 Movement Phase: You may give up two hexes of movement to activate/deactivate the Cooling armour. Effect: While the armour is active, you gain Resist 2 Thermal and Vulnerable 1 Cold.
Mirror Armour This armour consists of thin, light, highly reflective metal that reflects lasers and other beam weapons Energy Roll: 6 Movement Phase: You may give up two hexes of movement to activate/deactivate the Mirror armour. Effect: While the armour is active, whenever you are targeted by an attack with the Beam keyword, you may deflect the attack. To do so, pick a hex face adjacent to the hex face that the attack was coming from, the attack continues in that direction until it hits something or has used up its range (your hex does not count as a hex for the purposes of counting its range). If the deflected beam hits a creature, make an attack against that creature using the dice the original attacker would have used plus an additional d12.
Phase Armour This armour produces a small field around you that briefly phases you into another dimension Energy Roll: 6 Movement Phase: You may give up 1 hex of movement to activate/deactivate the Phase armour. Effect: You may move through solid objects but you cannot end your movement in a hex containing solid objects. If you are the target of an attack that has the Ballistic keyword, you ignore the attack and make the following attack: Phase Armour Attack Keywords: Ballistic Target: All creatures in Burst 2 that are further away from the original attacker than you are. Attack and Effect: [Whatever the original attack stated as the Attack and Effect]
Thunder Armour A blast wave emanates from this armour, knocking back those close by Energy Roll: 6 Movement Phase: You may give up 1 hex of movement to activate/deactivate the Thunder armour. Effect: When activated, make the following attack: Thunder Armour Attack Keywords: Ballistic, Thunder Target: All creatures in Burst 1 Attack: 2d12 v Fortitude # Effect 1 The target is pushed one hex 2 The target is pushed two hexes
Gravitic Armour Gravity is just a play thing, something that bends space-time to your will Energy Roll: 7 Movement Phase: You may give up your entire movement to activate/deactiviate the Gravitic Armour. Effect: While the gravitic armour is active, you are rooted to the spot. Any attack made with a weapon with the keyword Ballistic where the projectile will move through a burst 2 of the gravitic armour has a greater chance of missing The attacker makes a targeting check using a medium DC. If the targeting check is successful then the attack continues as normal. If the check is a failure, then the target gains Resist 2 All for that attack.
Heisenberg Armour Taking inspiration from the uncertainty principle this armour masks your position when you move, with the faster you travel – the more your position is obscured. Energy Roll: 3+ Movement Phase: You may give up 1 hex of movement to activate/deactivate the Heisenberg armour. Effect: For each hex you move away from your starting hex, while the armour is active, you gain a cumulative Resist 1 All for the first attack you are hit by during the action phase. Each time you are hit by an attack during the action phase you can use all or part of the resistance you gained during the movement phase. Any resistance used against an attack is lost for the rest of the action phase. So, for example, you move 5 hexes, and gain Resist 5 All. You are then hit by 3 attacks. For the first attack you use Resist 3 All. You only have Resist 2 All for the next two attacks. Luckily the second attack isn’t very strong and you only need to use Resist 1 All to nullify it. This means you can use Resist 1 All for the final attack. For each attack you choose how much resistance to use after the attack has hit.
There we go. Once I get playing, I am sure I will need to balance the pieces of armour against each other a bit more.
In Thursday’s post I will start talking about the Species that a player can choose to be.