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How can you be contacted?
Yet another set of starship
combat rules?
A: Sunder the Stars is not a starship dueling game (though it could be used as one) but a
starship task force and fleet combat game where each ship and
how it is used is still important without micromanaging an
energy distribution system akin to filling out a tax form every
turn.
Hexes for movement AND square
firing arcs?
A: This allows transition from hex
mats to open table without having to convert the ships' stats.
If there is a problem playing with hex movement and the square
firing arcs, then play on an open table with terrain and leave
the hex mat aside.
Will there be a fleet
sheet for "Z" race from "W" book/TV show/movie?
A: Not likely. But feel free to
use the ship and fleet construction rules to do so, yourself,
then post it on your blog or website and send me a link to it.
The ships are too slow!
A: Double the move points.
The weapon's ranges are too
short!
A: Double the ranges and
effects of all the weapons. This includes point defense and any
explosions.
The ships aren't shooty enough!
A: Double the spaces available for
each hull size.
StS doesn't have my favorite
weapon/system/doohickey/technobabble!
A: Sorry. But if you come up with
a working solution, please post it on your blog or website and
send me a link to it.
It's not in 3-D?
A: No. Nor does the game require
the summing of velocities. There are rules already available
that take relative elevations in regard to the plane of the
ecliptic and the conservation of motion into account. Sunder
the Stars makes a nod to the 3-D nature of space combat by
not having anything smaller than a moon block Line of Sight.
Why isn't StS "HARD"
sci-fi?
A: Again, there are games out
there that already do that. The easiest way of eliminating the
"cinematic" elements of the StS is to not use any fighters,
fusion weapons, drones, or the optional shield settings rules. |