Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).

Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).

Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).

#1: how does an enemy ship’s hull work as a threat? Can someone give me an example of how that would look in play?

4 thoughts on “Okay, reading through the PDF, and awesomeness galore, but also questions galore (basically all kinds of galore).”

  1. The Hull as a threat creates and maintains all the other threats that make up an enemy ship. It’s the linchpin of an encounter; destroy the Hull, and the other threats (lasers, launchers, etc) are gone too.

    That’s why the shields exist as a separate passive threat as well: its only Agenda is to prevent damage to the Hull and block enemy signals.

    Basically, each component of an enemy vessel is a separate threat to allow the characters to choose their target (“Pyth, target their forward weapons! I’ll take out their wing of starfighters. Engineering, aim torpedoes at their Hull when we get a clear broadside!”)

  2. A Threat is an obstacle; it has Moves. When a player fails a roll, you make a Move. In a space fight, you should make moves that have to do with the space fight — specifically moves that have to do with the enemy ship. I don’t have the Hull moves in front of me, but it’s the same as the rest of the game. A miss means tell the players something shitty… And maybe you Pick something shitty from the hull list!

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