There is a cloning tank (that requires a few months and some serious funds) to regrow characters. The table includes a blaster that requires that the target saves against the attack roll or disintegrate. magic items in DCC, you won't get that: The best way to envision them, also due to the oscillating quality of the rules-language, would be to consider them inspiration and not much more. These are presented in a rather barebones manner, so if you expected the level of detail we usually see for e.g. So yeah, I like this system, but I couldn't help but feel that it'd have been awesome to get more sample ships, tools for ships, maneuvers, etc.Īfter this, we move to a d30 table of artifacts. The spaceship rules also includes an optional rule for the classic shaking in space we know from TOS, Raumpatroullie Orion, etc. I couldn't help but wish that we got more of those.
Phantasmagoria game monster pdf#
The pdf provides a total of 4 maneuvers: Loop, Burst, Evade, Hide. Considering that the lowest fixed DC is 18 (Evade uses the enemy's attack roll), you have a good reason to not constantly employ these. Maneuvers require a Piloting check: 1d20 + ship's Evasion modifier + pilot's level, and on a failed check, you roll on the 1d8 failed maneuver table. (Evil Robot Games offers a ton of great spaceship maps.just sayin'.) Action Points do not carry over into subsequent rounds. from bunks or recreation area to combat stations, etc., so you may want mapped ships for that. The transparency between ship and characters is interesting: The Pilot steers, and other characters are assumed to use the weapons, move e.g. Alternatively, two Action Points can be spent to move backwards one hex or execute a maneuver. The system assumes a hex-grid and roll for initiative as usual they get 5 + Evasion modifier Action Points each Action point can be used to turn 60° (one side of the hex), or to move one hex forward. Targeting affects attack rolls by permanent weapons or ramming. Evasion affects AC, Initiative, Hull Points (renamed from hit points - smart choice) and Action points So, easily the best thing in the deeply-flawed first issue of this 'zine was the relative rules-lite proposed system of spaceship rules, which has been revamped, streamlined and expanded in this supplement. My review is based on the pdf-version I do not own the print version. This review was requested via direct donation as a prioritized review, though said person has been very patient with me getting this done. The second installment of the Sword & Planet-'zine for DCC clocks in at 34 pages, 1 page front cover, 1 page back cover, 1 page editorial, 2 pages of SRD, 3 pages of room for notes, leaving us with 26 pages of content, so let's take a look!