Change the name of the Initiativecard to Quick Reaction.
nova3k wrote:Good idea. That could get confused with the actual initiative rules.
That was my thinking.
remove the 1 White die roll, and make the attack work at all three ranges.
nova3k wrote:I originally didnt want a downed mech to be able to do an artillery attack, but i guess since the card is a rare, it would make it more useful.
You could always limit the attack to whatever ranges the mech had avaialable at the beginning of the game. Also, this has the potential for some weird interaction with the Double Attack card.
Add "Cannot be played on the last turn of the game." to Station Defenses.
nova3k wrote:I didnt think of that. Good idea.
That was my first thought when I saw the card.
The All Power To... cards for Spotting and Defense could be a little broken. Normally, you can't roll a d8 for either of those systems and these cards both potentially allow you to do so.
nova3k wrote:That was sort of the idea. But i was thinking of combining all the 'power to' cards into one and making it rare. However during playtesting you would be suprised how often you DONT actually use those cards. They are a lot more situational than you would think.
You could always make something slightly different for Spotting and Defense that doesn't involve the potential for d8s. Although, thinking about it, the
All Power To Shields is the only real problem card under the old rules.
nova3k wrote:This is awesome. Already things are looking better.
Cool. I have a couple more ideas that haven't quite crystallized yet. Though you may need to make two versions of these cards, one for each set of rules.