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Messages 2911 - 2940 of 6601   Oldest  |  < Older  |  Newer >  |  Newest
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2911
... have been Standby. Had I had the game before it went to press I cold have told yo- ... no wait. That makes no sense. Oh well, there is always the 2nd...
dehantp
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Dec 1, 2006
8:58 am
2912
... frequently enjoy the digging up and re-beating thereof. Not to be too hard on you, but I think you kind of set yourself up for this with the examples given...
dehantp
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Dec 1, 2006
9:05 am
2913
I do give my players shiney medals. Well, virtual medals if they do something fun or interesting - or if the dice have been consistently against them and they...
curufea
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Dec 1, 2006
9:09 am
2914
I added my customizable equipment counter sheets to the files section (subfolder: Counters). The file name is "BS Equipment Counters". ...
dehantp
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Dec 1, 2006
9:35 am
2915
I've mentioned my problem already in a thread on Boardgamegeek, but i am still trying to find a practical way to address my problem. My players equipped their...
pantalma
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Dec 1, 2006
10:43 am
2916
The crew I referee for also has two Missile Bays and a Missile Expert. But I never encountered the problem you had. When they launch 4 missiles a turn I have...
dehantp
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Dec 1, 2006
11:27 am
2917
Sorry, just noticed you actually DID post the ship size. Size 6 = 12 Modules. Let me guess, the hero ship is configured like this: 1 Helm / 1 Hyperdrive / 1...
dehantp
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Dec 1, 2006
11:44 am
2918
... 12 ... (upgraded) / 3 ... Engines / 4 ... Energy. The ... The ... Multi ... manage to ... have ... The MD is up to 6 (when all players are around). The...
pantalma
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Dec 1, 2006
12:17 pm
2919
When you warp in you make a warp throw. (Science check against 30). This is the closest you can be when warping in to ANY ship, planet, star or moon. You...
Jeff Siadek
jeff_siadek
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Dec 1, 2006
4:51 pm
2920
Here are some general ideas I have, I hope they help: Give the enemy a bigger ship to give them an edge. Give the enemy ship an escort ship or two (maybe Size...
elelemukquenk
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Dec 1, 2006
5:00 pm
2921
Cross-posted on the BGG: At an MD of 6, your enemies should have enough skill to shoot missiles and pump for 3 power per engine. If they've got 4 engines that...
Jeff Siadek
jeff_siadek
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Dec 1, 2006
5:17 pm
2922
... I GM a Zoallan destroyer with 3 missile bays. They use the same thing. Does your Marine has Engineer Skill 7 ??? to launch 14 times the second missile? ...
Andy Strauss
andstrauss
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Dec 1, 2006
6:37 pm
2923
And the story continues... http://www.youtube.com/watch?v=O74_7hqRwks&eurl= Cheers, Capt Strauss...
Andrew Strauss
andstrauss
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Dec 2, 2006
11:23 pm
2924
Is there a good comprehensive list somewhere of exactly what IS and what ISN'T luckable? I'm under the impression that missile and cannon damage rolls are NOT ...
durak60
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Dec 3, 2006
7:14 pm
2925
... enough), ... thing. ... second ... can't keep ... invaders. ... officer in ... phase. 2 rolls, ... reach the ... and time. ... (Pump, ... maneuvering, ... ...
pantalma
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Dec 4, 2006
12:52 pm
2926
We played the mission "Interdiction", while i was able to run it, i am unsure about the winning condition of this Mission, and what the non smuggler ships are...
pantalma
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Dec 4, 2006
1:33 pm
2927
You are correct. Missile and cannon damage rolls are not luckable. Admiral Siadek Out. ... From: durak60 To: battlestations@yahoogroups.com Sent: Sunday,...
Jeff Siadek
jeff_siadek
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Dec 4, 2006
5:29 pm
2928
The enemy ship will attempt to run the blockade. The heroes will have to board and fight a boarding action while searching for contraband with their science...
Jeff Siadek
jeff_siadek
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Dec 4, 2006
5:48 pm
2929
Info on the Interdiction mission, spoiler warning... :P ... I allowed the players to discover the contraband with a "Yes/No-Question". They had 3 ships to do...
Andy Strauss
andstrauss
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Dec 4, 2006
9:02 pm
2930
"Would you allow overwhelming success if the players used ramming mines or teleporter bombs?" Good Question. No. The spirit of the overwhelming success is...
Jeff Siadek
jeff_siadek
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Dec 5, 2006
2:27 am
2931
Scope A Scope adds +3 to the combat roll of the very next shot of its weapon if the firer sacrifices one free move to take aim first (i.e. takes aim instead of...
dehantp
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Dec 6, 2006
5:41 pm
2932
I was looking at the SFB forums and found some references to Battlestations. Someone made 3D modules using Legos. ...
Eric
boise_java_dude
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Dec 6, 2006
9:45 pm
2933
Very cool! ... <http://s31.photobucket.com/albums/c385/SSTforumpics/Battlestations%203D\ ... ...
curufea
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Dec 6, 2006
10:11 pm
2934
Sorry for this noob-ish question... but if somebody could kindly help us understand the requisitions we'd appreciate it!! If you make the requisition roll...
durak60
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Dec 7, 2006
3:48 am
2935
Hey, look, questions I can answer: Yes, if you make the requisition roll, you do not have to buy the item. You have to declare what item you are trying to...
Jordan Tabb
ariakel
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Dec 7, 2006
4:16 am
2936
good Lord that is awesome!...
Brian Seabolt
kainthedragoonx
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Dec 7, 2006
1:53 pm
2937
This is some interesting stuff. I have 2 comments. 1. Spending "Move" actions on stuff other than movement starts a slippery slope. 2. "Standby" is a good...
Jeff Siadek
jeff_siadek
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Dec 7, 2006
4:35 pm
2938
... slippery slope. I think these rules are excellent examples of house rules making the local game better. Your group understands that skipping their move...
dehantp
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Dec 7, 2006
5:25 pm
2939
... Yes ... You must declare which item you are rolling for beforehand. That particular item's Requisition Number is then the target number. ... ...
Scott Smith
scootergsp
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Dec 7, 2006
9:22 pm
2940
... Thanks, guys, for the help. Also found a thread on boardgamegeek that confirmed the same thing. It makes sense, but the manual could be a little more...
durak60
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Dec 7, 2006
11:02 pm
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