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Space Crusade PC game

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Re: Space Crusade PC game

Postby Anderas » Wednesday November 23rd, 2016 7:09am

The conversion beam indeed hits a wall and then the effect makes it's way back to the firer. Kind of weird as rule, but that's starquest original.


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Re: Space Crusade PC game

Postby LurchBrick » Wednesday November 23rd, 2016 8:04am

Those objectives only get completed if you stopped on the corridor just before the "Exit". I've changed it so the objectives get triggered as you walk through the target room.

Fixed the issue of tarantula able to fire after a marine has moved to man it. No, you cannot change the tarantula's direction after firing.

Download link in 1st post.

You've got the basic idea of the Conversion beam. When it hits a wall or door, it explodes like the missile launcher. The blast then travels back towards the firer, losing 1 point of power each square. So the marine could have been fine as the blast may not have had enough power to get through the marine's armour.

Here's a link to the manual for Mission Dreadnaught so you can understand how the Conversion beam works:

http://www.mediafire.com/file/bi32ax2lemub6t2/Mission_dreadnaught_Manual.pdf


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Re: Space Crusade PC game

Postby Gold Bearer » Wednesday November 23rd, 2016 4:14pm

Soul Reaver wrote:Happy to report that I managed to complete all the original missions with no bugs or problems!

I've started playing Mission: Dreadnought now (which I previously never owned).
You can play test my campaign for me if you like after you've finished MD. It's about half done but it's going to have 25 missions. I'll get back to working in it soon, should be finished in about a month hopefully. I'll upload it tomorrow if you're interested.

It works a bit differently to the standard missions. Half the missions have they're own unique loadouts and in the other half each squad gets its own signature loadout, BA: Seven marines and five bolters available but no MD weapons, IF: Five marines with the tarantula available, UM: Seven marines with the MD weapons available but not the tarantula, Eldar: Ten man squad but no weapon choice, one of each heavy weapon (might change that to five man squad with complete loadout freedom if they're far too powerful).

LurchBrick wrote:Fixed the issue of tarantula able to fire after a marine has moved to man it.
:o That's how it used to work and I pointed out that it was better before when you could move to a tarantula, man it and then shhot with it in that turn so you switched it back and now you've changed it back again. :) You can't move the tarantula and shoot with the tarantula in the same turn but you should be able to shoot it if it hasn't moved, even if the gunner has as long as he hasn't attacked.

That reminds me of something I haven't checked, you shouldn't be able to unman the tarantula, then shoot the bolter and then man and move the tarantula (or shoot with the bolter after moving the tarantula).
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Re: Space Crusade PC game

Postby LurchBrick » Wednesday November 23rd, 2016 6:08pm

Forgot about that tarantula change. Both ways work for me but I'll change it back in the next update.


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Re: Space Crusade PC game

Postby Soul Reaver » Thursday November 24th, 2016 5:06am

Gold Bearer wrote:
LurchBrick wrote:Fixed the issue of tarantula able to fire after a marine has moved to man it.
:o That's how it used to work and I pointed out that it was better before when you could move to a tarantula, man it and then shhot with it in that turn so you switched it back and now you've changed it back again. :) You can't move the tarantula and shoot with the tarantula in the same turn but you should be able to shoot it if it hasn't moved, even if the gunner has as long as he hasn't attacked.


I've been reading the Mission: Dreadnought rulebook and I think you're wrong with the above. I'll quote it here (from page 8), bolded for emphasis:

"If the Gunner is eliminated, the Marine player may, during his turn, substitute another Marine to act as Gunner. The new Gunner exchanges his current weapon for the Tarantula Control Console. However, he may not move or fire the Tarantula the same turn unless an Order Card has been played."

So while it might make it easier to be able to move, man and fire, it's actually not what the rules say is allowed.

I'd like to playtest your missions for you if I get time, but I have precious little of that nowadays. I'm lucky if I get through one mission a day...
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Re: Space Crusade PC game

Postby Gold Bearer » Thursday November 24th, 2016 1:49pm

Soul Reaver wrote:"If the Gunner is eliminated, the Marine player may, during his turn, substitute another Marine to act as Gunner. The new Gunner exchanges his current weapon for the Tarantula Control Console. However, he may not move or fire the Tarantula the same turn unless an Order Card has been played."
Yeap you're right. It's been a long time since I played the tabletop game and we had a couple of house rules in MD for the tarantula and conversion beamer.

That also means you shouldn't be able to voluntarily unman the tarantula, that would close the loophole of the BAs being able to take an extra bolter and no heavy weapon.

Soul Reaver wrote:I'd like to playtest your missions for you if I get time, but I have precious little of that nowadays. I'm lucky if I get through one mission a day...
You definitely won't have time for my missions then, they're bigger than the standard ones.

I'm hoping Lurch adds an in mission save feature at some point, hint hint. ;)
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Wanna learn martial arts? Check out my youtube channel, tutorials coming soon. By far my most popular video: https://www.youtube.com/watch?v=ie6BkN-3E

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