/STG/ Star Trek General
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Space Suit Dave Edition
Last Thread: >>49935123
A thread for discussing the Star Trek franchise and its various tabletop iterations.
Possible topics include the rpgs by FASA, Last Unicorn Games and Decipher, the Starfleet Battles Universe and WizKid's Star Trek: Attack Wing miniatures and game, and Star Trek in general.
Last Unicorn Game's RPG
-Official and Fanmade Resources
Lasers & Feelings
Memory Alpha - Canon wiki
Ex Astris Scientia - Fan analyses of ships, tech and continuity issues
Daystrom Institute Technical Library - Database of ships and technology
Star Trek LCARS Blueprints Database - Ship schematics, deck plans and recognition manuals
Star Trek Maps - Based on the Star Trek Star Charts, updated and corrected
Star Trek Cartography - Information and maps
/wipg/ WIP in Progress - Painting, Conversion, Sculpting, Duncan Rhodes General
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Clean those mold lines edition
>>Citadel Painting Guides:
>>Paint range compatibility chart across manufacturers
>>Painting guides, Uniforms & Heraldry books, Painting Videos, Visions, ebooks and White Dwarves:
>>Painting Videos only
>https://www.youtube.com/watch?v=OyxzC5kqbyw [Embed] [Embed]
>>How to Moldlines
>https://www.youtube.com/watch?v=A4LZ8iCSkeU [Embed] [Embed]
>>Fuckin Magnets how do they work?
>https://www.youtube.com/watch?v=w8Tkw7ttTIo [Embed] [Embed]
>>List of mini manufacturers for converting and proxy
>>On the consequences of insufficient ventilation
>>I am the hammer! I am the point of His spear! I am the mail about His fist! I am the bane of His foes!
>https://www.youtube.com/watch?v=JjaYW5Cnr5k [Embed] [Embed]
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So, I'm putting together a custom system, and while I'm early in development, I was wondering:
What are some of your specific favorite game mechanics, what makes them good, and what game are they in?
I'll throw one out there, just to get the thread started.
>Shadowrun 4 Contact/Ally/Group Ally mechanics.
I like that there's a concrete way to measure the power of friends and groups, as well as what they are willing or able to do for you, and the ability to use that mechanic to get information or help, fairly quickly and easily.
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ITT : signs your group is no fun allowed
>Giants are fighting with magic weapons
>Ask if I can fight with one, I've maxed strength
>"no, they're too large"
>Point out that a greatsword is only like 5 pounds
>"no it's not, they're like twenty pounds"
>mfw they believe D&D weight charts
>Well, what if I wielded it as an improvised weapon and took Tavern Brawler?
>"You can't, it's too large"
>But I could pick up a table and fight with a table for the same damage
>"Yeah, but a table would be medium sized"
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Do you think plasma weapons have a future in 40k as they are ? Basic dudes that carry them are getting cheaper and cheaper at this point you can buy a second Marine for their cost, or what, like two Fire Warriors ?
A plasma gun in the team has a chance of killing the user, wasting the points you paid for him and for the gun as no one else can pick it up for some reason. Meanwhile a second Marine adds a bolter, a wound, an attack and so on to the squad. Sure, it can damage some things that the other models can't hurt, but should you use that squad to attack that target in the first place if that's the case ? Hurrah, you shot at that Monstrous Creature with one S7 shot, but now the other 4-9 Marines are just staring at it and trying to plink away with their bolters when they could've been doing something they're good at while the thing that required the attention of your plasma gunner could have been just shot at by something that's dedicated to hunt such targets and gets better weapons base for less points.
What could they do to save plasma and other similar weapons from being a waste in a squad ? Give all models that pick a special or heavy weapon split fire ? Go back to selecting which model dies to represent someone picking up that damn ancient artefact ? Make it Assault like the meltagun so that the unit at least can do something after shooting it ?