Comments

Log in with itch.io to leave a comment.

The game looks really, really good! 

I had a question about crew and their equipment. How are you meant to handle weapons, armor, tools, vehicles, and other items at human-scale? For example, fighter pilots have multiple mentions throughout the PDF, but would this circle of pilots consider these fighters as part of the cost of activating the cohort OR would they need to be a system like shuttles? 

Also, two discrepancies I noticed...

Page 87 says the Fleet begins with 1 utility marked and then choose 2 more, for a total of three, yet each Fleet Playbook begins with 2 utilities marked. I'm assuming the latter is what's intended.

Page 101 says the Fleet can activate 1 cohort for free, but the Autonomous Shuttlecraft utility on page 88 says you can activate 2 for free.

(+1)

I'm really glad you checked out the game, and thanks for the feedback!

Concerning your question on crew, everything a cohort needs in terms of equipment, etc. is considered to be a part of the cohort, so building/repairing/fueling fighters is part of the activation cost. I'll make this clearer in the next edit.

Thanks for pointing out the errors with utilities and cohorts, too. Each Fleet should indeed start with two utilities marked, and doesn't mark more during creation. As you might be able to tell from the fact that the text disagrees with itself, I was going back and forth on this and decided that choosing utilities slowed down Fleet creation too much. As for cohort activation, the Fleet can activate 2 cohorts at the beginning of a journey for free, not just one.