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Space Empires: 4X» Forums » Variants

Subject: Generic "Danger!" markers Transformed! rss

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Ted Duby
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If you confess with your mouth the Lord Jesus and believe in your heart that God has raised Him from the dead, you will be saved. (Romans 10:9)
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OK,

I was thinking of giving the generic "Danger!" markers an extreme makeover to add a little more theme.

So, when you turn over a "Danger!" marker, you roll dice to determine what the danger is:

1-5: 4 random space alien markers are placed in the danger hex
6: Black Hole
7: Supernova
8: Lost in Space
9: Asteroid
10: Nebula

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Shawn Hendrix
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Love it! More Chaos as should be in Space.
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Darrell Hanning
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So, you would hold those other types out of the counter mix, in order to provide them after the roll?
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Ocean Druen
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In some of the other game types there would not be enough counters.
 
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Sean Franco
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If you could touch the alien sand and hear the cries of strange birds and watch them wheel in another sky, would that satisfy you?
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No Doomsday Machine?
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Jesse Escobedo
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Make them all one-time effects so there is no need to set aside counters.

Asteroids: Make it asteroid pocket - all entering ships take 6x strength 1 attacks. Ships with point defense are immune.

Nebula: Explosive gas pocket - all entering ships are attacked once with a strength 8 attack.

Supernova: Pulsar blinds sensors - CAs with explore tech loose it upon exploring this hex (need to return to SY to "repair"). Other units entering are treated as Lost In Space.

Black Hole: Space-Time anomaly. Roll one die: 1-3 destroyed, 4-8 gain +1 movement immediately, 9-10 do not move next movement phase.

Jesse
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Edward Wehrenberg
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Ooooh!! What is Black Hole moved you to a random Hex on the board!?
 
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Ted Duby
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LordJesse wrote:
Make them all one-time effects so there is no need to set aside counters.

Asteroids: Make it asteroid pocket - all entering ships take 6x strength 1 attacks. Ships with point defense are immune.

Nebula: Explosive gas pocket - all entering ships are attacked once with a strength 8 attack.

Supernova: Pulsar blinds sensors - CAs with explore tech loose it upon exploring this hex (need to return to SY to "repair"). Other units entering are treated as Lost In Space.

Black Hole: Space-Time anomaly. Roll one die: 1-3 destroyed, 4-8 gain +1 movement immediately, 9-10 do not move next movement phase.

Jesse


I love your take on this!

And yes, I forgot the Doomsday Machine.
 
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Shawn Hendrix
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My 3 of 4 pages counters were off center enough that the backs looked back but the fronts were good. Now I know what to do with the extra counters.
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