Tabletop Simulator

Tabletop Simulator

Star Wars: Rebellion (DevKev-Test)
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Update: 18 Jul @ 12:13am

fixing bugs with mission validation. Added fan leader missions and skill icons.
Fixed bug with mission validation requiring no sabotage marker.
Missions with a leader pictured gain +2 successes. A die spawns with cross sabers just outside the roll box to remind you of the auto successes.

Update: 17 Jul @ 12:18pm

The last several changes have been:

--due to the new combat board background, units are no longer auto-highlighted on the combat board. They are easy to see now, so it's not needed.

--Units moved to the combat board lose their mouse selection. This should solve the issue of units getting flipped along with the advanced tactic card because they were still mouse selected.

--When playing Rise of the Empire, the music intro is from Rogue One. The base game still plays the original one.

--When the death star is destroyed during play, you get an explosion sound (if sound effects are not muted).

--Missions are validated when revealed. You can ignore the warnings, they are not enforced.
--When Missions are revealed (Reveal button is pressed or the card is dropped into the reveal zone):
--The leaders in the box are assigned to the revealed mission (if not already).
--The leader skill icons are checked against the revealed mission.
--Depending on the mission type, an Attempt or Resolve button, along with "Done" appears on the mission card.
--Clicking Done clears the button from the card and assumes you resolved it yourself.
--Clicking Attempt/Resolve checks the location of assigned leaders and validates the mission target location.
--A warning is given if an issue is detected, you can click check again, or ignore.
--If it is an Attempt mission, the dice will appear on the dice panel according to leaders present.
--if the mission is vs a captured leader, and both captured and carbonite prisoners are present, it will prompt you on the card to select 1 captured leader. If only 1 captured leader is present, they are assumed as the target.
--If there were no issues or they are ignored, then if the card has scripting, more buttons will appear, otherwise the script is done, and you manually resolve the mission card.
--Why did I go through the hassle of validating mission cards? Beside the fact that I wanted to know if I could, it helps alert when mistakes are made during play. The primary reason is that now I can tell the AI Player when it is time to decide if they want to oppose the player's mission (Timing is right after the Attempt button is pressed).

Update: 12 Jul @ 11:56pm

Update: 12 Jul @ 11:20pm

Update: 12 Jul @ 6:01pm

Update: 12 Jul @ 1:30pm

Update: 10 Jul @ 11:07pm

Update: 10 Jul @ 10:21pm

Update: 10 Jul @ 8:02pm

Update: 7 Jul @ 6:55pm