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I've also been thinking about a line of miniatures. I don't know if demand would justify multiple series as they do with traditional combat, but I would definitely buy pre-painted plastic minis for ship-to-ship combat. Been looking online the last two days and have had trouble finding anything I liked (i.e., not obviously bound to an existing setting such as Star Wars or BSG) and within my budget.
Anyway, I was listening to a podcast by someone who was able to play test the space combat. This is probably available elsewhere on the forums (or refuted elsewhere), but he said there was no NDA. It was a play test and things could change but what I recall is:
- ships have a movement speed and must move a certain number of spaces before turning one point on the hex
- there are three phases of combat: engineering, movement and gunnery. Each phase is resolved simultaneously. Initiative's role is to determine who has to declare their actions first. You want to declare last so you have the benefit of responding to the other ship's declared actions.
- the three phases help give every PC a role
- roles on the ship are independent of your class abilities, apparently linked to a skill.
- you can pull off special maneuvers but the DCs for these are so high they can only be achieved by the crew working together and giving bonuses to the PC who makes the tough roll. This is by design to encourage crews to communicate and work together (like a real crew)
Take all of that with a grain of salt.
That was me! It was the Gen Con 2016 play test, and I'm sure things have changed since then, of course. We posted up some pictures on our Facebook page, as well.