Stargrave vs Frostgrave
Posted: Fri May 07, 2021 7:08 am
Ok, I've read through the book (not the scenarios), and while I'm sure there's bits that I've missed, here are the major (and minor) differences I've come across:
Like I said, I'm sure there are other changes that I've either missed or glossed over.
- 1. Everyone has a gun! Ok, not everyone, but all your soldiers do, except hounds, and your Captain and First Mate will unless you decide not to use them. Max range is still 24", but things like pistols and grenades have shorter ranges.
2. Given #1, I think terrain is going to be even more important than it is in FG - something like Dave's Necro board with more scatter!
3. Your Captain and First Mate don't have to have the same powers - you can have different backgrounds (say a biomorph and a cyborg). A 1st Mate's power rolls aren't tied to the Captains.
4. Powers can hurt! In addition to being able to boost powers (like FGs spells) some Powers automatically cause damage ('Strain') to the user.
5. When using a power (if not in combat) you can make a special 3" move before or after, so no more stuck in the open.
6. Two types of loot (physical and data), and both need to be 'unlocked' before securing them. Different rules for the two types.
7. Stun! If a model takes 4+ damage from shooting, they're stunned ( basically extra cover modifier and lose an action).
8. You can jam your gun, but it's fixable (special equipment not withstanding).
9. XP is capped at 300 per game, and it's 100XP per level. Levels can be split between the Capt and 1st Mate, and there's a min/max allowable gap between them.
10. Unwanted attention. The longer the game goes on, the more likely it is that members of the pirate fleet will turn up, so you want to try to get in and out asap. Not to mention the random monsters that may show up when you unlock a loot.
Like I said, I'm sure there are other changes that I've either missed or glossed over.