Tabletop Simulator

Tabletop Simulator

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Rift Shifters Alpha Playtest Table
   
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Number of Players: 2
File Size
Posted
Updated
3.706 MB
Aug 24, 2018 @ 11:39am
Sep 13, 2018 @ 11:56pm
29 Change Notes ( view )

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Rift Shifters Alpha Playtest Table

Description
This is a module built to play test our current ALPHA design.

The Full Rules can be found here: https://docs.google.com/document/d/1TGRtOFlMcb4qpG2Kv8mnjGCrn3CK7bfovLqv717lfe8/edit?usp=sharing

An Exit survey based on your experience playing could be filled out here:
https://docs.google.com/forms/d/e/1FAIpQLSeTVbiGkwfH-TsyTE8lKx3qmMBSDZA1j_eeBL_ZF5LNuNVobQ/viewform?usp=sf_link

In Rift Shifters, you will command an elite fighting force under one banner;The Chron or Origin. Each player will choose Commander Traits and build their army. They will utilize Terrain, Upgrades, Rift Points, and Salvage to gain advantage over their opponent and claim victory. Which side will prevail? Only YOU can decide!


Thank You for helping us make the best game possible!
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14 Comments
HappyFunTimeLive  [author] Jan 21, 2019 @ 4:31pm 
I will be removing this and replacing it with a BETA module for the game in a month or two. Lots of changes and improvements!
HappyFunTimeLive  [author] Oct 28, 2018 @ 12:44am 
...continued remark from previous post.
6) Implementing HEX guide marker for "shrapnel system" on AOE/Explosive damage resolutions.
HappyFunTimeLive  [author] Oct 28, 2018 @ 12:42am 
Many Changes coming to the table in the next few months:
1) Importing all custom 3d models.
2) Creating and importing Custom "snoflake" terrain, features, and buildings.
3) Importing new Squad Boards.
4) Implementing new Building rules related to durability, squad occupancy, and damage/cover modifiers.
5) Implementing new HP and AP tracking mechanics and Rift Point reward balancing.

I will note on here when changes have been completed, and new testing could commence.

Thanks again for the continued support!
HappyFunTimeLive  [author] Sep 11, 2018 @ 1:03pm 
ALPHA CHANGE NOTE 9-11-2018:
Added OWAR "RIPPER" model into the game
HappyFunTimeLive  [author] Sep 2, 2018 @ 1:38pm 
ALPHA CHANGE NOTES 9/2/2018:
- Updated changes to movement in Rules
- Changed how Buildings effect damage and range, and how RP is awarded when buildings are damaged
-Added the ability to use extra moment during the combat phase if players do not want to salvage or activate abilities.
rox52  [author] Sep 2, 2018 @ 8:20am 
I love the way movement works now!
HappyFunTimeLive  [author] Aug 29, 2018 @ 11:12am 
ALPHA CHANGE NOTES 8/29/2018:
- Updated Squad cards to reflect new Health and Armor levels
- Updated grammer, Dice conditions, and layouts across all cards
- Removed two buildings from the Game Board
- Added diagonal movement rule to movement card
HappyFunTimeLive  [author] Aug 26, 2018 @ 7:10pm 
Movement redesigned... Cards updated.
HappyFunTimeLive  [author] Aug 25, 2018 @ 12:51pm 
Thank you for elaborating. I'll do another pass through and redesing some of the prototype cards to help clarify.
Sir_Charles Aug 25, 2018 @ 4:06am 
ok, I can try to elaborate... but not being English my mother language, excuse in advance my mistakes.
Let me take the section dedicated to movement as an example:

You talk about speed, but that can be confusing. Usually a vehicle moving at a given speed travels through a given space. If you say that the Chron mech moves at speed 4 I expect to be forced to move 4 hexes forward. And and when you say “b) Forward movement: Squads can move their maximum speed forward.” maybe I take that “can” as a “have to” and evrything lose meaning.

Technically there are no errors in your explanation of rules, but the problem is that may not be clear at first reading.

It would be more understandable if drop the Speed concept and use a more common Movement Point (so Chron mech has 4 MP) and say that turning 60 degrees costs 1 MP, advancing a Hex costs 1MP and moving backward costs 2 MP.