Tabletop Simulator

Tabletop Simulator

Nemesis
Aftermath components
I have looked up the rules of the aftermath games and it says that the game has 10 event, 10 alert and 13 personal requirement cards. But in the mod I find 11 event, 11 alert and 11 personal requirement cards. Am I missing something?

Again the cards I am referring are the aftermath cards using the epilogue mode, not research mode.

Also I found a slight text mistake. On the aftermath epilogue mode tts setup steps it says "reveal all intruder weakness." while in the game rules say "Leave: Revealed and unrevealed Intruder Weakness cards. Place Status markers on the revealed Weaknesses. They are inactive until some one rediscovers them."
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Showing 1-4 of 4 comments
kensuaga  [developer] Apr 13, 2021 @ 11:22pm 
Aftermath components are from the PnP prototype so not everything matches up correctly. The retail versions of the the expansions and a few other assets like the crew member trait cards and are not approved for digital distribution so they can not be added. Sorry.
WorldofTheKings Apr 14, 2021 @ 4:58am 
Ah I see. Sad but thanks for the answer!
oGxeclips Jun 7, 2021 @ 9:01pm 
I just realized that when playing as the Bounty Hunter that I have no quest items. I assume that instead of quest items, it's special abilities for the dog, but there are none. I checked the in-game FAQ book and saw that there are questions referring to these non-existent quest/dog abilities for the Bounty Hunter. Are they meant to not be there?
SirFuzzWuzz Sep 21, 2021 @ 2:49pm 
The bounty hunters quest items 'aggro override' and 'seek mode' seem to be missing.

Edit: Same for the androids 2nd quest item, emergency energy cell. The crafting room has a cost of 2 but I'm pretty sure it's supposed to be 1.
Last edited by SirFuzzWuzz; Sep 23, 2021 @ 5:27am
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Showing 1-4 of 4 comments
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