Pandora Project

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12 Responses to Pandora Project

  1. Paul Kennedy says:

    Hi, I am really enjoying Project Pandora. I would like to use my other Mantic models in scenarios. Do you have Pandora stats for the Marauders, Forgefathers and Corporation Enforcers? Also, do you have plans to expand on Pandora as you did with the Dwarf Kings Hold series? Kind regards, Paul.

    • Quirkworthy says:

      I haven’t published stats for the other races in Pandora yet, though some have begun a playtest phase.

      We’d like to expand on Pandora, but it’s not entirely clear what the best way to do that would be. It’s unlikely that we’ll follow the same model as DKH though what might replace that is uncertain. That said, it’s not been forgotten. It’s just waiting its turn so I can devote some more time to the question.

      • mastertugunegb says:

        Any hints as to what Project Pandora races you’ve play tested? Curious to know what races you’ve made rules for, even if they aren’t set in concrete yet.

  2. PikaRapH says:

    Hi,
    Before anything else, I think Veer-myn rules need to be fixed…

    We are a lot to having trouble with scenarios where Veer-myn respawn reletlessly because of Shadowbreed. I would add Toxic is too strong, it should be limited to some 2 turns duration to avoid Veer-myn random shots (as Flares duration).

    My 2 cents ;)

  3. heavymagazine says:

    My fix-up solution has been to cut Toxic to two turns’ duration (as you suggest), to limit Veer-myn reinforcements to one rat/entry area/turn and to count close combat kills as ‘confirmed’. In my group at least this seems to have addressed the balance issues of Shadowbreed (and of ‘Knock, Knock’ in particular). I’d be interested to learn what Jake thinks of our problems; are we just playing the game wrongly?

    • mastertugunegb says:

      I thought of a simple solution without having to actually change any rules. Merely expand on one. Make it that you can use the Special Action to activate the ventilation ducts to remove a Toxic Token instead of a Dark Token. Boom! Done.

      Then if you’re worried about the Detox kit being rendered useless, either make it so it is needed to activate the ventilation ducts using the Special Action above, or that it has a one-shot drug that makes a model immune to Toxic Tokens for the rest of the game.

  4. Keith Mullumby says:

    Knock Knock just needs the Corp player to 1:) Not kill any rats in the dark, 2) Maintain watch over the objective 3) set up kill zones and make the rats come to you.

    In short the Corp need to “lurk” and set traps, remember the rats have to come to you or they lose.

    The only caution is when they have played a 3 move order and have 2 rats left both of whom can reach the objective. If you kill the first rat then the 2nd can use 2 moves and perhaps win the game (last RAT standing). It might be better to let both rats get to the objective unharmed, then engage them in the light on your own turn.

  5. Keith Mullumby says:

    Copyright query.
    Just wondering if you guys are fine with each map being built, colour photocopied (once) then laminated. Purely to speed up set up times. I have actually done this for the 1st 3 scenarios with the school library copy and the kids are loving the game. Just thought that as a “captain of copyright” or Teacher Librarian that I would check with the IP owners. So is this fine?

  6. Geoffrey Briggs says:

    So is Deadzone kinda the spiritual successor to Project Pandora? Just got a copy of this and am in the process of putting the miniatures together then paint them. Also wondering if solo play has ever been a thought.

    • Quirkworthy says:

      Hmmm… not really.

      They both work quite differently and give the player different challenges to overcome. Of course, as both are set in the same universe and both are written by me there are parallels in places. However, I think they scratch slightly different itches, if you see what I mean.

      “Be more specific” I hear you say. Well, that’s tricker. I think DZ is more freeform and allows more room for player choice in managing the details of what the models do. It’s slightly more realistic and gritty in terms of detail, though “realistic” is always a funny word for SF. Pandora tells a very specific story, while DZ is a story about an elite unit, but who and when is up to you to define (at least it is in the basic game). In DZ the missions and opponents are freeform and random, in Pandora they are set puzzles to unlock which have been carefully set up to pose specific challenges. DZ’s challenges are emergent and ever-changing.

      Solo play would be a thing to consider if I had any time. When Mantic eventually swings back to look at Pandora again I expect it to be on the agenda.

      • Geoffrey Briggs says:

        Thanks for taking the time to reply. I know how super busy you must be with Mar Attack underway and I am sure tons of ideas rolling around. Your games are at the top of my list of favorite games. Right under Zombicide, but that may change when I receive my copy of Deadzone. Or at least I hope it ends up being as good as I am perceiving it to be thus far.

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