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I'm optimistic - it looks like it's going the direction I wanted it to go.
After reading the Dune 2d20 game, I realised they had learned a lot about (a) how to explain their system (which isn't as complex as they manage to make it sound), and (b) how to make the game run in a faster more narrative way. It looks like they have incorporated both of these into the quickstart.
The big mechanical difference is no more damage dice. By default, any hit causes an Injury. For minor NPCs, this takes them out in one action. So you no longer have to stand there taking turns blasting each other with phases until the weaker one falls down. For major NPCs and players, you can resist an Injury by taking a number of stress equal to the severity of the Injury. The severity is a flat number based on the weapon, but you can add to it by paying momentum. It's also the difficulty for rolls to heal the injury.
Overall it just seems like a faster system that will allow more Star Trekky creativity in combat, whereas in 1e you could get kind of bogged down if you were fighting someone with a decent Protection score and high Stress score. And the grindy combat was the one bit of the game I thought really didn't quite fit with the setting.
https://www.modiphius.net/blogs/news/goodbye-challenge-dice
Some info here!
https://www.modiphius.net/blogs/news/goodbye-challenge-dice
Looks a lot like Dune 2d20 - which I think is a good thing. I was going I hack my next STA campaign to take inspiration from Dune anyway, to be faster and more narrative based.
I'm pretty sure some of the rules on Advancement in the digest rulebook were genuinely just missing, so if they can explain things better and more clearly and without errors, that's a big plus
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The ship stat example looks very similar to 1e ship statblocks. Although there's no Power stat, and weapons appear to do fixed damage rather than rolling.
I imagine they'll try to make it as similar to close combat as possible - that matches what they did in 1e, where personal combat, space combat, and extended tasks all used almost exactly the same system (although they weren't clear that this was the case), and matches the Dune "conflict" system. So, my guess is: every hit causes a breach ("injury") with an Intensity of the weapons damage minus ship's resistance, but it can be blocked by taking the Intensity off your shields instead if you like, while minor ships get taken out in a single hit.