351

(6 replies, posted in Iron Stars)

I always thought they worked on the principles of Lawsonomy:
http://www.insolitology.com/topten/alfredlawson.htm

Suction and Pressure, you know...

352

(54 replies, posted in Defiance)

These issues are notoriously hairy, I believe. While I'm not familiar with copyright laws, especially not those of USA, I'm almost 100% certain that in EU it would be breaking all sorts of copyrights and whathaveyou. In any case, I think it's best to ask for a permission.

Caveat: I sort of got the impression from the Spriggan site that they go hand and glove with whoever it is who's making Chain Reaction. So they might object. And might call for MJ12 to remove the above link while they are at it, should they want to be really officious.

However. If Spriggan gives you OK to post the above "in the name of MJ12", I'd suggest you also contact Pig Iron and the company making the Hydrissians. Both enjoy positive grassroots buzz, so it might be good to have a list for those as well ([size=75]in fact, I have a torso for the latter on hand...[/size]). And you could recycle the "pretty please" e-mail :wink:

353

(54 replies, posted in Defiance)

Here's another very small and limited one I whipped up specificly for a thread on The Miniatures Page -- Spugs. It's not a full force really and I can't actually play with it, so it doesn't qualify for the "contest" but is too insignificant to merit another thread, so here it is anyway:
http://herosgames.homestead.com/files/Spugs.pdf

(The Spugs as insectile humanoid miniatures by Spriggan Miniatures)

354

(19 replies, posted in Defiance)

Demian Rose wrote:

Any direct fire weapon like a rocket launcher still uses a to hit roll.

Okay, now I'm confused, because this is exactly how Defiance works things.  Jouni, am I missing something?

Sorry, it seems I was explaining this badly -- or rather, not at all.

Let me clarify.

In UWZ there is a to hit roll associcated with ranged templates such as those from rocket launchers or mortars, but it's not for the template to hit its target per se. Rather, you place the template over a target model according to the targeting restrictions. Then you roll to hit and accuire a modifier for the subsequent damage rolls against the models under the template. There is no template scatter and in that sense, you don't roll a to hit for the template as it always "hits", it just may not do any damage. In other words, the mechanism is closer to the regular point effect fire in UWZ than it used to be in WZ2 (I've never played WZ1).

In DVG type of single roll mechanism, where to hit = to wound, this would mean bundling the template to hit chance (given under AOE stat) together with the range to hit chance to get a to hit chance for the template placed.

355

(3 replies, posted in Defiance)

Don't seem massively overpriced for their size (but then I recently saw what the opening price on Infinity minis was and in the aftershock am thinking most other minis go cheap...). Should be easy to stat up as SZ=3 PIs. Might go well with something from GW Necromunda line to form a "heavily cyborgized space pirates" type of force.

356

(0 replies, posted in Miniatures)

... a suitable starting point for a Vobian Cyber-Rhino project:
https://www.fantization.com/Rackham/Alchemists/RESIN_DIRZ_Dec05.jpg

The Cyber-Rhino is of course the "living tank" of the Vobian Hegemony featured in the full version of Defiance: Vital Ground. As to the model, I'm not sure if it's known yet what it is exactly but the company and the line should be self-evident from the URL. Alchemists must have built larger clone vats lately -- a lot larger...

So, it's pretty and big and ubiquitous to boot. The downside? Currently, it's planned as a limited release (apparently only 150 of which will be sold on MJ12 home ground -- USA, that is) and it's costed accordingly, retailing at around $250. But, like I said, it's for those not short on money, same as the Forge World stuff.

357

(19 replies, posted in Defiance)

Demian Rose wrote:

One thing I've learned after trying out suppression fire myself a bunch of times is that it's rarely better than covering fire from an "enemy dead per turn" standpoint

The probability of actually scoring a kill with Suppressive Fire is fairly slim (at least when compared to other forms of fire), but the morale effect can't of course be ignored.

1)speculative fire - same as written, only no placement restrictions (other than obvious ones, e.g. not past a visible enemy unit, etc.)

2)unit suppression - must target a specific member of an enemy unit and template must contact that member. +1 to damage rolls.

I would myself amend the rules to use the option (1) only. That would make the Suppression plenty more powerful than it is now without actually adding complexity to the situation.

My guess is that this will get a bit too fiddly in practice, but am willing to consider it if other folks think it's a good idea...

I have a dislike to the (implied) process of making multiple to-hit rolls*, resolving POI scatter, placing templates, working out damage and morale effect, rinse and repeat for several troopers. That said, IMHO FR2+ AOE weapons might be doable as some kind of barrage. Either (a) imagine it places multiple templates -- 1 to 4 depending on FR -- at the POI or (b) treat the FR2+ AOE as a fire cluster as per Indirect Fire or (c) make a single to-hit roll, place a POI and add FR-1 extra POIs in a random pattern around it. The above would roughtly be in the order of game time complexity, I think.

None of the above would resolve the use of AOE weapons in context of Suppression, of course...

*) If we were developing a seriously new edition I would move to strike the entire to-hit procedure for AOE weapons (@ Ultimate Warzone), but that's beside the point I suppose.

358

(5 replies, posted in Defiance)

Thanks, Demian.

Tended to think of a rough-and-ready functional sort of weapon myself, as it would not fit too well with the Assault Trooper imagery to have them lug around something baroque (and possibly skull-, spike- and chain-encrusted :wink:). The other thing would be that it would have to be something I can actually make and I'm not the most versed miniature conversion artist around. And also, there should be a possibility of making more than one of these babies, which makes more esoteric solutions unviable.

I suppose I'll see how it comes about when I get to making it, eh?

359

(5 replies, posted in Defiance)

Having been drooling over the pix of the new Assault Trooper greens for a while now, I'm getting in the mood to plan some conversions based on the upcoming figs. Namely, the ATs seem to missing out on an important asset, the Ram's Head launcher (well at least for now they are).

While I'm certain it's pretty easy to make from the Plasma Carbine guy (green #4 IIRC) just by cutting off the gun and bending the aiming arm a bit so that one can prop a rocket launcher tube between the fist and the shoulderpad, the question remains... Why is the weapon in question called a Ram's Head?

Does is somehow look like, well, a ram's head or is it something less obvious?

360

(13 replies, posted in Starmada)

Demian Rose wrote:

when they're "on", the ship becomes partially present in the pahse dimension, and partially present in our dimension, making them at the same time less able to affect others, but less able to be affected as well.  They can also move through solid objects, if they are small enough to ensure constant phasing for the entire time

It would be tempting to introduce a special rule for this effect, unless one (or a combination of ones) could be found that produces the same net effect. I assume Starmada does have the concession to "space opera" that allows ships to ram each other? And maybe "terrain" -- such as asteroid fields & the like -- as well? Moving through solids would be too k00l to miss out on in such cases...

Similarly, phase weapons might require some work, but I assume Starmada has a weapon type that ignores just about everything (shields and armour) already?

361

(13 replies, posted in Starmada)

A fluffy type question: the Meraxilla having next to no phase technology, how do they manage interstellar travel?

IIRC phase technology is used in the Defiance universe to circumvent light speed, so that would be the hyperdrive thingy I seem to recall from a version of Starmada I downloaded for free years ago (can't say how that works now, if it does).

Do the Meraxilla have just enough of it to limp between the stars or are they limited to using hypergates (or trudging decades through the void to get from here to there) only?

Or am I just being too pedantic again?

362

(55 replies, posted in Starmada)

hundvig wrote:

You might even be able to convince Tony at Brigade to sculpt some compatible ship minis for you, eh?

Or the Cold Navy people. Granted, they have their own universe to play with, but as they have what, half a dozen races/empire already planned, it seems there might well be room for "not-Altai", "not-Meraxilla" etc. in there as well.

363

(41 replies, posted in Defiance)

Sorry to dredge this oldie up, but it seems more sensible to collect these ideas in a single thread than in multiple ones...

Namely, it suddenly occured to me yesterday evening when walking home from work that there is no "Extra CDWs" augmentation, is there now?* Only "Extra Grenades".

*) EDIT: oh yes there is :oops:

The morale of the story is that I should never trust my memory on any rules subject whatsover. Thanks for being sensitive and not leering at me for this tho...

364

(55 replies, posted in Starmada)

I second that!

Wait, it would mean I would be tempted to buy not only Starmada books but also a load of space ship minis... On second thought, I move to strike my above comment!

<IMG src="http://herosgames.homestead.com/files/hitme.gif">http://herosgames.homestead.com/files/hitme.gif</IMG>

365

(19 replies, posted in Defiance)

Right about when... wait for it... I actually get around to writing them :wink:

366

(19 replies, posted in Defiance)

Been a while since I've done anything on this subject yadda yadda...

Anyway, here's some new stuff:

Troops

Powered Infantry

Juggernaut -- Quality: Matrix (SZ=3)
A marvelous product of the new synergy of all schools of magic and mechanistics, a Juggernaut is an artificial warrior, a massive construct of metal, leather, wood and more exotic substances. Inside their armoured shell, a chucking miniature steam engine conveys motive power to the legs and arms via a mindbogglingly complex system of cogwheels, levers and pulleys. Yet this feat of engineering is but a child's stick figure next to an artist's canvas when compared to what motivates the movements thus enabled: a humming crystalline metaclockwork engine the size of a human head. Parts of this fantastic device, combining the arts of alchemy, elyctricity and thaumaturgy, operate outside our plane of existence. The metaclockwork engine is used to interpret combat instructions encoded onto metallic command cylinders that are inserted into it before battle and to convey these instructions to the hull mechanismics via elyctric cables, thus bringing the Juggernaut to "life". Although a Juggernaut's artificial mind isn't anywhere near as versatile as that of a human, the construct is obviously much stronger and more durable than any mortal can ever hope to be. Organized into special Iron Guard Maniples, they are used to mount weapons -- of both ranged and melee variety -- that are too heavy for any single human to wield and to spearhead assault against the hardiest of the Kingdom's foes.

Tactical Juggernaut Armour -- Quality: Veteran (SZ=3)
Since the introduction of the Iron Guard, the Royal Army's demand for Juggernauts has been on the constant increase, while their production numbers have lagged behind, largely due to the inherently unpredictable process of creating metaclockwork engines. Observing that the steam-powered Juggernaut hulls are easier to manufacture than the controlling "minds", enterprising mechanists of the war laboratories came up with a way to alleviate the problem somewhat. They managed to rearrange internal workings of the Juggernaut hull so that a human pilot could fit inside the casing to control the hull's movement while benefiting from added protection of the extra armour and enhanced strength of the artificial musculature. Thus, Tactical Juggernaut Armour was created. Piloted by the most experienced of Knights and the few merchants both extraordinarily wealthy enough to afford the suit and reckless enough to enlist in the Royal Army, TJAs are a rare sight on the battlefield, but one that spells certain doom for the enemies of the Kingdom.

Thaumaturge -- Quality: Elite
Despite the Magnificient University's millennia of slow progress at making magic a science instead of an art, still only a precious few are born each generation with both a significant ability for thaumaturgy and the presence of mind necessary to achieve the discipline required to exercise their craft under battlefield conditions. This cream of the crop is almost invariably, sometimes forcibly, drafted into the Royal Army to serve as Battle Magi. Summoners, including those capable of the once outlawed practice of Necromancy, are especially in demand as they are able to swell the ranks of the Army with their unliving creations. As can be expected, the Kingdom spares no expense when equipping the Thaumaturges: specially crafted hand weapons and body armour embedded with crystal lattices and encasing their Foci are capable of channeling and enhancing their arcane energies to provide them with supreme protection as well as superhuman strength and stamina. For ranged combat, they use a variety of fear-inspiring Puissant Guns that fire thaumaturgically charged ammunition.

367

(50 replies, posted in Miniatures)

Splendid news!

Eagerly awaiting the chance to get my grimy paws on them Assault Trooper minis, yes I am...

And I would not be averse to seeing the new greens either :wink:

368

(13 replies, posted in Defiance)

Not sure about this one, and have an actual doubt if considered as an accross the board change. For example I have found ranged weapons in Defiance to get pretty nasty even within the current limitations, so p.

So far I haven't found a problem with Tactical Aspect entries either, but then again I'm played fairly rank-and-file heavy games so far, so I may not be aware of the need to include that many elites, ad hocs or vehicles.

In fact, the only limitations I've found somewhat pesky is the Maximum Frames, but I'm not sure if lowering the cost of that would help. Maybe in the few cases where one only goes 1 or 2 frames over a limit and would need to increase, but the cost thereof messes up the rest of the Frame Aspect.

369

(3 replies, posted in Defiance)

And a pretty positive review, at that -- the only thing the reviewer really complained about was the presentation of the templates. I'm not familiar with Fictional Reality so I suppose they might have a "if you can't say anything nice, then don't say anything" style review policy, but nevertheless.

And the review was done from the printed version of the book, right?

370

(54 replies, posted in Defiance)

smokingwreckage wrote:

Linky linky?

Here you are.

Fine, fine. "TNJRP is meh daddeh!"

And ya better remember it! :wink:

371

(54 replies, posted in Defiance)

I've had my Brotherhood force* posted for ages, so technically I'm your daddy tongue

That said, I've been working up a mini force list for Cobalt-1 Ar-Men which may be ready in a couple of weeks, real life issues permiting. With a new work place (as opposed to a new job), moving house a couple of times, prepping to buy a house and having no ISP available at moment, I've been sort of swamped with those.

---
*) Even if it doesn't count for the competition because it was published before the competition started.

372

(41 replies, posted in Defiance)

Justin Crough wrote:

The figure's proximity to the gore effect should be the determining factor

One thing that comes to mind that could be used to determine the "gore effect" radius is the impact rating of the weapon, say IR+2". Would downplay the HTH version obviously.

Also, if the gore effect is made into an actual effector, I would also consider making a "pindown effector" which would cause an additional Stun effect. I have to say tho that IMHO these would be better off as additional After-Burst options (IIRC there aren't such, can't access the rules from this computer).

373

(19 replies, posted in Defiance)

Well, this is a hairy one, isn't it.

Unfortunately I don't have the qualification really to debate the issue, having relatively few Defiance games under my belt (maybe a dozen or so).

But given that... I have not myself considered nor even heard anyone consider using Suppressive Fire. As for Covering Fire, I think I have seen one instance where it was actually used to any effect (it caused a tag IIRC), although a maybe half a dozen efforts to use it have been made.

I think what partially makes SF unappealing is the fact that you have to have a visible target to fire at. If it was allowed as a form of speculative shooting or as another kind of CF, it might get used more. Obviously it would then also be a lot more powerfull.

---

Slightly off topic: If modifications to the mechanics are under consideration in the light of advancing the Close Quarters Battle supplement, I would also move for considering reverting the CF to model-by-model instead of by unit (reverting as IIRC it was that way in Starslayer). It would make more sense in CQB where it is likely to be rarely the case that an entire unit sees much anything beyond the back of a squadmate. Until that squadmate gets blown to kingdom come, that is.

374

(79 replies, posted in Defiance)

If I understand the question right, the answer is "no". You can't have multiple frames that have the same SZ, QU, AR, FS and DC in one army, even if you count them as separate frames against Frame Rating.

That said, I personally wouldn't be adverse to allowing a force to "overload" a frame with more than 4 weapon options if it then would count as multiple frames against FR (1 per every starting 4 weapon options). If the "overloaded" frame was then listed as multiple frames, that would be okay by me too. As I don't think it would actually break the system, I'd allow it as a house rule.

I think I'll let Demian answer javelin98's combo weapon question. It's just one day until my vacation starts and I'm pretty I won't manage complex calculations at this stage of the "yearly cycle" :wink:

375

(19 replies, posted in Defiance)

Well, since WARMACHINE is the most widely available example of an industrial fantasy game (I don't feel comfortable categorizing it as steam punk), it's inevitable that some of the troops pilfered from... erm, inspired by it appear here, if only to allow for the possibility of people finding models to represent the frames. That said, Dark Age and Confrontation lines also can be used to provide many of the models.

As for the Juggs, you'll have to wait a bit longer I'm afraid.

Here's some fluff on the weapons of the Royal army, however:

Weapons

Standard Infantry

Blunderbuss
This rather primitive and inherently inaccurate firearm is used to fire a light version of grapeshot: hundreds of tiny metal pellets (or, in a pinch, even small stones) enable each shot to saturate a considerable area. This gives the Blunderbuss its alternate name of Scattergun. It is the favoured weapon of Shock Troopers.

Bow/Crossbow
Rarely seen now, these rather archaic weapons still have sufficient potency for modern battlefield use when employed by skilled marksmen. The arrows do considerable damage against an unarmoured target, but lack the power to punch through modern body armour.
       
Caliver
Regular sidearm used by many troops in the Royal Army, this pistol is reliable but has low hitting power and short range.

Clockwork Pistol
An advanced attempt to overcome the rate of fire limitations of Calivers, Clockwork Pistol is preloaded with a number of cartridges it can fire at a devastating rate. Unfortunately it is also impossible to reload under battlefield conditions.

Double Caliver
Essentially simply two Calivers build into a single casing, this heavy pistol allows for a higher rate of fire at the cost of some inaccuracy. Higher production cost limits its availability to veteran and elite troops.

Field Cannon (crew served weapon)
Crewed by experienced teams of artillerists, this weapon can fire both armour piercing warheads and fragmentation bombs over vast distances. It can also be used to hurl the latter ammo over obstacles and can therefore also take the role of a mortar.

Fire Thrower
A highly devastating but complex and temperamental weapon firing combustive or corrosive chymical from a pressurised canister, a Fire Thrower is primarily suited only for highly trained operators versed in some basic alchemy. High production cost also limits its availability.

Flame Lance
Combining a traditional hafted weapon with the latest advances in alchemy and elyctricity, a Flame Lance's tip is mounted with a pod containing a mix of chymicals similar to that in a Fire Thrower. By pressing a release valve, the wielder can release a destructive burst of the deadly liquid over his foes. While there is only capacity for a single shot, the weapon is also much easier to use and manufacture than a full fledged Fire Thrower and can therefore be issued in larger numbers.

Hand Cannon/Shield Cannon
This unwieldy piece of ordnance has short range, tremendous recoil and it is impossible to load under battle field conditions, but the heavy shells it fires can punch through even a Heavy Juggernaut's thick armour plating with ease. For antipersonnel purposes, it can also be loaded with grapeshot. The name Shield Cannon stems from the fact that Tactical Juggernaut Armour tends to feature this weapon incorporated into the shield arm or even the shield itself instead of it being carried in the regular manner.

Harquebus
This reliable firearm is the standard weapon of the Rifle Battalions. It is often fitted with a bayonet for hand to hand purposes.

Jezzail
Otherwise known as Long Rifle, this heavy-calibre weapon boast the longest range of all man-portable fire arms today. Expensive to manufacture and difficult to aim while on the move, it is usually fitted with a telescope targeter and used for sniper work.

Lightning Rod
This is an elyctrochymical weapon that uses similar pod-like arrangement to that of a Flame Lance to entice a powerful elyctric arc to spring from the tip. This “miniature lighting” can easily melt through any infantry armour, but the downside is that the arc generated tends to ground before hitting if the target is not carrying enough metal (such as body armour) on his person to draw it.

Mounted Motorgun (crew served weapon)
The most destructive antipersonnel weapon ever devised, the rightly feared Motorgun can reduce entire companies of men to minced meat in mere minutes. The prodigious rate of fire comes at a cost however as the weapon and the massive is much too heavy to carry by normal foot troops. The weapon is also, despite years of work done on the clockwork mechanism, still somewhat unrealiable. It is issued to Artillery Battalions as a mounted weapon serviced by two skilled crewmen.

Multiple Rocket Launcher (crew served weapon)
At its most primitive, this is simply a number of rocket launch tubes strapped together and mounted on a tripod or on wheels. More durable versions (capable of firing more than one or two rounds before shattering) are build in the war factories at considerable expense, but the destructive effect they are capable of unleashing in the form of rocket barrages tend to make up the exorbitant cost of fielding them.

Rocket Launcher
A fairly simple weapon, this is basically just a tube where a rocket carrying the actual warhead is crammed. The tube is then simply used to target the initial launch of the rocket as it careens wildly into the sky. More developed models feature a flintlock system to lit the fuse of the rocket. Rockets themselves can feature any type of warhead from alchymic to thaumaturgic