51

(24 replies, posted in Defiance)

The text is written and the cover art has been created.  This leaves layout and editing, which is no small feat - I'd say we're only 25% finished with that portion.

Still, I think 3 months to availability seems realistic...it'll probably be 64 pages and retail for around $12-15 (less for pdf).

-Demian

52

(22 replies, posted in Defiance)

Sorry for the dense text.  :oops:

The more I think of it, the more I think that the proposed text is okay as is (sans "one slot" restriction).  I agree with tnjrp that this lets one "sneak his way into having 2 CDWs fire per turn, but I don't think that's too big a deal.  Given the friendly fire risks of the larger area CDWs, the only way I can see this rule exploited would be to slap 2 expensive CDWs onto a fast flier or jumper and try a kamikaze run on the first turn.  This situation seems, however, to be one that would be easy to combat in a tactical sense: the lax unit coherency rules mean that units can start the game in positions that make the best use of terrain, so in a sense the kamikaze vehicle could just as easily zoom into an ambush (depending on initiative cards, of course).

-Demian

53

(22 replies, posted in Defiance)

What if each vehicle could only choose more than one weapon in one slot?

54

(6 replies, posted in Defiance)

I had not realised the per unit for augmentations... so if the honed blade is used by 3 then that is 3 of the 12.... interesting interpretation i will have to re-read it as i did not reach that conclusion.

Yup, unit augmentations count on a "per unit" basis.  They are meant to represent the fact that you can buff up a unit if you want to, but don't have to.  There are HTH augmentations for individuals that would allow any hero or officer to use them.

If you want units with better HTH, it's typically easier and sometimes even cheaper to just pay for a higher HTH rating in the troop builder.

Cheers,
Demian

55

(4 replies, posted in Defiance)

I like all of samwreck's suggestions.  As tnjrp points out, the scale of Defiance makes vehicles require a bit of abstraction - I understand that many skirmish games do not abstract exposed passengers, but in my opinion this leads to weird "gamey" effects.

That having been said, a very easy way to point cost your mobile terrain idea would be to simply multipy the frame (not weapon) costs of any passengers by the following:

light terrain  2x
medium       4x
heavy          8x

This is about right, assuming that the vehicle will be moving faster than the infantry could have, but not more than twice as fast.  You can then simply allow the passengers to move and fire as if the vehicle were the terrain indicated.

Note that you would still need to purchase a bare bones vehicle to be the terrain, i.e. AR/DR/MOV.

Cheers,
Demian

56

(22 replies, posted in Defiance)

This was not made clear in the original text but will be updated for the supplement.  Please consider the following text as being on page 77 of the D:VG rulebook:

Vehicle Builder: Assign Vehicle Weapon Choices (D:VG 77)
When arming vehicles before a game, players may purchase more than one weapon per weapon slot.  This represents redundancy in the weapon system.  Note that players may still only fire one weapon per slot per game turn, with the exception of CDWs, which do not require a fire action.

A Vobian player has some extra points left when building a force for gameplay.  He decides that he will maximize the offensive capability of his Mini-Jet to include anti-infantry and anti-vehicle weaponry.  The Mini-Jet has only one weapon slot, with the choices of Gigawatt Multilaser (+177) or Plasma Penetrator (+162).  The player can spend 339 PV (!) to give his Mini-Jet the flexibility to fire either weapon on any given turn, but in no case may he fire both weapons in a single turn, since they each correspond to the same weapon slot.

If he had fewer points to work with, the same Vobian player could have instead purchased both a Gatling Laser (+62) and Single Use Mega-Plasma CDW (+36) for his Cyber-Rhino.  Note that, in this case, the player could use both weapons in the same game turn if he chose, since CDWs do not require a fire action.

57

(3 replies, posted in Defiance)

Nice paints jobs!  Those would make good Corporate Infantry for the Human Confederacy.

58

(7 replies, posted in Defiance)

It was definitely a bummer to lose, but I was happy to see All Things Zombie as the winner.

Go independent press!

59

(1 replies, posted in Defiance)

I personally love the idea of such a campaign style system, but the problem is that the potential market is *very* small.  Not just in terms of sales, but even in terms of getting enough reliable playtesting.  I know this from trying to recruit players for such an idea.

-Demian

60

(52 replies, posted in Defiance)

Yup, tnjrp is correct.  In my opinion, it's easier than trying to work out the math, (e.g., losing 2.25" each hit), though it does make move vaues that are multiples of 4 very slightly more cost effective.

Right? Does that count as Exclusive because it mixes frames, or Exclusive because it's a vehicle squad?

Both.  But it usually doesn't matter, since the point cost of vehicles makes the use of more than one unit very rare.

62

(52 replies, posted in Defiance)

I'm not sure about that. If you take veteran troops with some augmentations like combat drugs, and the bravado advantage, you won't have to worry *much* about morale until the squad gets pretty much obliterated

Not sure how to interpret the original question, but I do know that for now there is no troop type that completely ignores all morale rules. Even vehicles have an equivalent. Such a troop type would go against grain of the game too IMHO.

tnjrp is correct, there is no troop quality that completely ignores the morale rules, although matrix troops can never be eliminated due to failed morale, unlike every other type (they auto-rally).

63

(3 replies, posted in Defiance)

Smoking's answers to your first few Qs make good sense.

For vehicles, the discounts would depend on what stalling affects specifically.

-If it affects movement only (not AR or weaponry), then I would weight the cost as follows:

(cost of vehicle frame as if it had a MV of 1)*(percentage chance it will not move) + (cost of vehicle frame)*(percentage chance it will move)

-if it affects weaponry, you can do the same calculation for weapons as you did for frame, this time just assuming cost of no shooting to be zero.

-If it affects both, you can do the calculations independently and add them as you would normally.

I hope that makes sense.  The reason I don't think it's best to assume the cost of a non-moving frame is zero is because it can still provide cover and protect troops (if an APC or AFV).

Cheers,
Demian

Hmmm, thanks for catching that...I must've not been thinking when I wrote the specific text.  The intent of crew-served weaponry is that a unit could consist of nothing but 2 people per big gun, if desired.

Consider this is an erratum: crew-served weapons count as the support weapon for *one* of the crew members.

-Demian

Hi Ironchicken,

1. On pg. 39, there are rules for "crew-served weaponry".

2. The rules consider mount and rider as one.  So, yes, cavalry is probably best described as size 3 infantry with sprint capability, and perhaps a DC of 2 and/or a powerful HTH rating.

If you design a VSF army, let us know...

Cheers,
Demian

66

(52 replies, posted in Defiance)

nd while on the subject, I'm not entirely sure either where I got the idea that the figures riding in a vehicle won't be able to act apart from the Leader/Commander giving their "officer bonuses" to the vehicle. While allowing them to act (= shoot) normally will create problems, pg. 52 doesn't seem to support the theory that they can't, and the only explicit limitations I found elsewhere in the text is that passengers may not throw grenades.

In Defiance, the idea was that too much fiddling with units moving onto and off of vehicles was a bit fiddly for the time scale, as was having specific rules for troops in pick up trucks firing out of them, etc.  Since "passengers" can only be on APCs or AFVs, people shooting from vehciles are abstracted as weapons with the exposed cupola modifier.  That's a long way of saying that passengers can not technically shoot from within a vehicle.

re: the 40K lists.  IIRC, they were made for Starslayer, Defiance's predescessor.  I made the generic lists that are downloadable, but don't have the time to do a series of 40K-specific lists myself.

re: the supplement.  It is actively being worked on in terms of layout.  It will contain some minor rule changes - many of which will increase the flexibility of the army customizer - and will have new point value charts for fighting in close quarters, where short-range guns and grenades are much more valuable than on an open tabletop.

Cheers,
Demian

67

(6 replies, posted in Defiance)

I just fixed the Jump Spug pdf, the errors of which were due to being in a hurry and not checking my work...apologies to Spriggan!

-D

68

(52 replies, posted in Defiance)

Same: 4" SI, 2" PI

69

(52 replies, posted in Defiance)

Good work, you caught two more errata:

1. jumping from walking vehicles: within 4" for SI, 2" for PI
2. for vehicles with SDC, no passengers might roll for survival until last SDC is gone

70

(52 replies, posted in Defiance)

Yes, intentional friendly fire is not allowed, though as I'm thinking about it, this could be a +1 SR tactical advantage that would make sense for certain swarm or fascist armies.

71

(10 replies, posted in Defiance)

Now you're thinking like a statistician, tnjrp!

I like the idea of unreliable effectors...

72

(10 replies, posted in Defiance)

Assigning the points is fairly simple as long as the game effect is turn-by-turn and easily defined statistically.  For example, a vehicle that will be non-functional 30% of the time would have a frame cost of 0.7x.

Things get trickier to balance when you add in "special effects" like "must move forward at full speed without firing" vs. "roll randomly for each figure to see if they get stunned", etc.

73

(52 replies, posted in Defiance)

Hi Cybershadow,

With regards to suppression fire, yes, the template would be shortened in your example, since it is "regenerated" every activation.

Cone weapons cannot be fired as smaller or larger than their template size, which is unfortunately too large to fit onto an 8.5 by 11" page of the rulebook.  The assumption is that they are not very controllable and are more on or off.

You are correct that phase fire within the "phase range" will always use the upper value's target damage roll.  Phase weapons can always fire as "normal" vehicle-piercing weapons when targeting figures in line-of-sight.

Cheers,
Demian

74

(10 replies, posted in Defiance)

The exo-suits might best be described as mecha.

75

(10 replies, posted in Defiance)

mwhite212,

Welcome to the forum!

Defiance is first and foremost an infantry game, so vehicles are slightly abstracted.  There are therefore currently no distinctions made between wheeled, tracked or hover vehicles.  As noted, however, players can design jumping and flying vehicles, which mimic VTOLs and/or certain hover vehicles very well.

There are currently no rules for tunneling per se.  I have considered making some, but the major problem is one of time scale in a skirmish game.  In other words, tunneling seems too slow to be represented as "movement" in 28mm.

The advanced infiltration rules, however, are perfect for representing the unexpected arrival of "bugs" behind one's deployment zone, etc.