151

(13 replies, posted in Starmada)

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?

Ah, Jouni, you always catch the little things.  smile

Actually, that's great, because it reminds me that people don't know wat's in my head unless I write it down.

In this case, I've always imaginged the Meraxilla having phase drive *production capability*, the technology of which was mostly gotten through trading - the phase drive exists on the open galactic market - but without a dedicated phase drive development unit for the government or military.  This is partly due to stubbornness and partly due to the fact that they've mastered other technlogies to such a degree that they are much cheaper.  This is in contrast to the Vobians, who use phase technology in "new and exciting" ways, less worried about the cost (though this has been changing slowly as they have been forced to realize they can't fight everyne else at once anymore).

This philosophical difference is mirrored in the infantry army lists, where the Meraxilla, who *could* give their troops phase fields (I think it's an augmentation), choose not to do so, for logistical and efficiency reasons.  In contrast, the Vobians make due with fewer troops, but each has a relatively speaking enormously expensive personal protection system.

152

(13 replies, posted in Starmada)

The ships were much easier to find than I thought (I had even made a "Starmada-Starslayer" folder; how prophetic!).

The ship data sheets are made from the online caluclator that then put them in rulebook format, so it may not paste well onto these forums, but here's an example of a Meraxillan ship's stats, with the fluff for all of the ships I'd made copied below:

----
102+40    Crimson Class Cruiser    Shield Rating
Movement Track    1                   
9    8    (6)    5    3    Special Equipment
2                        Armor Plating, 2 Fighter Bays
                       
                       
Weapons    Range
(S/M/L)    To-
Hit
[1] Resonanace Cannons    1-4    5-8    9-12    3+
F    F    FP    FS                             
[2] Cluster Missiles    1-4    5-8    9-12    3+
F    P    S                                  
[3] Proton Missiles    1-6    7-12    13-18    4+
T                                            
Individualized Damage Chart (D6):
Superstructure 3, Weapons 3, Shields 0
Tech Levels (+4):
Engines 0, Shields +1, Weapons +2, Special Equipment +1
----

THE MERAXILLAN SOVEREIGNTY
Still unable to master all but the most basic phase drive technology, the Meraxilla make up for this with their ultra-efficient tensegrity designs.  In terms of overall size, the Meraxillan space fleet rivals even that of the Vobians, though a much higher proportion of its starships are of the smaller classes.  Most recently, the Sovereignty's navy has become more and more dependent on the Geodesic Battlespheres, whose strategic advantages are even more pronounced when fighting Nordic forces far from Meraxillan territory.   

Like their ground forces, Meraxillan space forces are extremely aggressive.  Huge flights of fighters and boarding pods are common, and the Meraxillan Tak Marines are highly selective about who they bring with them from Ulna.  The Sovereignty's weaponry tends to be of the ballistic variety, with both short and long range missiles, rockets and mass drivers, all meant to pound the enemy in a less than subtle (but nevertheless effective) manner.                            
       
Engines Technology Level: 0
Weapons Technology Level: +2
Special Equipment Technology Level: +1

Fighters: Basic or Interceptor
Known for their overwhelming swarm attacks, the Yellowjacket Fighters have been known to take out many a capital ship through sheer force of numbers.  According to Nordic estimates, the first Meraxillan invasion force to cross the Drakor hypergate in AD 1958 contained an almost unbelievable three thousand of these nimble craft.   

Typical Weapons and Equipment: Laser Cannons, Proton Missiles, Blasters, Cluster Missiles, Mass Drivers, Needle Beams, Gamma Ray Projectors, Resonance Cannons, Armor Plating, Cargo Bays, Fighter Bays, Tachyon Detection and Ranging, Electronic Countermeasures, Long Range Sensors, Marines, Boarding Pods, Mines, Energy Leeches, Shockwaves

STARSHIPS

Hornet Class Corvette
With exceptional speed and the ability to lay down incredible amounts of fire, the Hornets are largely limited by their lack of armor and shield-piercing ability, a severe hindrance when attacking capital ships.

Wasp Class Frigate
Outfitted with the powerful Galva Cannons, the Wasp is somewhat slow for a Meraxillan craft.  To compensate for this fact, it carries a small contingent of Yellowjacket fighters to keep the enemy busy.

Expedient Class Cruiser
The workhorse of the Sovereignty space program, the Expedient Class is designed with flexibility in mind.  Expedients can be seen as a part of almost any Meraxillan fleet worthy of mention.

Crimson Class Cruiser
Designed as a highly aggressive attack craft, the Crimsons will often spearhead major offensives, especially those that coincide with a Flux.  Bristling with weaponry, the Crimson's major weakness is a poor point defense system, for which it must compensate by housing several fighter squadrons of its own. 

Geodesic Battlesphere
Beautiful and awe-inspiring, the Battlespheres are wondrous to behold.  Marvels of tensegrity design, they are remarkably cost-efficient for their size.  The sight of a Geodesic Battlesphere signals to the enemy that his position is one for which long-term sacrifice is deemed necessary.

153

(13 replies, posted in Starmada)

The ships were much easier to find than I thought (I had even made a "Starmada-Starslayer" folder; how prophetic!).

The ship data sheets are made from the online caluclator that then put them in rulebook format, so it may not paste well onto these forums, but here's an example of a Meraxillan ship's stats, with the fluff for all of the ships I'd made copied below:

----
102+40    Crimson Class Cruiser    Shield Rating
Movement Track    1                   
9    8    (6)    5    3    Special Equipment
2                        Armor Plating, 2 Fighter Bays
                       
                       
Weapons    Range
(S/M/L)    To-
Hit
[1] Resonanace Cannons    1-4    5-8    9-12    3+
F    F    FP    FS                             
[2] Cluster Missiles    1-4    5-8    9-12    3+
F    P    S                                  
[3] Proton Missiles    1-6    7-12    13-18    4+
T                                            
Individualized Damage Chart (D6):
Superstructure 3, Weapons 3, Shields 0
Tech Levels (+4):
Engines 0, Shields +1, Weapons +2, Special Equipment +1
----

THE MERAXILLAN SOVEREIGNTY
Still unable to master all but the most basic phase drive technology, the Meraxilla make up for this with their ultra-efficient tensegrity designs.  In terms of overall size, the Meraxillan space fleet rivals even that of the Vobians, though a much higher proportion of its starships are of the smaller classes.  Most recently, the Sovereignty's navy has become more and more dependent on the Geodesic Battlespheres, whose strategic advantages are even more pronounced when fighting Nordic forces far from Meraxillan territory.   

Like their ground forces, Meraxillan space forces are extremely aggressive.  Huge flights of fighters and boarding pods are common, and the Meraxillan Tak Marines are highly selective about who they bring with them from Ulna.  The Sovereignty's weaponry tends to be of the ballistic variety, with both short and long range missiles, rockets and mass drivers, all meant to pound the enemy in a less than subtle (but nevertheless effective) manner.                            
       
Engines Technology Level: 0
Weapons Technology Level: +2
Special Equipment Technology Level: +1

Fighters: Basic or Interceptor
Known for their overwhelming swarm attacks, the Yellowjacket Fighters have been known to take out many a capital ship through sheer force of numbers.  According to Nordic estimates, the first Meraxillan invasion force to cross the Drakor hypergate in AD 1958 contained an almost unbelievable three thousand of these nimble craft.   

Typical Weapons and Equipment: Laser Cannons, Proton Missiles, Blasters, Cluster Missiles, Mass Drivers, Needle Beams, Gamma Ray Projectors, Resonance Cannons, Armor Plating, Cargo Bays, Fighter Bays, Tachyon Detection and Ranging, Electronic Countermeasures, Long Range Sensors, Marines, Boarding Pods, Mines, Energy Leeches, Shockwaves

STARSHIPS

Hornet Class Corvette
With exceptional speed and the ability to lay down incredible amounts of fire, the Hornets are largely limited by their lack of armor and shield-piercing ability, a severe hindrance when attacking capital ships.

Wasp Class Frigate
Outfitted with the powerful Galva Cannons, the Wasp is somewhat slow for a Meraxillan craft.  To compensate for this fact, it carries a small contingent of Yellowjacket fighters to keep the enemy busy.

Expedient Class Cruiser
The workhorse of the Sovereignty space program, the Expedient Class is designed with flexibility in mind.  Expedients can be seen as a part of almost any Meraxillan fleet worthy of mention.

Crimson Class Cruiser
Designed as a highly aggressive attack craft, the Crimsons will often spearhead major offensives, especially those that coincide with a Flux.  Bristling with weaponry, the Crimson's major weakness is a poor point defense system, for which it must compensate by housing several fighter squadrons of its own. 

Geodesic Battlesphere
Beautiful and awe-inspiring, the Battlespheres are wondrous to behold.  Marvels of tensegrity design, they are remarkably cost-efficient for their size.  The sight of a Geodesic Battlesphere signals to the enemy that his position is one for which long-term sacrifice is deemed necessary.

154

(13 replies, posted in Starmada)

I think I still have a Word doc containing ships I statted up during the old Starslayer days (ahh the memories), using the Compendium.  Based n that experience, I think that the overall tech level of the Defiance world is easily described by the Starmada mechanics, with the possible exception of phase technology.

The current rules for shields probably work fine to describe how phase shields work in practice, but there are certain navies - the Starslayers and Altai, in particular, with maybe some amaZulu fighters thrown in for the Confederacy - where phase movement might need a bit of thought.

...or maybe the stealth rules that already exist would work... 

First things first: I'll try and dig up some example ships from the depths of my hard drive by this weekend and post them here for comments.

155

(55 replies, posted in Starmada)

Is this official permission to mess about in your backyard, Demian?

Sure, as long as there's some room for me in the sandbox.

156

(13 replies, posted in Defiance)

I get as fas as ad hoc units can mix frame types, then my brain stops parsing. Can a standard unit be ad-hoc? Is that what you're saying?

Sorry if I wasn't very clear.  I meant easing the restrictions to allow for more standard units to have mixed frames.  They wouldn't technically be ad hoc in terms of game mechanics.  This would help players design mixed units that are "common" with regards to the background, while still restricting the ability to design on-the-fly units to the ad hoc restrictions.

157

(55 replies, posted in Starmada)

Okay. So let's say that the next supplement should be a "genre-specific" sourcebook -- any suggestions?

Defiance!   :wink:

158

(19 replies, posted in Defiance)

Love the fluff.

When do we get to see the stats?  smile

159

(13 replies, posted in Defiance)

With the exception of HTH combat, it sounds like people feel like the weaponry limitations are broad enough.  And I've yet to hear complaints about vehicle limitations, which makes sense given the scale of the game.

That leaves infantry in particular as needing "broadening".

I agree that another level of HTH (30 PV, 45 for mecha) makes sense.

I also think that the frames could easily go 20/30/40 without changing the "official" armies very much (essentially, it would give players extra frames to flesh them out if they so chose).

Making elite/veh/ad hoc go to 100% is fine, too, but that would be a significant investment in SR.

With regards to mixing frames in units, don't forget that ad hoc units can always do this.  Maybe explicitly reserving a few standard units as "common ad hocs" would help make this clearer.  It would, e.g., make designing Infranite units much easier. 

Mixing qualities is essentially impossible in terms of the morale rules.  On option would be to, in a limited fashion, allow players to put two units on the same initiative card on a game-by-game basis, perhaps up to once per 1000 PV?  This would be advantageous in terms of increased firepower/flexibility upon activation of the combined unit, but limits the ability to use each at different times...thoughts?

-Demian

160

(13 replies, posted in Defiance)

For those of you who have used the Customizer a bit, or have read it and considered using it, I have a question:

Do you think that a relatively across the board increase/decrease (depending on aspect) on all restrictions of ~50% is a good idea - e.g., maximum PI weapon cost of 40 PV becomes 60 PV, maximum elite percentage of 25% costs 2 instead of 3 SR.

I ask because the most common complaint I receive about Defiance is that the Customizer, while very balanced and consistent, is "almost but not quite" able to allow them to build the armies they want to build.

For me, I always fret about game balance - game designers are want to do that  smile - but maybe this time I was a bit too overly cautious and the system can indeed handle a bit of extra give.

Comments?

161

(50 replies, posted in Miniatures)

Whoo Hoo!  8)

162

(3 replies, posted in Defiance)

I'm pretty sure the reviewers were sent a hard copy by Dan.

I'd say that FR reviews tend to emphasize the positives of a given game or figure line, but I like them for their focus on the key apsects of a given system that will appeal to players of a given bent.

163

(3 replies, posted in Defiance)

The [excellent] online gaming mag Fictional Reality has a review of Defiance: Vital Ground in their September issue.

http://www.fictionalreality.org/

164

(41 replies, posted in Defiance)

Consider it officially endorsed for now.  I'll make it a point to change the errata after the holiday weekend (out of town).

-Demian

165

(22 replies, posted in ARES)

Hey Demian. I like unit activation. Howver, I was made to understand that Defiance was designed to handle up to say 50 figures per side and started to lessen its effeciency after that. Is that not correct? The Ares fast play variant (which i helped to create based on my style of play) is that normal humans have a single wound. This means troops die much more quickly and you don't have to track all those wounds.  I have had around 100+ figs on the table using Ares for around 2-2.5 hour games.

I haven't tried the ARES fast play variant, so was making the comparison based on the "standard" rules, in which case I'd say Definace is actually a bit faster on a number of figures per tabletop basis.  Most of this difference is probably due to the fact that ARES figs have more than one action per turn and multiple wounds.  My understanding is that the fast play varaiant does away with multiple wounds, which would make a big difference.

Defiance *can* handle 100 figs per side, but would take 4 hours instead of 2.5 and would assume you don't take too many "fancy" things like vehicles, elite troops and indirect fire weapons.  The 50 figures per side number is a good ballpark for relatively inexperienced players to build eclectic forces and try them out in an afternoon.  During initial Starslayer playtesting, our group tended to play with 40-50 figs per side due to logistical constraints - e.g. number of figs we had managed to paint :-) - but after a few games of learning curve, everyone was able to finish a full battle within 2 hours or so, 2.5 counting terrain set up and break down.

166

(22 replies, posted in ARES)

Hey Dan. I appreciate your comments. I have never seen Ares Sci0fi as a competitor to Defiance. The two games are quite different. I'm not looking for all the extra chrome that comes with Defiance. Ares Sci-fi (reduced wound fast play variant) allows for 50-100+ figs per side with no problems. Defiance iusn't really designed for that.

From having played the basic ARES game a few times myself, I would actually say that Defiance allows for more figures per game, given a set amount of time.  Though, as you suggest, the quick play version of ARES is faster, and probably makes things about even.

The major difference between ARES and Defiance is that the former is based around individual activation and the latter around unit activation. 

If you did want to make Defiance primarily focused around individual activation - which you can do, by choosing lots of vehicles and elites - then it would definitely take longer to play than ARES for the same amount of figures.

-Demian

167

(79 replies, posted in Defiance)

Question:

Does the maximum HTH Rating cost include the Reflex cost ???

Or is it just the HTH Rating cost ???

Yes, reflex costs are included.

168

(41 replies, posted in Defiance)

There's no statistical reason you can't use the PI tables to build SI.  The differences in the two frame types even out (mobility/terrain coverage vs. vulnerability to AOE), making the distinction one of tech level "feel", not game balance.

169

(79 replies, posted in Defiance)

I agree with wreckage that the easiest solution is to build a separate weapon that has a better damage number.  This also represents the logistical difference between the two weapons.

Remember that all AOE weapons in Defiance are FR 1.

In Planetstorm, multiple AOE rounds could be fired from the same figure and scattered separately.  Given the time scale of Defiance, I found this approach to be less realistic and involve more dice rolling than fire clusters.

170

(44 replies, posted in Defiance)

just noticed last night that the four book armies have a typo in their tactical ratings. the last three Tactical Aspects are listed as Tactical Advantage, Failed Figure Morale Test and Failed Unit Morale Test. But the actual Values are listed so that Tactical Advantage should be last.

I think the Hegemony list is accurate, but you're right: the others are mixed up.  These three changes have been added to the errata, which should be updated on the website within a few days.

-Demian

171

(50 replies, posted in Miniatures)

Last I heard from Iron Mammoth (early Aug), they were finishing up a 6th Assault Trooper, with the idea of casting up a squad by the end of September or so (?), with some officers and heavy weapons to come a bit later.  Not too sure of the details, however...

-Demian

172

(9 replies, posted in ARES)

I say Celtos!

173

(9 replies, posted in ARES)

I say Celtos!

174

(41 replies, posted in Defiance)

It occurs to me that I am dense, and the terror effect of a particularly unnerving weapon (say, an incredibly brutal sniper rifle) could be a After Burst. Duhh! So simple!

I've been considering making a new effector type called "gore".  If a figure was killed using a gore weapon, it would cause an indiv. morale test on all friendly figures within a number of inches equal to the firing weapon's feed rate or # of HTH dice...or maybe a set distance, like 4" or 6"?

175

(79 replies, posted in Defiance)

I like your idea alot, since the ability to "throw" the grenades much farther than infantry could is already taken into account by the frame cost.

I would say give this a try and if it seems to wrk, we'll place it in the supplement as an add-on rule.

Cheers,
Demian