1

(2 replies, posted in Defiance)

Regarding the rifle versus machine pistol on p127, I've got inked in over the top that the M16 is as listed, but its range brackets are 20/40/60 . It sees to have gotten the MP5 ranges in a copy-paste error.

If you've got $12 to spare, pick up Evolution of Arms which adjusts the points for very close quarters, like boarding actions and the like, which would be awesome to game out in the SG-1 universe. (It also loosens up some of the army list restrictions.)

2

(2 replies, posted in Defiance)

I'll have to check my books, but, last question first:

The MALP is very, very slow. I'd call it PI, give it slow movement and half-decent armour (0 or -1) and give it a Hero point. That lets you field it alone and independent. If you like, you can make it a Matrix morale figure with a Hero point. That will make it expensive but virtually immune to morale, befitting a remote controlled drone.

There are no completely stationary units in Defiance by default, because it messes with the stats that the units are built on. I can't clearly remember the Jaffar heavy cannon, but here's your options off the top of my head:

1. Crew Served Weapon. IIRC this means it can be moved, but only by a team of infantry. Crew Served Weapons use the Vehicle weapon max points for your army list, so they can take much bigger guns than infantry.

2. Eyeball it. Take the slowest vehicle frame, calculate it out, and then give yourself another 20% discount for being immobile.

If you're making an army list to go up against just any old army list, you will need one or two decent Indirect Fire weapons. Alternatively you can house-rule IF out completely. In games I played where one side took little or no IF for flavour reasons, they got dominated.

This might balance out in SG versus Goa'uld because Earth forces would likely have mortars and grenade launchers, whereas the Goa'uld would have a monopoly on close air support. Actually, thinking about it, this would be a very interesting match-up! It might tend towards "win big or lose in a slaughter" games, with the Goa'uld needing to take down mortar teams and the SG forces needing to take down the Gliders, or respectively get absolutely slaughtered.  :twisted:

3

(1 replies, posted in Defiance)

It should work OK, it would be much the same as changing scales, which Defiance does just fine. There should only be a few specific situations where it makes much difference whether measuring in inches or hexes, just be careful that you translate areas of effect correctly.

4

(0 replies, posted in ARES)

Theoretically, if everyone has the same morale (for example, no morale) then putting in a "1" for it, effectively knocking it out of the equation, should work, yes?

I reworked my dungeon crawl to make it a lot quicker to pick-up-and-play, and have what I think is a really fast and easy method that doesn't need much conversion or statting. It's really squad-versus-squad again, rather than heroes versus monsters.

Monsters and heroes alike are ranked into tiers, each tier gets the same dice defence, attack, weapon, etc, by default.

So, D4, D6, D8, D10, D12. Respectively, wimpy, medium, large, dangerous, deadly menace. Wound capacity is 1, 1, 2, 3, 4.

Movement and ranges are all 3", to give some breathing space in the very tight quarters of printed 1" grid dungeon tiles.

This means you just fish out a number of themed miniatures from my (thanks to Reaper's Bones 1 Kickstarter) now enormous collection, fit them to the "size" they seem to match, even out the forces so they're fair, and go.

Initiative is still a mess at present, but we rolled for it because my opponent, rival for control of the seething dark, and daughter, finds rolling dice exciting  lol   We played a game of my orcs versus her undead, which she enjoyed, although she didn't quite "get" why I insisted on doing voice characterizations for all my orcs...  :geek:

The aim is to kill off the other player (s) whilst also looting the rooms. Each room looted results in a random roll, which can bring varying degrees of gold, or disaster, in the form of traps! Possibly I will work in random unaligned dungeon crawlies as part of the loot/trap/random encounter mechanic, which I aim to have working as a card draw. To remember which rooms have been looted, they will all start with a chest, which you take when you have ransacked the room!

I think to incentivise grouping and provide a risk/reward to loot and traps, I might make the gold a dice size, which you roll one of for every friendly in the room. This will provide incentive to bunch up and get gassed by traps  :twisted: big_smile

5

(2 replies, posted in Defiance)

I expect that since you get both discounts / advantages that you get both penalties too; requiring extra crew, and accumulating lost fire turns.

6

(3 replies, posted in Defiance)

I haven't really gone through CQB as I haven't had gaming time, but I expect they apply to regular Defiance and CQB as well.

7

(2 replies, posted in Defiance)

I am pretty sure, yes.
(But I don't have my book right here to check!)

8

(0 replies, posted in Discussion)

http://www.indiegogo.com/projects/345299/

I don't know if anyone's interested, but here's a little project I decided to back on indiegogo. It's not a crazy amazing super deal, it's a guy who's trying to sculpt miniatures, and frankly getting very good at it. He needs some backers and I think his work is well worth a few bucks.

Also: gnomish necromancer reanimating corpses in the Korean War.
<IMG src="http://i.imgur.com/oGlncRq.jpg">http://i.imgur.com/oGlncRq.jpg</IMG>

9

(3 replies, posted in ARES)

The adventure continues!

I have downloaded for future cribbing all the Ares_variants y!group files.

Tonight's game returned to a hero turn/ monster turn initiative, with each figure moving and attacking before the next. The dice pool still works OK, and held actions can be added later. This turn sequence seems simple and fun. A little unbalance in what works when is fine and acceptable in the dungeon-crawl genre!

I've been testing the waters with some weak monsters, b-movie/computer game style zombies, a few skeletons, some giant rats. I don't want to commit TPK out of inexperience!

I think I might add a single-die stat for "resistance", ie a one-stop-shop for elemental, weather "other" effects that aren't exactly physical effects and aren't exactly direct magic either. Anything I can visualise and describe as an outright physical or  magical attack works off outright physical or magical rules as per Ares.

I added a "toxic hunchback" super-zombie tonight, with Regeneration and Persistent. I ruled that Regeneration works in combat as well. Call it "Improved Regeneration" if you like! I also ruled that Persistent could be cleared with additional healing successes over and above a full Healing. The Persistent was the horrible caustic slime dripping from these disgusting monsters.

Tim The Warrior very nearly got dissolved, but was rescued by Elizabeth the Elf with her zero-range Heal. The female centaur got so many successes on one attack a description seemed necessary; she tripped a zombie with her staff, smacked him in the head with the same staff, and then, at my daughter's insistence, STOMPED HIM THROUGH THE HEART.

It was awesome.

10

(6 replies, posted in Miniatures)

I expect they are using 1 mould for one sprue, and they'd be casting like-with-like, so that one cast = one package (blister, sprue, whatever). So, the $30,000 figure was for 30 models, admittedly all low-complexity so you'd get several per mould. Looking at the KS layout and guessing it's optimised, roughly 5-6 heroic figures per mould. However several of the starting Bones figures were more economical than that, the 3 rats are one sprue and I think 4 kobolds are one sprue, 4 goblins too. So that's 11 different models off 3 sprues.

If we assume $30,000 makes 30/6 sprues, that's $6,000 per sprue for the low-but-not-lowest complexity stuff. Figures from other sources have put sprues anywhere from $10,000 to $17,000 but of course those things are likely getting cheaper every year, and Reaper already has a factory/ies and casting machine/s and probably is getting a pretty good deal from well-established business relationships.

11

(6 replies, posted in Miniatures)

Yeah I could have gotten that wrong. I think $30 000  was to mould the first handful of Bones figures. However, Reaper has said repeatedly that the kickstarter only offsets the cost of the mould.

And yes, MJ12 should sue the pants off them. Alternatively, re-release Defiance with yet another new name!

12

(3 replies, posted in ARES)

I have now cribbed Ares "Up close and Personal" and will incorporate those rules, using numbered tokens rather than cards.

The Ares Yahoogroup has proved a source of extra special abilities and weapon stats.

Having read through the Swords and Wizardry .PDF I'm not sure whether there's much to be said for attempting to migrate the game to ODnD or ADnD style rules; Ares is easily competitive with ODnD. Ares magic is better and the combat cleaner, and wounds versus hitpoints isn't much of an issue. The one thing Ares doesn't do is levelling. I'm ignoring the fact it doesn't do attributes per se, since plenty of RPG systems don't, or disconnect them from skills in some way.

Most kinds of attacks can be resolved with Ares as-is; physical and magical attacks are all covered. That leaves psychic and morale effects (covered by Morale and applicable abilities) and disease/ poison resistance, assuming I want to go into that kind of detail.

13

(6 replies, posted in Miniatures)

They reckon it's set up to offset the cost of the mould only, which costs about $30,000 per figure.

Prior to the Kickstarter Reaper were cutting about 4 new moulds a year, because even though Bones were accounting for 30% of their figures sold, they weren't able to cover new moulds from cash any faster than that. Now they'll be cutting something like 200+ new moulds in a few months.

If you want in, you can still buy in for a extra $50. The Vampire pledge package at $100, $125 for overseas customers (now $150/ $175) had 220 models! The quality looks to be marginally softer than Reaper metals, so substantially better than cheap metals on the market now.

Also for sale: clockwork dragon, zombie dragon, skeletal dragon. And C'thullhu.

14

(3 replies, posted in ARES)

Well, my dear daughter directed two rather powerful warrior-women into a small dungeon we made up from the D&D Dungeon tile set. We played I-go-U-go, and without any form of looting or XP system yet. It was a simple series of rooms leading to an ancient crypt: known denizens of the region were a bunch of giant rats, some zombies, and a giant spider. Morale was ignored.

The first three giant rats were dispatched without incident, but two rooms in the sheer number of the hideous things nibbled heroine 2 into unconsciousness. Heroine 1 slaughtered the remaining rats and dragged her unconscious friend to safety, having failed to find any healing potions (6 on a D6, once per room or hallway) and inadvertently rousing a Skeleton (1 on a D6 while looking for potions), which she easily dispatched.

Thoughts:

Power and Dice: I don't have any D4, D8 or D12, which is a problem. This game ran on "heroes get D10, monsters get D6" but there's not much room there for advancement. I'd prefer monsters and mages on D4, heroes on D6, with D8, D10 and D12 for enormous monsters, magical weapons, etc. That would be Heroic, Mightily Heroic, Legendary and Godlike power levels, 4 grades... a bit like Fudge.

Morale: I think roomfuls of living monsters should maybe take morale checks like a squad, or something. Maybe. If I care enough. Which I don't.

XP and treasure: this is a tricky one. It would be nice to hand out Gold and let the player spend it on a variety of gear... but that's work, which is time, which I don't have. For one-off games it's no problem, and it's not really  a game-breaker at this point, but Dungeon Crawls are meant to have Loot. It's... it's just not right without loot.

15

(3 replies, posted in ARES)

OK, so I'm thinking that I will double range penalties and that spell effects will be by squares-to-the-side, rather than radius. This is to make up for the very cramped quarters. I haven't thought more than that about range, but for spell effects a 2" radius becomes a 2x2 square. I think only heroes will get to borrow actions. No cavalry except in special circumstances: maybe wolf riders and other low-slung cavalry might be allowed. For now, no traps.

Did the yahoogroup have rules for repeating weapons? I might need that for chain lightning and magic missile type attacks.

Also: initiative will be broken into hero turn, monster turn, for simplicity. As the Monster player I plan to take it pretty easy on the heroes, so the enhanced coordination shouldn't be a problem.

I'll be playing this on the D&D Dungeon Tiles using whatever miniatures I have to hand. Miss soon-to-be-ten will be the hero! I just have to convince her not to play a dragon just yet.

16

(6 replies, posted in Miniatures)

http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-an-evolution-of-gaming-min

Cheap plastics in 28mm; enough to keep you dungeon crawlin' well into the next decade.

17

(1 replies, posted in Defiance)

So, my very good friend and brother-in-law Steve found an online thing called "Pimp My Gun http://pimpmygun.doctornoob.com/.

He has been giggling like a happy child and hacking together illustrations for his various, infamously deadly, Defiance creations.

[attachment=0]myweapon-2.jpg[/attachment]

This was his second attempt ever. If you can see some flaws, you can also see some amazing possibilities. The system works via vector drawings of about a thousand guns. Each part or visual component is its own vector which can be taken, rotated, scaled and coloured at will and combined with other parts from any other gun on file. Transparencies and layers let you move parts to the foreground or reveal other parts through transparent bits like magazines, etc., to control what is seen. The clever shading takes this trick of 2D art and makes it look 3D.

Here's a link to one from the flickr group:

http://www.flickr.com/photos/ironwolfweapons/7042816059/

18

(2 replies, posted in Defiance)

I'll be into them tonight but unlikely to get anything polished up for over a month due to work.  :cry:

19

(2 replies, posted in Defiance)

Woohoo! The expanded army list options are going to get used up rightaway, and the Gore modifier is definitely going into play. Especial thanks for the heavy armour options and overloaded frames, which will really help with Legions of Steel and Kryomek conversions!

20

(1 replies, posted in Discussion)

So I was wondering, what are the chances of, for example, all the major mj12games miniatures games being available in a large bundle of books, possibly at a discount rate?

Just an idle thought.

21

(23 replies, posted in News)

Bought downloaded read happydance! Oh this is good.

22

(23 replies, posted in News)

HOW DID I NOT KNOW THIS HAD HAPPENED AAAAAAAAAAARGH

23

(3 replies, posted in Defiance)

Want.

24

(21 replies, posted in Defiance)

If you get this finished you'll be the first. But most other attempts have been spreadsheets.

25

(21 replies, posted in Defiance)

I assumed that SDC didn't contribute to the FS cost. I'm not sure about the rounding though; whatever you go with is probably OK. 1PV isn't going to make much difference to a 100+ PV vehicle.