I would also really like to know about this. It has been a work in progress for a long time now. Is it still happening? Any idea on a release date?

2

(24 replies, posted in Defiance)

I hate to bring this up again... but I have not been checking here as often as I should. Is there news on this?

Thanks.

3

(52 replies, posted in Defiance)

Demian Rose wrote:

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.

That was what I was thinking, since a vehicle with an 8 inch move has potentially an extra point of DC, for the loss of a single inch of movement.

smokingwreckage - yes, your posts highlighted the game to me. Still, you have to love a game which allows you to get your Transformers down from the shelf and put together actual rules for them!  8)

4

(52 replies, posted in Defiance)

Thanks guys. I am coming to the end of my questions now.

smokingwreckage - This is your own fault really. It was your comment about Defiance on the Reaper > CAV board which brought the game to my attention in the first place!  :twisted:

Another short question: Vehicle damage - if a vehicle has a 9" move, and suffers a move damage result, it loses 1/4 move, rounded up. So, it suffers a 3" reduction. A total of three of these hits means that it has lost 3/4 movement, but now has a move rate of zero. If the next hit also is a move reduction, does it count as having 1/4 move remaining, or does it count as zero move and so the hit is transferred?

Thanks.

5

(52 replies, posted in Defiance)

Hi. Still here...

I may have the files. I will check after work.

Did these turn up anywhere?

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.

Thanks for the inside information. Any idea when this is scheduled for release?

Also, is there a place that lists created by players are archived? The Yahoo Group seems to have some, but I cant seem to find it and I dont know how active it is. This site would be a sensible place, but I am not sure if the space and resources exist, or how this would leave MJ12 in terms of copyright ownership. I am putting together a general wargames site, and I will certainly be having a Defiance section in it, so I would be interested in opening this up as a resource (are there any Defiance fan web sites around?).

A few more questions from the army customiser (customizer for those across the pond  8)  )...

1. Page 67, sections 2, 3 and 4. I guess that the '25%' Maximum is the total points value of the force which can be spend on these units when building a force for a game... Right?

2. Page 67, section 6 - I guess that, since Matrix quality troops dont take individual morale tests, they dont need to spend any points on the 'failed inidividual morale test' results.

3. Page 68, section 7 - mob mentality. If a standard unit has a maximum size of 8, then a mob has a maximum unit size of 16. If the mob unit is now at 7 models, what is the rally roll modifier? (So, is the mob half size counted as the half standard unit size, or half mob unit size?)

4. Page 72, sections 1 to 10. Can you select not to purchase these upgrades at all - since if you have to at least purchase the minimum level for each section option, you are going to run out of points quickly? If you dont need to purchase even the minimum level for these, what are the values? For example...

Section 1 - no points - how many frames can be purchased?
Sections 2, 3 and 4 - no points - how much can SI, PI and vehicle weapons totally cost?
Section 5 - no points - no phase weapons allowed?
Section 6 - no points - what armour rating is allowed?
Section 7 - no points - PI move must be 5 or less?
Section 8 - no points - no field saves?
Section 9 - no points - what HTH rating is given to infantry or Mecha?
Section 10 - no points - what happens here, no indirect fire?

5. Reflex - Is this freely chosen by the player? It seems that the reflex value is used to calculate other values, but there is no statement on how the player selects the reflex values.

6. Are there rules which allow the use of troops without morale rules? For example, what about a force consisting of standard infantry backed up by robotic warriors, which behave completely differently in terms of morale? Would each one then be a Mecha at size 2?

7. Is there anywhere that there are some (detailed) battle reports for the game? It would really help for me to read a battle report giving details of the moves made and the dice rolled.

Thanks, and all the best.

6

(52 replies, posted in Defiance)

I... will... give...  :shock:

I have the army demo. Is there anything on the Yahoo Group? I have not yet joined.

Does this mean that the 40K conversions are lost to time? I dont necessarily object to sitting down and playing with numbers (in fact, I live for it. I am an accountant wargamer!).

Thanks.

7

(52 replies, posted in Defiance)

See the Army Demos PDF in the Defiance section of the MJ12 site.

And that would be... where? (See, told you I was not so bright!)

I looked through the site and the links on the left of the front page go to a few demo rules and stats, but nothing more, and the catalogue page wants my money.

Thanks.

8

(52 replies, posted in Defiance)

On a different note... I have gone through some archived threads and it is mentioned that there are some 40K conversion lists for Defiance around somewhere. Are these available? I have a load of 40K minis and it would be good to use them to learn Defiance better.

Otherwise, I will put some together myself.

Also, there is mention of a suppliment for Defiance coming soon. Are there any details on this?

Thanks.

9

(52 replies, posted in Defiance)

I've understood that the figure is thrown away from the vehicle, like so:

                   F 
                 / 
VVVVV          / 
VVVVV---------X-----> 
VVVVV  

I have the same diagram in my head, but the vehicle is going in the other direction (and therefore the poor infantryman is thrown backwards over the vehicle and behind it).

Good work, you caught two more errata

I am available for (and interested in) helping to proofread future suppliments! (My advantage is that I am not so bright.)  lol

Ok, that clears it. Makes sense too, although I suppose you could assume the poor grunts'll tumble an extra distance when jumping from a speeding vehicle

That is the way that intuition implies things would work. I prefer to think of it that the SI are lighter and so manage to jump further than the PI, who are lucky to land standing.

One final question on the basic rules:

If a unit boards a vehicle, they become a single, ad hoc unit. Does this mean that the standard leadership penalties apply to a unit leader on a vehicle? (I also assume that the unit can disembark without any of the problems of a unit splitting on the battlefield.)

The advanced rules actually throw up less questions for me...

I guess that a unit which begins the game hidden, can elect to 'waste' its activation in order to remain hidden for another turn.

Sneak and Fire - does this state that a single model may fire a single weapon, or that the sneaking unit can all fire one weapon type (for example all of the primary weapons)?

Many thanks.

10

(52 replies, posted in Defiance)

For Cone weapons, pg. 28. Also, you can't draw LOF through the base of a friendly figure with other weapons either, so it's kinda the same thing.

Thanks. I suddenly found this today!  :oops:

And it would make sense since you can in fact shoot into hand-to-hand anyway.

Yes, that puzzled me as well. But I guess that the 'friendly' figure is not intentionally aiming at his comrade.

As per rules, they become Shaken without any particular exception, so the precise effect depends on their individual morale test type. Obviously in the basic rules it's always Cower. They would indeed run (or rather, crawl) away if they had time

I should have mentioned, most of my questions are currently about the basic rules. It just seems that there are a lot of individual morale tests, and that the basic 'cower' effect seems a bit counter-intuitive. The advanced rules may indeed solve this.

You should be aware that HTH is a rather rare occurence in a game of D:VG. It can happen and will happen if you are determined enough to do it, but won't necessarily happen in every game.

I like this about D:VG. Close combat is far to common in some other games at this scale in a sci-fi setting (in my opinion).

Moving on... to the final set of questions about the basic rules (just wait until I get to the advanced rules!  lol ):

1. Vehicles ramming infantry - I am a little confused about this. If successful, as far as I can tell, the infantry figure is 'thrown' behind the vehicle at a 45 degree angle to one side. Is this correct? I also assume that the vehicle does not need to 'declare' a ram at all, it does not count as close combat, and that it does not affect the vehicles movements (and therefore the vehicle can plow through a number of infantry figures in a single movement).

2. Passenger survival - The rules state "As soon as any vehicle loses its last damage point...". Shouldnt this be 'structural point' and not actually damage point?

3. Exiting a 'running' vehicle - The rule states the infantry are placed 2" and 4" (SI and PI) implying SI at 2" and PI at 4". But intuition and the example imply the other way round, SI at 4" and PI at 2".

Many thanks.

11

(52 replies, posted in Defiance)

I must have missed that part.... where does it state that frindly fire is not allowed?

Allowing some armies to do so would be interesting... perhaps only against units with a lower morale rating - so Elites can fire at anyone, etc.

More questions... this time on hand to hand combat:

1. If a model charges into base contact then its enemy must make an individual morale test. If this is fails, does this mean that the newly engaged model is shaken and placed prone? It seems to make more sense that they would turn tail, rather than hit the dirt.

2. A reflex roll is made to determine the order or striking. I assume that this is made for each activation (both mine and my enemies). Also, I assume that all attacks occur from one figure, then its enemy, and not that the alternate attacks with the winner of the reflex roll getting the first strike.

Many thanks... and congratulations on having the only rule that I have ever read to include the word 'obfuscating'!  :shock:

12

(52 replies, posted in Defiance)

I must have missed that part.... where does it state that frindly fire is not allowed?

Allowing some armies to do so would be interesting... perhaps only against units with a lower morale rating - so Elites can fire at anyone, etc.

More questions... this time on hand to hand combat:

1. If a model charges into base contact then its enemy must make an individual morale test. If this is fails, does this mean that the newly engaged model is shaken and placed prone? It seems to make more sense that they would turn tail, rather than hit the dirt.

2. A reflex roll is made to determine the order or striking. I assume that this is made for each activation (both mine and my enemies). Also, I assume that all attacks occur from one figure, then its enemy, and not that the alternate attacks with the winner of the reflex roll getting the first strike.

Many thanks... and congratulations on having the only rule that I have ever read to include the word 'obfuscating'!  :shock:

13

(52 replies, posted in Defiance)

Not quite sure what you are saying with the last...

Sorry, what I meant was that the distance from target determines what you actually need to roll to hit the guy under the template.

I see the similarity with Vor. I guess that the only remaining question is whether 15" is a fixed max range for all Cone weapons.

you cannot fire the Flamethrower in such a way that the friendly at 8" falls within its AOE, as you can't say it only extends 5", or 7" for that matter, this time around.

Now you have confused me.  :oops:  Do you mean that the friendly model must be included in the template and that I have to roll damage against him as well as the two enemy models? (Since that is how I read the situation.)

Thanks.

14

(52 replies, posted in Defiance)

lol  Sure, the template would be very large. I guess that my question is that is the 15" apex fixed, or does it depend on the weapon and the rule book just happens to have weapons with a 15" length.

And I am assuming that the range bands only determine the 'damage target' and not the actual range of the weapon.

Thanks.

15

(52 replies, posted in Defiance)

Hi, and thanks for your patience. I am a little confused about Cone weapons still.

Take, for example, the Human Flamethrower. It has three range bands, and a max range of 15". My guy armed with this weapon is confronted by an enemy model at 3", a friendly at 8" and another enemy at 11".

If I fire, how far does the cone extend? I notice that all Cone wespons in the book have the same three range bands (5", 10" and 15"). Does this mean that Cone weapons always have this attribute?

Would I be correct in saying, in my example above, that the Flamethrower area extends the full 15", catching all three models in the effect and hitting them on the different scores for the range bands?

If this is the case, is it possible to have a cone weapon with the range bands: 5", 10", 15", 20" - meaning that each time it is fired the cone area must extend the full 20" and catching anything in the area of effect?

Thanks again.

16

(52 replies, posted in Defiance)

tnjrp wrote:

As per pg. 32 of the D:VG Rules, Covering fire is always resolved for the entire unit at once, at any point during an enemy unit's activation -- and hence, at any point during the activation of any single member of the unit -- when one of the conditions listed on pg. 31 occurs.

Thanks, that is very informative.

Guess what... (sorry!):

Supression fire - I assume that, if I make supression fire with a unit, and one (or more) members of the unit are subsequently killed, if I decide to continue the supression fire next activation then the supression template is shortened (just like if there had been a bad stoppage roll)? Is this correct?

Cone weapons - These confuse me a little. If one is fired, do I need to extend it to the maximum range? It seems counter-intuitive to fire less than the maximum range of a weapon of this type, and I would guess that cone weapons have a single range bracket and cant fire longer or shorter than this, but this is not stated in the rules. Is this correct?

Phase weapons - When firing phased, I guess that the first two range values represent the minimum and maximum ranges, and that the damage roll required score is for the upper of these two values. Can I decide to fire a phase weapon normally, and therefore fire within the 'minimum' phase range?

Thanks again.

17

(52 replies, posted in Defiance)

Thanks for the clarifications guys. One more...

Covering Fire:

If I have three infantry with the same facing, and then an enemy infantry unit moves into my cover arc from the side, does this mean that all my infantry squad must fire at the first enemy target, before the rest of the enemy unit moves, and therefore my unit may 'kill' the same guy three times and then not be able to fire at the rest of the enemy squad?

If my unit is at different facings, and the enemy unit again moves in from the side, do I fire at the first enemy figure to enter the first facing of my unit, or can I wait for more than one of my figures to be able to fire at him? Otherwise, it seems that I forfeit covering fire when just one of my guys fires at just one of the enemy guys.

Generally, I am not sure when covering fire happens - when the first enemy figure is elligable (interupting its movement), at the end of the movement of the first enemy figure which becomes elligable, or at the end of the (first set of) movement for the entire unit when one enemy figure becomes an elligable target?

Thanks again.

18

(52 replies, posted in Defiance)

It does seem to be a little confusing (particularly for my aged brain!).

I agree that the 'normal' way of doing this is that light terrain is judged at double movement rate, medium at triple and heavy terrain at... four times. However, this is not how it is written.

So in the move-fire-move case, if the M4 model was in medium terrain to start with, it would be able to move up to 1" before firing: half it's profile movement allocation of 4", halved again because of the terrain. Now assuming it had just cleared the terrain before firing, it could then move up to 2" more as this part of the movement is not reduced by the terrain.

But this interpretation means that a model taking a move(terrain)-fire-move action would move further than a move(terrain)-fire action... even if it didnt actually want to fire and both models were crossing exactly the same terrain.

Not quite sure what you are asking here. Maybe I answered it already?

Just that, if a model moves and hits a 1/2" medium terrain feature, then its total movement may be halved (depending on the previous interpretation) to, say, 3". Does this mean that a model hitting a 2" medium terrain has exactly the same 3" movement, even though it moves through four times 'more' medium terrain?

Thanks.

19

(52 replies, posted in Defiance)

Many thanks. One other question (for now):

I am a little confused by the movement over terrain modifiers. A model crossing medium terrain gets its movement rate reduced by half. Does this mean that a M4 model can then move a standard 2"? If so, and it then takes a move-fire-move action, are both movements affected? Also, does this modifier occur no matter how deep the terrain actually is that is being moved through?

Thanks again.

20

(52 replies, posted in Defiance)

Hi. I recently picked up these rules, and I am working my way through them. A couple of questions for now...

1. Commanders can join a standard unit. Does this then make the unit ad hoc? If the Commander then leaves, is this a unit split as per the normal rules? Does this mean that the unit which the Commander just left  is now ad hoc, or is it still a standard unit?

2. Does a unit on Maneuver/Sprint orders need to contact the closest enemy unit (as with the Maneuver/Charge order) or can it head and contact any unit in hand-to-hand?

Thanks. I am sure that I will have further questions as I progress through the rules.