1

(16 replies, posted in Quantum Legions)

Great photos, and well played!

2

(4 replies, posted in Quantum Legions)

ctaylor wrote:

How do the tunnels and bug hole work?

I didn't have any ideas about how to play them, but I knew smoeone smart would come up with appropriate rules! FYI, the tunnel markers is suppose to be "Sizziling Bacon". If you get that reference, your are a true SST-fan!

ctaylor wrote:

I like your icons for Recon and Stealth. More "icon-y" than the ones I used. I may steal them... ^_^

I just used one of the basic shapes that Powerpoint had available.

3

(4 replies, posted in Quantum Legions)

Saw "Starship troopers" again last night, so naturally I spent the morning making units & counters.

4

(2 replies, posted in Quantum Legions)

I like the idea of rolling 3d6 and taking the highest 2. With that you could add in the option for Jamming Commo (lose 1d6) and lower quality commanders (2d6 and take the LOWEST 2 dice).

5

(2 replies, posted in Quantum Legions)

Trait        DRAT                    Remarks
APC        x 1.5        Allows vehicle-unit to carry an Infantry-unit of equal size; Size 3
                vehicle can carry Size 3 Inf. Must use Strike order to deploy/pick-
                up infantry, but may not attack on same turn. Infantry deployed
                gain suppression marker.

AAA        x1.4        VTOL targets attacked by this unit DO NOT get soft-cover bonus,
                however, all other targets treated as being under Soft Cover.

NCOs        x1.3        May remove one suppression marker from this unit per turn w/o
                paying command points.

Recon        x1.2        Unit may ignore cover bonus to one enemy unit. Roll 1d6> the
                distance to enemy unit to ID their location. This allows ANY
                friendly unit to attack the un-covered enemy unit this turn.

C.I.W.S.                   x1.3        Unit gains Armor bonus of +1 when defending against Indirect
                attacks.

T.O.C.        x4        Only one unit per side may have this Trait. Once per turn this unit
                may allow ONE of the following to occur:
                - Remove 2 Sup-markers from 1 unit for the cost of only 1 CP.
                - Two units may conduct a Strike against a single en unit for 1 CP.
                - One unit may conduct a Strike with AP+1 against a single en unit
                for 1 CP.

Infantry                    x2        1) Inf conducting STRIKE against adjacent enemy gain Barrage
                Trait for the this turn only, however the assaulting infantry unit
                automatically gains 1 suppression marker.
                2) When Inf conduct a STRIKE against enemy Inf, neither unit get                     the Inf Save feature.

    6

    (16 replies, posted in Quantum Legions)

    You did remember that it costs 1 CP when you place the order, and another 1 CP when you activate it, right?

    ...Um, this I might have forgot

    I do think that Infantry need something for Inf vs.Inf or Vehicle assault, maybe double attack dice but the attacking infantry suffer suppression?
    Not sure what you mean by "need something"... ?

    Pushed around a few more Star Wars units, little bit larger battle. Made the assumption that technology still favors infantry using short-range but powerful weapons (Thermal Detonators, AP Rckts, Lazer Swords, etc). Tried the following:
    1)  Inf conducting STRIKE against adjacent enemy gain Barrage Trait for the this turn only, however the assaulting infantry unit automatically gains 1 suppression marker.

    2)  When Inf conduct a STRIKE against enemy Inf, neither unit get the Inf Save feature.

    I thin even at the scale of QL, the utility of Infantry is still a viable feature for a battle field comander. And it kept my Imperial Walkers from just marching over the Rebel "Crunchies" for fear of getting a grenade thrown by a want-to-be jedi.  :twisted:

    7

    (16 replies, posted in Quantum Legions)

    The Battle of Hoth

    Unit    VP    Size    Spd-E    Spd-A    Armor    Range    AP    Attack Dice    Traits
    AT-AT    21    6    1    2    5    4    +2    8,7,5,4,2,1    Barrage
    AT-ST    9    3    2    4    2    3    +1    3,2,1    Rapid
    Airspdr    16    2    5    8    2    3    +2    4,2    VTOL
    Rebel Inf    7    4    1    2    0    2    0    2,2,1,1,    Inf
    E-Web    6    2    0    1    0    3    +1    3,2    Rapid
    Luke    2    1    1    2    1    1    +2    3    Stealth
    Lzr Turret    8    3    0    0    3    5    +3    4,3,2   
    Stormtroopers    11    4    1    2    1    2    +1    2,2,1,1,    Inf

    Rebels:    4x Infantry
        2x Laser turrets
        2x Airspeeder
        1x Luke

    Empire:1x ATAT
        2x ATST
        3xSS
        1xE-web

    “It was cold the day the Empire came to Hoth………..”

    Setup- Rebels set up to one side of the middle of the map in Trenchline (Hard Cover), Empire along opposite map edge. Luke does not appear until a Rebel Airspeeder is killed. Generator is along Rebel map-edge.

    Victory- Empire must destroy the Rebel Generator (Size 4, AR 0) placed behind the Rebel lines.

    Turn 1:        The Empire advanced on-line, Rebel speeders fly across the trenches toward the AT-AT.

    Turn 2:     AT-AT fire on a group of Rebel speeders and kill one (Luke placed on the board). Remaining Air speeder units attack w/o success, “That armor is too strong for blasters!”

    Turn 3:     AT-AT strikes damaged Airspeeder unit and kills it, AT-STs continue to press forward and engage Rebel infantry. SS and E-web march steadily along.
        Rebel last Airspeeder slashes at the AT-AT and damages it (1 hit). Laser Turrets strike AT-ST for a hit on each. Luke runs over to engage the AT-AT, misses.

    Turn 4:        AT-AT moves forward and engages a passing Airspeeder(1 hit), AT-ST continue to pound rebel Turrets (+1 hit each). SS finally reach the enemy trenches and lay down cover fire.
        Rebel speeder continues to fly in circles around AT-AT (0 hits), Laser Turrets smack the AT-ST (boom!). Infantry returns fire on the SS. Luke throws a grenade into an AT-AT (+1hit).
    Turn 5:    AT-AT moves fwd and destroys one Turret, while one SS knocks Luke unconscious. Remaining SS and E-web ties down enemy infantry.
        Rebel Airspeeder tries for a strafing run on the E-web (1hit). Remaining Turret pounds away at the AT-AT (zilch), while the infantry throws snow-balls at the SS.

    Turn 6: AT-AT moves fwd and blasts the last Turret away. The SS and E-web finally tears a whole into the rebel line (1 inf gone).
        Rebel Airspeeder finally makes a successful attack (+1hit). Remaining infantry falls back to converge on the AT-AT.

    Turn 7: AT-AT crosses the rebel lines. The SS and E-web pursue the retreating rebels.
        Rebel infantry makes an assault on the AT-AT (1 hit). The Airspeeder pilot thinks about changing careers (0 hits on AT-AT).

    Turn 8: AT-AT get its first chance to hit the Generator (1hit). SS and E-web catch-up to the rebels (4 hits, 2 inf lost).
        Rebel infantry continues to assault AT-AT w/o success. Airspeeder finally does something useful (wipes out E-web).

    Turn 9: AT-AT finishes off the Generator (“You may begin your landing.”)

    After-action review: Overall not a bad system and I was able to replicate the battle quite well. The biggest issue I had was in remembering to plan my orders issuing 1 turn ahead. (This is actually my second play-through) I didn't have any issue with command points, but that may have been because of the low-unit count. I do think that Infantry need something for Inf vs.Inf or Vehicle assault, maybe double attack dice but the attacking infantry suffer suppression?

    8

    (1 replies, posted in Quantum Legions)

    1) Unit Creation: when figureing out the ORAT, what do I put in if my AP is zero?
    2) If my Infantry has Armor of 1, do they get BOTH their armor defense and the special Infantry Save roll?
    3) On the counter sheet, why does the Copperhead and Typhoon both have a 2nd Speed of 4? Should they have a 2nd Speed of 5 since their 1st Speed is 3?

    Overall, I find it a good system for Battalion sized ops. A few additional Traits have come to mind already. I'll push counters around this week and see what I stumble over. wink

    9

    (2 replies, posted in Quantum Legions)

    Hah, hah, I'm the first to post! One advantage of living in South Asia, 12 hour time difference. big_smile

    FRAX (Aliens/Xenomorph/Tyranids)

    Type: ALFA-class FRAX BATTLESHIP (1270)
    Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
    Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1               
    Shields: [TL0] 4 4 4 4 3 3 3 2 2 2 2 1 1 1               
    Weapons: [TL0] 1:[VY] 2:[WY] 3:[WY] 4:[XY] 5:[X] 6:[X]
    Battery V: Plasma Throats, 5/10/15, 1/4+/2/2, Range-Based IMP; Repeating; Slow-Firing
    [g] [g]
    Battery W: Spine Throwers, 3/6/9, 1/5+/1/1, Range-Based DMG; Range-Based ROF
    [cd] [cd] [ab] [ab]
    Battery X: Acid Spitters, 3/6/9, 1/4+/1/1, Doubled Range Mods; Variable IMP
    [ab] [ab] [ab] [cd] [cd] [ef] [ef]
    Battery Y: Lightning Pods, 1/2/3, 1/3+/1/1, Area Effect
    [ace] [ace] [ace] [ace] [bdf] [bdf] [bdf] [bdf]
    Special: [TL1] Armor Plating; Carrier (202); Overthrusters; Regeneration; Stealth
    Fighters: [TL1]
    2xSPAWN, 8/10/2, (Breacher/4+)

    Type: BETA-class FRAX BATTLECRUISER (560)
    Hull: 11 10 9 8 7 6 5 4 3 2 1
    Engines: [TL0] 5 5 5 4 4 3 3 2 2 1 1                   
    Shields: [TL0] 2 2 2 2 2 2 1 1 1 1 1                   
    Weapons: [TL0] 1:[VX] 2:[WY] 3:[WY] 4:[WY] 5:[XY] 6:[XY]
    Battery V: Plasma Throats, 5/10/15, 1/4+/2/2, Range-Based IMP; Repeating; Slow-Firing
    [g]
    Battery W: Spine Throwers, 3/6/9, 1/5+/1/1, Range-Based DMG; Range-Based ROF
    [ac] [ac] [bd] [bd]
    Battery X: Acid Spitters, 3/6/9, 1/4+/1/1, Doubled Range Mods; Variable IMP
    [ab] [ab] [ce] [df]
    Battery Y: Lightning Pods, 1/2/3, 1/3+/1/1, Area Effect
    [ace] [ace] [ace] [ace] [bdf] [bdf] [bdf] [bdf]
    Special: [TL1] Armor Plating; Regeneration; Stealth; Overthrusters
    Fighters: [TL1]

    Type: DELTA-class FRAX HEAVY CRUISER (511)
    Hull: 8 7 6 5 4 3 2 1
    Engines: [TL0] 4 4 3 3 2 2 1 1                     
    Shields: [TL0] 2 2 2 2 1 1 1 1                     
    Weapons: [TL0] 1:[VWX] 2:[VWX] 3:[VW] 4:[WX] 5:[WX] 6:[WX]
    Battery V: Spine Throwers, 3/6/9, 1/5+/1/1, Range-Based DMG; Range-Based ROF
    [ab] [ab] [cd] [cd]
    Battery W: Acid Spitters, 3/6/9, 1/4+/1/1, Doubled Range Mods; Variable IMP
    [ac] [ac] [ac] [bd] [bd] [bd] [ce] [df]
    Battery X: Lightning Pods, 1/2/3, 1/3+/1/1, Area Effect
    [ace] [ace] [ace] [bdf] [bdf] [bdf]
    Special: [TL1] Armor Plating; Carrier (96); Regeneration; Stealth
    Fighters: [TL1]
    4xPARASITE, 6/10/0, (Seeker/4+/Continuing Damage)

    Type: GAMMA-class FRAX FRIGATE (299)
    Hull: 6 5 4 3 2 1
    Engines: [TL0] 6 5 4 3 2 1                       
    Shields: [TL0] 2 2 2 1 1 1                       
    Weapons: [TL0] 1:[VY] 2:[WY] 3:[WY] 4:[X] 5:[Y] 6:[Y]
    Battery V: Spine Throwers, 3/6/9, 1/5+/1/1, Range-Based DMG; Range-Based ROF
    [ab]
    Battery W: Acid Spitters, 3/6/9, 1/4+/1/1, Doubled Range Mods; Variable IMP
    [ace] [bdf]
    Battery X: Tentacles, 1/2/3, 1/5+/3/4, Carronade; Catastrophic; Doubled Range Mods
    [ef]
    Battery Y: Lightning Pods, 1/2/3, 1/3+/1/1, Area Effect
    [ac] [ac] [bd] [bd] [ef]
    Special: [TL1] Armor Plating; Overthrusters; Regeneration; Stealth

    Type: KAPPA-class FRAX FRIGATE (322)
    Hull: 6 5 4 3 2 1
    Engines: [TL0] 6 5 4 3 2 1                       
    Shields: [TL0] 2 2 2 1 1 1                       
    Weapons: [TL0] 1:[VY] 2:[W] 3:[W] 4:[X] 5:[X] 6:[Y]
    Battery V: Spine Throwers, 3/6/9, 1/5+/1/1, Range-Based DMG; Range-Based ROF
    [ab]
    Battery W: Acid Spitters, 3/6/9, 1/4+/1/1, Doubled Range Mods; Variable IMP
    [ace] [bdf]
    Battery X: Pyro-Phelgm Bulbs, 2/4/6, 1/4+/1/1, Anti-Fighter; Area Effect; Carronade
    [abcdef] [abcdef]
    Battery Y: Lightning Pods, 1/2/3, 1/3+/1/1, Area Effect
    [ace] [bdf]
    Special: [TL1] Armor Plating; Carrier (50); Regeneration; Stealth
    Fighters: [TL1]
    1xFIREFLY, 4/10/0, (Fighter/5+/ROF-2)


    Type: EPSILON-class FRAX MOTHERSHIP (1247)
    Hull: 8 7 6 5 4 3 2 1
    Engines: [TL0] 3 3 3 2 2 2 1 1                     
    Shields: [TL0] 2 2 2 2 1 1 1 1                     
    Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[V] 6:[]
    Battery V: Lightning Pods, 1/2/3, 1/3+/1/1, Area Effect
    [ace] [ace] [ace] [bdf] [bdf] [bdf]
    Special: [TL1] Armor Plating; Carrier (850); Regeneration; Stealth
    Fighters: [TL1]
    6xSPAWN, 8/10/2, (Breacher/4+)
    6xPARASITE, 6/10/0, (Seeker/4+/Continuing Damage)
    2xFIREFLY, 4/10/0, (Fighter/5+/ROF-2)

    They are called the FRAX!!
    Here is my version of Aliens/Xenomorph/Tyranids for use in Wardogs, with a few house modifications:
    Antenna: Treat as Enhanced Sensors, but are not degraded by ECM.
    Bio-ECM: Causes an effect similar to ECM, except that it affects the crew only. Per Level, -1 to Lock-on rolls but does not affect the bonus from Enhanced Sensors.
    Egg sacs: Treat as Infantry Compartment (1 squad).
    Hive-mind: Treat as a C3 system and as a T.A.R. to all other FRAX-units on the board.
    Secondary Brain: Functions the same as the Co-pilot/Gunner.

    Unit Name: SWARM      Nation: Frax     (CPV:4)
    Type: Infantry
    Unit Size: Very Light (1)
    Tech Level: Clockwork (1)
    Movement Points: 1
    Stability Modifier: +1
    Thermal Signature: 1   (Base 1)
    Armor Points: 1
    Equipment:None   
    Weapons:
    1) Teeth   (Torso / Front)
    Range:1 (1/-/-)     RoF:1    DMG:d4-1
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Reduced Damage, Entangling,

    Unit Name: LOCUST      Nation: Frax     (CPV:5)
    Type: Infantry
    Unit Size: Very Light (1)
    Tech Level: Clockwork (1)
    Movement Points: 3
    Stability Modifier: +1
    Thermal Signature: 2   (Base 2)
    Armor Points: 1
    Equipment: Personal Mount Organic   
    Weapons (Adjusted):
    1) Teeth   (Torso / Front)
    Range:1 (1/-/-)     RoF:1    DMG:d4-1
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Reduced Damage

    Unit Name: WARRIOR (CPV:28)
    Type: Mech
    Unit Size: Very Light (1)
    Tech Level: Clockwork (1)
    Movement Points: 7
    Stability Modifier: +3
    Thermal Signature: 1   (Base 1)
    Armor Points: 2
    Construction: Right Arm with Hand x1,  Left Arm with Hand x1,  Legs x2
    Equipment: Boosted Reflex Actuators, Organic Armor, Bio-ECM (L1)   
    Weapons:
    1) Claws   (Torso / Front)
    Range:1 (1/-/-)     RoF:2    DMG:d6
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Super Heavy
    2) Stinger   (Torso / Front)
    Range:1 (1/-/-)     RoF:2    DMG:d4
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Monofiliment Edge

    Unit Name: OVERLORD      Nation: FRAX     (CPV:28)
    Type: Mecha
    Unit Size: Light (4)
    Tech Level: Clockwork (1)
    Movement Points: 2
    Stability Modifier: +2
    Thermal Signature: 4   (Base 4)
    Armor Points: 2
    Construction: Right Arm with Hand x1,  Left Arm with Hand x1,  Legs x4
    Equipment: Organic Armor, Bio-ECM (L2), Hive-mind, Egg sacs (1 squad), Antenna (L1)   
    Weapons:
    1) Psi-Scream   (Torso / Front)
    Range:2 (2/4/6)     RoF:1    DMG:d8-1
    Energy Weapon        Thermal Signature:3
    Mods: Electro-Magnetic Pulse, Reduced Damage,

    Unit Name: DRAGON      Nation: FRAX     (CPV:28)
    Type: Mecha
    Unit Size: Light (3)
    Tech Level: Clockwork (1)
    Movement Points: 4
    Stability Modifier: +2
    Thermal Signature: 4   (Base 4)
    Armor Points: 3
    Construction: Right Arm with Hand x1,  Left Arm with Hand x1,  Legs x4
    Equipment: Secondary Brain, Organic Armor   
    Weapons:
    1) Venom   (Torso / Front)
    Range:1 (1/2/5)     RoF:1    DMG:d8
    Energy Weapon        Thermal Signature:3
    Mods: Flamer, Extended Range, Double Range Penetration Modifiers
    2) Talons   (Torso / Front)
    Range:1 (1/-/-)     RoF:2    DMG:d6
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Super Heavy, Polearm,

    Unit Name: FIREFLY  (CPV:35)
    Type: CAS-Helo
    Unit Size: Very Light (1)
    Tech Level: Clockwork (1)
    Movement Points: 8    (Flight Mode:14)    (VTOL)
    Stability Modifier: +1
    Thermal Signature: 1   (Base 1)
    Armor Points: 1
    Construction: Right Arm with Hand x1,  Left Arm with Hand x1,  Legs x2
    Equipment: Aerial Mod – Partial Flight   
    Weapons:
    1) Acid Pollen   (Torso / Rear)
    Range:1 (1/2/3)     RoF:1    DMG:d8
    Ballistic Weapon        Thermal Signature:0
    Total Ammo:(4)    Reloads = 3
    Mods: Bomb Rack, Continuing Damage,
    2) Stinger   (Torso / Front)
    Range:1 (1/-/-)     RoF:1    DMG:d4
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Monofiliment Edge

    Unit Name: HORNET      Nation: FRAX     (CPV:39)
    Type: CAS-Helo
    Unit Size: Very Light (1)
    Tech Level: Clockwork (1)
    Movement Points: 9    (Flight Mode:27)    (VTOL)
    Stability Modifier: +1
    Thermal Signature: 2   (Base 2)
    Armor Points: 1
    Equipment: Aerial Mod – Full Flight, VTOL, Organic Armor   
    Weapons:
    1) Might Mites   (Torso / Front)
    Range:1 (2/4/6)     RoF:1    DMG:d8
    Kinetic Weapon        Thermal Signature:1
    Total Ammo:(10)   
    Mods: Anti-Aircraft, Hyper-Velocity,

    Unit Name: TANKER (CPV:57)
    Type: Mecha
    Unit Size: Light (3)
    Tech Level: Clockwork (1)
    Movement Points: 4
    Stability Modifier: +1
    Thermal Signature: 1   (Base 1)
    Armor Points: 5
    Construction: Right Arm with Hand x1,  Left Arm with Hand x1,  Legs x2
    Equipment: Bio-ECM (L1), Organic Armor, Ram Plate, Arm Shield, Arm Shield,   
    Weapons:
    1) Thorn Spitter   (Torso / Front)
    Range:2 (2/4/6)     RoF:3    DMG:d4
    Kinetic Weapon        Thermal Signature:0
    Total Ammo:(10)   
    Mods: Double Range Penetration Modifiers, ,
    2) Mace Tail   (Torso / Rear)
    Range:1 (1/-/-)     RoF:1    DMG:d8
    Melee Weapon        Thermal Signature:0
    Mods: Large Weapon, Super Heavy,

    Unit Name: TITAN      Nation: FRAX     (CPV:64)
    Type: Mecha
    Unit Size: Light (3)
    Tech Level: Clockwork (1)
    Movement Points: 4
    Stability Modifier: +2
    Thermal Signature: 2   (Base 2)
    Armor Points: 3
    Construction: Right Arm with Hand x1,  Left Arm with Hand x1,  Legs x4
    Equipment: Organic Armor, Bio-ECM (L1), Secondary Brain, Arm Shield   
    Weapons:
    1) Bio-Plasma   (Torso / Rear)
    Range:3 (3/6/18)     RoF:1    DMG:d8
    Ballistic Weapon        Thermal Signature:1
    Total Ammo:(5)   
    Mods: Artillery (+ indirect), Continuing Damage, External Tube / Barrel
    2) Claws   (Torso / Front)
    Range:1 (1/-/-)     RoF:1    DMG:d6
    Melee Weapon        Thermal Signature:0
    Total Ammo:()   
    Mods: Super Heavy

    12

    (41 replies, posted in The Admiralty Edition)

    What about Point Defense (D, Di, etc)? I recall it played a big part in our ship design.

    13

    (5 replies, posted in Starmada)

    Yes if you could post your old Starmada X cross overs from 2300AD that would be great! Thanx. I think I'm leaning toward linking a ships total Hull size as the basic detection value, and adjusting for shields, ECM, Stealth, weapons fire, etc....

    14

    (5 replies, posted in Starmada)

    New Starmada player has a question.............Any ideas for 2300AD-type sensors? With ship size related to sensor detection ability? Anyone have a Home-rule they use now? I'd like to add more Hide&Seek into my game. Thanx.