I found my copy of AV:T and had a read through the hopefully-relevant sections of the rules.

Here's what I've found:

Lasers do less damage as range increases, and those with the shortest range do the most damage. They can be 'downfired' (to make the high-output ones cycle faster) or fired in 'armor piercing' mode - the target  counts as being father away, but it penetrates armor better. They can also operate in an anti-missile mode, doing no real damage to ships.

Coilguns fire penetrator rods that have seeking sensors and rockets to correct their flight; their main purpose is to influence how the enemy maneuvers - but if they hit, it's a world of hurt. They can be shot down (and they can be armored against that). They fire a handful of small shells, a few medium shells or one large one.

Missiles are big things that can carry all kinds of neat toys - nukes (which hurt, if they go off close to the target), decoys, etc.

There's no shields/screens, only skin armor and armoring of internal components.

One of the basic analogies they use is that each ship is like a police officer with a firearm and a dog. You can't outrun the bullets, just hope that they miss or don't do too much damage. The dog is faster than you, but takes time to get there, and can be shot with the firearm, and you can maneuver against the dog.

I'm going to have to think on this, and read over SAE some more...

I like the 'near future/'real' space combat' feel/style of Attack Vector: Tactical, but the system itself isn't for me. Anyone have any thoughts/suggestions on how to achieve that sort of feel, primarily weapons/defenses-wise, with the SAE rules? As soon as I can find my copy of AV:T (and some free time), I'll try to post some suggestions - but until then, what do you all think?

3

(7 replies, posted in Starmada)

In the first picture, second post, what is that larger 'organic' ship? I know those are Night Brood from Silent Death, I just don't recognize that larger one.

The scratchbuilds are great, btw!

murtalianconfederacy wrote:

Then I have to too. Haven't got any Traveller stuff, partly because of cashflow problems (too much out, not enough in, isn't it always the case?) but mainly because I think it was released around the early 90s...?

Tigress and Plankwell first appeared (if memory and research serves) in Traveller Supplement 9-Fighting Ships, first published in 1981. Traveller itself was first published in 1977. For early 1990's, you're probably thinking of Traveller: New Era, the second big rules revision/story arc jump, even less welcomed than the first.

cricket wrote:
NVDoyle wrote:

Are you thinking near-future 'this summer', or near-future 'maybe 2009'? That's something I'd buy print-and-PDF of in a heartbeat!

I'm thinking "next month".

*slap* PayPal on the barrelhead, sir!  big_smile Just tell me where and when.

As for the geek/gearhead cred hits, no-one should worry. I'm an enormous Traveller geek, and was quite recently reading 'Fighting Ships' and High Guard, so those beasties were well in mind.

cricket wrote:
NVDoyle wrote:

So, after fiddling with High Guard, Power Projection, Full Thrust, Silent Death and Slag!, I find myself again at Starmada.

Welcome back! smile

It's good to be back. I admit to a bit of intimidation, moving from Full Thrust to Starmada, but I'm in an algebra class anyway.  wink  (Interestingly, it's given me a whole new appreciation of why some of the numbers are they way they are.) And while I have a nostalgic adoration for High Guard, Starmada's design process is cleaner.

cricket wrote:
NVDoyle wrote:

I've got AE and ISS print versions, and I'll probably end up getting the PDF versions of H&C, IRN and DRN (unless there's another way to get the Starmada-useful rules from them?).

I'm certainly not going to tell you NOT to buy them ... but I do plan to release a rules-only book in the near future that compiles all the stuff from the first four supplements.

Are you thinking near-future 'this summer', or near-future 'maybe 2009'? That's something I'd buy print-and-PDF of in a heartbeat!

cricket wrote:
NVDoyle wrote:

I have to say, the ship design system was one of those things that pulled me back in. There's a little insane part of me that wants to try to stat up a Tigress or Plankwell...

I don't get the reference.

Tigress and Plankwell are some of the larger ships in the Traveller setting (500K and 200K dtons, respectively). Hundreds of missile racks, huge spinal weapons, lots and lots of fighters, missile defenses (sand and repulsor), etc. Power Projection's SSD for Tigress is a half-sheet wall of missile battery icons.

(Hmm...a one-arc super-mega-death beam, some point-defense-type specials, and more carrier capacity than is sane...this might be easier than I thought...)

cricket wrote:
NVDoyle wrote:

Game Design Question: Why the 'no opposing ships in the same hex' rule? It seems...funky. (ETA: Not that it's bad, it's just something that struck me on today's read-through as odd - unless it's to keep the minis from getting tangled up?)

Yes, there's the whole minis getting tangled issue -- there's also the firing arcs issue. When two ships are in the same hex, what arcs can be brought to bear?

Well, that shouldn't be too hard, one ship came in from one direction, another from another, keep that orientation and...uh...hmm. I'll have to get back to you on that one...

cricket wrote:
NVDoyle wrote:

Art Question: What software was used to make the ships for the latest versions? My oldest kid wants to dabble in such things, which I encourage, but we're not sure where to start.

DOGA. Mike Dugan can tell you lots more about the art process.

Thanks! I'll have to hunt that one up, and see if we can pick Mr. Dugan's brain for any starter tips.

So, after fiddling with High Guard, Power Projection, Full Thrust, Silent Death and Slag!, I find myself again at Starmada.

Which is odd, as I'm normally allergic to hexes.  big_smile  (Okay, SD and Slag! are exceptions...)

I've got AE and ISS print versions, and I'll probably end up getting the PDF versions of H&C, IRN and DRN (unless there's another way to get the Starmada-useful rules from them?).

I have to say, the ship design system was one of those things that pulled me back in. There's a little insane part of me that wants to try to stat up a Tigress or Plankwell...

Game Design Question: Why the 'no opposing ships in the same hex' rule? It seems...funky. (ETA: Not that it's bad, it's just something that struck me on today's read-through as odd - unless it's to keep the minis from getting tangled up?)

Art Question: What software was used to make the ships for the latest versions? My oldest kid wants to dabble in such things, which I encourage, but we're not sure where to start.

Noah

Drones and fighters have been in since the beginning - or close to it - of SFB; drones were a weapon on the Klingon D6/7 and Kzinti BC, and the Kzinti also had fighters. For the Hydrans, introduced later, fighters are essential, as drones are for the Kzinti.

Starmada is so adaptable, why limit its interpretation of something as wide-ranging as SFB? If you just want to play with TOS-canon non-Franz Joseph ships, go right ahead, but to keep the wealth of SFB's expansion out of Trekmada would be a bit silly and restrictive.

Most weapons in SFB take one hit to destroy, and most cruisers tended to have 8-10 phasers and 4 heavy weapons (photons, disruptors, etc.) I'm hard-pressed to think of any weapon that had more than one hit box. Maulers had huge battery complements, but those weren't really the weapon.

9

(22 replies, posted in ARES)

underling wrote:

Actually Dan may or may not know what's going on with respect to any of the new stuff. Most of the "blame" for that can probably be sent my way.
:wink:
And I might even have some additional stuff that didn't get posted to the variants group.
Kevin

I know that ARES might not be burning up the MJ12 eStore, but whatever we can do to encourage the release of that supplement... big_smile

Noah

10

(50 replies, posted in Discussion)

Pacifica, with a slice of lime jammed down it's throat. Dunno, I just like Mexican beers.  smile

GamingGlen wrote:

Some things probably cannot be damaged, like Armor Plating and Regeneration.

Armor Plating Failure: "Sir, we've got cascading stress fractures in the inner hull, frame 42 and aft!"

Regeneration Failure: "Motherhive has lost too much life...growth factor fading..."

GamingGlen wrote:

As to repairing them, one way would be to make your regular repair rolls and if a die shows you can repair something that isn't damaged then you could apply that to a Special of your choice (but no resurrecting of Marines, they might be tough but they're not that tough!  lol ).

"Centurion, sir, good news! Theta Maniple has reported in; casualties are minimal, thank the Emperor, but they've had to traverse the open shuttlebay to get to their drop pods."

Then again, I may be reaching a bit here.  big_smile

12

(22 replies, posted in ARES)

thedugan wrote:

I'd be real happy to join in myself. The variants list hasn't been real active since I joined...

Posted some ideas for a RPG, just didn't have much interest, and I run outta steam without lots of stokin....

A sciFi version shouldn't be that hard.

I don't mind tossing some ideas out, but I'd really like to see what else Daniel has put together for ARES - from what's on the spreadsheet, there seems to be some factors that'd be really, really useful for Ares Scifi in the 'unfinished supplement'.

13

(22 replies, posted in ARES)

underling wrote:
NVDoyle wrote:
underling wrote:

I doubt that you'll see an official ARES sci-fi release.

Well, I guess I'll have to get writing, then...okay, painting first, but still - there's a bunch of good ideas out there, and if that supplement ever shows up (with all those neat add-ons mentioned in the spreadsheet) it'll be even easier.

If you're not a member yet, I'd suggest you join the ARES-Variants Yahoo discussion group. It hasn't been very active lately, but I believe there are still some files posted over there you might be interested in. I'd also be open to any discussions as far as new rules, special abilities, weapon abilities etc...
Kevin

Already joined, and grabbed 'em all! Ares is one of those games that I kick myself for missing the first time around. Let me get through the rest of the semester (final in about 20 days), and I'll have more time to think.

14

(22 replies, posted in ARES)

underling wrote:

I doubt that you'll see an official ARES sci-fi release.

Well, I guess I'll have to get writing, then...okay, painting first, but still - there's a bunch of good ideas out there, and if that supplement ever shows up (with all those neat add-ons mentioned in the spreadsheet) it'll be even easier.

15

(7 replies, posted in ARES)

Any more news on said supplement?

16

(22 replies, posted in ARES)

Count me as one more person very interested in ARES: Scifi. I've got Defiance - and it's excellent - but I've got to say that ARES resonates pretty strongly with me.

One thing that appeals to me is that ARES seems to be more friendly to solo play. I'll probably end up importing/adapting some of the 'Reaction System' ideas from Two Hour Wargames but ARES seems to be a great framework to bolt a few things onto.

17

(1 replies, posted in Defiance)

Rabble', opportunity fire, and mixed units?

Coming from systems like 5150 and Infinity, I'm looking for something a little more customizeable, as I've got a wide range of 28mm scifi mini types. A few things come to mind, that I'd like to know more about before I sink money into another ruleset.

1) 'Rabble'. Poorly trained or untrained/undisciplined fighters. Think gangs, really. How well can that sort of chaotic force be represented? I've got plenty of ganger-type minis, from Necromunda up to Reservoir Dogs/Street Thugs.

2) Opportunity Fire. One of the things that drives me nuts about a lot of skirmish rules - or at least the older ones - is that figures and units are often static in the face of approaching enemies. How does Defiance handle that?

3) Mixed Units. Corvus Belli's Infinity range is one of my current favorites, with some wonderful sculpts. The thing is, though, there's not many poses for various troop types, and I really don't like duplicating figs. So for something like the super-flexible combat units of Infinity (where I might have a heavy power-armored leader, a handful of light infantry, and a stealthed sniper with mid-range armor), how could that be handled under Defiance? Or, something like a Tau Fire Warrior unit, with its attendant drones?