Showing posts with label vehicles. Show all posts
Showing posts with label vehicles. Show all posts

Friday, 6 March 2015

Dragons as dungeons and titan diving

My post at the House this week got a bit out of hand, trying to cover just a little too much. I did manage an approach to going inside the big kits, a look at character infection as a way to offset combat, and the idea of living delves and spaces.

But I had a lot more, so as a start on it, here are three related tables, for weird infections to replace more ordinary ones, for living landscapes, and for wargaming inside creatures.

Wednesday, 18 February 2015

In the House, or hanging out in the shed for now...

Not content with one sporadic gig here, I have a first post up over at the House, probably the start of a weekly series looking at what the member blogs have been up to, and going off on tangents.

This one covers basing miniatures and how it can be seen as an element of roleplaying, plus a potentially hobby-shaking development in the understanding of what miniatures might be, then representing low gravity in games. There's some interesting discussion in the comments as usual.

It's also worth saying that if you're a blogger and not a House member, but you want a bit more traffic, have a think about joining up. The info's all here. There's no widget to add and the essay is just a joke, but you can play along if you feel like it. You don't even need to link back to the House or put up the network logo, but it might be neighbourly.

This could be especially relevant to your interests if you're primarily a roleplayer and the blog is listed with the RPGBA, which looks like ceasing operation in a couple of months.
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Thursday, 25 April 2013

Crewbrew (2) - tertiary functions & compartment use

Seeing the new troop variant of the Dragonfly from puppetswar, partway between thunderhawk, valkyrie and Squat gyrocopter, I got to thinking more about that underslung compartment and how small a role vehicle interiors still have in play.

So this is the second in the crewbrew run of supplementary homebrew, with suggestions this time for 40K. The first section below is a set of actions not so commonly covered in wargaming, the second an approach to compartments for systems that don't offer one.
                                                                                                                              

Tertiary functions

Once per turn a crew member may perform one of actions 1-7, in addition to any usual role. A passenger may do so instead of moving, shooting or performing another action. A friendly passenger does so automatically, while an unfriendly passenger must attempt to do so, succeeding on a 4+ on 1D6. None of the set may be performed in any other way.

  1. open/close either one adjacent hatch, doorway or ramp, or all simultaneously
  2. turn interior/exterior lighting on/off - if either type of lighting is on, but not both, units firing in and/or out are one degree more accurate; in 40K, under nightfighting, the first band is 24", not 12"
  3. communicate with another compartment over the intercom - if the compartment has at least one exterior portal currently open, this turn the vehicle is able to move up to one unit of measurement further or perform one other task one degree more accurately; in 40K, +1" or +1 to hit
  4. patch into a local, aerial or orbital relay - so as to send a message as described in entry 7.
  5. send a message over standard frequencies - if the compartment has at least one exterior portal currently open, next turn any one friendly unit is subject to the effect described in entry 3.
  6. disable a device enabling any one action 1-5. - the action may no longer be performed
  7. repair a device disabled by action 6. - roll 1D6: on a 6, the action lost is available again

* No hatch, doorway, ramp etc. may be opened and closed in the same turn, even by different individuals.
                                                                                                                              

Compartment use

Each closed, crewed vehicle is assumed to have at least one compartment, but may have many, e.g. for transport. If unclear, before the game the players agree the number, distribution and capacity, as well as access: the hatches, doorways and ramps leading to each. Compartments are assumed to be connected internally by single doors.

Width in human-sized models is for a hatch 1, single door 2, double door 3 and ramp 4.

This is the number who can attack or be attacked through it when open, at range or in close combat. The player controlling the passengers decides who is visible; blast attacks into a compartment affect all within. An attacker may only enter a compartment if number of occupants falls below the width of the portal attacked; for each full turn in which at least one unfriendly passenger is within the vehicle, crew cohesion falls by one.

A crew member cannot perform a usual role if a) engaged in close combat, b) firing a non-fixed ranged weapon or c) outside the proper compartment; distraction then applies.
                                                                                                                              

How would that affect your game? If you're using point values, they might need tweaking.

Linked with all of this, and that Dragonfly too, you might be interested in the release of Khurasan's Polecat and Caiman, two vehicles in both the 15mm range and the 28mm.
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Friday, 14 December 2012

Towards a new model army?

Many of us feel that certain areas of wargaming can be pricey, some areas increasingly and unreasonably so. A handful of posts from the past few days suggest ways forward.


Interestingly, BoLS this week posted some homebrew, which I think is the first time in a good while. It's a full mission, like those Creative Twilight produce, possibly a step into a new golden age, and Loken reminded us of the first and its magical Lords of Battle pdf.

Tuesday, 25 September 2012

40K OSR? (20)

It's been a while since the last fuller 40K OSR? post, even if the list of Epic-related links came close. Maybe it's the summer, or maybe sixth?

But what is an OSR anyway? A good question.

If you think you might be a part of it, feel free to use Colonel Kane's logo, here to the right. If you do, consider giving him credit and putting Tales from the Maelstrom in your blogroll. They have 1, 2 reports up since last time and more minis.

So here we go, with some fine fusion this time...


I can't possibly have got more than a fraction of it with the length of time involved, so as ever, feel free to leave links to anything else you think should be in, even your own work.
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On finboards

For the Rogue Space players I've gone back and added stats for a finboard to the Trippy post, in case anyone wants a guide. The good news is the vehicle construction rules do the job, even for something built like a surfboard with thrusters. Here it is to save a click.
                                                                                                                              

 Finboard, powered    C H A S E  100% [2]   skims: 25' powered or 2 x rider move 
                                                                                                                              


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Friday, 31 August 2012

Rogues' gallery - Trippies

After sending Trey my seeds yesterday I emailed Fenway5 my material for Rogue Transmissions #2, a fuller version of the lost and found item list.

Now that's done, I'll be finishing up and posting rules for a few general factions. They're also aimed at Rogue Space, but should be easy enough to convert to other systems and settings. First up are the transhuman Trippies.

So who are these Trippies then?

Humans of the clade known as the Trippies are squat, strong and bioengineered with a prehensile third leg grown from the lower back, an adaptation to dynamic atmospheres.

And what's that got to do with us?

At the GM's discretion, Trippies may be taken as starting characters and/or be NPCs.

Starting characters: Origin, nature and lifestyle mean around 50% of Trippies have the Technician Archetype, and all have a further +1 Hit Point. The many challenges and the clade rejection mean initial Empathy is -1D3. The GM may allow a finboard or skytrike.

NPC groups: A group may include 1D6 Trippies of up to 1D2 generations; all but 1D3-1 will have a finboard and there will be skytrikes with seating or anchors for all but 1D2-1.

The third leg: A third leg may be used to a) hold or manipulate as if a hand or b) move 50% faster than an average bipedal human. It may be used simultaneously to reroll one die per attack in melee against humanoids, to represent surprise kicks, trips, switches and bracing. If a third leg is badly injured, initial instability modifies all Attributes by -1.

Technologies: Trippies make extensive use of various advanced human technologies, notably anti-gravitics. In many colonies, Trippies are adept riders of tripedal finboards, these often towed by skytrikes; the largest skytrikes mate with interstellar driveframes.
                                                                                                                              

 Finboard, powered*    C H A S E  100% [2]  skims: 25' powered or 2 x rider move
                                                                                                                              

 Skytrike, suborbital, random pattern*

 C      16.6%    [1]   Canopod (seating for 1D3 Trippies: 1 rider + 0-2 passengers)
 H      16.6%    [1]   up to 3 Rating points of payload, 1D3+3 finboard line anchor points
 A      16.6%    [1]   C:H: 1  S: 1
 S        50%     [3]   125'
 E        100%     6
                                                                                                                              
* Uses the vehicle construction rules in Rogue Transmissions #1.

But what are they doing here..?

The GM may want to roll below for each starting character or NPC group, who is/are:
  1. ... trading, or otherwise seeking or offering skills, services or technology.
  2. ... fleeing a threat, prejudice, a discrimination of some form, or far worse.
  3. ... asserting a claim, attempting to right a wrong or continuing a vendetta.
  4. ... seeking a suitably hazardous landscape to explore, exploit or colonise.
  5. ... experimenting, releasing untapped potential or raising consciousness.
  6. ... studying, self-engineering or otherwise adapting to this particular site.

As ever, feedback is welcome, but better yet tweak what's here or run with it. If you don't know Rogue Space, my original review is here and the links below lead to more material.

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Saturday, 30 June 2012

Mantis tanks close in

Blight Wheel Miniatures are expecting a batch of 34 mantis tanks to go up at the store a bit later today. There's a list of local posting times here.

It seems to me there are very few unusual vehicle designs in tabletop gaming, and even insectoid walkers like the mantis aren't especially uncommon. In fact, it seems like a good time to ask - can you think of anything weirder?

I've got the urge to stat something that could use this model so here's a possible profile for Rogue Space. I've used the vehicle construction rules from December, but the mech expansion being developed at TheFairlyUnkempt might well be able to do the job better.
                                                                                                                              

Hektid ASW Mk. VII, 'The Creepy Crueller'

The Hektid Armoured Support Walker sees extensive use on the broken ground of the Eternal Fronts, often operating remotely at the whim of its Notwork cranAI. A response to the depth of current craterscapes, the Mk. VII bears a Morder on its thoratic mount.

C       0%     [0]
H     37.5%   [1]   Manipules (1 Attack)   [1]  Head + 1 Light Pulveriser   [1]  1 Big Morder
A     37.5%   [3]   C:H: 1, 1, 1  S: 5
S      25%    [2]   25' (ignores terrain to thorax height and abdomen width; 1D2 Attacks per 1S)
E     100%     8
                                                                                                                               

The profile for the Light Pulveriser is here. The Big Morder is a new Empyric weapon.
                                                                                                                               

Big Morder       H       Shells       as Shell       Indirect fire
                                                                                                                               

I've updated the footer with new blogs working on Rogue Space. If you don't know it yet, you can get the pocketmods free here and the book here or here; my old review is here.

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Friday, 13 April 2012

The noble art of the rip-off?

Tied loosely to the subject of the last post is this suggestion - link found here - that Electronic Arts has been heavily inspired by old GW tanks. The usual debate follows.

One commenter even writes: "Nothing’s been truly original for the past 50 years or so, however the given combination of unoriginal can produce something original." It's not so original a claim, but coming up with a specific number of years shows creative potential.

Another links to this exchange on replicating miniatures. Could the commenter who says "The onus is on the rest of us to get these stupid laws changed" have a point?
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Tuesday, 10 April 2012

40K OSR? (19)

What's a 40K OSR? There's some basic info on 40K here and a definition or two for 'OSR' here.

Colonel Kane's logo is to the right, and ready for anyone who identifies with the idea. If you use it, consider giving him credit and adding Tales from the Maelstrom to your blogroll for the inspiration.

Like the Inq28 battle report posted yesterday, which also has news on a July event at GW HQ.

Here's the list, with a lot of new rules especially.

        The usual applies: if I've missed anything at all, just leave a link, even to your own posts.
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        Friday, 9 March 2012

        Rogue Space - Gycycle

        Here's another Empyric vehicle for Rogue Space. We already have a transport gyrocopter, an APC payload and a 24-wheel buggy, but nothing small or mainly civilian. How do Citiʒants get to work..?
                                                                                                                                      

        Gycycle, or Gyke

        The Gycycle is a gyroscopically-balanced single-seater unicycle, the preeminent private vehicle in the Empyre for the Directors fear more than ever the interaction that Publick transport brings. The armoured cocoon is a concession to Imployee survival, and the turboost allows avoidance of Potholers. It is widely armed for the Uncivil Discourse.

        C     20%    [1]   Cocoon (1 rider, high-sided)
        H     20%    [1]   Panniers, Glove Compartment, Lunchbox
        A     20%    [1]   C:H: 1  S: 1
        S     40%    [2]   25', may leap up to half move (min. total move 10'; max. apex 5')
        E     100%     5
                                                                                                                                      

        The homebrew vehicle rules are here, and there'll be a revised version going into Rogue Transmissions. If you're new to RS, it's a rules-light RPG by Fenway5, but a few of us are posting our own ideas for it. If you have any, don't be shy. My original review is here.


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        Wednesday, 29 February 2012

        Crewbrew (1) - crew cohesion, concentration & repair

        I'm having a go at a ruleset along the lines of one from the 40K uncut? post, for deeper vehicle use.

        It could be thought of as homebrew for 40K, but it's not. It's a start on a general system for adaptation to games in which vehicles are more heavily abstracted. The first part is the core mechanism for development over time.
                                                                                                                                      

        Crew cohesion

        Crew cohesion is a variable for any or all of low visibility, cramped confines, heat, noise, vibration, motion, rushing air, failures, confusion, bickering, incoming attacks and death.

        A D6 is placed with each vehicle or vehicle unit at its first appearance, with the 6 face up. At the end of every turn, the number face up on each die is reduced by one point.

        For each glancing or penetrating hit on a vehicle, the number on the relevant die rises by one, for the focus it encourages. Each death among the crew reduces it by one, for the shock of the loss and change needed. Cohesion may not rise above 6 or fall below 1.

        Any cohesion check required is made for a vehicle or vehicle unit by rolling 1D6. A result equal to or below its current crew cohesion indicates success; above indicates failure.

        Concentration

        At the beginning of each turn a cohesion check is made for each vehicle or vehicle unit. If the result is a success, the vehicle may be used as normal. If a failure, the crew are distracted, meaning a) the controlling player decides how far each affected vehicle moves this turn, but an opposing player then decides whether and where a 45° turn is made for each, and b) any hits caused by affected vehicle weapons are rerolled this turn.

        Running repairs

        If a vehicle suffers damage, at the end of any turn, before the number face up on the die is reduced, the crew may attempt to repair this. To do so, a cohesion check is made. If successful, it is repaired. On a natural 6, one crew member chosen by the controlling player becomes a casualty. Whatever the result, crew cohesion is reduced by one point.

        For every unit in the controlling player force able to repair a vehicle, a modifier of one point is deducted from the roll for all running repairs, regardless of relative unit locations.
                                                                                                                                      

        The idea then is a quick and simple system adding some options and fun. Hopefully so far it's neutral overall, with the rising chaos as cohesion falls offset by more crew activity.

        There's a lot more can be done with this and I'll come back to it. All thoughts, revisions and expansions are welcome - as far as I'm concerned this is a new community project.
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        Friday, 20 January 2012

        Rogue Space - Dodeko ISV

        Another human Empyre vehicle adapted using the Rogue Space construction rules. This time it's a fast inertia-storing, self-righting buggy.

        The concept keeps the gyroscopic theme of the newer Empyric machines, getting at a key idea running through the background, and the naming moves on for a similar reason.
                                                                                                                                      

        Dodeko ISV Mk. II, 'The Dodo'

        The Dodeko Inertial Storage Vehicle is an agile amphibious buggy. Its spherical cage holds a self-righting crew pod and mounts two transverse sets of six pairs of buoyant wheels, for complex lateral and axial motion over almost any surface. Though new, it deploys on all sides of the Discourse for its crew are exposed and it is easily stolen.

        C      12.5%    [1]   Crew pod (max. 2 crew, open)
        H      12.5%    [1]   1 Light Pulveriser (360 x 360° arc)
        A      37.5%    [3]   C:H: 1  S: 3
        S      37.5%    [3]   125' (free turns through 360 x 360°; if overturned, drops 1 speed band, to min. 0')
        E       100%       8
                                                                                                                                      

        The statline for the Light Pulveriser is here. There's more Rogue Space material via the links at the bottom, and I'll have some background up soon to put what's here in context.

        For those interested, I'm wondering whether a spin-off from this setting could be used as the basis for a faction for 40K, but one not built on GW IP. Has anyone ever done that?

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        Friday, 13 January 2012

        Rogue Space - Flare ATG and Storm APC

        A pair of linked transports adapted for Rogue Space using the new rules; Fenway5's core rules and supplements are up here, an A4 sheet each.

        The combination is a development of the Nova Armoured Transport Gyrocopter, or ATG, and I've kept the naming related - the larger delivery vehicle is the Flare ATG, and the smaller vehicle it carries is the Storm APC.

        There's also a new weapon, the light pulveriser, using the rather ugly implosive rounds.

        It's all a part of the Empyre conversion, aimed at giving Rogue Space players a future human context, but one that's familiar, simple and generic enough to adapt easily; the main inspirations were probably the aerial crane concept and the Aliens dropship.
                                                                                                                                      

        Flare ATG Mk. Id, 'The Velvet Glove'

        The Flare ATG builds on the Nova frame, replacing direct passenger capacity with an external bay for a ground vehicle based on the Storm chassis. Though designed for rapid Empyric conquest, the Flare is now a key suppressor in the Uncivil Discourse.

        C     25%    [1]   Cabin (max. 3 crew, top hatch)  [1]  Clamps (max. 1 Storm chassis of up to E12)
        H     10%    [1]   1 Light Pulveriser            [1]  1 Light Pulveriser
        A     35%    [7]   C: 4, 1/S (Clamps / Storm chassis)  H: 1, 1  S: 3 
        S     30%    [9]   125-185' (185' - 5' per 1E of Storm chassis), skims (clamp / unclamp - 1 turn)
        E     100%    20
                                                                                                                                      

        Storm APC Mk. II, 'The Mailed Fist'

        The versatile Storm chassis was developed in tandem with the Flare ATG. The APC is the primary variant and in demand in these days of dynamic civil resistance. The Mk. II is a response to the spread of heavy assets as a result of audacious resistance tactics.

        C     25%    [1]   Cabin (max. 2 crew, top hatch)  [2]  Hold (max. 8 pass., front ramp, rear ramp)
        H     10%    [1]   1 Plasma Gun (mounted to fire clamped, unless landing, landed or taking off)
        A     35%    [6]   C: 6, 6  H: 3  S: 4
        S     30%    [2]   25' (clamp / unclamp - 1 turn)
        E     100%    12
                                                                                                                                       

        A note on design: I dealt with the variable load by basing the Speed of the Flare on the total Engineering of the Flare and an E12 Storm, but spending only the Flare's points; I then decided 1E less than the maximum load would be worth 5' of distance travelled.

        The Light Pulveriser is more or less a Light Machine Gun from the Armoury supplement, but using what will be the standard Empyric ammo, the brutal Implosive Round, raising the destructive effect of a bullet further; the special rule shows the nature of the wounds.
                                                                                                                                       

        Light Pulveriser    H    Implosive Rounds    L    Damage recovered at half normal rate
                                                                                                                                      

        Make any suggestions at all, and maybe download the game if you haven't yet - it's free.

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