[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
Starship Skirmish: Love, Hate and One Step
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 120
Thread images: 16
File: Skirm.png (61 KB, 259x194) Image search: [Google]
Skirm.png
61 KB, 259x194
>What is this about?
This is a kind of strategy game where you control a space ship, battle space enemies and hopefully don't get turned into space debris. In space.

>How can I join?
It's simple:
- Choose a name for yourself and your ship
- Put it into your trip
- Read the rules
- Design your ship (or take a sample one provided a few posts below)
- Copy the stats of your ship into the bottom of your posts.
>>
File: Movement.png (151 KB, 720x600) Image search: [Google]
Movement.png
151 KB, 720x600
>>47485637
It has been thousands of years since humans discovered FTL. In that time humanity settled a corner of the Galaxy, discovered no non-human sapient species and managed to become an ancient precursor civilization to itself at least a few times. Right now humanity is pretty divided, with states ranging from 4-5 systems to a single orbital habitat, and low-level space warfare is ubiquitous. This is where you come in.
>>
File: Attacking.png (179 KB, 685x783) Image search: [Google]
Attacking.png
179 KB, 685x783
>>47485644
>Changelog:
[spoilers]Bigger hulls added
More weapons added
Fractional system size
Missile launchers and magazines made smaller and cheaper
DIY Railgun made smaller
Shield generator made smaller[/spoilers]

Other changes are postponed until I see how bigger ships perform.
>>
File: Other rules.png (41 KB, 680x515) Image search: [Google]
Other rules.png
41 KB, 680x515
>>47485647
[C&C]: I'll let the client explain this one.

[Lorenz Castro]: I am the manager of Anna Sugimiya, a singer very popular in these parts. If you haven't heard of her, it's okay; that's why you were hired, actually.
Anyway, some time ago Ms. Sugimiya had announced her upcoming marriage, which didn't sit well with some of her fans. Apparently they're aggravated by the fact she's "not pure" anymore. We have received death threats, and recently a word reached me about multiple purchases of armed ships financed by sales of cartoon porn featuring the likeness of Ms. Sugimiya.
I've planted some rumors that should lure the potential attackers out. Your job is to dispose of them.

[C&C]: Well, you've heard the man. One thing to add is that apparently this singer has a lot of fans among military personnel, so you might not be facing amateurs. Good luck.
>>
File: Ship Design.png (79 KB, 693x852) Image search: [Google]
Ship Design.png
79 KB, 693x852
>>47485659
You have 640 credits to design your ship for this mission. Or you can choose the sample ship below:

[Falcon class] Ship name here
HP 41 | AP 7 | Thrust 1/3 | Shields 4/4 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 BDMD-H (F) Charge, Projectile
2 Dual MTL (FPA, FSA) To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe
3 Dual Bascinet PdG To hit 6 Dmg 1 Point defense
Triple Gae Bolg missile To hit 4/5/6/6 Dmg 4 at all ranges Seeker, Blast, 1 ammo
Ancile shield gen
4 Shield emitter 1
>>
File: Map.png (1 MB, 1124x749) Image search: [Google]
Map.png
1 MB, 1124x749
>>47485665
The plan is to deploy up to 2 hexes from the deployment point A and wait for enemies to show up.
>>
Protip, remove blast from missiles or make it do only +1 damage per point your attack beat the target number
>>
I want to see how the current stats work in this mission first.
>>
Fair enough I just saw the new rules
>>
>>47486077
Why do you have 8 shields if you have 10 emitters?
Also having 4 generators will not help you recharge faster.
>>
[Falcon class]
HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 4)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
DUAL Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire
DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile
2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360ยบ
Ancile shield gen
7 Shield emitter 1
>>
>>47486222
Recharge should be 1 only
>>
>>47486222
Is your Heavy Pulse Laser dual mount or two single ones? The (FP,FS) bit points to the latter
>>
>>47486262
Right, should be two different mounts
>>
>>47486297
Ok, ship accepted. Your designation is [1]Pat Harding.

Do you mind waiting a bit in case more people join?
>>
Yo, I might join on this in a little bit, just trying to figure out the rules on making ships.
Hold my spot.
>>
>>47486305
yeah no problem I have the time
>>
>>47486315
Welcome! Feel free to ask if something is confusing.
>>
>>47486335
I see that systems have a cost, is there an upper limit of cost to each hull, or is this a budgeting system?
In short, how many guns can I strap to the front of my ship and get away with it?
>>
>>47486364
Never mind, I see the credit limit now.
I just skipped past most of your text and read the slides. Shows me.
>>
[Kestrel Class]
HP 33 | AP 7 | Thrust 1/2 | Shields 8/8 (Recharge 2)
Thresholds 29/25/21/17/13/10/7/4
Systems:
2 Ancile Shield Generator
8 Shield Emitter 1
2 BDMD-H Mass Driver (Front) [Charge, Projectile]
2 Dual Bascinet PD Chaingun [To hit 6 Dmg 1 Point defense]
4 Dual MTL (2 port/2 starboard) [To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe]
>>
>>47486629
More generators do not make for faster recharge.
I should make it clearer in the next verison.
>>
>>47486661
Please add short range jumps and fighters.
I need my sudden shoot-and-scoot tactics man.
I needs them!
>>
>>47486681
Fighters are in the plans, but short range jumps are somewhat less likely.
Do you play Eve Online, perchance?
>>
File: 1442286701018.jpg (2 MB, 2560x1600) Image search: [Google]
1442286701018.jpg
2 MB, 2560x1600
>>47486690
Nope. I always wanted to. But I'm a little too late now.
Star Citizen it is then!
>>
>>47486661
i think they are build in so that when one is damaged you still recharge your shield.
did the same when i was toying around with building a ship

also why are missiles still so expensive ? or are they so OP ? was trying to build something with magazines ... its nearly impossible to make something like a missile cruiser

much less something with a rail gun and missiles
>>
>>47486730
also, since size is the most limiting factor (at the moment)... putting in 2 DIY Kit Railguns offers more than making a single one bigger, except i get something wrong ?
>>
>>47486730
the thing with missiles is that they do absurd damage, 4 extra per point over the target number
>>47486756
you still need an action to recharge and other to aim(if you want to aim) per gun so a bigger one would be more efficient
>>
>>47486730
>i think they are build in so that when one is damaged you still recharge your shield.
A backup generator is a nice thing to have, but it doesn't give you recharge 2 as in >>47486629

>>also why are missiles still so expensive ?
The rules are still in the balancing stage. We'll see how they perform.

>>47486756
Only if you are limited by capacity, which is not guaranteed

By the way, anon, are you planning on joining?
>>
>>47486798
well i still need to clean up my apartment and want to go out drinking tonight, but i leave you the Falcon i build

[Falcon class] Decimator
HP 41 | AP 7 | Thrust 1/3 | Shield 4/4 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Ancile Shield Generators
4 Shield Emitter 1
3 Bascinet PD Guns To hit 6 Dmg 1
2 DIY Kit Railgun (F) To hit 4/7/5/2 Dmg 12
3 Laser Cannon (F,P,S) To hit 6/5/3 Dmg 8/4/2
3 Gae Blog Missile Tubes (A) To hit 4/5/6/6 Dmg 4


leaves me at 0 money and 0 space
>>
>>47486782
>you still need an action to recharge and other to aim(if you want to aim) per gun so a bigger one would be more efficient

on the other hand i can charge both at the start of the game and than have one shooting and the other relaoding/charging so my ship can shoot an endless stream of railgun rounds
>>
>>47486879
I'm not sure if this means you'll participate or not, but I'll deploy you anyway.

>>47486222
>>47486629
>>47486879

Personnel list:
[1]Pat Harding
[2]HMNZSS Caelia
[3]Decimator

Nobody specified where to deploy them but the deployment zone isn't that big anyway.

Map incoming!
>>
>>47486936
well thanks, i'd like to be in the direction 2, 2 fields away from a please
>>
File: 1439721077455.jpg.jpg (350 KB, 1920x1200) Image search: [Google]
1439721077455.jpg.jpg
350 KB, 1920x1200
>>47486936
"Fleet standing by, ready for punch."
"Fleet, you are green for subspace punch, repeat, green for subspace punch. Good luck out there boys."
"Many thanks Control, we'll bring back some souvenirs for you. Fleet out."

3...
2...
1...
Punch.
>>
File: Turn 0.png (1 MB, 1124x749) Image search: [Google]
Turn 0.png
1 MB, 1124x749
Attention, hostiles incoming!

I'm detecting three distinct ship type among the enemy. Scan results attached.

Missile ship
HP 9 AP 4 Thrust 1/1
Thresholds 7/4
Systems:
Quad Parashu missile To hit 4/5/6/6 Dmg 4 at all ranges Seeker, Blast, 1 ammo
LTL (FPS) To hit 7/6 Dmg 2/1 Direct fire, Charge to strafe

Strafer ship
HP 13 AP 4 Thrust 1/2
Thresholds 10/7/4
Systems:
Dual HTL (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Charge to strafe
Bascinet PdG To hit 6 Dmg 1 Point defense

Gun ship
HP 17 AP 5 Thrust 1/3
Thresholds 14/10/7/4
Systems:
2 BDMD-H (F) Charge, Projectile
Bascinet PdG To hit 6 Dmg 1 Point defense
>>
>>47487287

Sorry, data got corrupted. Real missile ship stats below

Missile ship
HP 9 AP 4 Thrust 1/1
Thresholds 7/4
Systems:
Quad Parashu missile To hit 4/6/7 Dmg 4 at all ranges Seeker, Blast, 1 ammo
LTL (FPS) To hit 7/6 Dmg 2/1 Direct fire, Charge to strafe
>>
>>47487287
Caelia moving to intercept those strafers.
Turn to 5 and set speed at 2.
Begin charging the Mass drivers.
>>
>>47487287
>turn towards [2]
>Aim
>Fire Railgun 2 hexes [5] of M2
>recharge railgun
>Burn 1

[Falcon class] Dream Chaser IIIb
HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire
DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile
2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360ยบ
Ancile shield gen
7 Shield emitter 1
>>
Rolled 8 (1d10)

>>47487416
>>
Rolled 7, 1 = 8 (2d10)

>>47487287
"I'll take care of these missile ships. I would be greatfull if some one could keep an eye on these Gun Ships."

>1st AP speed up to 2 in direction 2
>2nd AP aim at M2
>3rd AP aim at M1
>4th AP fire Railgun 1 at the M2
>5th AP fire railgun 2 at M1
>6th AP recharge Railgun 1
>7th AP recarge Railgun 2

[i hope i messed nothing up here?]

[Falcon class] Decimator
HP 41 | AP 7 | Thrust 1/3 | Shield 4/4 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Ancile Shield Generators
4 Shield Emitter 1
3 Bascinet PD Guns To hit 6 Dmg 1
2 DIY Kit Railgun (F) To hit 4/7/5/2 Dmg 12
3 Laser Cannon (F,P,S) To hit 6/5/3 Dmg 8/4/2
3 Gae Blog Missile Tubes (A) To hit 4/5/6/6 Dmg 4
>>
>>47487542
You need 4 AP to speed up to 2. That's what 'Thrust 1/2' means.

>>47487416
>>47487542
Also you charge weapons before firing, not after, though this won't influence this turn.
>>
>>47487587
oh okay ...
but 2 aim actions for 2 seperate guns is okay ?
>>
>>47487611
Yes.
>>
File: Turn 1.png (1 MB, 1124x749) Image search: [Google]
Turn 1.png
1 MB, 1124x749
>>47487611
>>47487478
>>47487378

>C&C forgot that Falcon has thrust 1/3, so Spat would have to spend 6 AP to accelerate to speed 2
>As a compromise, Spat accelerates to 1, shoots one railgun and charges the other.

The missile ships fire all their combat load at once. Caelia moves out of range in time, and Pat's Pd guns make a short work of the missiles. But Spart is not so lucky; even though one missile is shot down and two others miss, the last one hits hard.
>0 shields, 17 HP left. Those were rolls of 10, 10, 1, wtf.

Spart's railgun shot passes far to the aft of the target, which accelerated too far from its predicted position. Pat leads his shot correctly but misses anyway. The gunships also miss.
>>
>>47487927
Quick question, is friendly fire a thing?
Can I accidentally shoot my comrades, and can enemies shoot theirs?
>>
>>47487927
Damage report on the Decimator:

>One missile destroyed
>One Pd gun destroyed
>One shield generator damaged
>One laser damaged
>>
>>47487958
No, space is too big for that. You can also freely enter hexes where other ships are present.
>>
Rolled 8, 7, 7 = 22 (3d10)

my luck and test games ~_~

>1st AP: missile1 @ MP 3
>2nd AP: missile 2 @ MP 1
>3rd AP: chargerail gun1
>4th AP: shoot railgun 2 at M2
>5th AP: charge shield (1)
>6th AP: repair Laser Cannon
>7th AP: Change PD gun to Ship to Ship mode
>>
Rolled 5 (1d10)

repair roll
>>
Rolled 6 (1d10)

>>47487927
>Aim HPL1 at m1
>fire
>Aim HPL2 at m3
>fire
>turn [1]
>burn

[Falcon class] Dream Chaser IIIb
HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire
DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile
2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360ยบ
Ancile shield gen
7 Shield emitter 1
>>
>>47488031
Maintain current heading, speed up 1.
Fire Massdriver 1 2 hexes [2] of S1.
Fire Massdriver 2 3 hexes [2] of S1
>>
Rolled 3 (1d10)

>>47488064
and the other gun
>>
Rolled 2 (1d10)

>>47488073
First Massdriver roll
>>
[Falcon class] Decimator
HP 41 | AP 7 | Thrust 1/3 | Shield 4/4 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Ancile Shield Generators (1 damaged)
4 Shield Emitter 1 (current Shield Power 1 / 25%)
2 Bascinet PD Guns To hit 6 Dmg 1 (Ship2Ship mode)
2 DIY Kit Railgun (F) To hit 4/7/5/2 Dmg 12
3 Laser Cannon (F,P,S) To hit 6/5/3 Dmg 8/4/2
0 Gae Blog Missile Tubes (A) To hit 4/5/6/6 Dmg 4
>>
Rolled 7 (1d10)

>>47488073
Second Massdriver roll
>>
so do the Pointdefense guns attack everything in the hex next to the ship and in hex of the ship itself automatic without using an AP ?
>>
also how comes the M1 and M3 can move 4 hexes with the 1/1 movement AND shoot missiles when they have only 4 AP ?
>>
>>47488113
Pd guns attack the missiles that attack the ship they're on. Without using AP, yes.
>>
>>47488135
and when they switch mode ?
>>
>>47488133
overdrive? you can overdrive your engine and move twice, but you might destroy it
Also what happens if you overshot and leave the map?
>>
>>47488145
you can spend an action to switch any PDs to direct fire, or any direct fire weapon to PD mode
>>
>>47488209
i know that, but would they still shoot automaticly at any ship in range ?
>>
>>47488220
No, in Ship-To-Ship mode they fire like any other weapon
>>
>>47488182
The map will adjust itself to the ships' positions to some extent, but if they are too far from each other some of them will leave combat.
>>
File: Turn 2.png (1 MB, 1124x749) Image search: [Google]
Turn 2.png
1 MB, 1124x749
>>47488031
>>47488064
>>47488073

The gunships catch Spart in a crossfire, managing to destroy his intact shield generator. Spart's missiles miss, while his railgun shot fails to predict target's acceleration.
>Shields 0, HP 8. Shield generator destroyed. Laser cannon repaired.

Caelia is caught in a hail of turbolaser fire
>Shields 0, HP 17, 1 PdG destroyed, 1 damaged.

Pat leaves his opponent in a sorry state with 1 HP.
>>
>>47488643
Full broadside with my medium turbolaser ports on S1 and S3
Begin recharging massdrivers
Repair damaged PdG

(Lotta rolling coming up)
>>
Rolled 8 (1d10)

>>47488741
Starboard MTL port 1
>>
Rolled 2 (1d10)

>>47488754
Starboard MTL port 2
>>
Rolled 10 (1d10)

>>47488741
Port MTL port 1
>>
Rolled 1 (1d10)

>>47488741
Port MTL port 2
>>
Rolled 5 (1d10)

>>47488741
Repair check
>>
Rolled 6, 4, 1 = 11 (3d10)

>>47488643
>Aim both HPL at S2 -2AP
>fire both HPL -2AP
>Turn towards[1]
>charge railgun -1AP
>Aim at G2
>fire at its expected position(which should be [4] [5] after the inertia and also 6 hexs from me)

[Falcon class] Dream Chaser IIIb
HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire
DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile
2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360ยบ
Ancile shield gen
7 Shield emitter 1
>>
>>47488741
You're one AP short if you want the broadside to be with charged turbolasers. Mounts take 1 AP to charge per gun.
>>
>>47489091
I didn't want to charge them. I'm recharging my massdrivers.

Here's my math:
Broadside: 4 AP (2 guns on starboard 2 guns on port)
Recharge each MAC gun 2 AP
Repair PdG 1 AP
=7 AP in total.
>>
Rolled 10 (1d10)

Wow...

>6AP to get up to speed
>shoot las can @ m2
>>
File: Turn 3.png (1 MB, 1124x749) Image search: [Google]
Turn 3.png
1 MB, 1124x749
>>47489121
>>47488815

The barely holding together missile ship speeds away, but not before taking a potshot at Pat. Pat's shots find their targets as well.
>Pat: 1 shield 41 HP
>S2: obliterated
>G2: mass driver destroyed

Caelia and three enemy ships exchange a hail of fire. Unfortunately, the enemy has more firepower...
>Caelia: destroyed
>S1: HTL destroyed
>S3: HTL damaged

Spart decides he'd rather drink with friends and accelerates to leave the battle, handily deceiving enemy gunners.
>6 HP left, shield generator destroyed
>>
>>47489379
Thats me
>>
>>47489396
Sorry I didn't wait for you.
But I did practically the same actions for you, and your shot missed, so the end result is the same.
>>
>>47489382
Well, sum' bitch.
Oh well. GG boys.
I'm definitely gonna bring this up with my gamin group next time we meet.
Probably gonna homebrew the shit out of this.
>>
>>47489420
Thanks for playing!
These rules themselves are based on Voidstriker (which is available for free since not long ago), so you might as well go to the source.
>>
Rolled 3, 3, 9 = 15 (3d10)

>>47489420
you could roll another ship, maybe if C&Cis ok with that
>>47489382
can I use more than 1 AP to regen shields?
say I spend 3 AP to regen 3 shields
>>
>>47489456
C&C is ok with that

>can I use more than 1 AP to regen shields?
>say I spend 3 AP to regen 3 shields
Of course. That was the intention.
>>
Rolled 8, 3, 9 = 20 (3d10)

>>47489382
>turn [5]
>Aim S3
>fire
>Aim S2
>overdrive
>Burn

[Falcon class] Dream Chaser IIIb
HP 41 | AP 7 | Thrust 1/3 | Shields 1/7 (recharge 1)
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire
DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile
2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360ยบ
Ancile shield gen
7 Shield emitter 1
>>
>>47489456
>>47489473
Another go?
Yes please!

I'll probably just go with a ship of the same class though. Just for ease of everyone's time.

Callsign is now HMNZSS Umbral Star
>>
>>47489512
you really need to buy a 2nd engine
>>
>>47489584
and by you I mean me
>>
>>47489601
Going a little skitzo there mate?
The black getting to your head?
>>
So far i had 3-4 oneshot games,where some People,wanted,to Test rules and stuff.
Most of the time I got shot down within the first few turns or did jack shit at all.
>>
>>47489512
I'll assume you wanted to fire after that second aim
>>
>>47489818
yes
>>
>>47489835
But who did you want to fire at? S2 has been destroyed already.
>>
>>47489843
my bad I wanted to fire at s1
>>
>>47489855
OK. Now we're just waiting for Spart.
>>
File: Turn 4.png (1 MB, 1124x749) Image search: [Google]
Turn 4.png
1 MB, 1124x749
>>47489544
>>47489855

Shots are fired and mostly miss, HMNZSS Umbral Star arrives to help and Pat shoots at a weaponless retreating enemy.
>>
Rolled 1, 7 = 8 (2d10)

>>47490137
Turn to bearing [1] and fire up to impulse 2.
Fire starboard MTL batteries at S1
Rollerino.
>>
>>47490226
Your MTLs are dual, so you need two more rolls.
>>
Rolled 9, 1 = 10 (2d10)

>>47490359
Herp derp. I knew that.
>>
File: Turn 5.png (1 MB, 1124x749) Image search: [Google]
Turn 5.png
1 MB, 1124x749
>>47490378
It looks like the participation has petered out.

Anyway, Pat loses the FP heavy pulse laser.
>>
Rolled 6, 2, 1, 10 = 19 (4d10)

>>47491283
Sonovabitch. I hate it when shit like this happens.

Maintain current heading and speed. Charge up the MAC guns -2 AP

Broadside on S1 -4AP
>>
>>47491342
4 AP for a broadside?
And what are MAC guns?
>>
>>47491376
Magnetic Acceleration Cannon. The Massdrivers.
And I fucked up with the 4 AP on the broadside. It's just 2. Thanks to wonderful twin linking.
>>
File: Turn 6.png (1 MB, 1124x749) Image search: [Google]
Turn 6.png
1 MB, 1124x749
>>47491433

>S1: destroyed
>Umbral Star: 0 shields, 25 HP, PdG damaged
>>
>>47491924
If I'm being completely honest, I don't think I can win against this fleet on my own.
>>
Rolled 10, 5 = 15 (2d10)

>>47491924
About face to heading [3] speed 1
Fire both massdrivers at G2 and G3's current location.

All hands brace for impact.
>>
File: Turn 7.png (756 KB, 584x749) Image search: [Google]
Turn 7.png
756 KB, 584x749
>>47492131
The enemy ships weren't even in the firing arc, so no shooting happened.
>>
>>47492131
If you're tired or bored, we could wrap this up now.
>>
sorry had to do RL stuffs but I'm back
>>
>>47492582
Hi!
You're still kinda visible on the map.
>>
>>47492340
>turn around [2] and burn once
>aim fire both my HPLs at G3
>>
Rolled 3, 10, 9 = 22 (3d10)

>>47492622
actually I think I'll over drive (3rd roll)
>>
>>47492650
You're really unlucky with overdrives, huh?
>>
Hey guys, I gotta jet.
Sorry to just leave you hanging like this.
Good luck. And thanks for the game.
>>
>>47492994
Thanks for playing!
>>
>>47493016
yeah sorry C&C I'll have to leave too
>>
>>47493117
Good luck with whatever you have to do.
>>
I'll run again next Saturday around 1pm GMT. With less ships for faster processing.
>>
>>47489877
Sorry.
Thought i was out allready. Now i'm drunk.
>>
>>47493170
Thanks for running the game for us.
Feedback:
Missiles are kind of unbalanced?
You need more cash to make them usable on these 'bigger' ships.
Balistic weapons are kind of cumbersome.
The aim mechanic is a neat idea, but I personally wouldn't use them over missiles.

The speed and inertia mechanic,is,nice too, but may require a lot of paper work on the GM side (I look at it from the post by post perspective)

Limiting everything by AP might back fireif someone abuse the system by min/maxing for every turn (one turn to speed up, second to regenerate shield, 3rd to fire full power at something that you drift by)
The rules look like,you want to keep them simple, but you may want to add a vector and speed modifier to shooting?

>cont
>>
>>47493170
>cont >>47494092
You might add to the rules, the diffrence between weapon group and single mounts, also reduce size on most of the big weapons for additional fire arcs, because size wise it's better to get a 2nd gun most of the time.

Make missile magazines bigger(size wise), cheaper and put them on the crit table?
The magazines need to transport the ammo to the launchers, also give mag feed missiles the upgrade for more launche tubes for a small price+size
(magazines still keep it from getting out of hand, you could add a not more tubes than there is ammo per mag rule for construction)

I also thought about even bigger ships, your AP for movement and stuff is going to break there?!

More tomorrow if it's wanted and the,thread is,still up (2am local time)
>>
Man I want to join but I can't understand the rules in my current state. Will be back later when I can read clearly
Thread replies: 120
Thread images: 16

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.