And then found I didn't have the right icons. Plus, the icons available don't seem to match the style. Well, Worldographer has standards to make your own icons. So off we go to painting with GNU Image Manipulation Program.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, November 5, 2020
Bit Off More Than I Can Chew - Beacon Harbor
And then found I didn't have the right icons. Plus, the icons available don't seem to match the style. Well, Worldographer has standards to make your own icons. So off we go to painting with GNU Image Manipulation Program.
#TBT Post - Top Posts
My top book review post is for the Moldy Unicorn by Nate Treme. I love that little book.
For my own products, The Hex Pack was number one. It's such a simple product, but it is adaptable to everything from B/X to Traveller.
My top D&D post is a semi-tie. The best D&D post is a link to Benjamin Connell’s 3.5 D&D sheet. It's not my content yet it's a top contender for search results every month. I have no idea why it is that popular, even if it's my favorite character sheet.
As far as my own D&D content goes, the top posts goes to a surprise contender: First Born, Unicorn. This post makes the AD&D Unicorn a playable character. It worked very nicely when my wife ran the character through a dungeon. It might not be for anyone, but it just goes to show you how adaptable D&D rules are in general and specifically AD&D.I think I need five. So let's have a bit of science fiction. For some reason my review of WotC's Star Wars game outpaces all other sci-fi posts.
But I already did a book review. So, let's look at the next most popular post. That is Starship Deck Plans for Antelope Alternates for Star Smuggler. That also surprises me because I think it was one of my weaker designs.
Monday, November 2, 2020
Antelope Variants - Casual Deckplans
Before coming up with the Zephyr variant for Star Smuggler, I tried a couple designs. These rules are somewhat related to Traveller, Snapshot or Striker as they darn near follow the design principals. Where as these games have tons of fuel to jump, Star Smuggler has a magic McGuffin called a Hypercharge. Ships are limited in range by the six charges they carry.
This version is shorter than the Zephyr type and has half as much crew space. The bays are arranged differently, giving 4 40 CU bays. I would think it would make a nice causal carrier or carrier escort ship. That block of cargo space could also be a barracks or brig.Since I was already going small, this one is even smaller, eliminating the medical area, the weapons vault and both guns. It seems to be a pure hauler. It's bays are also divided into 3 40 CU sections.
This version is a single gunned hauler. It's huge, those areas near the rear could be more storage space.
Sunday, November 1, 2020
The Fortress of Titan's Gate
The Tek - October 2020
My stats for DriveThruRPG were lack luster. I really need to remaster these or do something new. Working on that now.
Revisiting Star Smuggler - Session 005b
Ok, this session is part two of Session 005. It starts on the morning of day 10. In my last post, I accidently lost track of one day by not calling it by the number.
We left the crew docked at the space station, with the intention of leaving for Regari. The crew is most interested in doing something safe like returning to Regari and doing some cargo runs to Palatek. As a game master, this is an unsatisfying development. I decided to throw something interesting at the party.
On the morning of day 10, there is radio chatter about incoming raiders. Additionally, in the hub of the station, a pair of Mynkurnia death squads appear. The Zephyr wants nothing to do with those exploding suicide troops again, so they detach from the Station and start making for the Spaceport on the surface.
As they drop into the atmosphere, they get jumped by two TL-6 hoppers, one has TL-6 guns and the other has TL-4 guns. The Zephyr has been surprised and take a pair of hits.
Wait... I made another mistake. The Antelope II has no hit stats. It's twice as big as an Antelope I but I don't want it to have 20 hits. I give it 15 hits. It also has defensive screens, which will absorb some damage.
Ok. So the Zephyr takes a beating as it plunges into the atmosphere of the planet. That's one hour of combat.
In the next turn of combat, they return fire while the crew rushes around to unload the hoppers and make them combat ready. They could simply take off, but the hoppers are holding a ton of equipment.
The Zephyr has TL-5 guns, while the attackers have TL-6 and TL-4 weapons. These guns lose one die for being hoppers and a second for firing in the atmosphere. I deem that the Zephyr's guns are better because they aren't degraded as much and therefore shoot first.
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My super fancy combat map. |
The hoppers each take two points of damage. But wait! That's not all. The hopper with the TL-6 guns takes a critical, forcing a breakdown roll. It fails and the ship crashes into the ground. The second boat returns fire and hits again.
The ship is much faster than the hopper so it breaks away and into orbit in hour 3. They fire again on the lone hopper doing two more points of damage. It breaks off and makes for the ruins.
Hour 5 is getting worse, they see two TL-4 Antelopes with the same type of guns. The Zypher has better guns and unloads on the lead ship for 5 points of damage plus a critical. Life support breaks down. The Zephyr's defensive screens eat up the one point of damage. The hoppers deploy and fire their TL-6 guns on the lead ship. They do four more points of damage, one more hit will kill it. The Raiders are screaming for the damaged hopper to come back and it starts it's climb.
The next round sees the Antelopes pull out of range of the party's hoppers, but they get blasted again by the Zephyr's big guns. The lead ship takes another critical to the engines and goes dead in space. The remaining ship takes a critical, a hit to pilotage. The pilot is killed instantly, stopping the ship dead in space. The guns rip off an ineffective shot.
Also in this round, the last hopper roars out of the atmosphere and right into the Zephyr's hoppers. It's hit for two points of damage and explodes.
The Raiders crews had two pilots, two gunners, an engineer and a death squad boarding party. They are trying to affect repairs but everything will take a day.
In round 7, the hoppers catch up and blast the Raider still capable of shooting. They do two points of damage plus 2 criticals. One critical knocks out life support and a second lucky hit strikes Pilotage, where the engineer was attempting repairs. The Zephyr unloads on the ship for one point of damage and two criticals. These kill the crew in engineering and the turret.
The Zephyr orders the ships to surrender. They do not. So, the crew moves to the closest ship and begins boarding actions.
With life support down and heavy hand weapons, combat is over as quick as it started. The second ship manages to damage the Zephyr with two points of explosive damage, but then the rest of the crew goes down. They manage to capture the engineer and a gunner.
The heroes collect up some weapons and spare change from the dead. The total crew was a pilot, a gunner, a death squad per ship, plus an engineer. The hopper had a pilot and gunner plus half of a death squad each. That nets 288 secs. from both ships' crew. They also collect up an assortment of guns, 4 TL-5 heavy side arms and 4 TL-4 side arms. As per e182, they strip the ships for 1400 secs. in fittings. In this case, Imperial Police take control of the ships from the party and thank them for their help, rather than an explosion destroying both ships.
This ends the week on an odd note. The fund from fittings from the ships go into the Ship's account and the weapons and crew money is split up amongst the crew. Since the crew has already been paid, they get nothing more than prize money.
I just purchased some graph paper composition books, which is what I use for note taking and rough gaming information.