Archive for November, 2013

Tactics in Intercept

Posted in Intercept on November 29, 2013 by Mr Backman

Space tactics

“You understand that there is no case in military history where an Enclosure has been completed that the attacking forces have not eventually won, except where an outside Navy exists in sufficient force to break the Enclosure.” – Bel Riose

Ship tactics and Fleet tactics has been part of Traveller ever since High Guard was published by GDW way back. These are the definitions from High Guard:

Ship tactics “The individual has been trained in the operation of a starship or space ship in battle”.

Fleet tactics “The individual has been trained in the use of formations and maneuvers in naval operations”.

Ship tactics

All ships must have the same position, vector, facing and roll
Ship tactician’s Pilot roll against largest ship Size under command
May group weapons across ships to get larger volleys
Ship tactics allow multiple ships in a group, all with the same position, vector, facing and roll, to move and fight as one, you can even form volleys of weapons from different ships under your command, three fighters with one laser each can attack together as a three gun volley with a DM of +3 for example. Ship tactics skill level determine the max number of ships under your control, Ship tactics skill level also break Initiative ties.
The Pilot of the Ship tacticians ship roll against the largest ship Size under command, and the result is then shared by all ships under command, they move and fight as one ship for Initiative purposes and turning. Ships that cannot maneuver from Stun or Hull damage cannot be included in a tacticians command.

Fleet tactics

All groups must have the same vector, facing and roll
Fleet tactician’s Pilot roll against largest Size under command
May share computer dice across ships
Fleet tacticians allow multiple groups or or ships within range and with the same vector, facing and roll to share a common Pilot task result and computer dice pools. The Pilot of the Fleet tacticians ship roll against the largest ship Size under command, and the result is then shared by all ships under command. All ships pool their computer dice pool and use dice from the pool to increase improve their task roll. No task roll can use more dice than the best computer under command. A group is either an individual ship or a group of ships under command of a Ship tactician. Ships that cannot maneuver from Stun or Hull damage cannot be included in a tacticians command.

So, in short, Tacticians allow ships under his command to turn and move, and most importantly; fight, as one and have Initiative as one. Tacticians turn groups of ships into single units, allowing them to fight as one, which, incidentally, also immensely speed up large engagements. Fleet tacticians extend the allowed separation for ships under command and may also share computer dice between ships similarly to how AWACS planes assist individual planes.

“Great empires are not maintained by timidity” – Tacitus

Fighters in Intercept

Posted in Intercept, Rules, Science fiction on November 23, 2013 by Mr Backman

Vulnerable? Nah, sitting strapped atop a fusion rocket with only three centimeters of glassteel for canopy, taking on huge warships at fist-fighting range, no, that does not make me feel vulnerable, why? I just trim my moustache, whistle a few bars of the Imperial march and tell my buddies to ‘smoke me a kipper, I’ll be back for breakfast’.

So, young lovely, what are you doing after this dreadful yawn of a ball? Meet me at the Areobrake salute and I’ll buy you a drink.

Single crew fighters have been a standard troupe in Science Fiction but their usefulness have been questioned on Atomic Rocket and other hard SF sites. This article will argue for their existence from an Intercept perspective; why would one build small fighters in Intercept except for coolness and Traveller canon?

Fighters have one thing going for them; their Size. Small ships are hard to hit and tend to win the Initiative. Fighters are small enough to allow the Pilot and Ship tactician being the same person so grouping them together under the command of an ace Pilot / Tactician makes perfect sense, remember that guns of the same kind can be grouped into batteries even if they sit on different ships as long as they are all under the same commander. Capital ships can easily kill a fighter with a single shot but only if they can hit them. Grouping together lots of low powered weapons will steal precious surface area from larger weapons and the fighters will probably maneuver themselves into the cracks between firing arcs or even the blind aft centerline were they can attack with impunity. Large fighter groups can also work as a mobile anti missile system defending their motherships.

What then can the capital ship do in defense? They can build really thick hulls and rely on internal sensors alone (neutrino and mass) but a more viable solution is to have their own fighters engaging the enemy and protecting their aft centerline.

So, we have dashing and brave squadron leaders with excellent pilot and ship tactics skills dogfighting around the capital ships and that one, ex farm boy, young pilot can happen to score a cascading damage hit through the radiators of that huge, space station like, enemy ship, a hit that might eventually, through cascading damage, blow up the entire ship, with huge amounts of sheer luck (or is it Luke?). You can download an example fighter design (among other ships) at the downloads page.

Yes, the single-seater fighter ship is very much alive and well in Intercept!

Custom crew

Posted in Design system, Intercept on November 17, 2013 by Mr Backman
Nostromo Crew courtesy of http://alienseries.wordpress.com

Nostromo Crew courtesy of http://alienseries.wordpress.com

Crew? I pilot the ship, I astrogate for hyperspace, I scan with my sensors and if I see something I don’t like, I shoot it with my lasers. Repairs? Hah, my ship is too scared of me to ever break down.

Sir Charles Pancroft, Baron of Centry, on the merits of a one man ship crew.

Centry/Glisten/Spinward marches 023-1013

Custom crew example

Intercept make various assumptions regarding crew size which may not fit your concept of how the ship should be crewed. As an example, Intercept assumes that Gunners and Sensor ops hold dual roles (the lower number of the two is in parenthesis to indicate this). Write your own value, including 0, to override whatever Intercept has calculated. I have added some smarts to the design sheet to help you see what effects your crew numbers will have:

  • Tactician (Pilot) The ship is small enough that the Pilot and Tactician can be the same person without penalty. Instead of using the lowest result of the Pilot roll and the Tactician roll he simply roll once using the lowest skill of Pilot and whatever flavor of Tactician skill he uses (Ship tactics or Fleet tactics).
  • Sensor ops (2) Sensor ops or Gunners crew number in parenthesis indicate that Intercept assumes the two positions are dual-role. If you intend to Scan after combat your attacks and defenses are modified by -2 and your scans are also modified by -2. If you want dedicated Gunners and Sensor Ops to avoid penalties from dual role simply write the number in the light yellow edit column to the right.
  • Gunners (-2) A negative value in parenthesis after the crew type is your Undermanning modifier, ‘(No)’ means you cannot perform tasks by that crew category  because you have less than 10% of the required crew.
  • Technicians (No FW) A ‘(No FW)’ means your Repair Crew must be repaired instead of revived by Frozen Watch because it has more than 50% robots.
  • Low passage? A ‘?’ indicate that you don’t have enough freezers for the numbers you have chosen.
  • Total crew? A ‘?’ indicate that you don’t have enough life support units for the numbers you have chosen.
  • Frozen watch (x2) A ‘(x1)’ or ‘(x2)’ after Frozen watch indicate how many levels of damage you can restore from Frozen watch. You can never have more damage level restores than 2 no matter how large frozen watch you specify.

The design system and ready-made designs have been updated as has the rule book (look at the top row for Ship.xls version and Data.xls version. Ship.xls version should be 2013-11-17 or newer). You can download them all from the Downloads page.

Q: What do you call a timepiece that stops whenever the temperature goes below zero?

A: The frozen watch.

Intercept 3.3 update

Posted in Design system, Intercept, Rules, Traveller on November 10, 2013 by Mr Backman

Laser with mirror

Yeah, it is true, I finally managed to put it together and get it ready to download. there are lots of changes, rearrangements and tweaks, too many to mention all so I will just give you the major points. I have scattered some illustrations here and there in the rules to liven things up a bit and to exercise my limited artistic abilities.

Download the latest version of Intercept and designs from the Downloads page.

Design system

The design system has gotten some changes here and there but now for the first time there is actual documentation on how to design ships in the rulebook. This part is placed at the end, right before the tables and charts, so you can print out the Design rules in a separate booklet if you like.

Mapsheets

There are many changes to how ships interact with planets and these changes are reflected in the new mapsheets. There is one sheet with a small planet in the middle, one with a large planet and also one where a large and small planet are placed far apart to play out scenarios in the Earth – Moon neighbourhood. The mapsheets are now included in the Intercept bundle.

Missile customization

Various missile customization options are tabulated in the rules but maybe not too deeply explained. Read about missile customization here.

Planets

Planets have their own section now with rules on planetary line of sight, gravity etc in one place instead of scattered throughout the rules. The rules for stable orbits now cover polar orbits as well.  The planetary line of sight rules and sun shadow rules have changed considerably so make sure you read up on planets if you use them in the game.

Consolidated Pilot task

A fancy name for the section where various Pilot related stuff is located. You will find rules for docking, ramming, landing on planets, crashing into planets, voluntary and mandatory areobrakes etc. This section is a good place for a Traveller referee to get less ad-hoc and more believable rules for ship to ship and ship to planet interaction with more choices and participation by the players while still taking the characters skill into consideration.

Traveller integration

A page on how to integrate Intercept with Traveller has been added, to be filled with rules and tips whenever someone actually bothers to give me feedback. For me, Intercept is Traveller so I see no real point in writing conversions for various Traveller versions, the most likely one to get this treatment will be the Mongoose version of Traveller which I like in many ways, mostly for its adherence to the original LBB version. Just subtract 1 from your Mongoose or Classic Traveller skill level to get the D to use in Intercept, GURPS players should use (skill – 10) / 2.