Archive for the Boardgames Category

Countersheet done

Posted in Boardgames, Intercept, Vector movement with tags , , , , on April 13, 2019 by Anders Backman

The Intercept countersheet with all 176 double sided counters has been sent to the printer (the Comic sans use is POD and not mine, cross my heart and hope to die).

The counters and map tiles may or may not be available for purchase with a printed rulebook and some plotting pages, we’ll see. Intercept is of course completely playable without these.

Countersheet WIP

Posted in Boardgames, Intercept on March 30, 2019 by Anders Backman

This is just a quick and dirty update on what I’m currently working on. I have just sent out some map art to be prototype printed and while I wait for those I’m working on a countersheet. The counters will be 5/8 inch double sided cardboard counters, 176 in total. Lots of fiddling in PhotoShop I can tell you.

The counters will all have black backgrounds I promise. The garish colors in the image is just borders for image bleed and safe areas, they won’t be on the countersheet itself.

Well, that is it I guess.

Intercept movement tutorial

Posted in Intercept, Vector movement on July 29, 2017 by Mr Backman

Vector movement, a scary term to some, is the way ships and missiles move in Intercept, it is also happens to be the way real spaceships move. Movement in Intercept is done in three simple steps; Drift, Turn and Thrust. Drift can be done in any order as it is entirely automatic, Turn and Thrust are done in reverse initiative order ie the ship with the worst initiative goes first and then the second worst and so on. Untracked ships do Drift, Turn and Thrust in secret, after all tracked ships are done.

Facings closeup smaller

Directions and facings

A ship is always facing in one of 8 directions. Draw the ship as a pointed arrow in the direction of its nose, typically but not always in the direction it thrusted. The direction it is moving has no effect on the direction its nose faces.

Movement sequence

Initiative is based on higher steps of turn from the Pilot task
Turn and thrust is done one ship at a time, reverse Initiative
You may only thrust to your forward facing arc
Rolling cost 3 steps of turn
The movement sequence consist of Drift, Turn and Thrust. Do Drift for all Tracked ships and missiles before Turn and Thrust. Turn and thrust is done in reverse Initiative order, worst Initiative goes first, best goes last, declare any missile launches when your ship moves. After all ships have Turned and Thrusted its time to do missiles, in reverse Initiative order too. Missiles ignore turning as they can thrust in any direction.

aMove0
Drift
Look at your ships last move and repeat it, draw a small cross where the new position would be. This is called your Drift square and if done right your Current position should be exactly midway between your Drift and your Past (except for gravity effects, see page 16). Perform drift on all tracked ships at the same time, before any turning or thrusting, there are no choices involved so the order doesn’t matter. A stationary ship would have its drift, present and past in the same square. Take care to keep the ships facing when doing the drift as facing and movement direction are totally independent in Intercept. Aerobraking is done at the end of Drift, see page 18-19 for details.

aMove2
Turn
How many steps of turning a ship can do depends on the Pilot task result but Untracked ships can turn up to 4 steps without a Pilot roll. Turn your ship up to the number of steps, left or right, or spend 3 steps to roll the ship. Look at the firing sector diagram in the combat section to bring your weapons to bear on the enemy.

aMove3
Thrust
Each ship does its Thrust right after turning and can only thrust into squares in its forward facing arc as show in the picture above, there is no strafe thrust or reverse thrust. A ship may also elect to drift and not thrust at all. Drifting makes a ship easier to hit but also better at defending itself.

aMove complete

Completed movement
This is what your completed move will look like, the thin x marks your drift position. After moving around with a ship for a while it will become second nature to you, it’s much easier than it seems. Ships that are Untracked may assume that they always have 4 steps of turning to use ie they can turn in any direction and they don’t need to roll a Pilot task to do so.

Well, that’s all folks, fly safe.

Cinematic movement

Posted in Films and TV, Intercept, Vector movement on April 1, 2017 by Mr Backman

I have recently come to the conclusion that not many people find Vector movement to be neccessary or even preferrable for a space combat system. Less and less people read actual Science Fiction, ie something not based on films, games or comics, so it gets harder and harder to sell the idea that vector movement is how spaceships move and they should therefore like it.

So, today I have decided to go with the flow and embrace the more cinematic style of space combat. Battles from SciFi universes such as Star Wars and Star Trek could run battles using the Intercept rules with double blind hidden movement, fully deterministic, logarithmic values etc without foregoing their popular cinematic movement style.

What then IS a proper cinematic movement system? I have decided to break down the two most popular settings, Star wars and Star Trek and see how we could emulate that in our game:

Star Trek
I have complained about the various scientific inaccuracies of Star Trek but failed to mention its strengths; Star Trek shows us a positive and humanistic view of the future. Enterprise and its brave crew aren’t on a mission to subjugate planets and aliens, they are there to explore and help and always keeping in mind the prime directive, never interfere destructively. Star Trek also gave us the female perspective with Lt Uhura as a near equal on the bridge yet still able to express her female side with her short hemlines and sensuality. Star Trek also stress how important emotions are to us humans, always trumping cold logic. Kirk wins by persevering over staggering odds despite Spocks logic telling him his efforts are futile. We can learn something from this as politics is often too much ruled by logic and hard facts ignoring the very thing that makes us unique in the world; our emtions.

Star Trek ships use subspace warpdrives to quickly move from system to system. There are cases when they have battled during warp but this is too different to regular combat and will be covered in a future post. Star Trek ships always move with the nose in their forward direction. Some kind of drag seems to be in effect as ships with damaged impulse drives tend to slow down and ultimately stop. Top speed vary little between capital ships as is eveident from their inability to outrun each other. The Wrath of Kahn end battle has Kirk using thick clouds of a Nebula to turn the tides on Kahn instead of merely outrun him. The ability to turn seem more or less the same, regardless of speed and ship size.

Star Wars
I have often critizesed Star Wars for being a fantasy story disguised as Science Fiction. This may or may not be true as all Science Fiction is really nothing but some other literary genre in disguise (Blade runner is crime fiction, Barbarella and Zardoz is soft-porn etc). What Star Wars did to Science Fiction is to put religion as center stage. Many know me as a fervent atheist but what is atheism exactly, if nothing but a different faith? All humans need to believe in something and to hold something higher than himself, to serve and strive for. Star Wars also show us that not everything can be settled by a majority vote; there are issues and questions that must be handled by wise and spiritual elites, far better at judging changes in tradition and culture. Jedi knights show us a solution to the problems facing todays democracies; the lack of spirituality and disregard for tradition.

Star Wars ship jump between solar systems very much like the Traveller jump drives but no combat seems to occur while in jump space. Star Wars ship seems to have vastly different top speeds depending on size where smaller ships outrun bigger ones. Star Wars ships turn slower the faster they go as is evident if one analyze the dogfights in Star Wars Episove IV.

Star Trek cinematic movement rules
Use as much of the Deterministic optional rules as possible to get the feeling of Kirk and Klingon in a battle of the minds. It is especially important to use the deterministic ruls of Initiative where the Initiative goes to the ship which ‘skipped’ more steps, see the Deterministic combat rules for details on this.

Ships should note their speed and can move to any square in their forward arc. Turning is done anywhere during movement.

All ships can turn 4 steps each turn regardless of size, -1 step if Hull or Crew has Light damage, -3 if Hull or Crew has Severe damage. No turning if Hull or Crew has Critical damage.

Ships can increase or decrease speed by Acc, top speed is 6 regardless of Size, Acc etc. Ships lacking thrust reduce speed by 1 each turn until stopped.

Star Wars cinematic movement rules
Do not use the deterministic rules as Star Wars portray battles as individual skill rolls. Give your hero characters lots of skill bonus.

Ships should note their speed and can move to any square in their forward arc. Turning is done anywhere during movement.

Ships roll Pilot tasks vs Size as usual noting the steps of turning. Reduce turning steps by one for each full multiple of Acc in speed. Ships moving at top speed cannot turn at all.

Ships can increase or decrease speed by Acc, top speed is Acc * 4. Ships lacking thrust reduce speed by 1 each turn until stopped.

Well, that is all folks, get out and enjoy this beautiful April fools day!

Version 3.4.3 update

Posted in Boardgames, Design system, Intercept, Other vector movemet systems, Traveller on December 11, 2016 by Mr Backman

Board and counters

Vesta acquisition. In response to the verbal from the autopilot, Dieter Ulans flipped his datavisor in front of his eyes and prepared to take direct command of the massive ring of lasers and reaction engines that was Hercules. He hit the juicer button and felt the rush as the drugs began to wash into his veins. “Com’monn jockey juice!” he whispered and then began to croon: “All my thoughts of you, you, you — all that I’ve sought is you, you, you.” The tiny green symbols on the datavisor began to zip past his eyes at an increasing speed.

From the rulebook to Battlefleet Mars 1977 – Essentially the Expanse setting but 39 years before it aired.

Rules

There are lots of changes all over the rules, too many to mention. Sections have also been rewritten, gotten new or updated illustrations or have been rearranged, to clarify and simplify without actually changing too much.

As always, read the front page to get a feel how the game works. Then, read pages 2-3 which cover tasks and initiative, very important to grasp. From then on, simply start playing a turn and read as the turn progresses, the rules are written in turn sequence order.

You can download it all here, as usual, with the updated designs, maps etc.

Tasks

The task system has gotten a facelift and a slight change to what Miss margins give what result. All tasks are now highlighted in red in the table columns to make them easier to find, they are also duplicated on the four reference pages at the back. All degrees of success or failure are now three points wide:

  • Very Good You rolled at least 6 points above the target number.
  • Good You rolled 3-5 above the target number
  • Fair You rolled 0-2 above the target number
  • Miss You missed by 1-3
  • Bad You missed by 4-6
  • Very Bad You missed by 6 or more 

Movement

The movement rules are basically the same as before but rewritten and clarified with step by step illustrations on how movement is performed. The section on plotting has also been clarified and with a detailed example illustration showing all aspects of plotting.

fractional-thrust

Fractional thrust Ships don’t come with Thrust in increments of whole Gs, fractions in increments of 0.25 Gs allow the ship an extra G on certain turns of every group of four turns. The mapsheet holds helpers for this and there is also check-boxes for fractional thrust, loaded and unloaded, on the ship Datacard too. All ready-made designs have these already filled in for you. A ship with 1.25 Gs of thrust would thrust 2 G on turn 1 and 1 G on turns 2-4, 2.5 Gs of thrust would thrust 3 G on turn 1 and 3 and 2 G on turns 2 and 4. A ship with 0.75 Gs of thrust would thrust 1 G on turns 1, 2 and 3 but cannot thrust on turn 4 of every group of 4 turns.

Free traderDatacard fractional thrusts

As damage to Thrust and Power affected how many Gs a ship could thrust this has been changed too, so you don’t have to recalculate what fractions to use as you get damage. Now Thrust and Power damage affects how many turns in a row you are allowed to thrust. All, 2 turns , 1 turn or not at all for No damage, Light, Severe or Critical damage. Plotting rules teach you to draw a circle around your ship whenever it drifts and thus reset the clock on thrust.

Sensors

The fundamentals of the sensor rules remain the same, just clarifications and better examples. The only changes I can think of is that you no longer can use your Visual/IR and Radar sensors when popped in. On the other hand, ships may now pop in at any time during a turn as long as they haven’t used their weapons yet. Ships lose any tracked enemies and any launched missiles when popping in but as you know the vector and position on your targets when they were tracked reacquiring them should be fairly easy.

Oh, one more thing. Intercept now allow 2×2 scans, 2×2 square scans are +2 (+4 for radar), 2×2 boxes are -2 (-4 for radar). I didn’t allow them before because they didn’t have a clear center but showing where your scan is located should pose no problem anyway.

Map coordinate legend

The plotting rules now teached how to refer to boxes and sqaures on the map, using the legends on the map. To efer to the top left box of the map, say “Ay-one”, to refer to the bottom left square of the box where the latrge planet is in say “Dee-six one-five”. Always use column-then-row for the boxes followed by column-then-row for the individual squares.

Combat

The combat section has been rewritten and lots of die modifiers have been removed or baked into other rules. How much a ship thrusts no longer affect how hard they are to hit, we simply give a +2 DM on attacks, and defense when  drifting.

Underpower When a ship didn’t have enough power to use all their weapons when thrusting or drifting we previously used two DMs, peculiarly placed low on the Datacard and was often forgotten (I admit to cobbling it in wherever there was room).

Freetrader underpower ratings

Now, Underpower is one of All+, All, 2 turns, 1 turn, No fire, ships have separate Underpower ratings for Thrusting, Drifting or Jump prepping (more on that in the optional hyperspace rules). When a ship has Severe damage in its power location its Underpower rating is one level worse, All+ becomes All, All becomes 2 turns and so on.

Damage

Damage has changed considerably in this version. Ships now have only one DAB (Damage ABsorption) rating for the entire ship instead of one per location, ARM (for ARMour) is still per location and sometime even have two values, popped out / popped in for Surface damage, full power / silent running for high powered power locations representing their vulnerable heat radiators.

Penetration and Damage tables

How do we handle different damage at different locations then? We have three separate columns on the damage table, one for Hull, one for Crew, Core and Power and one column for Surface and Thrust.

Aerobraking & landing

I seem to rewrite the aerobraking and landing rules once every two weeks or so but now I have something that I feel I’m done with as it is fairly simple yet contains everything I want it to do. Docking and ramming has been moved to the optional rules as they tend to be used more rarely. I have increased the safe speeds for aerobraking somewhat so they become more useful. New illustrations and two examples help clarify things. there is even a little section dealing with your ships signatures when landed and how your sensors work through and atmosphere. Yeah, landing on the day side of a planet with atmosphere will make you harder to scan but your Visual/IR sensors will be blind from the bright atmosphere.

Optional rules

Campaign rules If you want to play a series of Intercept scenarios and have your crews and/or entire navy improving is skill from experience this is for you. The rules merely deal with how to track skill improvements but also skill loss from crew damage. There are also some bare bone outlines of scenarios to help you with ideas. This system is what we use at work when playing and interconnected series of space fights.

Redlining Have you ever wanted to pull all the safeties as captain Phillips did when Somali pirates tried to intercept him, or yell at your engineer ordering him to once again do the impossible? In other words, have you ever wanted to redline your engines?

You decide if you want a 50% boost to your thrust this turn or doubling it for a turn, the latter is of course more dangerous. There is a considerable likelihood that your thrust location will get a CD (Continuing Damage) ie ‘fire in the engine room!’ and you may even risk damaging your engine. Redlining, as well as powering up from silent running and the usual jury-rigging of battle damage is done by your trusty Repair Crew.

Jump distances for planets and asteroids

Hyperspace The rpg Traveller has a faster than light system that works by travelling far away from any planet, jumping into hyperspace, spending about a week there and exiting somewhere else parsecs away from where you started. I have shrunk how far one must travel to safely jump to fit planet and safe jump onto an Intercept mapsheet. There are some fairly detailed rules about how to jump, fuel use, astrogation, misjumps etc and where you will end up. In my system, all jumps have you end up somewhere, near a gas giant, planet or asteroid, even when you misjumped into an ’empty’ parsec hex in the original Traveller.

If you are playing a Traveller campaign I suggest you not only replace the space combat and starship movement rules with Intercept, replace the hyperspace rule too.

Design system

There are tons of changes to the design system too. Most importantly I think you get all the important design spec data in one place. As shown by this part from the Free trader design spreadsheet available in both InterceptBundle and Designs.

Ship stats for the Freetrader

Three little orange dots appeared on the screen. Look at him — blowing out decoys even though he knows we’re out of maneuver — that Kolnichok, grinned Dieter. So which one is you, Joey, and which are the aluminum balloons? (Seven dots grew on the screen, all had slightly different vectors.) Now you know my heater can take you in one flash and you also know that one zap is all I’m going to get. And if I take it you’ve got a perfect excuse to blow me up for the honor of the company rather than recapture valuable property for the accountants. So what’s it going to be? I think you shot off too many balloons too early Joey — cause the other ones aren’t making the course correction you just did. Ain’t that you, Joe?

Ulans squinted and tapped his foot.

From the rulebook to Battlefleet Mars 1977 – notice the green grid tactical maps where one could play out space battles with vector movement, in 3D no less, in 1977!

battlefleet-mars

The contents of SPIs Battlefleet Mars boardgame from 1977.

Goodbye Vectors, hello April fools!

Posted in Boardgames, Films and TV, Intercept, Rules, Science fiction, Vector movement on April 1, 2013 by Mr Backman

I have recently come to the conclusion that not many people find Vector movement to be neccessary or even preferrable for a space combat system. Less and less people read actual Science Fiction, ie something not based on films, games or comics, so it gets harder and harder to sell the idea that vector movement is how spaceships move and they should therefore like it.

So, today I have decided to go with the flow and embrace the more cinematic style of space combat. Battles from SciFi universes such as Star Wars and Star Trek could run battles using the Intercept rules with double blind hidden movement, fully deterministic, logarithmic values etc without foregoing their popular cinematic movement style.

What then IS a proper cinematic movement system? I have decided to break down the two most popular settings, Star wars and Star Trek and see how we could emulate that in our game:

Star Trek

I have complained about the various scientific inaccuracies of Star Trek but failed to mention its strengths; Star Trek shows us a positive and humanistic view of the future. Enterprise and its brave crew aren’t on a mission to subjugate planets and aliens, they are there to explore and help and always keeping in mind the prime directive, never interfere destructively. Star Trek also gave us the female perspective with Lt Uhura as a near equal on the bridge yet still able to express her female side with her short hemlines and sensuality. Star Trek also stress how important emotions are to us humans, always trumping cold logic. Kirk wins by persevering over staggering odds despite Spocks logic telling him his efforts are futile. We can learn something from this as politics is often too much ruled by logic and hard facts ignoring the very thing that makes us unique in the world; our emtions.

Star Trek ships use subspace warpdrives to quickly move from system to system. There are cases when they have battled during warp but this is too different to regular combat and will be covered in a future post. Star Trek ships always move with the nose in their forward direction. Some kind of drag seems to be in effect as ships with damaged impulse drives tend to slow down and ultimately stop. Top speed vary little between capital ships as is eveident from their inability to outrun each other. The Wrath of Kahn end battle has Kirk using thick clouds of a Nebula to turn the tides on Kahn instead of merely outrun him. The ability to turn seem more or less the same, regardless of speed and ship size.

Star Wars

I have often critizesed Star Wars for being a fantasy story disguised as Science Fiction. This may or may not be true as all Science Fiction is really nothing but some other literary genre in disguise (Blade runner is crime fiction, Barbarella and Zardoz is soft-porn etc). What Star Wars did to Science Fiction is to put religion as center stage. Many know me as a fervent atheist but what is atheism exactly, if nothing but a different faith? All humans need to believe in something and to hold something higher than himself, to serve and strive for. Star Wars also show us that not everything can be settled by a majority vote; there are issues and questions that must be handled by wise and spiritual elites, far better at judging changes in tradition and culture. Jedi knights show us a solution to the problems facing todays democracies; the lack of spirituality and disregard for tradition.

Star Wars ship jump between solar systems very much like the Traveller jump drives but no combat seems to occur while in jump space. Star Wars ship seems to have vastly different top speeds depending on size where smaller ships outrun bigger ones. Star Wars ships turn slower the faster they go as is evident if one analyze the dogfights in Star Wars Episove IV.

Star Trek cinematic movement rules

Use as much of the Deterministic optional rules as possible to get the feeling of Kirk and Klingon in a battle of the minds. It is especially important to use the deterministic ruls of Initiative where the Initiative goes to the ship which ‘skipped’ more steps, see the Deterministic combat rules for details on this.

Ships should note their speed and can move to any square in their forward arc. Turning is done anywhere during movement.

All ships can turn 4 steps each turn regardless of size, -1 step if Hull or Crew has Light damage, -3 if Hull or Crew has Severe damage. No turning if Hull or Crew has Critical damage.

Ships can increase or decrease speed by Acc, top speed is 6 regardless of Size, Acc etc. Ships lacking thrust reduce speed by 1 each turn until stopped.

Star Wars cinematic movement rules

Do not use the deterministic rules as Star Wars portray battles as individual skill rolls. Give your hero characters lots of skill bonus.

Ships should note their speed and can move to any square in their forward arc. Turning is done anywhere during movement.

Ships roll Pilot tasks vs Size as usual noting the steps of turning. Reduce turning steps by one for each full multiple of Acc in speed. Ships moving at top speed cannot turn at all.

Ships can increase or decrease speed by Acc, top speed is Acc * 4. Ships lacking thrust reduce speed by 1 each turn until stopped.

Well, that is all folks, get out and enjoy this beautiful April fools day!

Large counters and maps

Posted in Intercept, Rules, Vector movement on October 9, 2010 by Mr Backman

Why has there been no updates you ask? Well I’ve been busy working mostly but I have also spent some time preparing counters for the game.

Large scale maps and counters

When a ship has been spotted in Intercept one can keep playing on the small maps, drawing with pencils as usual but one could also put all the spotted ships onto a larger map with real counters and do the fight there. As the counters depict the position and vector on the map you still get the same feel for how the ships move as on the smaller map. The larger map is split into 9 separate pages to print out, making a 3 x 3 sheet larger map. Each square on the map as well as the counters are 15 mm wide. The map download contains both black space with white lines (better looking) and white space with black lines (saves on toner and ink).

Each ship or missile volley is represented by three counters, Present, Past and Last. One can get away with using only two counters per ship but then you wouldn’t be able to see how much a ship has accelerated by the counters alone and I believe very strongly that as much information as possible should be shown on the map itself

Ship and missile counters; Present, Past and Last

Present represents where your ship is located but also in what direction it faces. It depicts a solid ship or missile volley. The counters are double-sided so one can show that a ship is rolled by flipping its counters over. The Present counter is moved by gravity based on the Past counters position relative to the planet.

Past represents your ship’s position and facing in the last turn. It depicts an outline of a ship or missile volley. The position of the Past counter vs the planet determines how the Present counter will be moved by gravity.

Last represents your ship’s position and facing two turns ago. It depicts a dashed outline of a ship or missile volley.

Last, Past and Present counters moving north

Movement procedure

Movement in Intercept is done in two stages; drift and thrust. First we drift all ships and missile volleys and this can be done in any order as there are no choices to be made. They blindly follow the laws laid out by Mr Isaac Newton. The next step is done in reverse Initiative order with the worst Initiative moving first before the second worst Initiative, and so on until all ships have moved. Missile volleys are then moved but the order which this is done doesn’t matter as missiles cannot attack missiles.

Drift is performed by moving the Last counter to the Past, moving the Past counter to the Present and then finally repeating the Last to Past move again for the Present. If done right the three counters will lie along a line with Past at its center. The final step of the Drift phase is to adjust for gravity. If the Past counter is inside the central planet’s (if any) gravity field note what arc it lies in visavi the planet. Move the Present one square in the same direction, be careful to keep the facing. Do the same for all ships and all missile volleys and then the Drift phase is over.

Thrust is performed in reverse Initiative with lowest Initiative going first. Each ship may turn up to its turn limit and then thrust in the new direction. Rolling the ship costs 4 turn and is shown by flipping the counter over to its Rolled side. Optionally, a ship can turn after thrust but all turns and thrust will then cost double.

Making your own counters

You can download the countersheet here and print it out. The shipcounters with Rolled printed on them should be on the flip side of each ship counter. Missiles don’t roll so they have no flip side artwork. I printed them out on regular paper and the glued them onto cardboard, one can also buy 15 mm octagonal plastic pieces from here and glue the paper counters on, which makes for nice and sturdy counters. I’ll post pictures the plastic ones when I am ready with them. Each ship comes with four volleys of missiles with roman numerals to separate them. You can download the 9 mapsheets here (both the black and the white versions are included) to print out.

In space, nobody can hear you scream – except yourself, really loud, when you scream inside your helmet, and everyone else on your radio channel.