Archive for the Boardgames Category

Traveller day

Posted in Boardgames, Computer games, Elite Dangerous, Films and TV, Other vector movemet systems, Traveller, Vector movement on May 1, 2019 by Anders Backman

Mayday

Today is Traveller day.
Just read what’s written on the box and you’ll get it.

Traveller was the first science fiction rpg ever published, it came out the same year as Star Wars but before the movie was released, a happy coincidence. Traveller was a strong influence for the Elite computers games as well as the Firefly and Expanse TV series, Traveller has also influenced Intercept which of course is eminently usable as a space combat system for the Traveller rpg.

Oh, and Traveller used vector movement for its starships instead of some lame-ass Trek thing…

Marc Miller, the creator of the game just started a Kickstarter for his new edition of Traveller today:
https://www.kickstarter.com/projects/traveller5/traveller-fifth-edition/description

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.