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!