Archive for the Intercept Category

Version 3.4.2 ready

Posted in Intercept, Rules on October 25, 2015 by Mr Backman

System Defense Boats. Looked down upon by the Imperial Navy with their huge warsships and noble heritage. Yet the local defense by the SDBs is essential as it locks up forces to guard already taken systems. The SDBs hide on planets with atmospheres, on asteroids in the belts or inside the atmospheres of gasgiants. There they stay, for months, waiting for an opportunity to strike back. Lacking jumpdrives, an SDB always outgun a warship, ton for ton or Megacredit for Megacredit. This lack of jump capaility is also their achilles heel, they rely on fragile Jumpshuttles to ferry them outsystem or to rotate their crews.

3.4.2 changes

Well, I have been busy haven’t I. Lots of large and small changes in the rulebook and designs. Aerobraking, landing, crashing, taking off, ramming or docking have been updated and clarified. A ship’s signatures and scan changes when on a planet, asteroid or hovering in gasgiant atmosphere have been added. Lots of little changes here and there, updated designs and design system to make Visual(Hull) and the effects of being in sunshine or darkness are in, all ready ship designs updated.

 

Scan procedure

At the sensor phase of each gameturn players take turn calling scans that the opponent then handles. Maximum two scans per side per turn regardless of the number of ships and you cannot use the same sensor twice in a turn. The player with lowest Initiative scan first, describing both scas to the target player before the target responds. This is so you don’t learn something from the first scan when planning the second scan. When both scans have been resolved it is the high Initiative players turn to do two scans and the low Initiative player to respond.

A scan consist of a type (Visual, IR, Radar, Neutrino or Mass), strength (sensor strength modified by scan size and ship damage), size (5 x 5 boxes, 3 x 3, boxes, 1 box, 3 x 3 squares or 1 square scans in inceasing strength but smaller area) and the center (box or square depending on).

Now it is the target’s turn to ask a number of questions, which questions depends on where the scan was placed. Below I’ll describe three consecutive scans on three turns by one side (player A) and the questions and results from player B. These examples are also available in the rulebook, on page 11.

Scan 1
A has his ship located in 1 and decides to do a 1 box Scan in box B4. His Sensor is +2 and the scan modifier for a 1 box scan is -1.
Player A ”I have a visual scan, strength +1, one box large, in box B4.”
Player B ”Does your Scan touch your ships Sunglare column?”
Player A ”Yes, my Scan touches my sunglare, dammit!”
Player B ”Is your scanning ship inside a gravity well?”
Player B ”No it does not scan from within gravity”
There could have been up to three more questions but none of them apply.
The scanner grudgingly admits that the Scan does touch his Sunglare column so the target reduce his Scan strength by -6 to an abysmal -5. If the target had ships or missiles inside the entire Scan he would hav added -5 to their Visual(Hull) and Visual(Thrust) signatures and if the sum came up 0+ he would have told the scanner the sum, given the position of the target(s) to him and the scanner would do a Sensor  task roll to see if ge got a Tracked result. The target player now also knows that the scanner’s ship is somwhere below the box.
I have colored the entire Scan 1 orange because of the Sunglare strength reduction, the Scan is still valid but very weak. Don’t stare into the sun.

Scan 2
Player A has moved his ship into position 2 and decide to do a huge 3×3 box scan centered around E1. The scan modifier for a 3×3 scan is -3 so his Scan strength is -1.
Player A ”I have a Visual Scan strength -1 three by three boxes in box E1.”
Player B ”Does your Scan touch your ships Sunglare column?”
Player A ”No it doesn’t. I have learned my lesson”
Player B ”Is your scanning ship inside a gravity well?”
Player A ”Eh, yes it is”
Player B ”OK, what blocked near and far sector touches your scan?”
Player A ”The northeast near and far sector”
Player B ”Thanks, are you scanning from the shadow column”
Player A ”No”
The northeast near and far sector is colored gray in the pictures. If player B had any ships or missiles inside the parts of the scan inside northeast near and far those targets would have been ignored. The near is simply the gravity sector and far extends from that forever. The Scan touches the Sun column but as player A wasn’t scanning from the Shadow column this had no effect.
I have colored the parts of the scan that should be ignored in red.

Scan 3
Player A has drifted into position 3 with the help of gravity. He decides to do a 3×3 box Scan in E4. He figures the Shadow column will protects him from Sunglare. The Scan strength is -1.
Player A ”Visual Scan strength -1 three by three boxes in E4.”
Player B ”Does your Scan touch your ships Sunglare column?”
Player A ”No”
Player B ”Is your scanning ship inside a gravity well?”
Player A ”No”
Player B ”Are you scanning from the shadow column”
Player A ”Yes”
Player B ”Your scan touches gravity, what blocked near sector does it touch?”
Player A ”Damned! The north near sector is blocked”
The Sun column as well as the near north sector will be ignored but most of the Scan is still valid as you can see. Had his scanning ship been 3 squares to the right none of the Scan would be blocked but he would suffer Sunglare.
I have colored the Sun column and north near sector of the Scan in red.

Scan procedure examples

As you can see, the procedure is quite simple: Scanner decides on a scan, tells type, strength, size and center to the target. The target then asks a bunch of questions and depending on the answers certain parts of the scan will be ignored.

Don’t stare into the sun you hippy you!

Bloodmoon

Posted in Intercept, Rules on October 3, 2015 by Mr Backman

Blood-moon

The lunar eclipse which coincided with the moon being closest to earth was a rare thing indeed. It won’t happen again until 2035. Too bad it was overcast as usual here in Uppsala but it got me thinking about a scenario during an eclipse. Download the scenario Data cards and the eclipse map here, and the latest rules etc here.

A Mercenary cruiser without its onboard cutters, is tasked with prohibiting drug runners from Luna to land. The lunar cartel launches two ships, one Freetrader and one Fartrader, both unloaded to try to land on earth while the mercs job is making sure they don’t. The Broadsword class is pretty hard to damage by the traders but Surface, Power and Thrust sections can be damaged. If both tráders surviva landings that side wins a major victory, if only one trader lands the traders win a marginal victory. If none of the traders manage to land the mercenaries win.

Traders start two squares south in the lunar shadow column, the mercenary cruiser start two squares north in the earth the sun column (which is 3 squares wide), speed is 0 in both cases. Broadsword is side A and the traders side B. If you want you can play this as a three player scenario where Broadsword is A, Fartrader is B and Freetrader is C. Whoever lands first wins, if nobody lands the mercs win.

Broadsword

High Gs and very tough to damage but you’ll have to hinder two separate ships from landing.

  • 2.9 Gs. 2G every turn, 3G on turn 1, 2 and 3 of every four turns.
  • -2 on beam firing when thrusting due to underpower.
  • +0 Visual/IR, +2 Radar.

FreeTrader

Low Gs but OK Visual/IR sensor and cold start missiles

  • 1.8 Gs, 1G every turn, 2G on turn 1, 2 and 3 of every four turns.
  • -2 on beam firing when thrusting due to underpower.
  • -1 Visual/IR, -3 Radar
  • This ship has 3G15 Coldstart missiles instead of the usual 5G15 used by the FarTrader

FarTrader

High Gs but easy to spot and shitty Visual/IR sensor

  • 2.5 Gs, 2G every turn, 3G on turn 1, and 3 of every four turns.
  • -2 on beam firing when thrusting due to underpower.
  • -3 Visual/IR, -3 Radar

This scenario will teach you how Sun column and Shadow column works so look that section up and read carefully. Also note that your landing must take aerobrake into account, don’t try to land with too high speed as this may cause your ship to burn and crash.

Update 3.4.1

Posted in Intercept on July 10, 2015 by Mr Backman

Image courtesy of mr Ian Stead http://biomassart.wordpress.com/

The new version is, as usual, available here.

Under power Thrust and Drift
Under power DMS are modifiers to beam fire when the power requirements for the ship and weapons are larger than what can be supplied by the power plant. Under power Thrust is for when the ship is thrusting and Under power Drift is for when the ship is drifting. Under power DMs are automatically calculated by the spreadsheets, power using Sensors are now included in the ships required power.

Aerobrakes etc
Aerobrakes and dock, ram & land now have their proper place in the sequence of play. It is now possible to do a aerobrake followed by a reverse thrust to zero speed, IF the Pilot task was VGood as the 180 degree turn after aerobrake costs 8 steps of turning (4 steps, x2 for using the Turning after thrusting required to maneuver after aerobrakes).
Sun blinding has been renamed Sunglare and it is now the Scan targets job to remind the scanner of that, in line with how Sun & Shadow column and planet LOS is also the burden of the Scan target.

Other stuff
Sun & Shadow column and planet LOS rules have been merged into one section and clarified.
Attack arcs are now overlapping so for example left and right arcs share a common centerline where both bear, this is known as ‘the money lane’ for top/bottom. Large scale optional rules have been updated with Repair and Power up rules.

Filled in DataCards
I have made some already filled in DataCards for some of the well known Traveller designs, ready for printng and use. They are contained within the Designs download.

What’s new in 3.4?

Posted in Intercept on April 7, 2015 by Mr Backman

Missiles

The new 3.4 version of Intercept is here and in this post I’ll try to briefly go through the changes. Aside the rulebook itself I have updated the ship design system (Ship.xls and Data.xls), the DataCard.pdf and of course all the ready made design, they are all available on the downloads page.

Initiative

  • Initiative is determined as follows (in order of priority):
  • 1 Untracked ships have higher Initiative (ignore 2-5 if Untracked)
  • 2 Higher steps of turns have higher Initiative
  • 3 Aft centerline advantage have higher Initiative
  • 4 Ship tactics win ties with Pilot (optional)
  • 5 Higher crew station win ties (Bridge > Full > Limited)
  • 6 Break ties with player A wins on odd, B on even turns, note on DataCard.

Being on a ship’s Aft centerline while it is not in your Aft centerline breaks Initiative ties from steps of turn. This allows for more dogfighting opportunities for high turn ships and skilled Pilots, just the way we like it. As ships cannot attack targets in Aft centerline and those ships defend at -3 DM and thwy will also lose their Track at the end of a turn this is where you want to be.

Ship & Fleet tactics
This section has been moved to the optional rules as it rarely shows up in the small skirmishes typical for Intercept.

Sensors
The Sensor task is now used to determine what Signal that is required for a Tracked result, nothing else. Planet LOS rules has been considerably simplified and clarified.

Ramming, docking, aerobrakes etc
This section has been rewritten to be more consistent and realistic. Take special note in how hard docking has become; you should make a VGood result to ensure docking but thankfully co-vector ships that drifted will get a whopping +6, +2 for both drifting and another +4 for co-vector.

Relative velocity
Another line of 0 delta has been added that reduce PEN & DAM by -6 and give a +4 DM, a great boon for docking ships.

Missile design
Missile design has been moved to the design system section and nuke missiles has been added to the optional rules.

Missiles need no longer be within launcher arc except during impact, they must still be within launcher range at the end of each turn though.

Underpower
Power requirements were always a bit nebulous in Intercept and has now been clarified and automated. The Ship.xls has fields for any Underpower DM, one for Thrust and another for Drift. There are of course places to fill these in on the DataCard.

Attack arcs
Attack arcs for missiles, ramming and co-vector ships has been clarified and moved to the general combat section as it is relevant for more than missiles.

Armor penetration
You no longer roll for armor penetration, instead you just compare PEN vs ARM and get Full penetration, Partial penetration or No penetration, one less die roll to bother with.

Damage
Damage is rolled as usual, but a 1 is a Cascading Damage and a 6 is a Stun with immediate and harsh stun effects. A Destroyed result is no longer rerolled as Hull damage but instead it simply adds damage to the Hull; Severe damage for destroyed Surface location and Critical for the other locations, one less die roll there too.

Scale
Small scale has been removed as I will never make useable planet LOS rules for planets covering half the map and combat involving nearby asteroids can be handled just as well with normal scale. The Large scale rules have been updated to cover the other changes from above.

Intercept notes
I moved my notes out of the design system and into the last page of the rulebook, just before the two pages of reiterated tables at the back.