Archive for the Intercept Category

Playthrough session

Posted in Intercept on December 12, 2010 by Mr Backman

Me and Cicci played out a battle between a TL 14 Scout on one side (with a single large laser in its turret) versus a TL 12 Subsidized merchant and it’s Launch. In our Traveller game she usually flies a Scout while my kids have a Subsidized merchant and a Launch, this was a test to see if the low tech Sub and launch could actually beat the Scout.

Both sides started secretly at the top or bottom box rows of the map (yes, they could have started on the same row, even the same square). The Sub was to touch any square adjacent to the planet and then exit out the same map edge it came from, the Scout was to stop it from doing that. We used the new 3.1 sensor rules which was much easier than the old  ones to use. The Scout spotted the Launch early on but didn’t see the Sub until it was close to the planet (I was drifting the Sub most of the time to save on Visual/IR signatures and also to save on fuel). The Scout shot out the Subs’ powerplant and the Launch killed the Scout’s thruster. The Sub could limp back out as its fusion drive requires no power, leaving the crippled Scout in orbit around the planet. Marginal victory for the Sub and Launch.

The game (as always) made for some changes in the rules and components. The main change was that the hybrid hitlocation system could somewhat unfair, a higher degrees of success should always result in equal or better options but that was not the case for the poor Scout player. She attacked the Sub from its RearLeft arc and as she got a Good hit the rules forced her to hit the Powerplant. Had the hit been fair she would have rolled randomly and had the hit been VGood she would have picked the location but a Good hit forces a certain hitlocation, in this case pretty much the worst location as neither weapons nor thrust relies on power in a Sub. I rewrote the hitlocation rules as follows:

Regular hitlocation

  • Fair hit Roll hitlocation
  • Good hit Attacker choose to roll or use facing
  • VGood hit Attacker picks hitlocation

Deterministic hitlocation

  • Fair hit Hitlocation based on attack facing
  • Good hit Hitlocation based on attack facing
  • VGood Attacker picks hitlocation

The big mapboard should have sensor boxes on the to make it easier to go between the boards. Not an important change for sure but still needed I think. I also added the option to make missiles with longer endurance at the expanse of thrust, this option can be used together with the coldstart option. Missile versions:

  • Regular Performance and as stated, price as stated.
  • Cold start Subtract 2G from thrust and double price.
  • High endurance Subtract 1G from thrust, double the endurance but keep price. Reduce PEN and DAM by -2.
  • Cold start high endurance Subtract 3G from thrust, double the endurance and double the price. Reduce PEN and DAM by -2.

Aerobraking never entered into the fight but I kind of liked the older version better, the one before the 3.1 update. I think I’ll go back to the more accurate and more complicated version, mainly because the chance of crashing into the planet goes up. If one cannot see through the planet one shouldn’t easily fly ‘through’ it either.

The final change was to add back in the very first integration rules where you get a cumulative +1 in Scan for each subsequent scan with the same ship, sensor and scan area. This integration bonus can never go higher than +3 and must be from the same ship and sensor type and it must be continuous from turn to turn. Actually, this rule highly overstate how well integration time behave in reality, realistic rules would give you +1 after 10 turns of integrating, +2 after 100 (yes, that’s more than a full day), one could rationalise this by assuming that the scan is actually concentrated on the parts of the scan area with better signal to noise than the average. The real reason for doing it this way is to give the playef a way to boost signal a bit, if you have the time and the target is stupid enough to linger.

After playing we looked at each other’s plotting traces and Cicci showed how sneaky/munchkin she can be. She deployed at the narrow, rightmost square-column knowing I would never waste scan area there and also helping her avoiding the sun direction. Sneaky! maybe I should shave off any partial boxes from the small plotting map? All the changes except adding boxes to the large map have been added to the Intercept bundle (including a fix for the sneaky trick Cicci discovered).

Favourite unit for space combat calculations: Rick, one Rick equals about 3 km/s and it’s the speed where matter has the same kinetic energy as TNT.

Sensor rules 3.1

Posted in Intercept on December 2, 2010 by Mr Backman

Ah, finally something new at this website! My excuse; well, mostly work actually but I have also been fiddling with some En garde inspired rules for Traveller which I will post here whenever I have enough stuff written.

I have playetested Intercept with my girlfriend mostly but also with some of my colleagues at work and certain errors cropped up regularly enough to warrant investigation. Intercept is a double-blind system without a referee so it requires a great deal of trust between the players. If a player does his scanning wrong it is hard to detect the error until after the session when the players typically look at each other’s plotted maps. The errors were of three kinds:

  • Coordinate errors People weren’t as used to cartesian coordinate systems as I thought they’d be. If one could merely point at the box or boxes scanned on the common map a lot of errors would go away.
  • Planet LOS errors The planet Line-Of-Sight rules were hard to do right as one had to match the square scan against the jagged blocked arc.
  • Aerobrake errors We had only a few of those because aerobraking is so rare but whenever a player tried such a stunt the chances were high that he would do it wrong.

Coordinate improvements

The plotting map is now divided into 5 square x 5 square areas called boxes. These boxes are easy to see on the map and if player A says he scans in the x = +5, y = +15 box (or simply points at the box on the common plotting map) the other player can easily check if his ship is inside or outside of the box. No more counting on scan radii to see if one is inside or not (or using the my custom-made plexiglass scan guides). Scanning individual squares (either 1 x 1 or 3 x 3 squares) require a bit more scrutiny but the 3 x 3 square scans can only be done in the same or adjacent boxes of the scanning ship and the 1 x 1 square scans can only be performed inside the scanning ship’s box itself. These small scans are rarely used and are dead giveaways to the scanner’s own position and as they are so rare the players can agree beforehand to not allow them if you both feel they add too much complexity.

Planet LOS changes

Planet LOS is much simplified thanks to the addition of map boxes. Check what arc of the planet the scanning ship is in and the boxes along the opposite centerline are illegal for scans. If a scan includes the central box containing the planet the scanner must tell his opponent what arc is blocked, the arc opposite of the scanner’s arc that is. Yes, scanning the central box gives the opponent more information that before but that is a small price to pay for a much simpler LOS system with far less errors. If you are scanning the tiny 1 x 1 squares or 3 x 3 squares you still have to abide the old rules which simply states that the scans cannot include squares in the opposite arc from the scanner. As 1 x 1 and 3 x 3 square scans are so rare one could agree on not allowing such scans if you both feel they add too much complexity.

Aerobrake changes

Aerobrake manuevers are typically done before being spotted as it allows you to slow down the ship while still being stealthy (no large Visual, IR, Neutrino or Mass signatures from the drive) and must therefore be easy to do without asking your opponent how it works. The new aerobrake rules uses requires the ship’s Present to be on the planet for aearobrake to take place, if the ship merely crosses the planet square it has flown above or below it. A ship can actually maintain a steady polar orbit by jo-jo-ing back and forth across the planet as long as its Present never end up on the planet.

The singularity; Rapture for nerds – Ken MacLeod

Guy Fawkes update

Posted in Intercept on November 7, 2010 by Mr Backman

Well, I missed posting the 5:th of November but I decided to keep the heading regardless.

I have added a page where all download links for Intercept are kept together so you don’t have to click around for them (all downloads are also available in the links section to the right). Aside from this blog maintenance I have made some changes to Intercept itself, large enough to warrant a new version number (3.1.0). The rules book and design system files including all the ready-made designs have been updated with the new rules.

Sensor scanning have been simplified with the introduction of boxes, read the Sensors rules section to learn how to do sensor scanning the new way. I have also changed how Mass(Hull) signature work; ships lacking floorfield or having their floorfield turned off now have a much reduced signature. I also removed the Idle power rules; powerplants are now at full power or completely off.

As a side note: My family have a tradition of blowing up the parliament every 5:th of November in honor of Guy Fawkes and the V for Vendetta movie. We do this by making a model of the british parliament building and then blowing it up with fireworks. Great family tradition for us, a bit creepy for onlookers. My daughter Josefin came up with the idea when she was ten (spoken in a suitably proud fathers voice).

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.