Archive for the Intercept Category

Sensors, Scans, Signature and Signal

Posted in Intercept, Rules on May 17, 2016 by Mr Backman

Planetary shadowWe don’t experience the world directly. Our senses react to certain physical phenomenon and our brains interpret the data and paints us a picture that feels both real and coherent, the world is a fantasy of our creation. The sensors of your ship is just one more redirection from the universe and your mind.

3 worked Scan examples

The rulebook tell us how a Scan is performed. The scanner adds his sensors Sensitivity to the Scan size modifier to get a Scan strength. The Scan strength together with type of sensor, position and size is presented to the opponent. The opponent then, ask three questions and the answers determine if the Scan strength should be reduced or if there are areas of the Scan that cannot be seen by the scanner and should therefore be ignored.

If the opponent has target(s) inside the legit area he will add the relevant Signature(s) to the Scan strength and if the result, the Signal, is 0+ he must tell the scanner each relevant Signal that was 0+. The Scanner finally decides whether to perform a Sensor task and that task will give him an Indication, a Contact or the much coveted Tracked result. Read pages 6-7 for the basics and page 18 for planets and page 22 for asteroids and there respective effects on scans. End  of story, right? Below follow three scan examples, with pictures and all, enjoy.

Scan 1

The player A, the scanner, decides to try a 1×1 box towards the sun to see if the sneaky player B is maybe approaching from the sun. The ship is where number 1 is located and the green area is the Scan. The ship has a +2 Sensitivity Visual/IR sensor, and the modifier for a 1×1 box is -1 so Scan strength is +1.

Scan 1

Scan 1 – Visual 1×1 box, strength +1 in B3

Player A “I will do a Visual Scan, 1×1 box,  with a strength of +1, in B4”

Player B “Does the Scan touch your ships Sunglare column?”

Player B starts asking the three questions, this one is from page 6 in the rulebook, the other two are from page 18. The Sunglare question must always be asked, even if there are no planets or asteroids on the map.

Player A “Yes, my Scan touches my Sunglare goddamit!”

Player B “Does your Scan touch a blocked sun or shadow column?”

This question need only be asked if the map has planets or asteroids on it.

Player A “No, and you can clearly see that I don’t, but I know, you have to ask”

As the Scan didn’t touch the sun or shadow columns of the planet this question is not strictly needed but it can be good practice to ask all three questions regardless. The Sun column is the three squares wide light grey column above the planet and the Shadow column is the three squares wide darker grey column below the planet. Large planets have three squares wide Sun and Shadow columns, small planets and asteroids have one square wide, planets have columns infinitely long while asteroids have columns limited in length, see page 18 and 22 for details.

Player B “Finally, does the planet block parts of your Scan?”

Player A “Eh, wait a minute, checking…, ah nope”

The Scan is neither from nor to the planets gravity-well so player A can can swiftly answer this with a resolute ‘no’ but sometimes taking longer to check can fool the opponent into believing you are somewhere else.

Scan 1b

Scan 1 – Sunglare always affect none or the whole Scan, never parts

The one square wide column extending up from the scanners ship, not including the square of the ship itself, in grey, is its Sunglare column. Any Scan touching the Sunglare column will have its Strength reduced by the Sun factor (from now on called simply Sun). The Sun factor is normally 6 so in this case the Scan strength goes from +1 to -5.

If player B has any ships inside the B4 box he must now add the Scan strength of -5 to all his ship’s or missile’s Visual signatures, always Visual(Hull) and Visual(Thrust) too but only if thrusting. If the Signal (the Scan strength plus Signature) is 0+ he must tell player A that he got an Indication at least, and tell him the actual Signal(s). Player A may now rolls a Sensor task to determine if the Signal was high enough to also give him a Contact or the coveted Tracked result.

Player A have hopefully learned that Scans containing your scanning ships Sunglare column are stupid, the space combat equivalent of staring straight into the sun.

Scan 2

Player A now has his ship in position 2 and is about to declare his second Scan. This time he tries a larger 3×3 box one well away from his Sunglare. Note that parts of the Scan is outside of the map, which is perfectly fine as long as the center is still inside. Ships and missiles outside of the map are lost but Scans partly outside are simply a bit wasteful.

Scan 2

Scan 2 – A Visual 3×3 boxes Scan with Strength -1 in E1

Player A “This time I do a Visual Scan, 3×3 boxes, with a strength of +1, in E1”

Player B “Does the Scan touch your ships Sunglare column? You do know that parts of your Scan is off the map right?”

Player A “Yes I know and no, this time my Scan does not touch the Sunglare column of my ship”

The grey one square column stretching up above position 2 is the ship’s new position and we can clearly see that the new Scan doesn’t touch it, no Sunglare reduction this time.

Player B “Does your Scan touch a blocked sun or shadow column?”

Player B can clearly see that the planet’s Sun column is touched by the Scan but even if it didn’t it might be a good idea to ask this question, just to get into the habit.

Player A “Yes,the Scan touches the Sun column, but no, my ship is not in the Shadow column”

If the Scan touches the Sun or Shadow column the scanner must tell his opponent whether his scanning ship is in the opposite column or not. Whenever a Scan has the potential of having areas blocked they will also tell the target something about the scanners location.

Player B “Does the planet block parts of your Scan?”

Only omit this question if there is no planet on the map. If the Scan is from within he gravity well of a planet or if th Scan touches the gravity well of a planet, parts may be blocked. Planets have 8 sectors around them, near sectors inside the gravity well and far sectors extending infinitely far out. Pictures on page 18 show you the sectors of small and large planets. If your Scan doesn’t touch any blocked sectors you must still tell your opponents this, that nothing of the Scan is blocked.

Scans from a Near sector blocks the opposite near and far sectors.

Scan from Far sector blocks opposite near sector only.

Player A “Yes, my Scan is blocked in the planet’s North-East near and far sectors”

If player B has any ships or missiles in the North-East near or far sectors they should be ignored, any targets in the boxes D1 and D2 are still valid of course. Player B also now knows that player A has his scanning ship inside the South-West near sector. This is why the order of Scans are important, players take turns scanning first or last using the A/B turn order rule as explained on page 2 of the rulebook.

Scan 2b

Scan 2 – Parts of the Scan blocked by the North-East near and far sectors.

Scan 3

Turn 3 has player A’s ship just outside of the gravity well of the planet, and well inside the planets Shadow column. Being inside the Shadow column not only block scanned targets in the Sun column it also reduces the Visual(Hull) Signature. Normally, in sunlight, the Visual(Hull) uses the number written +Sun but when the ship is inside the Shadow column the Sun factor is 0 making the ship much harder to detect.

This time player A decides to Scan near the planet, thinking player B is maybe lurking there, inside the gravity well. A 3×3 Visual with a Scan strength of -1, centered in E5, as shown by the grey area.

Scan 3

Scan 3 – Visual 3×3 boxes, strength -1 in E5

Player A “OK, another Visual Scan, 3×3 boxes, with a strength of +1, this time in E5”

Player A once again ask the only question one must always ask, the one about scanning the Sunglare. If you look at the figure it might look like the S´can really is touching the shops Sunglare, it is – but – if a ship is in the Shadow column they are unaffected by Sunglare! Go outside in the middle of the night, stare straight down – do you feel blinded by the sun? No, didn’t think so, the Earth was in the way, you were technically in Earth’s Shadow column and thus unaffected by Sunglare, and if´you were away from streetlights and such, I bet your body was harder to see too.

Ships in the Shadow column are unaffected by Sunglare

Player B “Does the Scan touch your ships Sunglare column?”

Player A “No”

Player A doesn’t have to tell player B that the reason Sunglare isn’t in effect is because he is in the Shadow column. Don’t reveal what you don’t have to.

Player B “Does your Scan touch a blocked sun or shadow column?”

As the Scan touches both the Sun column and the Shadow column of the planet player A must reveal if he is any of them or outside both.

Player A “Sigh, my ship is in the Shadow column, the Sun column is blocked”

Player B “Aha! That explains why Sunglare didn’t affect you. I think I know where you are now!”

Player B “Does the planet block parts of your Scan?”

Player A “Yeah, my Scan is blocked in the North near sector, and the Sun column too as you already know”

Boxes D4 and D5 have small parts that are not blocked but most are, but still, big chunks of the SCan are still valid, don’t be afraid to do Scans including the planet, trick players tend to stay close to the planet thinking they’ll be blocked but as you can see that is far from the truth.

Scan 3b

Scan 3 – Sun column and North near sector are blocked, shown in red here.

Page 16 to 22 of the rulebook covers everything you need to  know about planets and asteroids, not only how they affect Scans but how you land on them, how their gravity affect your movement, how you can use their atmosphere for aerobrake maneuvers, and even how your Scans and Signatres are affected by being landed on a planet or asteroid.

Smugglers do it in the shadows – faded text on a dead captains T-shirt.

 

Missiles 102

Posted in Intercept on April 12, 2016 by Mr Backman

“William Turner: You didn’t beat me. You ignored the rules of engagement! In a fair fight, I’d kill you!
Jack Sparrow: Well, that’s not much incentive for me to fight fair then, is it?”

Missiles are for cowards? True, you can kill an opponent in his sleep, but isn’t that the ideal space combat scenario?
You: Not a scratch
Them: An unaware expanding cloud of slowly cooling junk.

My last article on missiles dealt with protecting against them. This time we’ll cover how to use them effectively. Missiles can be broadly be divided into Regular, Coldstart and Miscellaneous. As always, grab the latest rules, designs and design system here.

Regular
Regular missiles, small 15 min endurance ones, are not really that stealthy. The trick is to make your launching ships Drift as close as possible to where you think the enemy will be, and to make sure your vectors will differ by at least 2. This is fairly easy if you are untracked but really hard when battling for Initiative. If you manage to place your launching ships Drift on top of the enemy position every thrust G become a +1 DM thanks to the often overlooked Remaining thrust Gs modifier. Remember to roll or turn so your launcher can see the enemy, otherwise you’ll automatically miss. If your volley holds 3 or more missiles use the Spray fire option.

Cold start
This is another beast altogether. Launch them drifting from far away, you only need to be within launcher range when attacking. Keep in mind that each launcher battery can only hold control one volley at a time. If your current volley seem impossible to impact, give it up and launch a new, but remember that your launcher only carries 3 volleys (unless your ship has a magazine, don’t you just love those SDBs). If the enemy happen to Detect or Track your volley things get much harder as you may only have a G or two acceleration advantage over your enemy, if that.

Miscellaneous
Decoys and sensor missiles aren’t strictly weapons but can be really useful in stealthy situations such as blockade running, agent injection, smuggling, space piracy etc.
Decoys
Concentrate on the Visual signature as IR Scans are rarely used. Match your ships Visual(Hull) if you can as the enemy will probably know what class of vessels to expect. Launch the decoys early and remember that even thrustless decoy volleys must be handled by a launcher battery (to simplify gameplay), ditch your decoys whenever you wish to launch regular missiles. Missiles are cheap, ships are not.
Sensors
Sensor missiles are mostly used to closely monitor a planet. Put a sensor in orbit and have it Scan a 3×3 sq area on the planet (maybe an entire box for large planets). Why do that? The sensing ship must be within 5 times the Scan size or less, with sensor missiles you can scan small areas without running the risk of being found yourself. Just remember that sensor missiles must be in Line of Sight with the controlling ship, this requirement holds for all missiles by the way.

Crashes

Posted in Intercept on January 11, 2016 by Mr Backman

The best scene from the wonderful Pitch black movie (you know, Riddick before becoming some kind of Warhammer thing) is easily the ship crash in the beginning with the ship taking severe aerobrake damage and getting pounded some more when actually crashing on the planet. Good stuff! (full disclosure: I did the AI coding for Riddick: Escape from Butcher bay, and Riddick: Assault on Dark Athena so I am a bit partial to Pitch black, which these games are prequels to. Assault on Dark athena actually contain both games, and a multiplayer too).

Aerobrake damage

Crashing on a planet with atmosphere will first do a step of aerobrake damage where the ship slows from braking against the atmosphere. Any remaining speed will be taken as crash damage which is much worse, believe me.

A crash occur when a ship with non-zero speed during Drift has its Past on a planet. Remember that ships with Past on a planet are not affected by gravity (what direction should the gravity be?). If the ship has an atmosphere mandatory aerobrake will occur, if not continue to landing damage below.

Aerobrake with Atmos drag from page 20, you may brake more if your ship has wings, up to your ship’s Wing drag. If aerobrake damage modifiers are 1+ roll damage, streamlining is treated worse if the ship isn’t facing along its vector before the drag, ships will always face along the original vector after drag, yeah, turning for free.

Landing damage

A crash occur when a ship with non-zero speed during Drift has its Past on a planet with speed remaining after . Remember that ships with Past on a planet are not affected by gravity (what direction should the gravity be?).

Add up all damage modifiers from page 21 and if 1+ roll landing damage, the relative ARM and DAB modifirers are only used for docking and ramming. How hitlocation is rolled is based on the ships facing relative its vector, facing forward roll 2 D6 and use highest, if ass first roll 2 D6 and use lowest, all other cases roll 1D6. If the hitlocation is Destroyed reroll on Hull damage as usual. Don’t forget the whooping +6 Damage modifier when landing upside down, which can only really happen when landing on large planets.

Docking / Ramming damage

Docking and ramming works similarly to landing damage above but have some more damage modifiers, also on page 21, those taking relative ARM and DAB into account, the values used are from the actual hitlocatins used so larger ships docking with smaller are not safe. Roll damage if modifiers are 1+.

For an actual docking to occur both ships must hit Crew or Core and both ships must face and be rolled the same.

If you are ramming a larger ship, try to hit with your Hull versus their Surface or Thrust locations for better relative DAB and let us just hope you have better ARM there too.

Post new year post

Posted in Intercept, Rules, Traveller on January 11, 2016 by Mr Backman

Well this will be a short update where I briefly mention some of the new stuff added, I’ll go into more detail about some of them later on. Sorry about the long delay. Rules are hereand designs are here.

Jumpdrives

Before jumping the ship must inject fuel into its jump bubble, a layer of ionized hydrogen surrounding the ship, thicker the longer distances that are jumped. Jump prep takes 15 min to 60 minutes and uses 10% of the ships volume in jump fuel, per number of parsecs jumped, or Jn as the range is called. Small intrasystem jumps termed J0 spend only 5% of fuel but takes the same prep time. Ships with very small powerplants must turn off floor field and other power hungry components when prepping, the procedure is then called jump dimming, because traditionally the earlist jump capable ships turned interior lighting red during this, to warn the crew that a jump was in progress.

Rules can be found on page 30-31 as well as well as in the design rules on page 36, basic Jump prep or Jump dim time is on a row below the underpower modifiers, Underpower Thrust, Underpower Drift and Underpower Prep respectively.

Batteries

Batteries are either set to power just the floater and possibly Impulse thrust, or power for the entire ship. In both cases you input a nominal endurance in hours and Ship.xls will calculate the actual endurance loaded / unloaded. Multiply the hourly endurance by 4 and tick off each turn running on batteries, Impulse thrust is noted in GTurns used, typicaly twice as much as Floater alone. Ships running on batteries have the same IR(Power) signature as with a running powerplanet but no Neutrino(Power).

Don’t add batteries to your designs unless you fully understand the above rules, batteries are tricky and costly and not really needed for most designs.

All you need to do is to set the TL of the battery, whether you want its data for powering Float or the entire shio and the nominal endurance in hours, rules are on page 36.

Fuel converters

The Ammonia and Methane fuel converters have been combined into one, the water cracker is still a separate unit as it requires much more power. The special tankage row of ship.xls can hold any of water, ammonia or methane, but only one at a time.

I have added one Cutter fuelconverter and one Cutter fuelshuttle to the designs as the cutters are such common I though it would be good to get two ready made specialties aside from the regúlar one. Both the Mercenary cruiser and Survey cruiser has them as small craft.

See the sidebar on page 36 for details.

Workstations

The various waorkstation rows has been turned into one so all workstations must now be of the same type. The bridge workstation, aside from being a tie breaker for when Ship tactics skill are equal it also gives longer endurance, used by the optional Fatigue rules on page 25.

Battery modifiers

The modifiers for attacking with multiple indentical weapons, maybe from different ships if a Ship tactician is commanding them, have been modified to simplify designs at the cost of slightly harder to remember the breaks. The breaks are 2 for +2, 3 for +3, 9 for +4, 30 for +5 and 90 for +6. Fit three turrets with small missile launchers each for a +4 bonus from 9 missiles in a volley for example.

The tables are on page 9 and page 41 and of course in the 4 page table dupes at the back. Print out the last four pages at the back of the book to get handy references during play. All commonly tables and figures are there.

Detailed ranges and relative vectors

Those who want more detailed breakdowns of ranges and relative vectors can find tables for both on page 32.

Brace for impact

Every submarine movie has the captain yelling ‘brace for impact’ and now you can too in Intercept! At the end of movement, right before rolling for G-Loc you may opt to have the Crew and Repair Crew brace themselves. Bracing means they cannot Scan, attack or defend and they cannot perform repairs or power up powerplants. Bracing for impact ends at the end of the turn so you can thrust and turn or aerobrake while bracing for impact any number of times in a row. Basically, you cannot sense, fight or repair but take less battle, crash and aerobrake, you can also stand high G effects better.

The rules are on page 32, G-loc specific on page 25.