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hix

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Posts posted by hix

  1. @rsanford is too modest to toot his own horn here, so I'll do it. This is over 600 pages of incredibly well-done sci-fi content. Tons of great gear, psionics, vehicles, horrid otherworldly beasts and Forbidden Science. The amount of work that went into this to deliver a free product is insane, and everyone involved should be proud. Great job.

    • Like 4
  2. 44 minutes ago, Atgxtg said:

    winds up relegating the PCs to spectators

    This is what draws the line between a good game idea and a good story for me. The crux of the session should be player choice, and the consequences that come from it.

  3. The primary goal of suppressive fire is to allow move-and-fire actions like bounding overwatch or initial troop placement. Suppressive fire forces the enemy to take cover from the fire of group 1 while group 2 moves on the battlefield. How do you determine how much area a SF attack can cover? my rule of thumb for burst fire is that the targets must be within 3 hexes (~10m). SF doesn't require (much) aiming, and thus should be able to cover a larger area.

  4. How do you handle it? Autofire rules mention it, but it's not defined as such. We can assume a contemporary or future setting. Here's how my group is handling it:

    Mooks under suppressive fire (SF) must go prone/take cover or take damage. Uses a full clip, can cover a large area of map with no chance to hit unless mooks don't dive. Anybody who doesn't have a name dies if hit. Only usable by weapons capable of burst fire.

     

  5. 1 hour ago, Ian Absentia said:

    orthodoxy takes the day!

    Saucy, but he has a point. The Mythos as it was formed was a collaboration between the various writers of Weird Tales et al. Killing each other off in their stories, expanding and playing off of each other the same way a roleplaying group does. A genre is a set of conventions, mashing them up can be as much fun as playing them straight. The Cthulhu Invictus line should have some cool ideas for stuff to do in a Classical setting.

    • Like 2
  6. 22 minutes ago, Warframe44 said:

    I'm not sure what you mean by this.

    I was thinking of "facing" more than vector. A fighter, let's say, can reverse/adjust facing with very little thrust required and no resistance. Like in Babylon5/2000sBattlestar Galactica where they flip on a dime. As oppposed to naval combat where turning/facing is a big deal.

    • Like 1
  7. 58 minutes ago, Questbird said:

    distances where the combatants can't see each other

    alright let's make some wild assumptions:

    Lasers do damage with heat, needing contact over duration to do significant burn. So you have to be close to keep contact.

    Railguns do instant kinetic damage, but because of their relatively slow speed have less range.

    Missiles/torpedoes do instant damage but have range limited by fuel. they can also be detected, so you can't shoot from too far away.

    what else ya got?

  8. 2 minutes ago, Ian Absentia said:

    matching ship speed and vector

    matching speed is a matter of ship positioning and moves in the Chase system to stay within a certain Range

    matching V sounds like a white-knuckle mano-a-mano dogfighter pilot affair, and should be settled with an opposed Piloting roll. I can imagine a series of opposed Pilot checks determining attack and defense initiative in a fluid way. This sounds very interesting.

    Opposed checks between competent parties tends to end in a tie with both succeeding. Would this be the "even odds" situation, giving neither bonus nor penalty?

    • Like 1
  9. 18 minutes ago, Ian Absentia said:

    effects of momentum

    yeah, I have used Weapon Range to account for this. Of course the tungsten or iron ball fired by the railgun will continue moving indefinitely in the void, but the relatively low speed means it's only accurate within a certain range for a moving target.

    Missiles are another can of worms, still going back and forth on whether they should have movement and a presence on the battlemap, or to just keep it simple as an attack that can be dodged by the pilot.

    • Like 1
  10. How to use the existing chase rules in the black void of space, some ramblings:

    1. There's no top speed in space, so the speed stat is not needed. Accel is king, perhaps mitigated by the mass carried if you want to get that crunchy.

    2. No friction and preservation of momentum means no turning rules are needed, but the "moves" table in the chase section would be altered.

    3. The Handling stat should determine the "class" of ship, and keep them in line performance-wise.

    4. The abstract ranges are perfect for space battles, as the distances are usually too weird to imagine.

    What else ya got?

    • Like 1
  11. In Space Cowboys, we do this, allowing multiple actions. This quickly led to the fast guys acting 5 or 10 times a round, so we added SR to guns: 1 to pistols, 2 to sniper/anti-materiel/Mellowlink guns that are harder to swing around or you have to set up. This gets most players acting 2 or 3 times a round, which is about the right tempo for a gunfight, for my money.

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