2009-03-06
: The Source Campaign: battle 2 setup
Okay, Rob and the Kalik Federation! It's your turn to set the battle up. Here's what we need from you:
1. Where on the map will this battle take place?
Here's the map (updated to reflect the disaster of battle 1):
J lives on C5, I live on C1, you live on O4.
2. What's the special objective?
2a. Which victory condition does it represent? Control of the August Solar Throne
Control of the flow of smoke
Absolute moral authority
2b. What is it physically?
3. What's the battle environment?
These apply to everybody universally.
3a. How many 1-shot rockets does each army get?
3b. Does the battlefield require special attachments, eg space attachments for space, underwater attachments for underwater? (I'll explain how these rules work if you're considering them.)
3c. Select all that apply:
__ no ranged weapon => green d8 -OR- __ no declared target => +1 move
__ artillery weapons are area-effect
__ additional initiative die => additional go (w/ no move)
4. What army limits for me and J?
Please:
* Leave us the ability to make legal-sized armies (3-6 mechs).
* Leave us the ability to make functional mechs (2-4 attachments).
* If you rule out certain attachments, rule out only one or at most two.
You can give us both the same limit or each of us our own. Your army's not limited.
1. On 2009-03-06, Robert Bohl wrote:
1. Where? o3. There's been some snooping around uncomfortably close to my home that totally does not exist!
2. What? The control station for a key jump-gate through which 90% of The Smoke passes and lots of commerce is conducted.
2a. Condition? Control of the flow of Smoke.
2b. Physically? It's a bunker that houses controls for the jump gate.
3. Fight site? A gigantic, potato-shaped asteroid whose surface is extremely craggy and unstable.
3a. Rockets? 2? I'm not sure what the strategery is around this so I'll go with the number I pulled out of my ass.
3b. Attachments? I'm considering special space-attachments. What's the effect?
3c. All that apply? We can keep trying the initiative thing.
4. Limits? The surface doesn't allow for hand-to-hand fighting. No ability to brace yourself over the brittle substrate (unless your contact points have these organ attachments that secrete a biomechanical goo that momentarily cements you to the porous rock: something we have declined to share).
Vincent wrote "3c. Select all that apply:
__ no ranged weapon => green d8
-OR-
__ no declared target => +1 move
__ artillery weapons are area-effect
__ additional initiative die => additional go (w/ no move)"
Without a space attachment, a mech in space rolls only 1 white die. With a space attachment, it rolls both white dice.
A space attachment counts as an attachment, same as any other. It counts against your max of 4 for a mech, it gets shot off for damage, it counts for purposes of points per.
The battlefield can be part space part not-space, too, at your call. Like, half asteroid and half space.
There's one more, too, but we're using it across the board, it's not optional for Rob to choose. It's Eric Provost's defense-spotting rule:
* Don't subtract 1 from your defense;
* Don't subtract 1 from your spot;
* Attack = Defense does 0 damage of its own, but lets you use a spot if your target has one.
It's extremely likely that this'll be the official rule in the next edition of the game, while the other 3 will be optional.
Vincent wrote "There's one more, too, but we're using it across the board, it's not optional for Rob to choose. It's Eric Provost's defense-spotting rule:
* Don't subtract 1 from your defense;
* Don't subtract 1 from your spot;
* Attack = Defense does 0 damage of its own, but lets you use a spot if your target has one."
How has that been working?
Vincent wrote "It's extremely likely that this'll be the official rule in the next edition of the game, while the other 3 will be optional."
Cool! I taught a friend to play a couple of weeks ago, and I'm hoping to get a game in sometime this weekend.
I suppose so? It seems odd to me in-fiction but it'd be fine gamewise, so whatever.
Before you decide:
For vector movement
Move 1 or 2 = 1 thrust
Move 3 or 4 = 2 thrust
Move 5 or 6 = 3 thrust
Ramming
Your velocity relative to your target can improve your hand to hand attacks. Measure from your vector marker to your target's with the ruler; count each full segment. Treat the count as a spot on your target. There are no collisions otherwise.
Oh, hey, which of these is in effect? One should be:
1. No ranged weapon => green d8 (the rule as written)
2. No declared target => +1 move (an interesting alternate rule)
Vincent wrote "additional initiative die => additional go (w/ no move)"
I've been thinking about this, wouldn't it make more sense to have an additional move instead of another attack? It makes sense in genre, with lighter mechs flitting about the battlefield while the bigger ones are lumbering through.
The bone blades carried by the encounter suits are prepaired by immersing them in a heavy metal rich suspension which is then electrically polarised. This has the effect of filling all the empty space within the bone with a strong yet flexible alloy. The blade is then given a very thin coating of a by-phase carbide epoxy. When complete the new "Silver Sister" will cut through the hull of a smoke frieghter. This process takes months and is only done to honor the most highly decorated sisters who fell while administering "mercy."