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Previous Thread >>76580570
8e changelog, in brief: >>76006365 (Dead)
8e subfaction updates >>76125729 (Dead) (Planetborn not included)

Distant Broken Stars is an expansive universe created by Tableforge. Its centerpiece is a dynamic fleet-action miniatures wargame sharing the same name.
It also isn't real. Welcome to thread 9 or 10 in the same /tg/ discusses a game that doesn't exist thread chain.
Except it sort of does exist now. Links to rules draft and a pastebin where you can find more info below.


>DBS 7e rules (including Admiralty):
rebrand dot ly/DBS7E
>Previous editions and dead spinoff rulesets:
rebrand dot ly/DBSOld
>Fiction:
rebrand dot ly/DBSFluff

>What faction are you going to play in 8e? Answer the Poll!
https://www.strawpoll.me/42254694/r
>8e pre-release rules leak:
https://docs.google.com/document/d/1v2IOPYsa-V59XARx_PMgtExKI4o7REbkfKISuDFbQ6c/edit
>Fan Content Directory:
https://1d4chan.org/wiki/Distant_Broken_Stars
>Model Spoiler release catalog chart.
https://docs.google.com/spreadsheets/d/104xl48O5OiWc_idDYP_z_Tj0x4emRxt7avD1Z_DpooI/edit#gid=0
Feel free to fill the above in with ships you want to see, or links to models you made yourself.
>>
>>76673101
How goes the rules? Been busy lately, any new updates?
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>>76673961
Seconding this. We've been lorefagging too hard we forgot about the rules.
>>
Bump
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>>76673961
Not really, we got stuck on the specifics and then focused on lore. Helps it's been the Holidays.
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>>76677002
Alright lets make this thread about the rules. Lore is nice but with no game there's no point to lore.
>>
>lore

It's fluff, you faggots.
>>
>>76678493
Fluff, lore, its all the same. We need rules.
>>
So rules do we need?
>>
>>76680689
-Capital ship on medium craft combat
-Medium on medium combat
-Strikecraft to strikecraft combat
-Movevment
-Boarding
-Terrain effects if any
>>
>>76677002
On the topic of lorefaggotry. Has anyone updated the 1d4chan page yet?
>>
>>76673101
alright faggots the name has me intrigued. what is this going to be, in short?
>>
>>76682895
A spaceship wargame.
>>
>>76681199
I remember some anon metaposting about how space had "character", so I'd say terrain effects are fair game.
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>>76683120
sold.
>>
>>76683348
Gravitational riptides? Subspace fluctations? Hyperspace nodes? Jump points?
Maybe stars and planets can play a greater role than just being objectives. Maybe you can do slingshot maneuvers using big gravity wells. Maybe stars are hazardous at a certain range. Asteroid fields and planetary rings could be hazards and cover.
>>
>>76683576
Why not? Hell we can even go weirder if we want. Extradimensional fog that obscures sensors, derelicts that could contain bonuses or hazards, rough space terrain that limits jump movement. I'd say whatever we can come up with is good.
Speaking of space and movement I just thought of a great question. Are we doing square grid or hex grid for movement?
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>>76683576
I think BFG had pretty interesting mechanics for terrain. so does DFC but different scale.
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>>76683645
Hex grid for that futuristic spacey goodness.
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>>76684281
So, movement is going to be more complex but also more granular, I dig it.
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>>76673101
This seems neat is there a collected lore doc anywhere?
>>
>>76686124
More or less. Needs to be updated tho.
https://1d4chan.org/wiki/Distant_Broken_Stars
>>
>>76684281
>>76685944
So we've got hexes, didn't someone mention wanting to use vector movement? Hex grids do make that a hell of a lot easier. I've been sitting on a system for it for my own game for ages we can probably use.
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>>76687617
Example.
>Ship begins with vector shown.
>Demonstration of simplifying it.
>The vessel moves three N and 3 NE 'coasting'
>During its movement phase, it turns to NW, fires it thrusters to accelerate 2 NE and sideslip one SE.
>These numbers are added to the movement record
>Example of simplification, 1 is subtracted from the 3 across from it. Flanking 2's are subtracted from each other and added to the N 3. Result is a N5 vector, as we can see is the ships final resting position on the chart.

The turning and thrust would probably be applied and then only the final vector used for movement. But this is at least a visualization of the actions. That said, doing it all on-board this way, while very, very wrong in a few ways, allows more player agency on ramming, since wide divergences from final vector are allowed. Or at least, it helps envision possible moves to do so.

>"Anon that's kinda over-complicated"
Welcome to vector movement. I'm not really sure it fits here, but someone suggested it, so here's how you'd do it, at least.
>>
Will FTL have any presence in Fleet Action? I can see it being indispensable in Admiralty but can it also be used on Fleet Action?
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>>76687773
Best part is that current speed can be easily translated into damage for ramming like Full Thrust does.
>>76688106
http://abillionsuns.space/the-game/
http://www.fire-on-the-suns.com/Core_Manual.htm
I think we should take inspiration from these games for Admiralty. Embrace Stellaris autism.
>>
>>76683348
>>76683576
>>76683645

Let's not forget jigsaw novae, tiny fragments of an inexplicably fragmented supernova that dance through space like searing will-o-wisps.

Or quarkmires, which dissolve passing ships into bizarre and ephemeral kinds of matter.

And let us not forget the most terrifying topography from third edition: 3D space. Pretty sure Tableforge just introduced that to sell their adjustable ship stands.
>>
>>76688675
>3D space
Attack Vector: Tactical
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>>76688675
I like this. Space is just as much a threat to you as your opponent.
>>
I'd like to requisition a name change.
>Broken Stars
Rolls off the tongue a bit better.
>>
>>76691195
No
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>>76691195
Request denied
>>
>>76691323
>>76691253
Oh yeah? Well fuck you both. I'm going to call it Broken Stars in offline conversation and there's not much you can do to stop me.
>>
Have we considered that space might be flattening?

What if combat takes place on a 2-dimensional plane not out of convenience, but as a reflection of the collapsing, fractured state of the universe?

Who is to say that some phantom force is not compressing spacetime into a giant, star-studded pizza? If we assume that this is occurring, then the logical place for combat would be in the plane of equilibrium where the pressure from above and below cancel out.

This is not to say that the universe isn't 3-dimensional. Ships would be able to travel small vertical distances relative to the plane without much trouble but longer journeys would have to fight the compressing force. Stars and planets would still be spherical-ish for the most part, but their orbits and their place within their respective galaxies would be gradually converging towards a celestial elevation of 0. (The Milky Way is already sorta flat, but this would be that on steroids.) To visualize this, imagine looking up at the night sky and seeing all the stars rearranged into a solid line from one horizon to the other.

Naturally, there would be outliers. Distant, broken stars that stubbornly refuse to join the pan-galactic recession. Over the centuries, these stars would be the only recognizable constellations left. Mystery would surround them, their lofty perches too distant for most civilizations to ever contemplate visiting. The work of the Heritage? The mournful eyes of a space-Opabinia? Abstractions given negative mass?

We may, nay, -should- never know.
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>>76691195
>>76691253
>>76691323
>>76691634
>>
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Rulefag here. Holidays have slowed shit down quite a bit but I'm slowly, oh so slowly making progress anons.

Also should we have subsystem health instead of damage tables? I'm thinking it might make things a little more interesting, with weapons being destroyed over the course of the battle but I'm not sure about the general concept.

I'm going to finish the Movement rules at least and then I'll hand it over to the thread.
>>
>>76695194
Subsystem health feels right. Kinda like FTL the vidya, you gotta specify what your weapons are aiming at.
>>
>>76697490
I'll see what I can do with that. Tho at combat ranges would ships accurately be able to target different subsystems?
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>>76697720
My thoughts are maybe. Even a light-second in space is a massive distance but if you hit a ship at those ranges with any reliability you can perform a called shot too.
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>>76695194
Cute lizard. Will have to write him into the lore at some point.
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>>76697720
I asume this would depend on travel time. With weapons that have a shorter travel time being esentially snipers.
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>>76692433

All the weird space terrain would mesh pretty well in a flat galaxy. Asteroid belts would be denser, stuff like extra dimensional fog would be more of a hazard since flight over or under it would require prohibitive amounts of power.

Also, whenever ships cluster along a single axis you're going to get more collisions.

You wouldn't want missiles/fighter craft/boarding craft being affected by it in combat however. You could handwave and say that they're too small to be affected in any immediate way.
>>
>>76703435
I like it. To add to space being completely and utterly fucked, I say we have Space-Time Tidal Waves that will appear from each side of the Battlefield. With the players rolling for the strength of them, going from just going to push your ship mildly to the side to remove your ship from play as the currents of time have made it appear back at base.
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>>76704798
No.
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>>76704798

While not as extreme, 4th edition did have rules for temporal tide pools that could rewind ships back to pristine condition or displace them in time by up to two turns.
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>>76705251
That's not a terrible idea. Although we need a way to not make it broken and easily abused.
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>>76705648
>>76704798
Not really feeling it with the time shenanigans, because messing about with the wibbly wobbly timey wimey stuff tends to end up fucky wucky, in a lot of cases, and not only for tabletop rules.
To make an example, the temporal tide pool's two proposed effects are already either borderline broken (restoring ship to pristine will have players camp around these spots) or just plain fussy and taking too much 'paperwork' (displace them two turns back would assume that each player remembered what they did two turns ago, and then re-positioning their ships again - plenty of potential kludge)

I suggest having these spatial anomalies be more like STALKER's anomalies, in a sense. As in some of them are unknown until sighted, and that none of them deal with time shenanigans.
>Anomaly that pushes ships towards a certain direction? Sure
>Anomaly that inflicts effects on a ship? Sure
>Anomaly that lets a ship move twice the rest of their movement points? As long as it gets discarded afterwards
>Anomaly that messes about with past turns? Heck no

Then again, these anomalies could be in the form of cards, placed face down on specified places on the battlefield. Both players shuffle and place their anomaly cards on the other players' side of the battlefield. The Voidborn could look at the first x anomaly cards before placing it face-down, as befits their style of manipulating space-time.

How bout that?
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>>76681199
There really should be a unified system for starship combat, not dependent on ship size difference. Finicky rules are boring rules.
>>
>>76706958
I think we should just stick to normal environmental hazards; they should provide both benefits and penalties or just penalties. Like asteroid fields, Black Holes, Nebulae, etc
The voidborn could get bonuses regarding those anomalies, except with energy-based ones perhaps.
>>
bump
>>
https://docs.google.com/document/d/11Tx6IcdEjlkTrOYU0I2nyEyeUt3RTFpjQrnXKEZO5xY/edit?usp=drivesdk

Alright rules fag here. Since it seems like a lot of anons have some good ideas for features I made a copy of the OG Rules Doc for everyone to add to till we can find a consensus on what we need to get the system running.

>Pictured: The Jaw of Noble Scovas Johens of the Ploraxian Dominate province of the Tyar Imperium. Known as Double-Teeth by some and Shark-Mouths by others the Dominates peoples believe in the principle of redundancy above everything else. And while the "Shark-Mouths" might be their most famous trait they are known to have a host of other redundant organs and limbs in case of disrepair. With many nobles having slaves to house new organs just for the purpose.
>>
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>>76707100
Ahhh sorry for the confusion! But for the rules the shooting for Capital Ships Is supposed to work for all Warships.

The only change with Corvette sized vessels is that they're more maneuverable and therefore can dodge to escape firepower.
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>>76713857
Yes, we need more memes
>>
Newbie here; what boxes should I buy for a Ppuk start?
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>>76718482
Unfortunately, the Ppuk don't have a lot of box set presence. Though there's a rumor they'll at least get a starter blister sometime soon. Until then, I still suggest building starter fleets for Patrol Engagement games out of a few frigates and a destroyer or light cruiser. Good way to make sure you'll like the whole thing without spending a lot of money.

I'm intractably busy with holidays and family matters, but I can probably try to make a PPuk stater box if there's actually interest. I'm willing to pivot largely wherever, and I still owe an anon a Ppuk capship, or at least a CA.[/spoiler[
>>
>>76718482

First bit of advice: You might be tempted to go with a Conjunction class dreadnought, don't be. Get yourself a Convergence. It can be re-spec'd to lean into almost any strategy, unlike the 'junction which has to rely on inertial hijinx to be relevant.

After that, the Ppuk Skyshapers box is an oldy but a goody. Lithobreakers and ring-eaters are the backbone of most fleets.

The Defiant Dirge set might also be worth looking at if you want to lean more into screamware. Ppuk Hellions can be tricky to learn, but once you get the hang of them, they're a solid, cost effective deterrent for sniper ships.
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>>76718769

You're the anon that does the 3D models, right? I admire your knack for isolating what gives each faction their "look" and spinning that out into new ships. I'd love to see your take on the Ppuk.
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>>76719196
Their frigate was done last...or the prior, thread? I forget, but here it is. I'm working on their DN now. The pic in >>76718979 inspired me a bit. Props again to drawfriend for the original concepts. and to Android Arts for teaching me to do what you said and isolate what makes designs what they are. I'm sure I posted this article before, but it's my holy grail for this stuff. http://androidarts.com/spaceships/spaceship_design.htm
I've considered linking to my twitch and just streaming my work for the curious, but that seems kinda beyond the pale of /tg/ acceptable behavior.
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Ppuk DN is going to have some big, obvious stylistic cutouts in various places in a fucking desperate attempt to lower the print price from '$yes.' I keep nudging the size up every time I look at it thinking "Eh, not Dreadnought enough."
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>>76719291

>but that seems kinda beyond the pale of /tg/ acceptable behavior.

There's always screenshots, at least. 3D modeling is practically witchcraft to me, so any kind of insight into the design process is wildly fascinating.
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>>76719530
Glad to oblige then. Really the secret is just that it's taking lots of basic shapes and stretching them, then jamming them together. More advanced tools have like, sculpting and whatever, but I'm using some bargain basement shit I'm too acclimated too to change. While I'm showing off the DN underside details, have this of the frigate. Pretty much all the 'details' on it are just this same pentagonal tube stretched and squashed and repeated. (Somewhere I decided Pentagons were a Ppuk 'thing.') If you start looking carefully, I'm sure you'll see most of my models are just the tortured essence of the same few squares, cylinders and half-spheres.

Technically at the end you should push a button that conjoins them into a single outer shell but this makes modifying things hard, and also sketchups shell tools don't fucking work. They seem to print fine regardless of the internal garbage instructions though.
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>>76673101
I have a feeling that this game will end up with as many factions as there are species in the furry niche.
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>>76719587

Reminds me of pyrite crystals, which ain't a bad thing.
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>>76719823
Works, Would make a cool paint scheme. My thinking was mostly that if I jostled the edges some, they'd be the most 'unnatural' shape I could think of as the building blocks for repair patches. Have things to do today, so this goes to hiatus, but here's where we're at.
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>>76719799

Listen, nobody here wants to repeat the mistakes of Furred Edition.
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>>76719849

So while it does look a little goofy (as WIPs tend to), I am digging the pentagons along the side. They really sell the fucked up, scar tissue shtick.
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>>76719903
I appreciate it. Figuring out what the 'original' texture is is the hard part. I had a flash of inspiration as I was about to close the damned program about what to do with the white space in there, so have the actual last update.

I'll be trying to add in some bits to suggest organic patches as well, (can kinda see attempts here and in prior shots,) but they'll take some iterating.
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>>76716662
Tell me, captain, if the Absolute States is so great, then why are you all organic beings?
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>>76720499
Nice dubs

>TFW your entire race is a walking flashback
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>>76721955

David Lynch would be proud.
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>>76721955
>be ashen
>witness literally anything even remotely related to war and destruction
>flashback intensifies
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>>76720499
Shut the fuck up you Okkari piece of shit, into the canister you go
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>>76723766
>TFW Ashen
>TFW you have and are a source of PTSD at the same time
>>
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Back. Working on this. Exhausted so not likely tog et much further. The basic shape is pretty set, just a matter of adding the texture stuff. Which is liable to be a slog.

Frigate in boatbay in second shot only for scale.
>>
>>76727067
Looks nice. Honestly can't wait to see what you do for some of the other factions. Like the Avar. If you can.
Maybe we should have more than one modeler. Actually we are sorely in need of artfags in general.
>>
>>76728687
Avar are on my "I dunno," list. Anything with more organic curves is hell with sketchup, though I may still try. There were a few other 3d guys but they didn't stick around really.

I tried an Ashen ship once and threw it across the metaphorical room in disgust. The more specific the component shapes, the less I can do, essentially. I'll give every faction a try, at the very least. Of those without ships though, I'm thinking;
Will do: Mesekai, Blue Destiny
Pretty Confident: Kyrax
Fair possibility: Verdant, Mycenoid
I dunno: Ashen, Avar
Extreme doubt: Zeckir, Swarm

Factions with ships appears to be 11/20. Finally passed the halfway mark. Subtract one for the Mresh DD. It exists but isn't currently in a printable state. Those Outlaw Star propeller engines haunt me and refuse to work out.
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>>76728877
You're using sketchup for all this? Jesus. I would have thought something like blender or autoCAD would have been better. All luck and power to you, you insane masochist.
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>>76728950
Sketchup is really easy to learn. The malus is just that now when I try to learn a real, good program smoke comes out of my ears. I've tried to learn Blender on four separate occasions and I just don't get it. SketchUp is garbage and I hate it, but this is the grave I've dug for myself. If it makes you feel better for me, I have a bootleg old desktop version and not this new web-based horseshit.

Size comparison while we're at it. This thing is going to be stupid expensive.
>>
>>76729033
I know Sketchup is easy to learn. I've used it before google bought them out. But God is it awful. If I was faced with modeling anything using sketchup or being waterboarded, I'd take the waterboarding. Thankfully that was in middle school and now I only have to deal with janky map making software if I actually had a job relevant to my major, thanks 2020
>>
>>76729122
Sorry, I figured you did. my insinuation was just "That's a bad thing and it's a fucking trap I can no longer escape." I've at least got a pretty quick workflow down for it, when I'm motivated. Which is never. Honestly, these threads have been the longest I've stayed focused on a project for awhile. Thanks /tg/.
>>
>>76720499
>the absolute state of Absolute States
97% biomutts, I tell ya what.
>>
>>76729033

Sounds like me whenever I need to draw something. Sure, I've spent hours learning how to use GIMP and Inkscape, but when push comes to shove, MSpaint gets me 90% of what I want for only 5% the effort.
>>
>>76732603
I know that feel. I use paint.net for everything since it's basically just 'paint, but with like four QoL things from better programs.'

That's all pretty much where I'm at with it, yeah. It's low-effort and work's getting done, so it's fine for now.
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>>76673101
Bump
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Bump with prow details.
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And done. I forget which one this is; Conflux or Convergence. Really pleased with how it came out, in any case.
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>>76737125
Jesus Christ that looks fucking amazing.
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>>76738872
Thanks. Out so can't reply in earnest, but it means a lot.
>>
>>76737125
>>76736376
What is this big cavity on the front, is it some kind of laser lens or a shield projector?
>>
>>76741723
I don't know, honestly. I just remembered that the idea was Heritage ships were all macro-scale 'tools' that worked with gravitic beams and stuff to do stellar engineering and the like. So functionally, it's 'whatever bizarre special effect the ships statline needs.' Much like a federation deflector dish, itdoes whatever the plot/statline requires. Since it's flat, you can paint it or add spare parts to make it seem like whatever, too.
>>
Bumpity.

Should we put together some sort of mailing list or something? Thread halflife is getting kinda short.
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>>76745780
Yeah threads have been a little slow but it's also been the holidays too. As long as people make OC people will post.
>>
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>>76728687
So I took a stab at the Avar after all. I was correct that I couldn't make it look like the concept. But I still managed to get something I don't hate down. Suspicious of its printability, but we shall see.
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Perhaps the size I pegged for dreadnaughts is a little...toooo big. I dunno what I can even do to try and cut it down besides spastically punch more holes somewhere.
>>
>>76746100
I'm always willing to write lore. Unfortunately writing is all I'm good at. And it doesn't actually help get the game made.
>>
>>76747025
Throw around ideas for mechanics. Just think about what might be cool.
>>
>>76747025
Well write about the Planetborn Andromedan War anon.

Let's hear about some wars for this wargame.
>>
>>76737125

Digging the thrusters at the back. They really look like out of control growths, like the ship is slowly becoming more and more engine.
>>
>>76747025
>>76747736
A few threads back we had something called the duology mentioned. Maybe you could expan uppon it?
>>
>>76750474
Iirc it was about the Andromedan red/blue dichotomy, and the other two castes outside the dichotomy (purples and oranges).
>>
>>76749141
Thanks, I like them too. My thinking with them, like a lot of Ppuk stuff so far, has just been.
>Make thing normal
>But out of pentagons this time
>Add random extrusions and greeble
>Profit
>>
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Planetborn Frigate. Looks kinda corvette-ey, but oh well.
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Return to Frogge
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>>76750693
Correction, yellows and oranges.
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Kyrax CVE.
Not sure I like how it's coming along. It's a little beyond my skills, I think.
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>>76752155
Looks nice, they're flying beehive combs!
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>>76752709
Thanks. Needed the push to figure out how to finish it, and now it's at where I'm happy with it. The wings and other details continue to give me hell, but I'm finding ways.

Here's everything that's been finished since last night.Avar ship may need a few more greeblys to really pop, and the Mesekai one could probably use a few more blatant gun barrels. generally happy with 'em though.
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Last thing before I head out for the day, altered the Orion so the gun looks less goofy and/or like the other PB ships.
>>
Midday bump
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>>76755077
Hmm, looking at the latest rules, we have a solid basis to expand on. We still need to figure out turn sequences, aka chronological action-by-action stuff, also on where the cards are figured in.
>>
>>76755251
I'll see what I can think up when I have some time between irl and the models. I've barely had time to review what we've got.
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New Planetborn Cruiser. Had the idea for the trilateral prow when thinking on a design to maximize on spinal firepower
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>>76758157
Maybe a CA for Planetborn? I know a Planetborn turreted heavy cruiser was mentioned in one of the Fleet lists.

Also what should I write fag for? I've been neglecting my thread duties but I want to contribute a bit more.
>>
>>76759536
Possibly. Planetborn are currently tied for most done ships, so I may pivot for awhile.But I'll keep that in mind.

And truthfully I don't know, or don't have any requests myself. I know juuust enough of the lore to make spaceships kinda 'correctly.' Maybe some sorta Blue Destiny shorts? Pirates are a good way to interact with a lot of the setting fast.
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>>76759536
>Also what should I write fag for?
Planetborn or Blue destiny. Potentially Tyar.
>>
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New compiled scale chart of everything done to tide the thread overnight.
>>
Ive never played is it any good?
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>>76766866
A little oldschool, especially going back editions, but one of the more developed spaceship games. Just a bit unknown because Tableforge is garbage at marketing.
>>
>>76766866
Depends on the edition and the faction the player you ask tends to play.
>>
>>76764259
Goddamn do I love Planetborn ship designs.
>>
>>76768140
Thanks. Drawfirends pic of the Orion was what got me working on them. I immediately thought "Hey, I can probably make that one," and now here we are.
>>
What factions still need lore?
>>
>>76770134
Absolute States, for one. Their member races needs fleshing out. Concordant Moons haven't been touched for some threads now, and Mresh as well. Although with Mresh it's forgivable since they're supposed to be the recently-unsquatted faction.

Also, what do you guys think of adding to the list of really minor/squatted factions like the Hellenos Megapolity?
>>
>>76771158
Hellanos was squatted for a reason, the Zelazny estate would love to sue Tableforge into oblivion.
>>
>>76720499
>>76723936
>Falling for Conglo PsyOp
>>
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>>76771158
>>76771236
>HELLANOS MEGAPOLITY
That shotgunned a spaceship directly into my brain.
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>>76771158
You forgot about the Hussarei
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>>76771158
If Absolute States is Star Trek: The Faction, then that'd mean many, many races. Maybe it'd be ideal to focus on their founding members before fleshing out other AS races.
>>
>>76777280
Ye, at least the ones mentioned in the lore blurb (Duy, Goji, Wanqas, Opeltaz). Who are they, what do they do?

>>76772303
Aww yiss, looking mighty fine. Maybe incorporate pillars for their bigger ships?
>>
>>76778082
I was thinking that but thought it'd be too cliche. I may still. As it stands, the shields and the oar-shaped engines I'm going to run with. A friend suggested their bigger turrets may resemble an archmedes heat ray thing.

If I get to 'em, I'll see what I can cram in without it overloading. Maybe just enhance the pillar-ish thing the turrets have going on, if nothing else.
>>
Bump.

What needs to be done on rules?
>>
>>76777280
>>76778082
So, how adverse are we to cliches, because I kinda want one of the AS Aliens to be based on the Aliens Barney and Betty Hill allegedly encountered. Either the Duy or Goji
>The men stood about five feet to five feet four inches tall, and wore matching blue uniforms, with caps similar to those worn by military cadets. They appeared nearly human, with black hair, dark eyes, prominent noses and bluish lips. Their skin was a greyish colour.
They've also got some weird psychic abilities and are able to look through another person's eyes and intercept a person's reception of pain. Craftwise
>Red lights on what appeared to be bat-wing fins began to telescope out of the sides of the craft, and a long structure descended from the bottom of the craft. The silent craft approached to what Barney estimated was within 50–80 feet (15–24 m) overhead and 300 feet (91 m) away from him.
Barney also said the flying machine reminded him of a big pancake.
>>
>>76781146
Oh ho, I like the idea that Abs. State xenos look kinda like ayy sightings, minus the typical Greys stuff. Maybe the Duy are like those Norse/Pleiadeans (with blue skin??)
You gotta include the Pascagoula aliens as well, they're mighty iconic.
>>
>>76778082
>Duy
They are mentioned to freakishly resemble the Voidborn.

>Wanqas
Rubber worm-like aliens getting by with pseudopods and limited telepathy..

Those two are the ones that have had explicit descriptions. Not very convinced by the convergent Duys, though it could be a nifty sort of parody to "aliens look like weird humans", I suppose. I do like the Wanqas as described, though.

>>76781146
Ye, we could go with that for the Goji.

As for the Opeltaz, the first thing that comes to mind is a sort of short, very aggressive, furry race that looks like a eight-limbed Tasmanian Devil.
>>
>>76688358
>Best part is that current speed can be easily translated into damage for ramming like Full Thrust does.
I really like that.

On another somewhat autistic note, do we want to give weapons firing arcs? Not all of them, cause checking that you can actually fire on the person you want to fire on would get boring after a while, but maybe on like prow weapons or your most powerful guns
>>
>>76783721
>On another somewhat autistic note, do we want to give weapons firing arcs?
I'd like that.
>>
>>76783721
Firing arcs are important. Checking isn't hard, you just do it when you measure range anyway. This is why most spaceship games use hex bases, then use the hexsides for firing arcs.

In any case, they're what creates the impetus to maneuver when terrain is sparse, so they need to real. Especially if we're using vector movement, which I dunno if there's a consensus on.
>>
Did we ever mention missiles/torpedoes? I remember talking about Point-Defense
>>
>>76785234
I don't know. Personally, I'd do it like VaS. Tokens that resolve attacks at end of turn, give you a chance to do something about it.
>>
>>76786142
Sounds good. Also gives you an easy way to keep track of how many torpedoes you have I suppose, if we want to put severe limits on that sort of thing.
>>
>>76786142
>>76785234
Maybe missiles could have a dodge save against enemy fire to represent smart missile systems while torpedoes, being massive and lumbering, wouldn't? That way you could have some difference where missiles have less strength and damage but are more maneuverable and harder to hit?
>>
>>76786142
>>76787266
I feel like tracking missiles and torps with their own tokens with their own movement is a meme too many games fall for.
>>
>>76788761
Alternatively, ships could just have a PD score that determines the to-hit for incoming missile weapons. Aegis ships and screening fighters can then just increase the number.
>>
>>76781130
We've got basic shooting rules finished, I think? Still needs chronology/play-flow though. As in, what do the players do on their turn, or even if there are turns.
How should the turns go?
>Chesslike, player 1 moves their ship(s), then player 2, player 3 etc until back to player 1
>RPG-like initiative system, individual units have their own initiatives and that's the order of business
>Simultaneous, where players write down their actions for the turn and reveal both at once, and then processing it according to the written orders

We'll touch Admiralty rules way later when the Fleet Tactical is sufficiently hashed out. If we ever want to test it out, we could yoink a threadspace on /qst/ maybe? It's got dice rollers.
>>
>>76788894
Initiative by mass? Larger ships move first, shoot last. Used it to some success in an Full Thrust rewrite.
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>>76788894
I think going warhammer/xcom style works best. Makes it easy to keep track of who's turn it is, and keeps a handle on some RNG elements.
>>
>>76788785
Ah, I think something got misunderstood there. They wouldn't have their own movement. They'd just be placed in base contact with the target so they can be resolved after/during the PD/antifighter phase. Just a reminder of a delayed attack. At extreme ranges it may take a turn or something for it to go off, which VaS does for long-lances.
>>
bump
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>>76790970
You mean 40k right?
>>
>>76788894
Simultaneous turns sound incredibly cool, but chances are the best mechanically sound way would be by initiative-per-action (so, movement would be one subturn and shooting or boarding would be another) and with the Initiative Value being inversely proportional unless directly stated... or tie Movement to pure Initiative and Combat/Repairing to Crew Value
>>
>>76789466
>>76790970
Ok, so that's 1 for initiative (by mass), 1 for chesslike expanded.
Chesslike/wh40k has the benefits of simpler 'paperwork' in keeping track of turns, albeit not too 'realistic' and potentially long wait time.
Initiative by mass (or class, maybe?) is more 'realistic' and adds a bit more tactic, but does need more 'paperwork' to keep track of turns.
>>
>>76795534
By class is fine. The way I do it in FT is just
>Pick a ship from the largest size class owned that hasn't moved, move it, put a token near it to remind you
>Opponent does same
>Once all ships have moved, do this in reverse from smallest to largest, removing the reminder tokens.
That simulates the agileness of smaller ships without really having to give them a lot of special rules. Though I added it to Full Thrust mostly to get past larger ships being exponentially better by points cost in a way that wasn't exponential points costs.
>>
>>76789466
>>76795534
I think class wise might work. We'd have
>Dreadnoughts
>Battleships
>Cruisers
>Escorts
>Gunships

Strikecraft and Ordnance should move at the beginning of each turn with the player who went first moving their Ordanance and Strikecraft first.

Now for Cards I think it should be that everyone draws their cards at the beginning of each turn and then cards can be used at any part of a player turn, with cards being used to boost your own ships or in response to an enemy action. But you need to activate cards before the action is undertaken.

If anyone wants to format that and add it to the doc I think that will be a good addition.
>>
>>76795890
That seems fairly alright. I think it'll take care of some of the paperwork issues at least.
>>
bump
>>
>>76795945
Oh yeah, card types as well. You could have stuff like Admiral/Commander cards, which you'd attach to a ship and you'd need one to start the game (search for an adm/cmdr card in your deck then shuffle).
Then there's the Effect/Instant cards, which takes effect immediately; Trap/Delayed Action cards; and Equipment cards, which you can attach to ships and represent activation of retroactively installed equipment.
What do you guys think? Any card ideas I'm missing?
>>
Do you thing we could add a trait to all non-humanoid factions called "Otherworldly Form" or something among those lines? It would be relevant in boarding and land warfare by giving a boost to morale penalties on humanoid enemies.
>>
>>76800094
How would trap cards work exactly? Things like minefields I could see getting kinda abused if you don't have an easy way to track where you put it.
>>
>>76802333
No stealth in space.
>>
>>76802333
One way to do it could be to divide the table up into grids. Cards can be played into grids and trigger on ships currently occupying them.

I've seen that system used before to loosely track the position of cloaked ships or submarines, I think it'd work here.
>>
>>76802643
Maybe. We need more cards tho.
>>
>>76803888
We do, but they should come lasst anyway. We need to know what levers are available for them to pull.
>>
>>76802333
I don't see much potential for those either. Especially since anything you could do to influencd the battlefield would be essentially based in tricking your opponent to go where you want them to, by exploiting momentum or somesuch, rather than flatly laying traps down for them to be either forced by the rules to always cross them, or make it feel unfair by making it all secret.
>>
>>76807745
You do you assume you have to land on a trap for it to activate?
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>>76807926
Some of them you probably just need to meet specific conditions for, like firing on a specific ship, or getting close to it. Not sure what else might work tho.
>>
>>76802643
>>76802333
Ruleanon here. The main rules doc is completely open to be edited so just add whatever you fags want and if it's good we'll save it.

I think that instead of using a grid based system we should have it based around the distance from x. So in the case of say something like a cloaking field all enemy ships farther than x inches away would be unable to shoot the target.
>>
Bump
>>
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>>76801413
That seems alright. How would boarding work? I think it would be something like this:
>Compare Crew Values and any modifiers to it, ship with a better crew value gets a modifier to their boarding roll.
>Players roll off, winner gets their full Crew Value in attacks with the loser getting half of their Crew Value in attacks back
>Roll numbers of die equal to the amount of crew you have left on your ship, add any modifiers to your attack rolls, roll and any damage you inflict are taken from the enemy's Crew.
>If you kill all enemies on board the ship you can either set the ship to self destruct or commandeer the vessel for your own use

Thoughts?
>>
>>76812669
Wait, kinda confused for a bit - how do you resolve damage for crew, again? So the attacker deals damage to defender, while taking damage from half the defender's attack value?
Say there's two identical ships with 5 crew, ship A boards ship B. Ship B wins initiative roll, so they get 5 atk while ship A get 2.5 atk. Ship B rolls 5 dice while ship A rolls... er, 2 dice or 3 dice? Let's say there's no modifiers, how would this boarding scenario be resolved?

Also I can see post-boarding actions be expanded on, since some ships could be incompatible with self-destruct (Mycenoids, Ashen etc) or commandeered (Verdant, Swarm), and some crews can only self-destruct or commandeer.
>>
>>76674033
Lmao
>>
>>76802643
Sounds good to me
>>
>>76788803
I think that's probably the simplest answer, though it might feel weird depending on how different it is from how shooting works with other weapons.
>>
>>76813754
So each player would then roll their dice aiming for maybe base 4+? Then for every 4+ they score the enemy vessel loses 1 point of Crew Value.

And if half the crew value would be a decimal point just round to the nearest whole number.
>>
>>76818702
That seems like it could work. Instead of having a separate shooting phase just have a set PD Value perhaps do it like BFG where your PD Value is how many dice you get to roll to shoot down ordnance or fighters, with neighboring ships within x distance able to give support.

Also post models
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>>76820221
>Also, post models
ntayrt, but I've been a bit too busy to get work done. I miss printer anon filling in my gap time and hope he returns. Also whoever ordered the Saturn BC and Necroseer frigates. I remain super fucking excited to see how those came out.

Thukker and Planetborn now have fleetboxes on the shapeways. Thukker one is cheaper than expected because their boats are all so spindly. If I get money together I may order some ships to show off, but I don't own any paint or tools anymore.

I'm not sure what to do next when I find the time. Fighter stands maybe? In any case, have a summary image. This is where things stand right now.
>>
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>>76820361
Another 3dprint Anon here, haven't posted in this general yet but I've been lurking, I'd be open for some test printing.
I'm also a modellingfag, a bit unsure if this project is supposed to be modelled by one guy or if I could join in, I'd be especially interested in the organic alium factions, that stuff is my expertise.
>>
>>76821265
The organics I can't do myself. I'm awful at it and would love the help.
>>
>>76820181
Yeah, round up or down? Let's assume up.
Hmm, 4+ on a d6? That works.
So, continuing on our scenario before, ship B rolls 5 dice, and ship A rolls 3 dice.
Ship B gets 5, 2, 4, 3, 5 = scores 3 health off ship A's crew.
Meanwhile, ship A gets 5, 6, 6 = scores 3 health off ship B's crew.
At the end of the turn, both ships will have 2 crew left, correct?
Also what about crits (in this case, 1s and 6s)? Should we do something for crits or do we ignore it?
>>
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>>76821284
Aight, I'll give it a shot. Already been scultpting all day so not much more than a rough sketch for now, is there more artwork for ships or should I just go and play around and see what fits?
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>>76823012
Just the basic set of sketches and one legoanon's work so far. I've just been interpreting from the sketches. That looks absolutely great already.
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>>76823012
Very nice. The tail feels a little weird, but everything else is great! might just be because of how far along the fins are.
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>>76823012
Ooh, that's exactly what I'm seeing when I drew that. Splendid stuff! I see the tube-tentacle's going to be refined later?
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>>76823061
Alright, I'll try to do the same. And thanks, I'll try to keep them closer to your designs and keep them more hard surface instead of going full Giger.
I really like your ship designs btw, they're what drew me into looking into this thread some more.
>>76823104
Thanks, that's just a placeholder, I just like to just sculpt a really rough model version first and then replace them piece by piece, in that pic I really only worked on the head.
>>76823477
Yes, already refined it, I'm glad you like it.
Got any more rough sketches or ideas for these guys?
>>
>>76823934
>I'll try to keep them closer to your designs and keep them more hard surface instead of going full Giger.
Whatever helps keep the whole set looking cohesive in your opinion. Don't pull any punches just for my sake though. If you didn't get it here's the dropbox with the rest so you can compare the scale and such, or try printing what you want. https://www.dropbox.com/sh/43b0z6dp8qbc5o3/AAD6is5BkV8Fhzvil83rybXoa?dl=0
>I really like your ship designs btw, they're what drew me into looking into this thread some more.
Means a lot. I'm pleased to have someone onboard who can cover my blindspots, too. you've definitely got more skill than I, so it's doubly flattering.
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>>76824633
I'm certainly not more talented, what I'm doing is a lot different from your work, your stuff looks like it's pulled straight from a videogame while mine has very little to do with good topology, I just have a good eye when it comes to copying and translating shapes from 2D to 3D.
I suck at actual poly- and boxmodelling.
>>
>>76825774
That's fair. We shall settle for just being impressed with each other's work then. I don't have the slightest clue how or with what you go about what you're doing, so i' certainly seems more technically adept than beating up squares.
>>
>>76795945
>>76800094
Commanders, along with Aces, aren't cards. They're functionally special rules you buy for your list. Cards will have their own triggers and can be played any time, any turn as long as the trigger condition is met. You can attach cards to units, which means they no longer count against your hand but can still be played but their trigger and effect only applies to the attached unit.
>>
>>76821416
Ignore it. We've already got to hash out more rules regarding anti-boarding defenses, boarding pods, assault craft, and Blue Destiny mechs.
>>
>>76823934
I could bang up some later on, especially the angler ones that hide within husks.

>>76825991
>anti-boarding defenses
Modifiers for defenders?
>boarding pods and assault craft
Additional rolls to determine if they get shot down by point defense, but if success the atacker using them get a big modifier? Boarding pods are one-use disposables but assault craft are reusable?
>Blue Destiny mech
Fighters that can also double as assault craft when they are close enough to an enemy ship?
>>
>>76826749
>Modifiers for defenders?
Yes, but I imagine it's not necessarily just a matter of a plus or minus. The way I see it, both are methods of boarding ships without having to ram. Boarding pods are treated as torpedoes except their successful resolution is a boarding action. Assault craft are either strikecraft or gunboats in mechanism performing a ramming action. Blue Destiny mechs can perform a boarding action whenever they attack a larger vessel, but need their own rules as treating them like a basic boarder is a little silly. Also there should be the equivalent of marines you can purchase as wargear that can be utilized to board and repel without affecting your crew size.
>>
>>76821416
The question I think we should ask is: why board? What impact does the fighting and the loss of crew have on the boarded ship? I was thinking boarding parties could maybe try to sabotage subsystems/ships that are being boarded suffer penalties to some stats.
>>
>>76827525
Reducing crew below thresholds reduces the overall effectiveness of the ship and many factions can have their ships co-opted if the crew value reaches zero.
>>
bump
>>
>>76827525
The point of boarding is to co-opt enemy ships, or even simply cripple them badly enough to force them to choose between manuvering or shooting. Perhaps there are special rules regarding victory condictions as well, like, say, gaining point for every vessel you disable, or making capturing "the command ship" be worth more points than destroying it.
>>
>>76827570
>>76830655
Ah, I see. I hadn't seen that before. I could see the whole "completely take over an enemy ship" thing having the potential to be a little over powered, but that probably depends on what rules we actually decide on for boarding
>>
>>76831667
I remember the Ashen had some wierd stuff related to boarding.
>>
>>76833811
I like the idea of them being able to "shoot" boarders into the hulls of enemy ships. With their projectile weapons shooting bolts of Ash itself but that might be a little difficult rule wise to implement.
>>
>>76834519
I mean, you could make it so that ships that've been hit by those weapons lose crew dice (representing the fact that some crew have been blocked by the borders) or something like that.
>>
>>76834519
>>76836409
Some value of the targets crew could be used instead of the normal defense?
>>
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So we have the Oh'Shan and the Squib as two races of the Concordant Moons. How many more should we add?
Basically the Oh'Shan are large, very alien looking xenos and the first to worship the Concordant. They're the Elite shock troops and commanders of the faction and can only communicate via radio waves

The Squib are a small, quick to breed race and also very alien looking. They're quick, agile and dextrous and make up a majority of the ship crews , strikecraft pilots and basic ground troops of the Concordant. Their planet was saved by the timely arrival of the Oh'Shan and are now sworn to serve them forever.
>>
>>76830655
>>76830655
>>76831667
I like this. Make it somewhat like 18th century naval warfare where each "Prize" you capture during a battle giving you victory points.

But maybe during a boarding action the two ships can't shoot or maneuver because their crews are too engaged in battle? That or make an Emergency Burn an action to spend all of your Movement/Combustion Points to disengage from a Boarding Action but your ship can't do anything else during the turn.
>>
>>76831667
It stops being overpowered because you actually have to crew the ships you captured if you want to use them, meaning you have to swap crew out from other ships along with all the attendant penalties if you go below crew thresholds. I figure you can buy extra crew for any ship up to a cap as well.

Blue Destiny mechs that capture a ship are out of play if they're used as crew of the captured vessel.
>>
>>76839979
I think them not being able to do anything is a little much, and I don't think the boarder's ship should suffer for doing a boarding action (After all, the boarding crews are there in addition to the base crew I'd imagine), but I do think there should be an impact on the boarded ship. Like, maybe, it suffers penalties base don how many of the attackers are left.
>>
>>76839979
>Swarm has no capture mechanic
>>
>>76839979
>>76840984
Boarding actions continue until decisively resolved or, if boarding follows ramming, boarding parties are recalled by the boarder. Otherwise they are continuously maintained until either attackers or defenders are eliminated. If a ship is rammed/ramming, it cannot use firing arcs in the direction of the ram until one of the ships disengage. However, ships PD value, along with any weapons with the PD that could normally fire in that arc, can target externally mounted system/weapon slots during a ramming engagement. You're also able to counter-board whenever able.
>>
>>76841266
>instead, they gain bonuses the more ships they eat
>>
>>76842438
Ahh yes the Vore Crowd.
>>
>>76842438
How would that even work?
>>
>>76846011
>>76844155
Well, lore stipulates that they augment themselves from their kills, at least using the husks of ships/derelicts like hermit crabs - so rulewise they can choose between additional armor plating or victory points when they can defeat and devour a ship. Doesn't have to be in one turn, so frigates and corvettes take 2 bites to finish, destroyers 3, cruisers 4... etc.
This means that your Volrani Swarm fishes could take between 2 to 5 turns trying to finish a ship, while they themselves aren't immune to boarding actions. Yes, you can go full Ahab on them, and in case of some factions, even try to commandeer them (Mycenoids come to mind). Their 'self-destruct' option is more like 'stop their mutant space fish hearts' and would not be damaging to nearby ships (unlike ordinary self-destruct).
What do you guys think?
>>
>>76846331
I'd say that outside of Admirality level play it's not something that would come up up much because of the time and unit sink necessary to pull it off.
>>
>>76846433
Hmm, perhaps the size of the fish would also impact the bites needed to finish an enemy ship. Let's say that a fish eating a ship of equal size takes 3 bites to finish, and adding or subtracting a bite for each size class. So for example a frigate-sized Volrani can finish another frigate in 3 bites, a destroyer in 4, a cruiser in 5 and a battleship in 6. Conversely, a battleship-sized Volrani can eat another battleship in 3 bites, a cruiser in 2 and the rest in 1.
Then again, this will make it so that Volrani players wanting to augment a lot will gravitate towards big fishes, which seems counter to the lore of them being swarms.
Any ideas?
>>
>>76846496
Your best bet would probably be to just assign numbers to ships hull sizes, and drop debris tokens next to a ship when it goes down as part of the volrani overall playbook. If a volrani entity sits next to a wreck with tokens without shooting for a turn, it can eat its own size in them to either get a bonus or restore health.

Works for other Volrani, but can only pick the health.

If the target doesn't have enough tokens to get your bonus, I'm tempted to say you get nothing. So you want a mix of large ships that can eat cruisers for fat bonuses, and little guys to clean up. Though this makes hordes of smaller craft a more default playstyle with choosing big cruiser-sized forms a gamble of sorts, but that seems right?
>>
>>76846512
That works, and I really like the idea of debris tokens in general as a form of "terrain" modification.
>>
Why not have weapons that modify terrain?
>>
>>76848579
You mean like a weapon that creates a black hole hazard?
>>
>>76848579
>>76849397
Voidborne has that as a gimmick given some of the posts in the older threads.
>>
>>76849397
Yes, pretty much.
>>
Another fun mechanic is the way kinetic weapons interact with movement and speed. Like speed can increase or decrease the damage taken or dealt depending on the direction the attacking or defending ship are going.
>>
>>76848579
>>76849397
>>76849580
I'm pretty sure they can create localized gravity anomalies, but not black holes. I was thinking about gravity wells to trap ships, or gravity "webs" to tangle ships and pull asteroids towards them to inflict damage.
I think black holes are simply too big to be used on fleet action.
>>
>>76850296
How would we implement that though? Maybe use a kinetic weapons strength to determine how many centimeters a vessel is "pushed"? So if you had a strength 10 weapon it would push your vessel 10 cm away so while it won't be a major change repeat weapons fire can push ships out of formation even if they don't penetrate.
>>
>>76851039
I think Anon meant adding or subtracting damage to the shot based on the ships relative vectors. Depending on how movement turns out to work, that might be rather tedious to compute.
>>
>>76850296
>>76851039
Way to fucking complicated for tabletop. Plus it'd stick the meta firmly into weaker guns and shorter ranged combat. Why take a high strength kinetic weapon when you risk gimping your ability to attack enemy vessels by using it?
>>
>>76851073
Let's be real, if damage modifiers aren't a simple matter of plus, minus, or "if X then Y" then it's probably too complicated for people to actually want to use it. No one wants a game to grind to a halt while you crunch the numbers to figure out your damage, and no one wants to have to go back and check the math to make sure someone isn't cheating.
>>
>>76851285
I agree. Secondarily, the velocities of ships compared to railguns aren't really going to influence the outcome enough to matter. Think it'd be a cool mechanic ina vidya maybe, but in tabletop it's just tedious busywork.

Weapon special effects should definitely be limited to clear, simple effects or hooks for other game systems like boarding.
>>
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Volrani Swarm Angler concept is finished! What do you guys think?
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>>76853195
What ships does it find the tastiest?
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>>76853756
Whichever one you really don't need it to be eating right now.
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>>76853195
It's certainly very fishy looking.
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>>76853195
Sorry for newfagging but what's the lore for Volrani ships? Are they completely biological?
>>
>>76855554
Volrani "ships" are just individual Volrani. They're alien space whales created by the Heritage (ancient alien Forerunner style race), can't remember why though. They're basically wild animals that go about attacking unlucky vessels and generally being a nuisance.
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>>76856829
Some say they're attack dogs, some say they're exotic pets gone wild.

>>76853756
Yes.
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>>76858476
So are their boarding troops whale lice?
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>>76861256
They can be now.
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>>76861645
Can their strikecraft be copepods?
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>>76861700
Why would they need to cope when they're one of the best fleets in the game?
>>
Rulesfag here do we have any consensus on new things to add to the doc?

Someone sum up what we've gotten done this thread and I'll start formatting it and adding it to the big book of rules.
>>
>>76861863
So far, the movement rules have been estanlished as momentum-based. Thrust power vs. Mass/Tonnage, rest calculated kind of oike a vector.
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>>76861256
Now that's a nightmarish mental image that I just so happen to absolutely adore.
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>>76861256
Do they use any kind of propulsion or do they just jump and calculate the trajectory?
>>
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>>76853195
I like it, giving it a shot.
This time I'll go more full retard and see how you guys like this.
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>>76864901
Very nice. Will any of that detail come through in the print though?

Drawfriend had the one covered in pieces of spaceship for makeshift armor. If you want to make variant ones like that, feel free to slice up my models for purpose.
>>
>>76865737
If you use resin with 0.025mm layers and a printer with high DPI you may be able to do this. I will start printing what you guys are posting here as soon as I get more free time.
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>>76866054
Cool. I know very little about it since I only really work with shapeways cheapo material, but it's very interesting to learn about, thank you.
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>>76865737
Yeah, what >>76866054 said, but I really don't know how good shapeways is.
Pic related is a hormagaunt I modelled for Epic Armageddon and printed on my Phrozen Sonic Mini 4k, which has a 0.35mm Pixel size. It's printed at 0.5mm layer height, which is rather low res, just for testing and it still has quite a lot of detail for how tiny it is.
The structure I modelled on the Angler is still very rough, I'll put more thought into it as a final touch.
>>
>>76864901
Aww YEEEE that looks like something you don't want to meet in deep space. Could also be debris, imagine stumbling into a Volrani graveyard and just see gigantic bones slowly floating in the void.
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>>76866866
We really should start thinking about terrain. We already know about the vanilla sci fi terrain of asteroids, nebula etc but how crazy do we want to get?
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>>76868038
Maybe space fauna, like flying whales? We already have Volrani, why not something even bigger but peaceful? Or maybe a huge and dense school of "space fish". Or jellyfish with tentacles acting as a moving minefields.
>>
>>76868038
Derelict Heritage constructs that do Things. Like sap the momentum of ships that pass too close, or deal DoT. Things that are annoying. Maybe they're worth points if you win and they're intact, but you can also just explode them to make them cut it out.
>>
>>76868038
What about Space lifeforms?
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>>76868746
>>76870295
I'm down with these too. Having neutral parties around is a good idea. There's a not!stalker game (Zona alpha?) that had a system for spawning threats on objectives we could maybe steal. I'll have to look it up.
>>
bump
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>>76871625
I imagine there are a bunch of neutral and minor factions in the setting that don't appear in the tabletop.
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>>76876556
That could be an interesting thing to think of. I might have to do some lore for them anon.
>>
>page 10
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>>76877777
I wouldn't necessarily go beyond two or three sentences.
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>>76876556
>>76871625
>>76877777
I think we should make creation tables for creatures. Make 2-3 examples and leave everything else up to the players. Then we can have a document for people to add their own fauna and lore for them balanced around those tables.
>>
>>76878994
Sounds good to me, don't want to over complicate things too much.
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>>76878994
Some major factions also work fine. A spawn trigger could drop some points of Volrani, Mycenoid, Blue Destiny or Ppuk ships without it being out of character.
>>
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>>76853195
>>76864901
So I added some of my own design ideas to the Angler.
First of all more spiky thin teeth - sort of like a real Angler fish. I think it looks way more uncanny this way and those huge thin teeth are better at penetrating huge objects like space ships, it probably won't do a lot of chewing. The teeth will need some work to make them actually printable, which also depends on the scale and I don't relly know how large this fella is supposed to be.
I also replaced the scythe arms with those spiky claw arms similar to a whip-scorpion, for the simple reason to move the design as far as possible from Tyranids.
Overall I'm trying to make them less buglike and look more like a mix of dinosaurs and deepsea fish
Let me know what you guys think.
>>
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>>76861256
I think the Volrani could have a boarding pod variation that, instead of injecting troops into the enemy ship, would start gnawing on the ship's hull, eating away it's defenses and possibly breaking important parts, kinda like pic related
>>
How about giving the swarm eel dragons?
>>
>>76695194
this lizard is here to stop you from smoking
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>>76692481
>stop fighting in the war room!
>take that shit to capitol hill like responsible adults!
>>
>>76881736
Ooh yeah, looking better. I put the 'stubby' teeth because I thought thin needle teeth like irl anglerfishes would 1) be hard to pull out of metal hulls after it bites on them, and 2) really hard to 3D print, ending up with fragile teeth.
>>
>>76881736
Are we going to have them full bioships or biomechanical?
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>>76883947
'Fresh' fishes look full bioships/zerg in space, older ones who have eaten ships will look more biomechanical. AKA inverted Ppuk ships.
>>
>>76881736
Really nice! Will you give it a joined jaw or just leave the left and right pieces unconnected?
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>>76878994
That spunds good to me.

>>76880103
>Blue Destiny
>Fauna
Green-ish gloved hands wrote this post.
>>
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>>76880103
>>76886356
>>
>>76886356
Everyone knows Blue Destiny are ranked somewhere around below animals and above "inert geological formations."
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>>76882399
What do you mean by eel dragons?
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>>76889464
Make a unit that looks like a cross between an eel and a dragon.
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>>76888651
Well yeah but it makes sense, the first Pirate Clans that founded Blue Destiny also were responsible for destroying a third of the colony ships set aside for the expedition that would lead to Nova itself. With a lot of those ships and resources gone and constantly taken by pirates the Nova were forced to be an authoritarian hellhole for a time where all resources were scarce and even minor crimes could leave you facing a death sentence.

Now the Peacekeeper Corp that would replace this tyranny would be the first "official " Nova but they never forgave the pirates for the hardships forced on their ancestors.
>>
>>76871625
What do you think those would be like? Volrani already fill the whole space whale niche, so would we have like Not!C'tan or something like that? Maybe rogue Ash swarms could make an appearance.
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>>76891559
The Volrani aren't space whales, they're predators. Sharks between the stars.
>>
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Quicky anons give me a paragraph about your favorite piece of lore from your faction!

If you do I'll bully my friend into testing out this game with me.
>>
>>76891559
Random ships from other roving factions as >>76880103 or just less aggressive things. Space jellyfish, or whale-things that largely just loiter until disturbed. Something kinda unthreatening scaling up to near-peer ships as the point value/agreed scenario gets higher/harder.
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>>76891644
daemons
they can be anything, anywhere, spawned from seemingly nothing at all
>>
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>>76891701
What kind of demons we talking about here?

The Ashen Demon class Destroyers?
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>>76892785
So far the setting seems to completely lack mystical elements so actual demons would be a weird addition.
>>
>>76891644
Initially, there were silence. Not an Andromedan crackled with energy, such was the sudden realization that there won't be any home to return to. Then, panic sets in. An Andromedan wailed in static, which sets off the others. Some grovel and screamed, some feverishly recalibrate their ships' sensors, some stayed deathly still even when others are lashing out against the universe.
The stars in Andromeda... the stars aren't right.
>>
>>76891644
>"Let me see if I understand: you think that the Necroseers, one of the most enigmatic races in the galaxy, and probably the oldest still extant, are at the heart of a conspiracy to destroy the Tyar Imperium, one that has caused the ascension of Galileo V and the previous civil war, and that has almost destroyed the Avar because they owned weapons capable of desyroying the ancient ones in seconds... and your plan is to assassinate the Necroseer's entire government? All of that before overthrowing Galileo V?"
> Rutger nodded with a determined grin. In turn, Zander facepalmed and sighed.
>>
>>76891644
Opper frantically scrolled up and down the message, looking for a sign, any sign, that what he had read was just a mistake. The lifesuckers were always the worst kind of scum, but usually they attacked ships or raided planets when they did the horrible thing. Conquering planets was something that was above them... or perhaps beneath them.
In any case, the stolen trascript, when translated by the decodoer Gull programmed and installed on the Savoni's Collector, was clear: Hogfeast was deemed a "worthy place to find our prize", and that prize was, it seemed, its entire population, and the odds seemed to favour the invaders, for the Clans and nation-states of the planet were complacent and unwilling to cooperate.
He tried to re-run the transcript two more times, changing the spacing between a few words he could barely read, but the message never meaningfully changed. Sweat flowed from his brow and his fingers trembledz while his tusks felt like they had been set on fire.
He had to do something to warn the leaders... but how could he, for House Ferromin's prestige and credibility was lesser than a froggie trader's?
"The future of my race might be in my hands... I shall look for help."

(Translated from Japanese, might have found a shit scanlation)
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>>76893525
Could just be something people call demons rather than actual demons, but yeah, it feels a little out of place at the moment.
>>
>>76895801
If the Nova has demons they probably look like Ashen anyway.

>>76886706
>Nova city in the background gets raided by the Ashen
Accurate
>>
>>76895801
Also yeah, saying they can be anything doesn't help define what they are/ might be, or what they might look like
>>
One question I wanted to ask about subfactions: Would they get their own rules, Blood Angels/Space Wolves style, or are they just alternate lore and a different colour scheme, like the Salamanders/Imperial Fists?
>>
>>76900136
I think we should set the basic rules first before worrying about the smaller details
>>
Bump
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>>76900136
Older threads pretty much ran with the idea that the subfactions are little more than additional ship, commander, and ace options with maybe some rejiggered points costs or special rules alongside.
>>
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Hazarded a couple of guesses in the rules doc, lemme tell ya, I think I'm shit at balancing math.
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>>76903684
Seems sensible. If we were creating all new rule sets and ships for every subfaction, we'd be stuck working in them for decades.
>>
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3D Modelfag I humbly request a Planetborn version of the Des Moines class cruiser. Something with a lot of firepower to complement the raw alpha strike of the rest of the Fleet.

Also is there a delay with shapeways? I ordered a battlecruiser a while back and am still waiting on it.
>>
>>76908530
Several of the subfactions are explicitly mentioned as having unique ships, but we're talking something like 3 or 4 at most.
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>>76911233
I'll put it on the docket. I've been swamped IRL, but I'll get back to it at some point. Keeping an eye on the threads though still.
Also that's bizarre. On my end the only BC that's been ordered it says shipped a month ago. I'd get ahold of their support and start complaining, ASAP. Unfortunately I have zero involvement or say in anything past "Upload Model."
>>76912089
That seems reasonable, especially if they're unique variants and not necessarily entirely new hulls.
>>
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>>76911233
Done and up. The workflow on these is greased lightning now that I have a library of parts and hulls to cannibalize.
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>>76914447
Very nice. I especially like the engines on the sides.
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>>76915228
Thanks. I'm actually quite fond of the SFB "of course a thrifty navy would recycle bulk components for hulls," approach. Just with more than four polygons. This is the third time those engines have been used, in some new configuration, and I don't think it's getting old yet.

I've also managed to incorporate the 'rabbit ears' into every PB ship so far, so now I think they're stuck with them forever.
>>
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>>76914447
Have a Zsinj in gratitude anon.
>>
Do we have turn order and activations fluffed out? If I'm given a gist I'll add it to the doc now. Which would leave us with only Boarding, Ramming, Ordanance and Movement rules to still finish up. Terrain we can add later.
>>
>>76918476
I'd proposed this but I don't know if we're going with it.
>Init player moves all* ships with largest size class
>Non init player reciprocates
>Go all the way down to fighters
>Init player shoots his fighters
>Non init player shoots his fighters
>Work all the way back up the size classes.
* 'all' could here be 'a' working back and forth within each bracket, if we wanted more granularity. That's how I use it in modified FT.

That was my take. If it was discussed more, I missed it.
>>
Bump
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>>76918562
I think fighters and things like torpedoes, anything on that scale, should have their own separate phase where player A, the player with the intiative, will move and attack with his ordnance first with the non intiative player moving and activating afterwards. That way it won't be as tedious as the players taking turns moving each individual missile volley or fighter squadron.

Otherwise sounds pretty good to me.
>>
>>76920823
Yeah, you could do it the same way and just have the 'fighters and missiles' part happen all at once, as an option. That's sound and I approve of it.
>>
A reminder. In about 5 posts we will need a new thread.
>>
Coming in to rant about the worst promotional race ever, the failed Starcraft crossover. We were supposed to get the protoss and some space marine models, but then someone decided it was too similar to another faction they had coming up, so we had the zerg. A race that has 75% reskins for units, and most of the original models are dogshit, not to mention the game breaking exploits that resulted from the rest. I can't believe they're still selling models of it, even after the most popular video about them was all about how to kitbash them into other factions. Worst part is, that other faction was cancelled, so we got nothing of value.

META: (is this how I'm supposed to do it?)
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>>76924126
Ooc: It’s a spaceship wargame.
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>>76924251
OOC:Alright, I'll change the ranting a bit to fit better

I mean, what grand, awe inspiring iconic ships do the Zerg have even? At least with "that" promotion, most of the models looked cool. With the zerg, I get confused if another player brings a "organic" faction. At the very least, they finally got rid of Sam for that decision.
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>>76924351
Ooc didn't they have a generic hive ship of sorts? I know they had some kind of bio ship thing in the lore. But Volrani would probably be the closest equivalent in DBS.
>>
Is this general dead?



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